Landmarks and Organizations
Settlements management usually happens between Gothic: The Lion Age events. Settlements are composed of Landmarks which often, but don’t always, require Population to staff them. Settlements in the same Province or neighboring Provinces connected by Paths are considered part of the same Reich, allowing Population to travel between those settlements. In some cases, Population may arrive at new settlements due to current events or the actions of characters, even outside of an established Reich.
Landmarks can be either Public Landmarks or Organization Landmarks. Landmarks of either type can be Key Landmarks. Key Landmarks start a new Settlement, are the only Landmarks that can be built on a Site without a Landmark, and only one Key Landmark can be built at each Site. Landmarks are constructed using Supply, which come in the form of Canvas, Hide Bundles, Iron Beams, Blocks, Lumber, and Fuel. Supply is an item type that that is created through downtime actions at various Landmarks. Supply remains in the settlement that it is gathered until it is Transported to another settlement with a Stockpile. Some Landmarks also have certain thresholds that must be met in order to build them. Advanced Landmarks of each type require at least 10 tags of Commerce, Tradition or Law to exist in the Reich before they can be built. Superior Landmarks of each type require at least 25 tags of Commerce, Tradition or Law to exist in the Reich before they can be built.
Public Landmarks are those that are not controlled by an Organization. Public Landmarks are automatically staffed by available, appropriate types of Population within the same Reich. There are no limitations to the number of characters that may take a Downtime Action at a Public Landmark, no required permissions, and the results of your Action either go to you directly or are left at the Landmark.
Organization Landmarks are controlled by an Organization. Organization Landmarks are not automatically staffed. Instead, moving an appropriate unemployed Population to staff an Organization Landmark requires the appropriate Virtue or Vice and costs one (or more) Influence. Removing a Population from a staffed Landmark also costs one or more Influence. Moving a Population that is already staffing a Landmark to your Organization Landmark costs additional Influence, and that cost may be increased further if you are drawing from Landmarks belonging to another Organization. Releasing a Population that is staffing one of your Landmarks is free, however they may not be freely moved between Organization buildings- they must released and then Influence spent to employ them in the new location.
Organizations are founded using a special Function, during which at least one Influence is generated and spent to name the Organization’s Officer(s). Organizations are not initially typed, but instead purchase Virtues and Vices with Influence. Organizations have one or more Officers who can spend the Influence of the Organization to employ Populations or achieve other effects.
Influence can be generated in three primary ways. First a character with Mercantile 5 may spend 5 Gold as a Task in order to generate one Influence for any Organization. Second, a character with Etiquette 2 may host a special Function and any attendee may perform a toast, dedication or other public recognition of the Organization being honored to donate one or more Achievements of any type to the Organization. This removes the Achievements from the donating characters’ sheets and therefore these Achievements no longer count against their ceiling. The host of this Function should collect the information of each donating character and submit it as a Task. Finally, a character with Streetwise 3 may target a Landmark they know of with a Streetwise Action and generate a Trial for the next Chapter. During this Trial, there will be an opportunity to gain Intel critical to the function of the Landmark. This Intel may be kept, or anonymously fenced as a Task to generate one Influence.
Organizations may spend their Influence in a number of ways. The most basic way to spend Influence is to buy into a Virtue or Vice, each of which allow additional ways to spend. The first level of a Virtue or Vice an Organization buys into costs 5 Influence. Buying the Advanced level of that Virtue or Vice costs 10 Influence. Buying the Superior level of a Virtue or Vice costs 20 Influence. You may not buy a higher level of a Virtue or Vice until you have the level below it. Having more than one Virtue or Vice (including higher levels of the same one) also multiplies the Influence cost of an Organization’s possible actions by the number of Virtues and Vices associated with the Organization. For example, an Advanced Law (2) Organization attempting to staff one of their buildings, would need to spend 2 Influence rather than 1. This is called Investing and every time something calls for you to Invest you must spend Influence equal to the number of Virtues and Vices associated with your Organization.
Law
Gain one, two or three Influence each time a Minor, Moderate or Major Law Opportunity occurs
May Invest to staff a Law Organization building, gaining control of it. Advanced or Superior Law may be required to staff some Landmarks
May Invest to de-staff another Organization’s Law building, rendering the staffing Population unemployed
May employ Gentry population in any type of Landmark your Organization Invests to staff
Tradition
Gain one, two or three Influence each time a Minor, Moderate or Major Tradition Opportunity occurs
May Invest to staff a Tradition Organization building, gaining control of it. Advanced or Superior Tradition may be required to staff some Landmarks
May Invest to de-staff another Organization’s Tradition building, rendering the staffing Population unemployed
May employ Peasant population in any type of Landmark your Organization Invests to staff
Commerce
Gain one, two or three Influence each time a Minor, Moderate or Major Commerce Opportunity occurs
May Invest to staff a Commerce Organization building, gaining control of it. Advanced or Superior Commerce may be required to staff some Landmarks
May Invest to de-staff another Organization’s Commerce building, rendering the staffing Population unemployed
May employ Merchant population in any type of Landmark your Organization Invests to staff
Abuse
Gain one, two or three Influence each time a Minor, Moderate or Major Abuse Crisis occurs
May Invest to take control of a single uncontrolled Scum Population
-Scum Populations can be directed to disrupt a single Landmark in the Reich, rendering it non-operational for one Chapter. This generates significant Abuse for this Chapter.
-Scum Populations can be Levied with the permission of the controlling Organization. The resulting unit begins with Despair. This generates significant Abuse for this Chapter.
-Scum Populations can generate 1 Influence. This generates significant Abuse for this Chapter.
May Invest to remove another Organization’s control of a Scum Population
May employ Scum population in any type of Landmark your Organization invests to staff. This adds an additional Abuse tag to that Landmark.
Darkness
Gain one, two or three Influence each time a Minor, Moderate or Major Darkness Crisis occurs
Darkness Organizations may Invest to obtain access to a grimoire, contact a local agent of darkness, or locate a site of darkness.
Advanced and Superior Darkness has additional options for corrupting Landmarks, staffing their own dark Landmarks, and employing non-standard Populations (Coming Soon!)
Decadence
Gain one, two or three Influence each time a Minor, Moderate or Major Decadence Crisis occurs
May Invest to grant +1 Luxury to Gentry characters for one Chapter
May Invest to upgrade the Feast function in one of the following ways (each option may affect the same Feast only once)
-add five seats to the Feast
-grant a single additional Toughness, Nerve AND Discipline to anyone who partakes of the Feast that last until the end of the Chapter
May Invest to make a single Venial sin not give Depravity to anyone who commits it for the next Chapter. This can be generally or under specific circumstances and a (non-changeable) Rumor is generated with the change explained at Opening Announcements
Advanced and Superior Decadence may generate more Luxury or for different Social Classes, may further upgrade Feasts, and may change the local beliefs on Sin even further (Coming Soon!)
In general, Abuse Organizations are illegal and frowned on, Decadence Organizations are frowned on, but vary on how tolerated they are depending on local ideologies, and Darkness Organizations are hated and feared by all but the most vile and depraved individuals.
Virtues and Vices are also tags on various Landmarks. For Organization Landmarks, this indicates what Virtue or Vice is required by an Organization to staff them. All Virtues and Vices also have three clocks associated with them- Minor, Moderate and Major. The number of tags of each Virtue and Vice indicate the base number of ticks all three clocks advance each Chapter. When a clock fills, an Opportunity or Crisis will appear. Sometimes this will be an effect such as a Disease outbreak or Trade opportunity, and other times it will be a more nuanced plotline. Interacting with these effects and plotlines personally can add or remove ticks, as well as having narrative effects. Organizations can also Invest and call upon one or more of the Landmarks they control to affect such events when they are appropriate. The clocks are primarily a storytelling tool and will not be player facing, but the tags on Landmarks and other effects should help players see where their Reich is strong and weak and what problems and opportunities their community is likely to see more and less often.
Public Key Landmarks
Landmark Name | Effects | Supply Cost | Staffing? | Location Requirement? | Virtues/Vices? |
---|---|---|---|---|---|
Coal Mine | Downtime Makes (Mining) Fuel | 1 Labor | Peasant | Hills | Commerce, Darkness |
Improved Coal Mine | Downtime Makes (Mining+2) Fuel. May be used by those without Mining Skill | 3 Labor, 4 Lumber, 4 Blocks, 4 Iron Beams | Peasant | Coal Mine | Commerce, Darkness |
Stonecutter’s Camp | Downtime Makes (Mining) Blocks | 1 Labor | Peasant | Mountain | Commerce, Darkness |
Improved Stonecutter’s Camp | Downtime Makes (Mining+2) Blocks. May be used by those without Mining Skill | 3 Labor, 4 Lumber, 4 Blocks, 4 Iron Beams | Peasant | Stonecutter’s Camp | Commerce, Darkness |
Iron Mine | Downtime Makes (Mining) Iron Beams | 1 Labor | Peasant | Mountain | Commerce, Darkness |
Improved Iron Mine | Downtime Makes (Mining+2) Iron Beams. May be used by those without Mining Skill | 3 Labor, 4 Lumber, 4 Blocks, 4 Iron Beams | Peasant | Iron Mine | Commerce, Darkness |
Farmland | Downtime Makes (Farming) Food, Passively Produces 5 Food per chapter. Food is automatically distributed to all Populations in the same Reich | 1 Labor | Peasant | Plains | Commerce, Darkness |
Produce Farm | Downtime Makes (Farmingx2) Food, Passively Produces 10 Food per Chapter. Food is automatically distributed to all Populations in the same Reich | 3 Labor, 4 Lumber, 4 Hide Bundles, 4 Canvas | Peasant | Farmland | Commerce, Darkness |
Horse Commons | Downtime Makes (Farming-2) Horses. Horses may be used as Supply or converted to or from tagged items at logistics. | 1 Labor | Peasant | Plains | Commerce, Darkness |
Horse Ranch | Downtime Makes (Farming Horses). Horses may be used as Supply or converted to or from tagged items at logistics. | 3 Labor, 4 Lumber, 4 Hide Bundles, 4 Canvas | Peasant | Horse Commons | Commerce, Darkness |
Tannery | Downtime Makes (Hunting) Hide Bundles | 1 Labor | Peasant | Forest | Commerce, Darkness |
Improved Tannery | Downtime Makes (Hunting+2) Hide Bundles. May be used by those without the Hunting Skill | 3 Labor, 4 Lumber, 4 Hide Bundles, 4 Canvas | Peasant | Tannery | Commerce, Darkness |
Lumberyard | Downtime Makes (Forestry) Lumber | 1 Labor | Peasant | Forest | Commerce, Darkness |
Improved Lumberyard | Downtime Makes (Forestry+2) Lumber. May be used by those without the Forestry skill | 3 Labor, 4 Lumber, 4 Hide Bundles, 4 Canvas | Peasant | Lumberyard | Commerce, Darkness |
Grazing Commons | Downtime Makes (Farming) Canvas | 1 Labor | Peasant | Hills | Commerce, Darkness |
Grazing Pasture | Downtime Makes (Farming+2) Canvas. May be used by those without the Farming skill | 3 Labor, 4 Lumber, 4 Hide Bundles, 4 Canvas | Peasant | Grazing Commons | Commerce, Darkness |
Charcoal Burner Camp | Downtime Makes (Forestry-2) Fuel | 1 Labor | Peasant | Forest | Commerce, Darkness |
Sheep Commons | Downtime Makes (Farming-2) Canvas | 1 Labor | Peasant | Plains | Commerce, Darkness |
Bogiron Pit | Downtime Makes (Mining-2) Iron Beams | 1 Labor | Peasant | Swamp | Commerce, Darkness |
Berry Forage | Downtime Makes (Forestry-2) Food | 1 Labor | Peasant | Hills | Commerce, Darkness |
Hare Trapper Camp | Downtime Makes (Forestry-2) Food | 1 Labor | Peasant | Forest | Commerce, Darkness |
Furrier | Downtime Makes (Hunting-2) Hide Bundles | 1 Labor | Peasant | Forest | Commerce, Darkness |
Fishery | Downtime Makes (Hunting) Food | 1 Labor | Peasant | Coast | Commerce, Darkness |
Reptile Trapper Camp | Downtime Makes (Hunting-2) Food | 1 Labor | Peasant | Swamp | Commerce, Darkness |
Reindeer Hunting Camp | Downtime Makes (Hunting-2) Hide Bundles | 1 Labor | Peasant | Tundra | Commerce, Darkness |
Lemming Trapper Camp | Downtime Makes (Hunting-2) Food | 1 Labor | Peasant | Tundra | Commerce, Darkness |
Mountain Skidroad | Downtime Makes (Forestry-2) Lumber | 1 Labor | Peasant | Mountain | Commerce, Darkness |
Rootdigger Camp | Downtime Makes (Forestry-2) Lumber | 1 Labor | Peasant | Swamp | Commerce, Darkness |
Seabear Hunter Camp | Downtime Makes (Hunting-2) Hide Bundles | 1 Labor | Peasant | Coast | Commerce, Darkness |
Otter Trapper Camp | Downtime Makes (Hunting-2) Hide Bundles | 1 Labor | Peasant | Swamp | Commerce, Darkness |
Claypit Camp | Downtime Makes (Mining-2) Blocks | 1 Labor | Peasant | Hills | Commerce, Darkness |
Shrine | Members of a specific Culture may spend a Downtime here to remove one level of Despair | 1 Labor | Peasant | Cultural Site | Tradition, Darkness |
Trading Post | Downtime may be spent here to request one non-Masterwork, non-Rare item be available at the market at the next forum. | 1 Labor | Merchant | Any | Commerce, Darkness |
Organization Key Landmarks
Landmark Name | Effects | Supply Cost | Staffing? | Location Requirement? | Virtues/Vices? |
---|---|---|---|---|---|
Checkpoint | Passive: Provides Surveillance to the owning Organization | 1 Labor | Gentry | Any | Law, Darkness |
Fort | Passive: Provides Surveillance and four Palisades that are rebuilt between Chapters when destroyed | 3 Labor, 4 Blocks, 4 Hide Bundles, 4 Lumber | Gentry | Checkpoint | Law, Darkness |
Small Vineyard | Downtime produces (Farming-2) Casks of Wine | 1 Labor | Peasant | Plains | Commerce, Darkness |
Public Landmarks
Landmark Name | Effects | Supply Cost | Staffing? | Location Requirement? | Virtues/Vices? |
---|---|---|---|---|---|
Stockpile | Passive: Allows Supply (other than Food) and Military Supply to be transported and placed at this settlement | 1 Labor | None | ||
Paths | Passive: Settlements with Paths that are in the same province or neighboring a province with another settlement with Paths are considered part of the same Reich. | 1 Labor | None | ||
Basic Smithy | May take one Blacksmithing Action | 1 Labor,1 Blocks,1 Lumber, 1 Iron Beam | Merchant | Commerce, Abuse | |
Improved Smithy | May take two Blacksmithing Actions | 3 Labor, 4 Blocks, 4 Lumber, 4 Iron Beams | Merchant | Basic Smithy | Commerce, Abuse |
Basic Carpentry Workshop | May take one Carpentry Action | 1 Labor, 2 Lumber, 1 Iron Beam | Merchant | Commerce, Abuse | |
Improved Carpentry Workshop | Make take two Carpentry Actions | 3 Labor, 8 Lumber, 4 Iron Beams | Merchant | Basic Carpentry Workshop | Commerce, Abuse |
Basic Tailor’s Workshop | May take one Needleworking Action | 1 Labor, 1 Lumber, 1 Canvas, 1 Hide Bundle | Merchant | Commerce, Abuse | |
Improved Tailor’s Workshop | May take two Needleworking Actions | 3 Labor, 4 Lumber, 4 Canvas, 4 Hide Bundles | Merchant | Basic Tailor’s Workshop | Commerce, Abuse |
Basic Engineer’s Workshop | May take one Engineering Action | 1 Labor, 1 Blocks, 1 Lumber, 1 Hide Bundle | Merchant | Commerce, Decadence | |
Improved Engineer’s Workshop | May take two Engineering Actions | 3 Labor, 4 Blocks, 4 Lumber, 4 Hide Bundles | Merchant | Basic Engineer’s Workshop | Commerce, Decadence |
Basic Apothecary’s Workshop | May take one Apothecary Action | 1 Labor, 1 Hide Bundle, 2 Blocks | Merchant | Commerce, Decadence | |
Improved Apothecary’s Workshop | May take two Apothecary Actions | 3 Labor, 4 Hide Bundles, 8 Blocks | Merchant | Basic Apothecary’s Workshop | Commerce, Decadence |
Tavern | May take one Streetwise Action. Invitations and Confrontations will often generate a private Trial. | 1 Labor, 2 Lumber, 1 Canvas | Merchant | Commerce, Decadence | |
Public House | May take two Streetwise Actions. Invitations and Confrontations will often generate a private Trial. | 3 Labor, 8 Lumber, 4 Canvas | Merchant | Tavern | Commerce, Decadence |
Granary | Passive: Retrieves and preserves excess Food from all locations connected by Paths (or better). May safely store up to 100 Food | 3 Labor, 4 Lumber, 4 Canvas, 4 Hide Bundles | Gentry | Tradition | |
Graveyard | Passive: Contains up to five buried Population with reduced chance of them rising from the grave. Spend one Downtime to bury one deceased Population | 5 Labor | Peasant | Tradition, Darkness | |
Palisade | Passive: Counts as one Palisade in warfare. Multiple Palisades may be constructed in the same settlement. | 1 Labor | None | ||
Wall | Passive: Counts as one Wall in warfare. Multiple Walls may be constructed in the same settlement. | 3 Labor, 6 Blocks | None | ||
Moat | Passive: Melee units from both sides may only engage through the single center slot in their formations | 50 Labor | None | Law, Abuse | |
Church | Gothic characters may spend one Downtime here to remove one level of Despair or Insanity. Only one Church may be constructed in any settlement. | 3 Labor, 4 Blocks, 4 Lumber, 4 Canvas | Peasant | Tradition, Removes 1 Darkness | |
Asylum | May reduce one insanity by one severity level | 3 Labor, 8 Blocks, 4 Lumber | Gentry | Law, Abuse | |
Sanctifications | Passive: The wilderness around the forum (non-Trial spaces) counts as the Dominion of the Church of Mankind in addition to other Dominions that may hold sway there. | 30 Labor | None | Tradition | |
Dump | Passive: A Downtime may be spent here to find a small number of non-Masterwork items. Those without Grit 2 suffer a Minor (random attribute) Disease at the beginning of the next event. | 1 Labor | None | Tradition | |
Sewers | Passive: Residents of this settlement gain a persistent +1 to their Grit skill (max 5) | 50 Labor, 20 Blocks, 20 Iron Beams | None | Tradition | |
Lanterns | Passive: Residents of this settlement gain +1 Comfort | 30 Labor, 10 Iron Beams, 10 Fuel | None | Tradition |
Organization Landmarks
Landmark Name | Effects | Supply Cost | Staffing? | Location Requirement? | Virtues/ Vices? |
---|---|---|---|---|---|
Armory | Allows those permitted by the Organization to Levy population into warfare units as part of a Reorganize Order | 3 Labor, 4 Lumber, 4 Iron Beams, 4 Hide Bundles | Gentry | Law, Abuse | |
Archery Range | Allows those permitted by the Organization to turn 10 Lumber into 1 Military Bows as part of a Reorganize Order | 3 Labor, 8 Lumber, 4 Canvas, | Gentry | Law, Abuse | |
Forge | Allows those permitted by the Organization to turn 10 Iron Beams into 1 Military Weaponry as part of a Reorganize Order | 3 Labor, 8 Blocks, 4 Iron Beams | Gentry | Law, Abuse | |
Armourer | Allows those permitted by the Organization to turn 10 Iron Beams into 1 Military Armor as part of a Reorganize Order | 3 Labor, 4 Blocks, 4 Iron Beams, 4 Hide Bundles | Gentry | Law, Abuse | |
Military Stable | Allows those permitted by the Organization to turn 50 Horses into 1 Military Mounts as part of a Reorganize Order | 3 Labor, 8 Lumber, 4 Canvas | Gentry | Law, Abuse | |
Training Camp | Those permitted by the Organization with Morale 3 or higher may spend their Downtime here to add Military Training or one Battle Experience to a single unit | 3 Labor, 4 Canvas, 4 Hide Bundles, 4 Iron Beams | Gentry | Law, Abuse | |
Viking Shipyard | Allows those permitted by the Organization to turn 20 Lumber into 1 Longboats as part of a Reorganize Order | 3 Labor, 4 Lumber, 4 Iron Beams, 4 Canvas | Njordic | Law, Abuse | |
Quartermaster | Owner may direct Food produced by the Reich to allied military forces via their Supply Lines. This takes priority over Populations, unless the owner decides otherwise. | 3 Labor, 8 Canvas, 4 Lumber | Gentry | Law, Abuse | |
Market | Passive: Owner may add items directly to the Mercantile list with their own prices at check-in. NPCs may also purchase these items at the listed prices. | 3 Labor, 8 Canvas, 4 Hide | Merchants | Commerce, Abuse | |
Rookery | Passive: Allows those permitted by the Organization to send letters to other locations with Rookeries. All letters are received by owner of the Rookery | 3 Labor, 4 Blocks, 4 Lumber, 4 Hide Bundles | Gentry | Tradition, Decadence | |
Supply Warehouse | Passive: Stores up to 50 Supply and preserves half of the stored Supply if Raided. Stored Supply may only be accessed by those with permission. | 1 Labor, 2 Blocks, 1 Lumber | Gentry or Merchants | Commerce, Abuse | |
Brewery | Passive: Produces 1 Keg of Beer per Chapter | 3 Labor, 8 Lumber, 4 Iron Beams | Merchants | Commerce, Decadence | |
Brothel | Owner sets rate (public). Paying the rate and a Downtime spent here reduces Despair by 1 and gains the Comfortable state for the next Event, but gains Venial Lust. | 3 Labor, 4 Lumber, 4 Stone, 4 Canvas | Merchants | Commerce, Decadence | |
Patrol Station | Passive: Attempting to take Population from the owning Organization’s buildings in this Reich costs an additional Influence. | 3 Labor, 4 Blocks, 4 Iron Beams, 4 Hide Bundles | Gentry | Law, Abuse | |
Patrol Headquarters (requires Advanced Law) | Passive: Attempting to take Population from the owning Organization’s buildings in this Reich costs an additional Influence. It requires two Scum activities to disrupt any of your Organization buildings and your Landmarks are more resistant to Intel Trials. | 10 Labor, 8 Iron Beams, 8 Lumber, 8 Hide Bundles | Gentry | Patrol Station | Law Abuse |
Pillory | Passive: Allows the safe imprisonment and care of up to ten prisoners. Imprisoned PCs lose their Downtime action. Prisoners are only accepted or released with permission of the Organization | 3 Labor, 4 Blocks, 4 Iron Beams, 4 Lumber | Gentry | Law, Abuse | |
Dungeon (requires Advanced Law) | Passive: Allows the safe imprisonment and care of less then one hundred prisoners. Imprisoned PCs lose their Downtime action. Prisoners are only accepted or released with permission of the Organization | 10 Labor, 8 Blocks, 8 Iron Beams, 8 Hide Bundles | Gentry | Pillory | Law, Abuse |
Prison (requires Superior Law) | Passive: Allows the safe imprisonment and care of any number of individual prisoners. Imprisoned PCs lose their Downtime action. Prisoners are only accepted or released with permission of the Organization. May also contain up to five Populations. Three Influence may be spent to imprison a Population, regardless of their employment or control. | 20 Labor, 12 Blocks, 12 Iron Beams, 12 Lumber | Gentry | Dungeon | Law, Abuse multiplied by number of imprisoned Populations (minimum one) |
Mage Tower | Make three Research Actions, or submit a new spell effect for approval. | 3 Labor, 4 Blocks, 4 Iron Beams, 4 Canvas | Merchant | Commerce, Decadence | |
Schola | Make three Research Actions. A single Research Action to teach may benefit any number of people spending Research Actions to learn. | 3 Labor, 4 Blocks, 4 Lumber, 4 Hide Bundles | Merchant | Tradition, Decadence | |
Manor | Passive: Up to five residents designated by the Organization’s Officers gain +1 Comfort and +1 Luxury for the next event | 8 Labor, 8 Blocks, 8 Lumber, 8 Canvas | Gentry | Tradition, Decadence | |
Labor Camp | Passive: The owning organization may staff this building using Influence with up to five Populations. Once per Chapter, the owning Organization may allocate one Labor for each staffing Population to projects requiring it within the Reich. | 3 Labor, 8 Hide Bundles, 4 Canvas | Merchant, Gentry, or Peasant. Up to five total | Commerce, Abuse multiplied by number of staffing Populations (minimum one) | |
Praecorium | Passive: The owning organization may create one Bond per Chapter that most local NPCs will have at the following event, submitted via ticket. After that event the Bond may persist or degrade based on current events. | 3 Labor, 4 Blocks, 4 Hide Bundles, 4 Iron Beams | Gentry | Tradition, Decadence | |
Guard Headquarters | Up to five simple laws may be submitted or updated as a Task which will be enforced by guards when present. Guards may be present around forum and one or two may be summoned as a Task for a short duty (when available). | 3 Labor, 4 Blocks, 4 Lumber, 4 Iron Beams | Gentry | Law, Abuse | |
Artisan Shoppe (Blacksmithing, Carpentry, or Tailoring) | Adds items of the appropriate craft to the market. Invest to produce 5 non-masterwork items. | ||||
Apothecary Shoppe | Adds apothecary items to the market. Invest to produce 5 drugs with a single trait. | ||||
Engineering Shoppe | Adds engineering items to the market. Invest to produce one engineering item you have a schematic for. | ||||
Hunting Lodge | Invest to produce 10 scrap leather and 5 heavy leather | ||||
Commercial Farm | Invest to produce 10 vegetables or fibers AND 5 meat or wool | ||||
Mining Outpost | Invest to produce 10 soft iron, salt or coal AND 5 hard iron | ||||
Lumbermill | Invest to produce 10 soft wood and 5 hard wood. | ||||
Upgrades and Rooms
Rooms and Upgrades | Effects | Cost | Base Landmark |
---|---|---|---|
Gallows | A Downtime may be spent here to publicly execute any number of prisoners and helpless characters, generating a Rumor. Executing a Titled individual generates 1 Influence for the Organization once per Chapter. | 1 Labor, 2 Lumber, 1 Hide Bundle | Pillory |
Iconostasis of (Archangel) | Passive: Allows the use of the specific Covenant’s tier 2 rituals in the Reich. More than one Iconostasis may be added to the same Church | 1 Labor, 2 Blocks, 1 Canvas, 10 Glass | Church |
Memorial Wall | A Downtime may be spent here to add an entry on a Memorial page on the website for characters who have died. | 1 Labor, 3 Stone | Graveyard |
Hidden Cache | Passive: Allows half of the Supply stored in this Stockplie to be preserved when Raided | 1 Labor, 2 Canvas, 1 Hide Bundle | Stockpile |