The City
The city is the home to all manner of people, animals, structures and ideas. It is the heart of communities throughout the Throne, whether they are but small hamlets with only a few families, or massive sprawls with ancient towers next to modern mechanical bridges. The unique character of the city is participatory – everyone has an opportunity to invest in the shared collective of human civilization, sharing the same public goods and ills, while becoming wealthy off of the needs of their neighbors that they can fulfill.
Building Construction
Location
The first thing that must be determined is the location of the building to be. Each building requires one or more empty Lots to be the spot where the construction will occur. See below for a current map of the city and to find a prospective empty Lot to build. Each Lot will be in one of the various Districts of the city, and each District is the province of a specific District Magistrate, characters charged with the rulership of these specific areas of the city. (See Rulership for more details on Districts and District Magistrates).
Permission
While not physically required for construction, the law nonetheless requires the permission from the district’s Magistrate to begin construction. Generally a Magistrate will grant permission to build in a lot within their district if the builder agrees to an ongoing tax of some kind based on the expected benefit from the property. What this tax is and how it is collected is between the Magistrate and their client, but usually is some portion of the goods or revenue from that property that is considered not burdensome. Building without such permission is certainly possible, but will probably incur other kinds of repercussions from the city’s ruling faction.
Materials
The materials for a given project are listed for each. These materials are in terms of “Supply Units” which are a class of commodities gathered and prepared by the most skilled of gatherers.
(Read more about Gathering Skills)
These materials must be assembled and ready before construction can begin, which then requires an appropriate amount of Labor.
Labor
Labor is used as the final step to assembling and building a construction project. Any character can produce 1 point of Labor by using the “Labor” Downtime Action. All but the smallest buildings require more than one point of Labor to be spent, which can come either all at once from multiple characters or over a long time.
Aside from Labor produced by characters using Downtime Actions, the population of the city can also be directed to perform Labor on projects by Rulers.
(Read more about Rulership)
Staffing
Finally, once a building has been fully constructed, it must be staffed by characters that operate it day to day and utilize it to produce goods, do business, run the shows, or whatever else the building was designed to do. While a building is not staffed, it cannot produce its listed effects, and does not produce Virtue or Vice for the City.
(Read more about Virtues and Vices)
Any character that meets the listed requirements can staff a building and operate it. Learning to perform the work requires that a single Downtime be spent training and learning procedures. Once that is done, the building is Staffed by that character until they decide not to. This does not take up any further Downtime actions, but a character can only Staff one thing at a time. Like the permission steps above, Staffing a building usually involves negotiating some kind of payment from the owner of the building to the character that is staffing it on an ongoing basis, but the nature of that relationship is up to those characters to define.
Rulers also can Staff buildings by directing the population of the city to do that work.
Building Types
There are several kinds of buildings, each with their own listed effect. Below the table, more detail on specific types is presented.
Name | Lots | Security | Order | Fear | Finance | Trade | Efficiency | Faith | Hope | Tradition | Subversion | Scorn | Abuse | Spoil | Squalor | Degradation | Blasphemy | Godlessness | Depravity | Lumber | Iron Beams | Stone Slabs | Lthr Bundles | Rations | Canvas | Labor Cost | Housing | Effects | Requirement | Class | Rooms | |
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Neighborhood | 2 | 1 | Residing here gives Grit -1 | |||||||||||||||||||||||||||||
Slums | 3 | 2 | 1 | 2 | 2 | 2 | 1 | 1 | 1 | Residing here gives Grit -2; Train Streetwise, Light Weapons, Intimidate, Finesse and Stealth. | ||||||||||||||||||||||
Hellhole | 4 | 5 | 4 | 3 | 5 | 5 | 2 | 4 | 5 | Residing here gives Grit -3; Train Streetwise, Light Weapons, Intimidate, Finesse and Stealth. | ||||||||||||||||||||||
Townhouse | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 4 | 10 | Good Qualtiy residence | N/A | 1 | |||||||||||||||||||
Estate | 2 | 1 | 1 | 1 | 2 | 3 | 1 | 3 | 1 | 1 | 3 | 2 | 4 | 1 | 2 | 6 | 10 | Residents gain +2 Streetwise resistance and are not subject if there is a Disease Outbreak | Ettiquete 3 | Gentry | 3 | |||||||||||
Salon | 4 | 1 | 2 | 2 | 2 | 3 | 1 | 1 | 3 | 1 | 2 | 1 | 3 | 1 | 3 | 4 | 2 | 8 | Residents may Train Firearms, Hunting, Morale, Engineering, Seduce, Persuade, Intimidation, Temptation, Performance, or Etiquette; Residing here gives Grit -1. Capacians lose 1 Despair each Downtime. | Firearms, Hunting, Engineering, Morale, Any Social Skill 2 | Player | 1 | ||||||||||
Pub | 4 | 1 | 2 | 3 | 2 | 3 | 3 | 2 | 3 | 2 | 1 | 1 | 3 | 6 | 2 | 3 | 3 | 6 | Residents may Train Brawl, Heavy Weapons, Survival, Mining, Apothecary; Residing here gives Grit -1. Duns lose 1 Despair each Downtime. | Brawl, Heavy Weapons, Survival, Mining, Apothecary 2 | Player | 1 | ||||||||||
Circus | 4 | 2 | 3 | 3 | 2 | 2 | 2 | 3 | 3 | 2 | 3 | 5 | 3 | 3 | 6 | Residents may Train Mercantalism, Mobility, Temptation, Light Weapons, Needlework; Residing here gives Grit -1. Hestrali lose 1 Despair each Downtime. | Mercantalism, Mobility, Temptation, Light Weapons, Needlework 2 | Player | 1 | |||||||||||||
Meadhall | 4 | 1 | 2 | 2 | 2 | 2 | 2 | 1 | 4 | 2 | 4 | 2 | 3 | 2 | 4 | Residents may Train Survival, Grit, Intimidate, Performance, Arming Weapons; Residing here gives Grit -1. Njords lose 1 Despair each Downtime. | Survival, Grit, Intimidate, Performance, Arming Weapons 2 | Player | 1 | |||||||||||||
Bard’s College | 4 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 1 | 2 | 2 | 8 | 2 | 3 | 4 | 4 | 8 | Residents may Train Archery, Etiquette, Blacksmithing, Courage, Morale; Residing here gives Grit -1. Rogalians lose 1 Despair each Downtime. | Archery, Etiquette, Blacksmithing, Courage, Morale 2 | Player | 1 | |||||||||||
Caravanserai | 4 | 2 | 2 | 3 | 4 | 1 | 1 | 2 | 1 | 3 | 5 | 2 | 4 | 3 | 6 | Residents may Train Academics, Mercantalism, Brawl, Persuasion, Apothecary Residing here gives Grit -1. Shariqyn lose 1 Despair each Downtime. | Academics, Mercantalism, Brawl, Persuasion, Apothecary 2 | Player | 1 | |||||||||||||
3 | ||||||||||||||||||||||||||||||||
Market | 4 | 4 | 4 | 2 | 1 | 2 | 1 | 3 | 9 | 3 | 2 | 4 | 5 | 8 | Can build small shops as stalls. Train Mercantalism, Vigilance, Academics, Temptation, or any Crafting Skill. | Mercantalism 5, Vigilance 2, Academics 2, a Crafting Skill at 2 | Merchant | 8 | ||||||||||||||
Foundry | 1 | 2 | 2 | 1 | 3 | 1 | 1 | 1 | 2 | 2 | May convert 50 Soft Iron or 25 Hard Iron into Iron Beams. Up to 10 times per Chapter. | Blacksmithing 2 | Peasant | 1 | ||||||||||||||||||
Sawmill | 1 | 2 | 2 | 1 | 3 | 1 | 1 | 1 | 2 | 2 | May convert 50 Softwood or 25 Hardwood into Lumber. Up to 10 times per Chapter. | Carpentry 2 | Peasant | 1 | ||||||||||||||||||
Tannery | 1 | 2 | 2 | 1 | 3 | 1 | 2 | 2 | 2 | May convert 50 Scrap Leather or 25 Thick Leather into Leather Hide Bundles. Up to 10 times per Chapter | Hunting 2 | Peasant | 1 | |||||||||||||||||||
Quartermaster | 1 | 2 | 2 | 1 | 3 | 1 | 1 | 2 | 1 | 2 | May convert 50 Vegetables or 25 Meat into 1 Ration. Up to 10 times per Chapter. | Farming 2 | Peasant | 1 | ||||||||||||||||||
Weaver | 1 | 2 | 2 | 1 | 3 | 1 | 1 | 2 | 1 | 2 | May convert 50 Hemp or 25 Wool to 1 Canvas. Up to 10 times per Chapter. | Needleworking 2 | Peasant | 1 | ||||||||||||||||||
Refinery | 1 | 2 | 2 | 1 | 3 | 1 | 1 | 2 | 1 | 2 | May convert 100 Coal or Charcoal to 1 Fuel. Up to 10 times per Chapter. | Carpentry 2 | Peasant | |||||||||||||||||||
Arena | 4 | 2 | 3 | 4 | 4 | 5 | 3 | 2 | 1 | 4 | 4 | 2 | 2 | 5 | 6 | 11 | 12 | 4 | 5 | 12 | Train any Combat Skill; Fighters may do battle in the arena to bring in coin based on their Skills, but it incurs Risk. | Any Combat 4, Mercantalism 3 | Merchant | 0 | ||||||||
Shop | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 4 | May sell items at a given rate. | Mercantalism 1 | Merchant | 1 | ||||||||||||||||||
Tavern | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 3 | 1 | 2 | 4 | 10 | Public space to sell services and lodging. | Mercantalism 1 | Merchant | 3 | ||||||||||||||||
Mint | 1 | 1 | 2 | 2 | 4 | 3 | 1 | 4 | 6 | 8 | 3 | 2 | 10 | Allows the free converting of Precious Metal bars to coins on an 1:10 basis; Reduces Merchant Gravity decline by 5, Gentry Gravity decline by 3 (First mint only) | Mercantalism 5 | Merchant | 0 | |||||||||||||||
Museum | 2 | 1 | 2 | 2 | 4 | 6 | 8 | 3 | 3 | 10 | For each artifact with a strong tie to the city’s story, the Museum recovers 1 Gravity decline for all classes. Only the best Museum in the city counts. Museums have a space on the website to show their exhibits. | Academics 4, Performance 1 | Gentry | 0 | ||||||||||||||||||
Warehouse | 2 | 1 | 1 | 1 | 2 | 1 | 2 | 2 | 3 | 2 | 6 | Stores 500 items or 50 Supply Units. | Grit 2 | Merchant | 2 | |||||||||||||||||
Asylum | 1 | 2 | 4 | 2 | 1 | 2 | 1 | 3 | 5 | 8 | 2 | 2 | 10 | 10 | Residents lose their Downtime and lose -2 Grit, lose 1 Insanity level. | Academics 3, Persuade 3, Sincerity 3, Intimidate 3 | Gentry | 2 | ||||||||||||||
Brewery | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 2 | 4 | Input 100 Vegetebles, create 10 casks of Beer per Chapter | Apothecary 1 | Merchant | 0 | |||||||||||||||||||
Glassworks | 1 | 1 | 2 | 2 | 1 | 2 | 5 | 4 | Input 1 Fuel, create 50 Glass per Chapter | Glazier | Merchant | 1 | ||||||||||||||||||||
Papermill | 1 | 1 | 1 | 2 | 1 | 2 | 1 | 1 | 1 | 2 | 1 | 4 | Input 1 Canvas, create 50 Sheafs of Paper per Chapter | Papermilling | Merchant | 1 | ||||||||||||||||
Cooper | 1 | 1 | 3 | 1 | 1 | 1 | 1 | 3 | 2 | 1 | 6 | Input 1 Lumber, create 50 Barrels per Chapter | Carpentry 2 | Merchant | 1 | |||||||||||||||||
Rookery | 1 | 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | 2 | 1 | 5 | 4 | 6 | 3 | 4 | 6 | Can maintain the population and health of messenger ravens for 10 locations throughout the world. Return mail is received at the Rookery. Only Rookery Rooms may be built here | Survival 2 | N/A | 1 | |||||||||||
Stockyard | 4 | 1 | 2 | 1 | 2 | 2 | 2 | 2 | 1 | 3 | 2 | 2 | 2 | Acts as a Plains to create a Sheep or Pig Farm. Cannot exceed Quality 2. | Farming 2 | Peasant | 1 | |||||||||||||||
Theater | 2 | 2 | 2 | 2 | 3 | 2 | 3 | 1 | 1 | 6 | 3 | 2 | 3 | 2 | 8 | Generates Contracts for Performances. May determine which play is on per Chapter, and citizens of the city all know this story. | Performance 3, Mercantalism 1 | Merchant | 1 | |||||||||||||
Kennel | 1 | 2 | 1 | 1 | 1 | 1 | 3 | 7 | 1 | 4 | As long as it is supplied with Sausages, produces 1 Dog per Chapter for use in work. | Hunting 2 | Peasant | |||||||||||||||||||
Waterfront | 4 | 3 | 5 | 3 | 2 | 3 | 1 | 1 | 7 | 1 | 4 | 4 | 3 | 8 | Only every other Population gain causes Gravity decline. Adds Scum Gravity. Requires Coastline. | Mercantalism 3 | Merchant | 4 | ||||||||||||||
Fisherman’s Pier | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 4 | Produces 10 Meat per Chapter. Requires Coastline. | Survival 2 | Peasant | 0 | ||||||||||||||||||
Shipyard | 4 | 4 | 4 | 4 | 2 | 2 | 15 | 10 | 10 | 4 | 14 | Allows the construction of naval vessels for Travel and Warfare | Carpentry 4 | Merchant | ||||||||||||||||||
Church | 2 | 2 | 3 | 2 | 1 | 1 | 1 | 1 | 3 | 2 | 7 | 3 | 1 | 10 | Place of spiritual worship and preaching. Upgrades to Cathedral. | Priest Rank 1 | Player | 3 | ||||||||||||||
Cathedral | 4 | 1 | 1 | 4 | 6 | 4 | 1 | 1 | 1 | 3 | 11 | 7 | 15 | 6 | 8 | 36 | The seat of a Bishop, able to be sanctified to one of the Archangels. | Priest Rank 3 | Player | 5 | ||||||||||||
Guildhall | 2 | 1 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | 5 | 3 | 3 | 1 | 1 | 8 | The offices of a powerful commercial organization. Upgrades to Great Guildhall | N/A | 5 | ||||||||||||||
Great Guildhall | 4 | 1 | 5 | 4 | 4 | 1 | 1 | 1 | 1 | 1 | 18 | 12 | 8 | 5 | 6 | 18 | Guildhall with the space for great enterprises. | N/A | 10 | |||||||||||||
Bureau | 1 | 2 | 4 | 2 | 3 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 2 | 1 | 4 | The office of a District Magistrate. May generate 3 of any Virtue for 6 of the appropriate Vice. | Academics 2 | Player | 1 | |||||||||||||
Classroom | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 3 | 1 | 1 | 4 | A book can be used for Instruction by up to 5 people. Upgrades to Academy. | Academics 2 | Gentry | 0 | |||||||||||||||||
Academy | 2 | 1 | 2 | 1 | 1 | 2 | 2 | 2 | 4 | 3 | 3 | 1 | 1 | 10 | Contains 4 Classrooms. Upgrades to University. | Academics 4, Morale 2 | Gentry | 1 | ||||||||||||||
College | 4 | 2 | 3 | 1 | 2 | 3 | 3 | 1 | 4 | 4 | 1 | 1 | 1 | 3 | 3 | 10 | 14 | 23 | 8 | 3 | 24 | Contains 10 Classrooms; Classes taught at the University benefit from an additional -1 xp bonus. | Academics 5, Morale 3 | Gentry | 3 | |||||||
Military Garrison | 4 | 2 | 4 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 3 | 2 | 3 | 1 | 2 | 8 | Houses 5 Units within the city without them being treated as Scum. Upgrades to Military Training Ground. | Morale 2 | Gentry | 1 | ||||||||||
Military Training Grounds | 4 | 3 | 5 | 1 | 3 | 2 | 2 | 2 | 1 | 2 | 1 | 2 | 10 | 3 | 5 | 2 | 2 | 14 | Garrisoned units gain one Battle Experience per Chapter in additional training and drills toward Veteran status. | Morale 2, Academics 2 | Gentry | 2 | ||||||||||
Civic Monument | 1 | 1 | 1 | 1 | 5 | 4 | 7 | 8 | The creator may describe the monument and what it represents. Citizens of the city will know this story. | N/A | 0 | |||||||||||||||||||||
Manor | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 12 | 5 | 12 | 4 | 3 | 12 | 10 | Rulership Headquarters. Comes prebuilt with facilities. Upgrades to Castle. | Player | 7 | ||||||||||
Castle | 4 | 2 | 4 | 3 | 1 | 2 | 1 | 1 | 2 | 2 | 3 | 3 | 20 | 16 | 20 | 7 | 6 | 20 | 15 | Train Arming Weapons, Etiquette, Academics, Intimidation, Morale. Creates a fallback point for the military defense of the city to have a second battle with 3 Fortifications. Provides 2 levels of Streetwise Protection to residents. Upgrades to Palace. | Arming Weapons, Etiquette, Academics, Intimidation, Morale 2 | Gentry | 9 | |||||||||
Palace | 8 | 5 | 5 | 5 | 2 | 3 | 2 | 2 | 3 | 2 | 1 | 4 | 3 | 30 | 20 | 37 | 10 | 13 | 62 | 20 | As Castle; Provides 3 levels of Streetwise Protection to residents. | Arming Weapons, Etiquette, Academics, Intimidation, Morale 3 | Gentry | 15 | ||||||||
Granary | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 3 | 6 | 6 | 2 | 12 | Securely stores up to 250 Rations or 1000 Food units | Farming 2 | Merchant | 0 | ||||||||||||||||
Graveyard | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 3 | 5 | 14 | Holds 5 Population of dead citizens. Will become Haunted first. | Grit 2 | Peasant | 0 | ||||||||||||||||||
Necropolis | 4 | 4 | 3 | 5 | 2 | 2 | 2 | 6 | 4 | 9 | 2 | 22 | Holds 20 Population of dead citizens. Will become Haunted first. | Grit 2, Zeal 3 | Player | 0 | ||||||||||||||||
Dump | 1 | 1 | 5 | 1 | 2 | 2 | 18 | Keeps refuse from the streets. Any 1 crude item can be found per Chapter. | Grit 2 | Peasant | 0 | |||||||||||||||||||||
Well | 1 | 1 | 1 | 1 | 2 | 6 | 3 | 8 | Population will spring up near wells before spreading to the rest of the District. | n/a | N/A | 0 | ||||||||||||||||||||
Cistern | 1 | 1 | 3 | 1 | 1 | 1 | 2 | 1 | 4 | Stores clean water. | n/a | N/A | 0 | |||||||||||||||||||
Gallows | 1 | 1 | 3 | 6 | 4 | 1 | 2 | 1 | 4 | 2 | 2 | 6 | When ending Dissent with Law, prevents that faction from reforming for 1 year. | Intimidate 2 | Gentry | 0 | ||||||||||||||||
Prison | 2 | 3 | 3 | 4 | 3 | 1 | 2 | 2 | 7 | 7 | 15 | 5 | 3 | 16 | May indefinitely jail up to 20 characters. | Intimidate 2 | Merchant | 0 | ||||||||||||||
Guard Station | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 3 | 4 | Automatically provides Muscle 3 to prevent crime in adjacent lots. | Intimidate 2 | Merchant | 0 | ||||||||||||||||||
Guard Headquarters | 2 | 2 | 2 | 2 | 1 | 2 | 6 | 3 | 6 | 2 | 2 | 12 | Acts as a Guard Station. All Guard Stations in the District gain +1 cummulative Muscle. | Intimidate 2, Morale 2 | Gentry | 0 | ||||||||||||||||
Magician’s Towers | 4 | 2 | 2 | 4 | 3 | 3 | 3 | 3 | 5 | 2 | 12 | 6 | 8 | 4 | 5 | 18 | Headquarters for a single Guild of Magicians. | Magician Circle 2 | Player | 5 | ||||||||||||
Magician’s Spires | 4 | 2 | 2 | 5 | 5 | 4 | 3 | 3 | 5 | 2 | 12 | 10 | 15 | 7 | 10 | 32 | A mighty symbol of a Magician Guild’s dominance in the region and the home of powerful sorcerers. | Magician Circle 2 | Player | 15 | ||||||||||||
Bakery | 1 | 1 | 2 | 1 | 1 | 2 | 1 | 2 | 1 | 4 | Receives Flour from a Mill to create bread. +5 Perishables | Farming 1, Performance 1 | Peasant | 1 | ||||||||||||||||||
Delicatessen | 1 | 1 | 2 | 1 | 1 | 1 | 3 | 1 | 1 | 4 | Receives Flour and Sausages to create meals +10 Perishables | Farming 1, Performance 1 | Peasant | 1 | ||||||||||||||||||
Butcher Shop | 1 | 1 | 2 | 1 | 1 | 2 | 2 | 1 | 1 | 4 | Receives Sausages to create meals. +5 Perishables. | Farming 1, Light Weapons 1 | Peasant | 1 | ||||||||||||||||||
Cheesemonger | 1 | 1 | 2 | 1 | 1 | 2 | 1 | 1 | 2 | 4 | Receives Dairy to create cheese. +5 Perishables. | Farming 1, Performance 1 | Peasant | 1 | ||||||||||||||||||
Confectioner | 1 | 1 | 2 | 1 | 1 | 2 | 1 | 1 | 2 | 4 | Receives Honey, Flour, Dairy, Oil, Eggs, Jam to create luxuries. +15 Parishables. Removes 5 Gentry Decline. | Farming 1, Performance 2 | Gentry | 1 | ||||||||||||||||||
Meadery | 1 | 1 | 2 | 1 | 1 | 2 | 2 | 2 | 4 | Receives Honey to make mead. +5 Perishables. | Farming 1, Performance 2 | Peasant | 1 | |||||||||||||||||||
Oil Press | Hemp Farm | 1 | 1 | 2 | 1 | 2 | Produces Oil from Hemp Farm. | Farming 1 | Peasant | |||||||||||||||||||||||
Mill | Vegetable Farm | 1 | 1 | 2 | 1 | 2 | Produces Flour from Vegetable Farm. | Farming 1 | Peasant | |||||||||||||||||||||||
Fruit Press | Orchard | 1 | 1 | 2 | 1 | 2 | Produces Jam from Orchard. | Farming 1 | Peasant | |||||||||||||||||||||||
Apiary | Logging Camp | 1 | 1 | 2 | 1 | 2 | Produces Honey from Logging Camp | Farming 1 | Peasant | |||||||||||||||||||||||
Smokehouse | Pig Farm | 1 | 1 | 2 | 1 | 2 | Produces Sausages from Pig Farm | Farming 1 | Peasant | |||||||||||||||||||||||
Poultry Coop | Hunter’s Camp | 1 | 1 | 2 | 1 | 2 | Produces Eggs from Hunter’s Camp | Farming 1 | Peasant | |||||||||||||||||||||||
Dairy | Sheep Pasture | 1 | 1 | 2 | 1 | 2 | Produces Dairy from Sheep Ranch | Farming 1 | Peasant | |||||||||||||||||||||||
Hunting Run | Hunter’s Camp | 1 | 1 | 1 | 1 | Allows a Dog to be used with Hunting, granting 1 additonal Downtime output when used. Requires feed. | ||||||||||||||||||||||||||
Plowshed | Farm | 2 | 1 | 1 | 1 | Allows a Horse to be used on Hemp Farms, Vegetable Farms or Orchards, granting 1 additional Downtime output when used. Requires feed. | ||||||||||||||||||||||||||
Monastery | Mountain | 11 | 7 | 15 | 5 | 6 | 20 | 10 | Train Zeal or +1 Mastery | Zeal 3, Survival 2, Academics 2 | Player | |||||||||||||||||||||
Fortress Monastery | Mountain | 14 | 8 | 18 | 6 | 8 | 36 | 15 | Train Zeal, Any Combat Skill, or +1 Mastery. Suitable for Invention. Produces 5 Fortifications | Zeal 3, Survival 2, Academics 5, Any Combat Skill 4 | Abbot | |||||||||||||||||||||
Grand Laboratorium | Mountain | 10 | 12 | 18 | 5 | 6 | 36 | 4 | Train Exoterics, Curricular Esoterics andTechniques. Suitable for Invention. | Academics 5 | Dean | |||||||||||||||||||||
Village | Any | 6 | 5 | 4 | 5 | 4 | 10 | Built as Farming Village, Mining Village or Forest Village. Allows Villager Allies using Folkwise. Provides 5 Supply units in taxes to the Treasury. Training: Archery, Zeal, Grit, Survival, the appropriate Gathering skill | N/A | Peasant | ||||||||||||||||||||||
Roads | n/a | 10 | 10 | Reduces Risk for travelers and reduces Movement cost of terrain by 1 (Min 0) for Warfare | n/a | n/a | ||||||||||||||||||||||||||
Vinyard | Hills | 6 | 5 | 4 | 5 | 4 | 10 | Produces Wine on a regular aging schedule. May produce 100 Wine per Chapter or 10 Fine Wine per Chapter. | Apothecary 3 | Gentry | ||||||||||||||||||||||
Fortress | Hill or Mouintain | 11 | 7 | 20 | 3 | 4 | 20 | 10 | Produces 5 Fortifications | Morale 2, Arming Weapons 2 | Gentry | |||||||||||||||||||||
Command Post | Any | 2 | 3 | 2 | 3 | 3 | Allows the stationing of a Specialist Commander Agent | |||||||||||||||||||||||||
Corpse Heap | 5 | 4 | 3 | 6 | The heaped up, unburried dead. Invites disease and flesh-eating monsters. | |||||||||||||||||||||||||||
Ruin | 1 | 2 | 1 | 1 | 2 | 2 | 10 | 6 | The long forgitten ruins of some lost people. Increases Maleficarum when destroyed. |
Housing
The most common kind of building that makes up a city is the housing.
Characters with no place to live are itinerant and destitute, unable to keep their affairs in order enough to take Downtime Actions.
Characters who want to settle in and make progress on their goals during the Downtime must find Housing. This might be an Inn owned by another character, or can be any existing public Housing area such as a Neighborhood. Depending on the quality of the Housing, the character may enjoy certain benefits or penalties. Some buildings, such as Taverns, have good quality Housing available as part of the structure and can accept boarders.
Living within a City Building confers access to its Rooms and other resources, and some locations grant other benefits to those that live there.
Training
Training buildings are places that are designed as excellent places to perform and practice a specific set of Skills. As long as the character has permission to use the services there (usually by paying the requested fee), they may perform a Training Downtime action. Training grants 1 free bonus Experience Point toward (and only toward) increasing the ranks of that Skill.
Training Buildings are usually found in Foreign Quarters.
Foreign Quarter
Foreign Quarters actually spring up around one specific community building, such as a Meadhall or a Circus. While the building itself takes only a modest amount of space, it becomes truly successful when there is space around it for the cultural community to move there and make their home with the rest of their people, creating a Foreign Quarter. Foreign Quarters are places where that culture is celebrated and uplifted, or sometimes simply where an undesirable ilk can be ghettoized. Nonetheless, the first central building remains the important fixture that unifies that community.
Commerce
Commercial buildings are a place of business for certain kinds of craftspeople and service performers. Each such building, when operating, has a fixed input that it takes once per Chapter, identical to a Contract (see Trade Guilds) to produce a specific output, usually in the form of currency. For example, a Tailor’s Shop may be able to take 1 Merchant Outfit and 2 Peasant Outfits each Chapter and produce an output to the owner of 8 silver. A Brothel takes a Skill instead of a physical good, and might require a Downtime spent of at least Seduce 3, and produce an output of 3 silver.
Civic Buildings
Some projects mostly benefit the city as a whole rather than the individual owner of that building, and are generally then built by the city’s Ruler and its Ruling Faction to support their aims. Such buildings generally provide benefits on a city level, and are funded and staffed by the Rulership.
Perishables
Perishables are a special kind of food production that is made by refining more base commodities like Vegetables and Meat into food production that can support a greater amount of population, but is unfit to travel or be resold long term. These buildings operate in conjunction with another food resource such as a Farm, and provide a specific amount of Perishables, each unit feeding one unit of Population passively so long as it and its linked food resources are operational. Each city can only benefit from each type of Perishable once.
Trade Guild Halls
Guild Halls and Magician Towers are special buildings that are designed to support the operations of major enterprises such as Trade Guilds and Magicians. These buildings have specialized interiors that are suitable for specific kinds of special upgrades to help those groups gain new abilities and advantages. These sometimes require a great deal of staffing to keep operational, but are optimistically worth the effort and expense to do so.
City Upgrades
Name | Security | Order | Fear | Finance | Trade | Efficiency | Faith | Hope | Tradition | Subversion | Scorn | Abuse | Spoil | Squalor | Degradation | Blasphemy | Godlessness | Depravity | Lumber | Iron Beams | Stone Slabs | Lthr Bundles | Rations | Canvas | Labor Cost | Restriction | Effect |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
City Wall | 4 | 6 | 2 | 25 | 50 | 50 | Adds 2 Fortifications to the City |
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Lanterns | 4 | 4 | 4 | 2 | 24 | 12 | Requires Oil. | ||||||||||||||||||||
Moat | 4 | 8 | 12 | 6 | 35 | Adds Fortificaiton to the City |
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Paved Streets | 3 | 3 | 3 | 18 | 18 | ||||||||||||||||||||||
Sanctifications | 5 | 5 | 5 | 20 | All Labor must come from Ordained Priests | All Priests in the City perform Rituals as if they were 1 Rank higher, to a maximum of 4. |
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Sewer System | 15 | 6 | 12 | 24 | 6 | 50 |
Renovations
Demolishing and Expanding
Demolishing existing buildings clears up space and salvages some of the resources used in the original construction. It costs half of the original Labor to demolish a building, and this reclaims half of the original materials. As well, some buildings list that they may be upgraded into an improved version in the form of another building. In these cases, the only the difference in costs between the two buildings must be paid, though if the new building requires more space, that space must be made available first.
Rooms
Many buildings have some kind of upgrades or additional expansions that can be built into the structure to increase their effectiveness or add new abilities. Some buildings, such as Guild Halls, Magician Towers, Churches and other buildings, rely heavily on these upgrades and have specialized enhancements that can only be built in those structures, while other buildings can have many different kinds of more general improvements.
While the buildings themselves are built with these improvements are built by producing specific Furnishings through smaller scale commodities. The specific upgrade can be added as soon as the Furnishings are installed, though some upgrades require Staffing of their own just like a normal building to use.
Furnishing
Furnishings are required to add new functions to buildings. They always require a free Room to place them in, and come in five different forms.
Item | Material 1 | Material 2 | Material 3 | Material 4 | Profession | |||
---|---|---|---|---|---|---|---|---|
Bedding Furniture | Frame | Padding x 10 | Planks x 10 | Lining x 3 | Carpentry | |||
Storage Furniture | Frame | Bracing x 10 | Blacksmithing | |||||
Decor Furniture | Frame | Linen x 10 | Dye x 5 | Paneling x 5 | Needlework | |||
Work Furniture | Frame | Planks x 10 | Bracing x 5 | Carpentry | ||||
Seating Furniture | Frame | Padding x 10 | Paneling x 5 | Needlework |
General Rooms
Each room is comprised of different combinations of Furnishings in order to create them. Many rooms can be created in any structure, and some may only be created within specific buildings.
Item | Material 1 | Material 2 | Material 3 | Material 4 | Upgrade | |||
---|---|---|---|---|---|---|---|---|
Loft | Bedding Furniture | Good housing for 1 person. | ||||||
Records | Storage Furniture | Literate characters may Staff the building or one specific other Room without spending a Downtime action to do so. | ||||||
Study | Sitting Furniture | Work Furniture | Allows one person to read two books instead of one with a Learning Downtime. Bookworm does not combine with this. | |||||
Rookery Room | Work Furniture | Storage Furniture | Maintains the health and stock of messenger ravens to one location. | |||||
Guard Post | Sitting Furniture | Staffing: Intimidate 2/Merchant | Automatically protects this building with Muscle 3. +1 for each additional Guardhouse | |||||
Practice Room | Work Furniture | Training for any one Skill |
Shop Rooms
Item | Material 1 | Material 2 | Material 3 | Material 4 | Upgrade | |||
---|---|---|---|---|---|---|---|---|
Workshop (Specific) | Work Furniture | Storage Furniture | Allows for Mass Production Downtime Action. | |||||
Storeroom | Storage Furniture | Stores 100 items |
Market Rooms
Item | Material 1 | Material 2 | Material 3 | Material 4 | Upgrade | |||
---|---|---|---|---|---|---|---|---|
Shop Stall | Sitting Furniture | Storage Furniture | Produces a Shop Contract. |
Tavern Rooms
Item | Material 1 | Material 2 | Material 3 | Material 4 | Upgrade | |||
---|---|---|---|---|---|---|---|---|
Brothel | Bedding Furniture | Bedding Furniture | Decor Furniture | Staffing: Seduce 2, Perform 2/Merchant | Customers lose a Despair, and gain Venial Lust. Staff gains Mortal Lust. | |||
Small Brewery | Work Furniture | Storage Furniture | Staffing: Apothecary 1/Merchant | Input 10 Vegetables for 20 Casks of Beer | ||||
Taproom | Sitting Furniture | Decor Furniture | Customers can spread 2 Rumors. Produces Alcohol contracts. | |||||
Dormitory | Bedding Furniture | Bedding Furniture | Bedding Furniture | Adds 5 Residence Capacity | ||||
Concierge | Sitting Furniture | Staffing: Streetwise 2, Etiquette 1/Merchant | Residents gain 2 Streetwise privacy. | |||||
Kitchen | Work Furniture | Storage Furniture | Staffing: Performance 1/Merchant | If receiving Any 2 of grain, sausage, dairy, or eggs, residents are fed. City Perishables + 5 | ||||
Stage | Sitting Furniture | Sitting Furniture | Sitting Furniture | Generates a Performance contract that benefits the owner. | ||||
Penthouse | Bedding Furniture | Decor Furniture | Decor Furniture | Sitting Furniture | High Quality Housing for 1. Resident gains +1 Streetwise privacy and +1 Grit against Disease infection. | |||
Thieves’ den | Sitting Furniture | Work Furniture | Allows the Staffing of one Outlaw Agent |
Warehouse Rooms
Item | Material 1 | Material 2 | Material 3 | Material 4 | Upgrade | |||
---|---|---|---|---|---|---|---|---|
Porter | Work Furniture | Storage Furniture | Staffing: Grit 2/Peasant | Automatically refills shop storage from warehouse | ||||
Bursar’s Office | Sitting Furniture | Storage Furniture | Staffing: Academics 2, Sincerity 3, Encryption Focus | Allows the writing of Bursar’s Notes for other Bursaries in its network, and a teller for day to day transactions. |
Church Rooms
Item | Material 1 | Material 2 | Material 3 | Material 4 | Upgrade | |||
---|---|---|---|---|---|---|---|---|
Cloister | Sitting Furniture | Bedding Furniture | Decor Furniture | 1 user loses their Downtime, atones for a Depravity. | ||||
Library | Sitting Furniture | Storage Furniture | Storage Furniture | Allows the Research of all non-rare Exoterics. Requires a Librarian. | ||||
Rectory | Bedding Furniture | Bedding Furniture | Decor Furniture | Provides good housing for 3. | ||||
Ossuary | Storage Furniture | Storage Furniture | Storage Furniture | Decor Furniture | Stores up to 5 Population of the Dead | |||
Pulpit | Sitting Furniture | Decor Furniture | Users may spread one Rumor but with their name attached. | |||||
Refectorium | Sitting Furniture | Storage Furniture | Staffing: Sincerity 2, Zeal 1/Merchant | If provided with any 3 of Grain, Eggs, Sausage, or Dairy, returns 1 Scum to Peasant per Chapter. | ||||
Orphanage | Bedding Furniture | Bedding Furniture | Bedding Furniture | Staffing: Academics 2, Zeal 1/Merchant | Once per Chapter Scum are not created from deaths | |||
Presbytery | Sitting Furniture | Working Furniture | Allows the Staffing of one Scholarly Agent |
Cathedral Rooms
Item | Material 1 | Material 2 | Material 3 | Material 4 | Material 5 | Upgrade | ||
---|---|---|---|---|---|---|---|---|
Iconostasis of Lurian | Imagifer | Decor Furniture | Sitting Furniture | Level 5 Artistic Depiction of Lurian | Staffing: Lurihim Bishop | The Cathedral serves as a hospital and residents of this District do not suffer from disease infection. | ||
Iconostasis of Mithriel | Imagifer | Decor Furniture | Sitting Furniture | Level 5 Artistic Depiction of Mithriel | Staffing: Mithrihim Bishop | The Cathedral is a sanctuary for warriors. Every unit garrisoned in this District provides 1 Reich Orthodoxy and gains an Edge in Warfare. | ||
Iconostasis of Sepharian | Imagifer | Decor Furniture | Sitting Furniture | Level 5 Artistic Depiction of Sepharian | Staffing: Sepharahim Bishop | The Cathedral is a bastion against Heresy. No Blasphemy is counted in this District. | ||
Iconostasis of Cyaniel | Imagifer | Decor Furniture | Sitting Furniture | Level 5 Artistic Depiction of Cyaniel | Staffing: Cyanahim Bishop | The Cathedral helps coordinate the city’s activities. The number of Virtues needed to produce Reich Virtues is reduced by 2. | ||
Iconostasis of Nuraniel | Imagifer | Decor Furniture | Sitting Furniture | Level 5 Artistic Depiction of Nuranahim | Staffing: Nuranahim Bishop | The Cathedral is a sanctuary against evil and drives out the wicked. This District cannot be affected by Malefactor, Haunting, or other Malefic effects. | ||
Iconostasis of Melandiel | Imagifer | Decor Furniture | Sitting Furniture | Level 5 Artistic Depiction of Melandiel | Staffing: Melandahim Bishop | This Cathedral serves the poor and the broken. Slums and Hellholes in this District do not produce Vice. | ||
Iconostasis of Zuriel | Imagifer | Decor Furniture | Sitting Furniture | Level 5 Artistic Depiction of Zuriel | Staffing: Anyone with 0 Depravity | This Cathedral is a quiet, lonely place to worship. People sometimes go to these Cathedrals to pray for what they know is impossible, but righteous. | ||
Presbytery | Sitting Furniture | Working Furniture | Allows the Staffing of one Scholarly Agent |
Guildhall Rooms
Item | Material 1 | Material 2 | Material 3 | Material 4 | Upgrade | |||
---|---|---|---|---|---|---|---|---|
Workshop (Specific) | Work Furniture | Storage Furniture | Allows for Mass Production Downtime Action. | |||||
Artisan Bench (Specific) | Work Furniture | Work Furniture | Staffing: Specific Craft 1 | One master can be assisted to create 3 Masterworks in this workshop instead of 1. | ||||
Front-End Counter | Sitting Furniture | Storage Furniture | Staffing: Mercantile 2/Merchant | Acts as a Shop Stall. | ||||
Storeroom | Storage Furniture | Stores 100 items | ||||||
Office | Sitting Furniture | Work Furniture | Allows the Staffing of one Merchant Agent. |
Bureau Rooms
Item | Material 1 | Material 2 | Material 3 | Material 4 | Upgrade | |||
---|---|---|---|---|---|---|---|---|
Public Relations | Seating Furniture | Decor Furniture | Staffing: Sincerity 2, Etiquette 2/Gentry | Bureau use produces 1 less of the appropriate Vice or 1 more of the Virtue |
Manor/Castle/Palace Rooms
Item | Material 1 | Material 2 | Material 3 | Material 4 | Upgrade | |||
---|---|---|---|---|---|---|---|---|
Chambers | Sitting Furniture | Work Furniture | Allows the Staffing of Military Agents |
ACademy/College Rooms
Item | Material 1 | Material 2 | Material 3 | Material 4 | Upgrade | |||
---|---|---|---|---|---|---|---|---|
Department | Sitting Furniture | Work Furniture | Allows the Staffing of Scholarly Agents | |||||
Library | Sitting Furniture | Storage Furniture | Storage Furniture | Allows the Research of all non-rare Exoterics. Requires a Librarian. |
Magician Tower Rooms
Item | Material 1 | Material 2 | Material 3 | Material 4 | Material 5 | Upgrade | ||
---|---|---|---|---|---|---|---|---|
Laboratorium Vulgaris | Sitting Furniture | Decor Furniture | Work Furniture | Didactic Crystal Lens Array | Geometrographic Transcription Tools | Space for 1 Magician. Research produces 3 Spellwork | ||
Laboratorium Excultus | Storage Furniture | Decor Furniture | Work Furniture | Electrum Thyristor Configuration | Catalytic Condensation Chamber | Space for 1 Magician. Research produces 5 Spellwork | ||
Laboratorium Magnus | Sitting Furniture | Decor Furniture | Work Furniture | Kairotic Containment Contraption | Eschatological Focal Gem | Space for 1 Magician. Research produces 7 Spellwork | ||
Laboratorium Expansion | Sitting Furniture | Decor Furniture | Work Furniture | 2 Additional Magicians may use the Laboratorium at once. May be built twice. | ||||
Librarium Novitius | Sitting Furniture | Decor Furniture | Storage Furniture | Acts as a Library, and contains the Circle 1 Spellbooks and Curriculum. Requires a Librarian. | ||||
Librarium Petitor | Sitting Furniture | Decor Furniture | Storage Furniture | Librarium Novitius | Requires the Librarium Novitius. Contains the Circle 2 Spellbooks and Curriculum. Requires a Librarian. | |||
Librarium Dominus | Sitting Furniture | Decor Furniture | Storage Furniture | Librarium Petitor | Requires the Librarium Petitor. Contains the Circle 3 Spellbooks and Curriculum. Requires a Librarian. | |||
Personal Cells | Bedding Furniture | Bedding Furniture | Decor Furniture | Sitting Furniture | Adds Good Housing for 5 Magicians. | |||
Sanctum | Sitting Furniture | Work Furniture | Allows the Staffing of one Scholar Agent. |