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Players can spend resources to improve and change themselves in various ways. The Establishments system exists to let them do the same thing to the game world itself, and is scalable from simple bases on up to the management of entire domains or civilizations.
No matter how big an establishment eventually gets, all of them start out as a Hideout.
Factions are larger communities and even groups of communities such as kingdoms, nations, corporations, and guilds. Every faction has a number called “Capacity” representing its population, resources and bureaucracy that controls how large it can grow (a new faction starts with 0 Capacity). Every establishment has an Instability score, and the total Instability of all establishments cannot exceed a faction's Capacity.
All establishments have some amount of Instability, and the larger an establishment is the more Instability it has. Instability is a number based on a few circumstances multiplied by a constant depending on establishment size. The total Instability of all the establishments held by a given faction cannot exceed that faction's Capacity.
Establishment | Cost | Feature Cost | Instability Multiplier |
---|---|---|---|
Hideout | 2 | 1 | x0 |
Outpost | 5 | 2 | x1 |
Settlement | 10 | 5 | x3 |
City | 20 | 10 | x10 |
Axis | 50 | 20 | x30 |
Circumstance | Instability |
---|---|
Establishment is located within 0-10 regions of the capitol | 1 |
Establishment is located within 11-20 regions of the capitol | 2 |
Establishment is located within 21-30 regions of the capitol | 3 |
Establishment is located within (10x-9)-(10x) regions of the capitol | X |
Establishment's territory is not geographically contiguous with that of the capitol | +2 |
Establishment's territory is constrained by that of another establishment owned by a different faction | +1 |
So for example, a settlement (instability multiplier of x3) that is located 14 regions away from it's owning faction's capitol (base instability of 2) has a total instability of 6. If it's also isolated from the capitol (+2 base instability) then its base instability becomes 4 and it has a total instability of 12 instead- quite an increase! Factions need to manage their expansion carefully or risk collapse.
A hideout is a home, apartment, safehouse, lair or similar structure where you and your allies can safely sleep and stow your gear, hirelings, treasure, and vehicles. A hideout does not re-fill with monsters or get attacked by your enemies in your absence (although it might get attacked while you're there if it makes sense for that to happen). Anything you leave in your hideout will still be there when you come back for it later unless it doesn't want to be.
To establish a hideout, you need two things: a good location and two points of Capital. Capital can sometimes be found as treasure on adventures, or can be purchased for 5 Supply each. Location's a little bit more tricky, but not too much more so: a nice townhouse can make for a great hideout, but so can a cave system so long as you first kick out anything currently inside it that wants to murder you. You can even establish a hideout on a vehicle (allowing your hideout to be mobile) so long as the vehicle in question is at least size category 10 or larger.
Now that you've selected a location and spent your initial Capital to set everything up, you might like to upgrade your hideout with extra features. That's cool. Features come in two basic flavors: Resource (stuff that directly aids your adventuring) and Faction (stuff that aids the hideout itself). They cost one Capital each.
Give your hideout a name and make a map of it if you want.
All hideout features cost 1 Capital. Features which provide a benefit only once per session are marked with a ★ to help you remember to take advantage of them.
Feature | Description |
---|---|
Armory | Your hideout is well-stocked with all your gear and tools. You can change your loadout freely while in your hideout without ever having to spend any Supply to do so. |
Comfort | The hideout is a nice fully-furnished living space, not just a flophouse/repository. Every day spent resting in the hideout restores one lost point of Vitality with no Supply cost. |
Depot | Useful goods are commonly available at the hideout in exchange for a little effort or cash money. Rations, Fuel or common utility items (anything available to a creature with the Handyman ability without any upgrades) can be purchased at the hideout in exchange for 1 Supply each. |
Exchange | A pawnshop or recycling facility can turn items into Supply fast. When you're in the hideout, you can turn a keystone, luxury or capital into 1 Supply or turn a treasure into 1-4 Supply. |
Legacy | The wisdom of those who have gone before is immortalized. You can access the training offerings of any retired characters in your campaign from the hideout, even if the retirees are not actually located there. |
Memorial | Pay your respects to the dead and seek to learn from their stories. Once per session you can stop by the Memorial to light a candle, pour one out, or otherwise meditate on the life of a former PC who has died. Roll a trigger die: if the result is a 9+, you immediately gain one or more points of Experience. You can only honor a given fallen PC once in this way per character- write their name down on your character sheet somewhere. The exact amount of XP gained through the Memorial depends on how experienced the dead PC you honored was. |
Pantry | The hideout has a well-stocked larder and kitchen area for food preparation. Every day that ends with you in the hideout is a day that you don't need to spend Supply or test a Rations item in order to feed yourself. Creatures that need to consume additional food for whatever reason have their daily requirements reduced by one feeding per day instead of being covered completely. |
Rummage | You've got a well-stocked junk drawer or gear closet. Once per session per adventurer, the hideout can produce a single item available to a creature with the Handyman ability (such as a torch, length of rope, etc) at no Supply cost. Adventurers that could use Handyman abilities to produce higher-quality or more specialized items (such as from having the Containment or Advanced Lighting upgrade abilities in the Handyman tree equipped) can also use Rummage to produce such items for free. |
Vault | A nice treasury space for you to store valuables. You can choose to leave as many stock, treasure, keystone, or luxury items behind in your vault as you want instead of carrying them with you everywhere. Write down what you've got stashed and where. You can't leave other items such as rations or fuel in your vault; those things tend to go bad eventually. |
All hideout features cost 1 Capital.
Feature | Description |
---|---|
Den | The hideout can accommodate other, weirder residents. You can invite any friendly non-civilized creatures (animals, monsters, etc) to come live in your hideout. Den residents are friendly to you but don't consider you their master and cannot be ordered to do anything for you that they don't want to do. They will, however, take care of their own needs without imposing on your resources and happily defend “their” home from intruders. The exact nature of your den residents might cause complications or trouble (GM adjudicates). |
Secret | A portion or all of the hideout is cleverly disguised and hidden. Outsiders can't find the hidden part unless they already know it's there. |
Fortifications | The hideout's main building area is well-fortified; all the back entrances and exits are sealed and a solid curtain wall protects it from unwanted incursion. A single sturdy gate allows entry but can be closed in case of attack. Work with the GM to decide exactly what fortifications look like in regards to your hideout and its unique situation. |
Palace | The hideout hosts a throne room, parliament, council chamber, or other center of government that transforms it from an independent, isolated establishment into the seed from which a full-fledged faction can grow. The hideout is now considered the capitol of the new faction. Give a name to your new faction. Roll a trigger die once per session; if the result is a 9+, then your faction's Capacity is increased by +1. A given faction can have a maximum of only one Palace (and thus only one capitol) at a time. |
Squad | Requires Armory (Hideout), Comfort (Hideout), and Pantry (Hideout). A single squad of 10 soldiers lives in the hideout and defends it from intrusion. The squad is level 5 and you get to determine what their loadout is (GM can veto though). The squad is purely defensive in nature and won't leave the hideout unless in direct service to its defense. If the squad gets wiped out, it can be replaced by spending 1 Capital. Replacement squads show up at the beginning of the next session. |
Trapped | The hideout can support permanent booby-traps and snares inside it. These traps are identical to the ones created by the Trapper ability tree, except they can be reset as an action by any creature next to them, they don't disappear at the end of the session, and all rightful residents of the hideout know exactly where they are and how to avoid them. Once added, a trap's location or specification cannot later be changed (but you can freely remove any trap you don't want anymore). Adding a trap to the hideout carries a one-time cost of 1 or more Supply. For every 1 Supply spent, pick any three features from the below list for the trap to have: - Remove 1 Vitality (can be selected up to 3 times maximum) - Add benefits of any Trapper upgrade ability of your choice other than Paranoia or Trap Toss (can be selected multiple times for different upgrades) - Add the Burning, Frozen, Dissolving, Electrified, or Poisoned condition (can be selected multiple times for different conditions) - Imitate the effects of another ability that enhances attacks (like Smite maybe? GM can veto anything weird) |
An outpost is a small village, tribe or steading. Unlike a hideout, it has a significant number of citizens and residents that live, work and play on their own terms. Outposts offer a significant number of things that a hideout doesn't, but also have higher costs and more stringent rules that govern their creation.
Establishments of Outpost size or larger exude control over the surrounding regions. Outposts lay claim to the region they're built in and every other adjacent region. Any features that enhance the outpost's claimed territory continue to apply their effect on the entire claimed territory even if the outpost is grown into a larger establishment with a larger claimed territory.
All outpost features cost 2 Capital. Features which provide a benefit only once per session are marked with a ★ to help you remember to take advantage of them.
Feature | Description |
---|---|
Bounty Board | The outpost hosts a centralized location for the sharing of information and the posting of one-off jobs. The GM will create one local job (clear a dungeon, slay a threat to the people, open a new path, etc) in addition to any other missions or goals the players have. Completing local jobs in this way is beneficial to the outpost's development and immediately invests 1 Capital into either growing the outpost to the next-higher tier or purchasing a feature. When a local job has been cleared, the GM will replace it with another. A maximum of one job per session can be completed in this way. |
Cenotaph | Requires Memorial (Hideout). A much more ceremonially rich place of remembrance than the Memorial, remembrance rolls made at the Cenotaph to gain XP from a dead comrade succeed on a result of 5+ instead of 9+. |
Curio Shop | A pawnshop or flea market, where buyers never quite know what they will find. The Curio Shop generates three random keystones from those available/unlocked for use in the campaign so far, each of which can be optionally purchased for 1 Supply. The curio shop's inventory is refreshed at the beginning of each new session- anything that wasn't bought disappears (somebody else bought it instead). |
Dojo | A school, shrine or cultural tradition in which the secrets of a given ability tree are taught. Every dojo is keyed to a single, specific ability tree whose name is appended to the dojo- so a dojo that teaches the Blade tree would be called a Blade Dojo, and one that teaches necromancy would be a Necromancy Dojo. When learning a new ability in the outpost from the tree that the local dojo specializes in, you get a discount of -1 Supply. This discount stacks with other discounts from species or any other sources. Supply cost to learn a new ability can be reduced to 0 but not below 0. The keystone requirement is unaffected. |
Grocer | Requires Depot (Hideout). Food is cheap and reasonably abundant enough to spare a bit for any adventurers in the field. Every adventurer can obtain one Rations item per session at the Grocer for no Supply cost. |
Industry | A mine, sawmill, quarry or similar provides the raw materials of empire. You can purchase points of Capital in the outpost for 5 Supply each. |
Recreation | Taverns, gambling houses, bordellos and similar places attract adventurers eager to relax after facing near-death. You can choose to carouse in the outpost by spending 1 Supply per party member. For every time this amount is spent, everybody immediately gains 1 XP. Luxury items count as 3 Supply for this purpose. |
Revenue | The outpost hosts a business of some kind that generates a small, but appreciable stream of income. Once per session, any adventurer with a controlling interest in the outpost can roll a trigger die. If the result is a 7+, every player at the table gets 1 additional free Supply. Results of 1-6 do not generate any Supply. Adventurers need to be physically present at a site in order to generate income with Revenue. |
Workshop | Requires Dojo (Outpost). The high amount of local interest in a given ability tree means that keystones of that tree are also plentiful. Keystones matching the ability tree taught by the local dojo can be purchased on-demand for 1 Supply each. |
All outpost features cost 2 Capital.
Feature | Description |
---|---|
Airfield | The outpost has a basic runway or similar facility set up to allow for air traffic. Aircraft without the VTOL ability can take off and land in the outpost regardless of the local terrain type. |
Harbor | The outpost has a large number of small, private watercraft available as well as a central location where such can be cheaply hired. Any water regions claimed by the settlement can be traveled through by land-based creatures or vehicles without having to spend time securing a boat of any sort. Creatures without the Swim ability take an additional impairment to travel speed when traveling through water regions, which stacks with any relevant impairment from rough terrain. |
Reserves | Requires Squad (Hideout). Active-duty squads are rotated and trained regularly in the off-season, ensuring an easier replacement process should one get wiped out. When squads are slain, one of them is automatically replaced with a new, fresh squad at the beginning of each new session until all are replaced. Additional squads can be replaced via spending Capital as normal if desired. |
Roads | The outpost maintains a network of roads allowing for easier vehicle traffic. All claimed land regions can be traveled through at full speed regardless of their terrain type and are considered fully accessible to wheeled vehicles. Higher-tier establishments with larger zones of control still apply the benefit of Roads to all of them. |
Soldiers | Requires Squad (Hideout). The outpost's squad (or squads, if it also has the Warband feature) are promoted from a loose group of guards and watchmen to a more professional military organization. Squads can now be freely deployed outside of the outpost's borders to proactively solve problems facing the community. If you send your soldiers out frivolously they (and the rest of the community at large) will resent it. Note that soldiers sent outside your borders will have to consume rations to feed themselves just like everybody else. |
Warband | Requires Squad (Hideout). The outpost can support up to three squads at once instead of only one. All squads have the same loadout. The squads can be moved around the outpost's claimed territory freely and independently, but still cannot be deployed outside of it. Slain squads can be replaced in the same manner as the one from the Squad feature can. |
Watched | The outpost's entire claimed area is filled with strategically-placed watchtowers, relay stations and regular patrols which grant extra information about every region the outpost controls. Any enemy squad that enters a region claimed by the outpost is spotted well before it gets close to the outpost itself (unless said enemies utilize the Stealth/Charlatan/etc trees successfully). Any other noteworthy comings and goings through the region are also made known immediately to whoever's in charge of the outpost. |
Waystations | The outpost maintains a healthy supply network, avoiding the necessity of putting all goods and services in just one area. All benefits the establishment offers can be accessed from anywhere in any of the regions it has a claim on, not just its center region. For example, the Pantry (Hideout) feature feeds allies for free anywhere in the outpost's claimed regions and the Curio Shop (Outpost) feature can be used to go shopping from any claimed region. Higher-tier establishments with larger claimed areas still apply this benefit to all of them. |
Settlements are larger, more specialized communities than mere outposts.
Settlements exert a claim out to a distance of two regions from their center instead of the one region claim distance of an outpost.
All settlement features cost 5 Capital. Features which provide a benefit only once per session are marked with a ★ to help you remember to take advantage of them.
Feature | Description |
---|---|
Academy | Requires Dojo (Outpost). A more advanced center of learning makes accessing the knowledge taught by the local dojo easier than ever. All Supply costs for learning abilities from the local dojo's specialty tree are reduced by 2 instead of 1 (costs can be reduced to 0 but not below 0, keystones are still required). The Academy applies its benefit not only to the local dojo, but also the dojo of any other outposts of the same faction whose centers lie within a region that the settlement claims. |
Adventurer's Guild | A settlement has access to a wide range and depth of experience among its local adventurer population, allowing almost anyone interested in this highly-dangerous profession to avoid having to learn everything the hard way. Once per session, an adventurer in the settlement can roll a trigger die. If the result is equal to or higher than their current level, the adventurer gains +1 XP immediately. No single adventurer can attempt to gain XP from a single adventurer's guild in this way more than once per session. |
Creole | The settlement is large enough to support a significant influx of local minority cultures. Members of any minority culture within a reasonable geographic distance can be frequently found in the establishment and citizens there almost universally can speak the languages of every culture present. Adventurers can spend 3 Supply in the settlement to learn a specific additional language from a locally-settled culture without needing to know or equip the Polyglot ability from the Lore tree. Adventurers with the Polyglot ability can learn new local languages at no Supply cost at all. |
Curio Emporium | Requires Curio Shop (Outpost). A curio emporium has a wider variety of random keystones for sale, and stock turnover happens more quickly. At the start of each new session, five random keystones are generated instead of the three, and every time a keystone is purchased from the emporium a random new one is immediately generated to take its place. |
Healer | Healthcare is both widely-available and affordable to anyone who needs it. Any effect that restores a lost point of Vitality to a subject physically present in the settlement restores two points instead at no additional cost in either time or resources. Injured creatures resting in the settlement recover from their injuries on a 5+ instead of a 9+. This is identical to and does not stack with the benefit of the Convalesce ability in the Heal tree. |
Laboratory | Given the right research materials, the Laboratory can take all the guesswork out of discovering new knowledge. Spending a keystone from a locked tree in the Laboratory automatically unlocks the matching tree with no trigger die roll required. You still need a keystone in order to perform an unlock. |
Marketplace | A large centralized location has been put aside for the buying and selling of goods, attracting merchants and traders from near and far. Any adventurer in the settlement can act as if they have the Shop Around ability from the Merchant tree, allowing them the chance to buy keystones from unlocked trees on demand. Adventurers who actually have Shop Around equipped no longer need to roll the associated check- they can always find what they want at a price of 2 Supply. |
Refinery | Requires Depot (Hideout). Raw materials are made into fuel here, creating a local abundance. Every adventurer can obtain one Fuel item per session at the Refinery for no Supply cost. |
All settlement features cost 5 Capital.
Feature | Description |
---|---|
Company | Requires Warband (Outpost). The settlement supports ten squads instead of three. |
Courthouse | A central location for the solving of disputes and administration of justice increases the internal cohesion of a faction. The number required on the trigger die rolled once per session to increase faction Capacity (default 9+) is decreased by 2 for every courthouse a given faction has. For example, with one courthouse the faction creates an additional Capacity when the die is a 7+, with two on a 5+, three on a 3+, and four on a 1+ (or in other words, it never fails). If a faction has five courthouses, it creates two Capacity instead of the normal one when the trigger die is an 11+. Six courthouses creates two Capacity on a 9+, and so on. |
Diplomatic | The settlement's leadership spearheads efforts into easing border tensions with nearby factions both externally and internally. The settlement's base Instability is no longer increased from having its borders constrained by the establishments of another faction. |
Diversification | Requires Warband (Outpost). The settlement has multiple different avenues of training available for its guardsmen squads. Every squad can have its own loadout as determined by the establishment's owner. This can be as simple as having two or three different loadouts representing different soldier types or as complex as making every single squad completely different from the others. Any upgrades that expand the number of squads such as Company (Settlement) apply this benefit to all of them. |
Drill Yard | Requires Warband (Outpost). Providing facilities and training for the local guards improves their quality. All squads maintained by the settlement are level 6 instead of 5. If the settlement also has the Officership (Settlement) upgrade, officers are level 6 as well. |
Navigability | Requires Harbor (Outpost). The settlement has established a system of locks, canals, lighthouses and buoys to aid in maritime traffic. All water regions claimed by the settlement are not considered rough terrain for purposes of travel speed regardless of their actual terrain type, and all minor bodies of water such as rivers are considered fully navigable. |
Officership | Requires Warband (Outpost). Any and all squads maintained by the settlement are led by an officer trained in leadership instead of simply being an unorganized and informal mob. Officers are level 5 and all share the same loadout that you choose (which must include the Captain ability tree to some degree). You have one officer per maintained squad. |
Travel Network | Requires Roads (Outpost) or Harbor (Outpost). A network of inexpensive and accessible long-distance transportation greatly speeds up journeys. Any other friendly establishment that has the Travel Network feature whose center is within 50 regions of the settlement's can be traveled to in a single day. |
Cities are the logical next step in growth for a settlement, bringing a much stronger claim to territory and more powerful features but also a much higher amount of instability.
Cities exert a claim out to a distance of five regions from their center instead of the two region claim distance of a settlement.
All city features cost 10 Capital. Features which provide a benefit only once per session are marked with a ★ to help you remember to take advantage of them.
Feature | Description |
---|---|
Entertainment District | Requires Recreation (Outpost). The city has an impressive array of festivals, theatres, red-light districts, sporting events and other diversions for adventurers to throw their money away on. Every time adventurers choose to carouse in the burg, roll a die. If the result is 7+, then they gain 2 XP instead of the normal 1. |
Heroic Saga | Requires Cenotaph (Outpost). The deeds of those who came before start to become legend, with greater mythopoeic resonance added with each retelling. This has the side effect of making them much more inspirational, allowing those who survive to gain the XP bonus from honoring any given dead adventurer twice instead of once. Any given adventurer can still only attempt to gain XP from the dead once per session. |
Hospital | Requires Healer (Settlement). The local medical care is absolutely top-notch. Any creature that spends a day resting in the city recovers all lost Vitality and removes any injuries they are suffering from automatically. |
All city features cost 10 Capital.
Feature | Description |
---|---|
Battalion | Requires Company (Settlement). The city supports thirty squads instead of ten. |
Province | The city houses a number of governmental buildings that aid in administration of the local area. An establishment with the Province feature acts as (another) capitol for its owning faction for purposes of determining the base instability score of it and all other nearby establishments. Base instability increases as distance from the capitol increases. |
Proving Ground | Requires Drill Yard (Settlement). A more sophisticated and well-funded training regimen raises the level of all squads (and officers, if applicable) maintained by the city to 7. |
Reconnaissance | Requires Watched (Outpost). The city has a well-trained and funded intelligence-gathering division that keeps a watchful eye on the goings-on outside of its borders as well as within. The benefits of the Watched upgrade are extended to everywhere within 10 regions of the city's center, regardless of which faction actually claims the regions in question. An axis with this upgrade extends their watch to all regions within 20 regions of its center. |
Special Forces | Requires Drill Yard (Settlement). A combination of economic wealth and a wide pool of applicants means that the city can field a small, elite force of better trained and armed troops in addition to their rank-and-file. The community gains three squads of level 10 soldiers with a loadout determined by the burg's leadership as normal. If the burg also has the Proving Ground (City) upgrade, the elite troops are level 12. Other than their advanced level and limited numbers, elite troops behave the same and are subject to the same limitations as normal troops. If the city also has the Officership (Settlement) upgrade, then its elite squads also gain leaders of equivalent level to the squad itself. |
Travel Dropoff | Requires Travel Network (Settlement). Special charter transport is available for more custom destinations. Fast travel is now possible to any location within 50 regions of the city's center, not just other establishments that have the Travel Network feature. This travel is generally one-way. |
An axis is the highest possible tier of establishment- the kind of city that dominates the surrounding territory as a cultural, political and economic powerhouse. They are both rare and expensive, but offer the most powerful features available.
Axes exert a claim out to a distance of ten regions from their center instead of the five region claim distance of a settlement.
All axis features cost 20 Capital. Features which provide a benefit only once per session are marked with a ★ to help you remember to take advantage of them.
Feature | Description |
---|---|
All axis features cost 20 Capital.
Feature | Description |
---|---|
Advanced Training | Requires Proving Ground (City). Training soldiers has been raised to a high art. The level of all squads (and officers, if applicable) maintained by the axis is raised to 8. Special forces (if any) have a level of 15. |
Elite Warriors | Requires Special Forces (City). A prestigious military academy combined with a huge pool of applicants greatly increases the number of elite troops available. The axis maintains a force of 10 squads of special forces instead of 3. |
Legion | Requires Battalion (City). The axis supports 100 squads instead of 30. |
Travel Return | Requires Travel Dropoff (City). Local activity is so high that you can call for transport pretty much anywhere. The center of the axis can be traveled to in a single day from any location within 50 regions, even deep wilderness lacking any kind of establishment at all. |