recursal/Fanatic-Fandom huggingface dataset:
Stonemason Hut

*This article is a stub. You can help Foundation Wiki by expanding it.*

The **Stonemason Hut** is one of the buildings in *Foundation*.

Assigned villagers will work as stone masons and produce Polished Stone. (Stone (1) = Polished Stone (1)). It is a necessity for the construction of grander buildings such as the Monastery and monuments

## See also

* Stone
* Stone Cutter
* Stonecutter Camp
* Quarry
* Polished Stone
* Extraction Zone
Gathering Hut

The **Gathering Hut** is used to collect Berries.

It becomes available after placing a Builder's Workshop.

## About

Assigned villagers will work as foragers. They will collect berries from the nearest berry bush assigned to an extraction zone. Foragers begin collection by travelling from their home to Gather's Hut; from there they will travel to the bush. Once a berry has been obtained they must return to the hut to deposit it before foraging for another.

Once the berries have been deposited, a Transporter assigned to a Granary that has been set to allow berry storage will collect the berries stored and deposit them in their assigned granary. Here, the berries will become available to Market Tenders who are running a Food Stall assigned to sell berries.

The optimal number of berries a day that can be obtained is approximately 3-4 berries per forager and each forager works 2 in 3 days, resulting in approximately 2-3 berries a day on average. The distance from the forager's home to the gathering hut and the distance between the gathering hut and the extraction zone will affect the number of berries that can be obtained. During bad weather, the collection speed is reduced by 20%, with an optimum of 6 berries per day for a fully employed hut.

## Trivia

* It is the first food production building available in the game.
Missions

**Missions** are given once you have assigned soldiers to a Wooden Keep.

### Difficulty

Missions will be either Easy, Average, Difficult or Extremely Difficult. The difficulty corresponds to the soldier strength needed to achieve a high chance of victory.
Missions have 3 stages, each with increasing difficulty. The start difficulty increases when you promote your novies to soldiers and soldiers to knights. After a victory at stages 1 and 2, a notification will appear, displaying the difficulty, chance of success , rewards for the next stage, and a question whether you want your soldiers to return or continue.
After victory at the 3rd stage your soldiers will return to town.
If any stage of the mission is lost, all rewards from victories at previous stages will be lost, and your soldiers will return to town. There is a small chance that some soldiers assigned to the mission will die upon failing a mission.
If any soldiers die during a mission, their tombstone will appear at the edge of the map where the path out of town ends.

### Assigning Soldiers

When a mission is accepted, you must assign soldiers to the mission within 20 days of accepting it or the mission will be lost.
When assigning soldiers, soldier **Strength** directly corresponds to the likelihood of victory.

### Wounded Soldiers

After each stage of a mission, a percentage of soldiers assigned to the mission will be **Wounded**, decreasing the wounded soldier's strength by 50%, which in turn decreases the chance of victory at the next stage of the mission.
Soldiers will remain wounded when they return to town, and will recover slowly over many in-game days, eventually returning to 100% of their original strength.

### Mission Rewards

Mission rewards vary depending on stage and initial difficulty.
The first stage of a mission will always be "Easy, Difficult, or Extremely Difficult", while subsequent stages may have "Average" difficulty.

#### Easy missions

 Stage 3 | Difficult | Far | 100% chance of Gold reward, 100% chance of Common reward

To succesfully complete all three stages (that is with minimal loss of troops) a total strength of **120** is advised. See the table here for troop strength.

#### Difficult Missions

 Stage 3 | Extremely Difficult | Far | 100% chance of Gold reward, 100% chance of Common reward, 100% chance of a Rare reward, 80% chance of a Weapon reward

To succesfully complete all three stages (that is with minimal loss of troops) a total strength of **200** is advised. See the table here for troop strength.

#### Extremely Difficult Missions

 Stage 3 | Extremely Difficult | Very Far | 100% chance of Gold reward, 100% chance of Common reward, 100% chance of a Rare reward, 80% chance of a Weapon reward, 80% chance of Unique reward

To succesfully complete all three stages (that is with minimal loss of troops) a total strength of **700** is advised. See the table here for troop strength.

#### Unique Rewards

Currently, Unique rewards only include Unknown Blueprints
Common Clothes

*This article is a stub. You can help Foundation Wiki by expanding it.*

****Common Clothes**** is one of the goods in *Foundation*.

Common Clothes are sold at the Market using the Goods Stall for Gold Coins (10) to Commoners and Citizens.

It's created by Tailors at a Tailor's Workshop in exchange for cloth.
Granary

The **Granary** is a building used for storing and trading.

It becomes available after placing the first Builder's Workshop.

## About

The granary will store various part processed, processed and unprocessed food goods for use by buildings. Each granary can store 100 of each product in a storage slot up to 400 items. Each slot is assigned manually and once a slot has been filled, goods will not overflow into the next available slot.

Each slot has 4 menu items:

 File:Granary and Warehouse Slot Menus.jpg
The red X ("Refuse") means the good won't be accepted into the granary

The green check mark ("Accept") makes it so the transporter gets the goods from the producer (ie bakery, gathering hut)

The green up arrow ("Stock Maximum") makes it so the transporter gets the goods from any other granary (with items not marked as Stock Maximum) instead of from the producer in order to try to fill the slot and keep it full.

The red down arrow ("Empty Stock") slowly empties all stock of that item, and does not accept anymore of that item.
Sawmill

*This article is a stub. You can help Foundation Wiki by expanding it.*

**Sawmill** is one of the first buildings in *Foundation*. It becomes available after placing the first Builder's Workshop and reduces the desirability of the surrounding area.

The sawmill can employ up to 3 carpenters, who take Wood from a Lumber Camp or Warehouse in order to produce Planks. Each carpenter can produce 4 planks a day, working on two planks at a time; this enables an theoretical optimum of 12 planks a day. Wood is taken from either a Lumber Camp or a Warehouse and up to 10 wood can be stored at any given time.

Once produced, the planks will be collected by a Builder, who will taken them to a construction site, or a Transporter who will take them to its assigned Warehouse.
Wheat Farm

The **Wheat Farm** is one of the buildings in Foundation.

Assigned villagers will work as farmers and produceWheat, by planting, growing and harvesting it in a farm field development zone. Each individual wheat farm has its own farm field development zone.

Wheat is used to make Flour and Beer.

When construction of the farm is complete, its state will be **Resting.** The farm goes through four states in a growing season: **Resting, Sowing, Growing, Harvest.**

1. **Resting** lasts for three days, during which time farmers may continue the harvest if it is incomplete.
2. **Sowing** lasts for four days. During this time farmers will plant wheat in the farm field development zone.
3. **Growing** lasts six days, during which the farmers are idle.
4. **Harvesting** lasts eight days. Farmers will harvest the wheat during this time, provided there is storage space to receive it.

Farmers still take rest times to fill their needs along their normal schedule, so sowing and harvesting can be reduced by the time required for farmers to fill their needs. Harvest can also be limited by the size of the crop field zone, or the amount of storage available.

In 1.5.11, three level 1 farmers harvested 75 Wheat from one harvest. Therefore, in 21 days, the farm creates enough wheat for 25 Bread.
Fisher's Hut

The **Fisher's Hut** is one of the buildings in *Foundation*.

Assigned villagers will work as fisherman and produce Fish by fishing from a fishing spot.

Must be placed in the coast or on the shore of a river, preferably near a fishing spot. The fishermen will use a boat to go fish in the water. NOTE: It is vital to position the fisher's hut so that the "pier" end (the end with ladders) is sticking out into the water as shown in the screenshot on the right. If you don't, your fishermen will not work correctly.

The player will need to unlock the Fisher Hut through the Labor-Tab.

Bad weather affects the output by +20%.
Build a Village Center

*This article is a stub. You can help Foundation Wiki by expanding it.*

Place a Village Center somewhere in your first tile.

This is the first quest you can get.

Completing this quest also unlocks the ability to build the following buildings:

* Woodcutter Camp
* Gathering Camp
* Market - Gathering
* Stonecutter Camp
* Sawmill
* Well
* Warehouse
Foundation

**Foundation** is a grid-less, sprawling medieval city building simulator with a heavy focus on organic development, monument construction and resource management.

The game is developed by Polymorph Games, a videogame company hailing from Quebec City, Canada.

## Maps

The game features 5 default maps and more can be either generated or added by downloading mods.

## Features

* Organic Urbanism of the Medieval Era
* Modding support
* Unique Monument creation tool

## Languages

* Basque
* Brezhoneg
* Catalan
* Czech
* Dansk
* Dutch
* English
* Finland
* French
* German
* Greek
* Hungarian
* Irish
* Italian
* Japanese
* Korean
* Norsk
* Polish
* Portuguese
* Portuguese (Brazil)
* Russian
* Simplified Chinese
* Spanish
* Swedish
* Turkish
* Ukrainian
* Vietnamese
* Traditional Chinese

* Basque
* Brezhoneg
* Catalan
* Czech
* Dansk
* Dutch
* English
* Finland
* French
* German
* Greek
* Hungarian
* Irish
* Italian
* Japanese
* Korean
* Norsk
* Polish
* Portuguese
* Portuguese (Brazil)
* Russian
* Simplified Chinese
* Spanish
* Swedish
* Turkish
* Ukrainian
* Vietnamese
* Traditional Chinese

## External links

* **Soundtrack:** Audinity
* **Kickstarter:** Foundation on Kickstarter
Wooden Keep

The **Wooden Keep** is one of the Buildings in *Foundation*. This building is modular and can be customized.

Assigned villagers become Soldiers. Soldiers may be garrisoned in building extensions assigned with the "Dorms" function.

Keeps are required to send Soldiers on Missions.

For the Keep to be operational, it requires as a minimum the Core to be built.

The Core parts have four sides, three of which are windows and the fourth is plain. It is the plain side that doors can be placed.
Monastery

**Monastery** is a building in *Foundation*.
It is important to fulfill the population's needs. It is one of the buildings you can design by combining different parts to create your own look. Depending on its components is creating different special benefit for your town. It is used to produce honey, herbs, and wine.

Can concede a villager to the Monastery by having unemployed male villagers, you must have an expansion assigned a dorm function to do so.

## Building Parts

### Core

 Abbey B | The main Building
 Extension D | Can be assigned a function | Piety +2 | Polished Stone (75) Planks (50)Tools (10)

### Doors

needed in the building for the building to work
 Door B | Entrance;
needed in the building for the building to work
 Door C | Entrance;
needed in the building for the building to work
Gems

****Gems**** are a luxury resource, and building material. They are used in the production of Jewelry. They can also be used to generate revenue by selling them to villagers in markets using a Luxury Goods Stall.

They can be found in multiple different mountain outcrops, including Iron Deposits, Gold Deposits, and Stone Deposits. They generate quite slowly however, 42 active miners will generate between 1-3 Gems per week, though it seems to be determined by RNG. Some have observed that they generate more often in Gold Deposits, but it has not been confirmed.

They can also be acquired through Military Missions.
Bridge

The **Bridge** is one of the possible construction types in Foundation, and is located under the Monument tab. Each bridge is composed of at least 2 end pieces which are attached to land, and 0 or more connecting pieces. The number of connecting pieces needed to build the bridge depends on how long it needs to be. The bridge allows villagers to access separated lands, such as across rivers or valleys. The height of the bridge supports will affect the material cost, meaning that bridges across mountain gaps will cost more than a bridge over a river of the same distance.

The Wooden Bridge is unlocked upon finishing the Builder's Workshop quest. The Stone Bridge is immediately unlocked upon having 10 Citizens.

## Materials needed

### Wooden Bridge

A Wooden Bridge needs 20 planks for each end, and 25 planks for each connecting piece. It does not require any upfront cost or weekly upkeep.

### Stone Bridge

A Stone Bridge needs 60 stones for each end, and 140 stones for each connecting piece. The stone bridge can also include the elements listed below, all of which are only for decorative purposes.
Market

The **Market** is the primary resource for Villagers to obtain daily goods in order to be satisfied. The building is modular, but requires a single stall to be constructed. Initially only a food stall can be built, but as the village grows and the Villagers are promoted, goods and luxury goods stalls can be installed.

 Goods Stall

Each stall must be assigned a Market Tender, who will collect goods from either a Granary or Warehouse to stock the assigned stall. Market Tender's cannot obtain goods from the source of manufacture.

Aside from the stalls, various decorations can be included, increasing the maintenance cost but contribute towards Labor Splendor.

If there is insufficient food available, or poor access to food, Villager food Happiness will decrease until they can acquire food from a Food Stall. Sustained unhappiness from a lack of food will result in Food Shortage happiness, which will gradually reduce as long as food stocks are sustained.

* An old version of the Market (Gathering Market)
* An old version of the Market (Clothes Market)
* Goods Stall
* Food Stall
Splendor

**Splendor** is a resource that can be used to unlock new buildings and structures, such as the Fisher's Hut and Hunter's Hut. Building certain building items provides labor splendor, kingdom splendor or clergy splendor.

## Labor splendor

Labor splendor is earned by building decor items in the Market building, or the Lord Manor.

## Kingdom splendor

Kingdom splendor is earned by building a Wooden Keep.

 Wooden Top A
 Wooden Top B
 Wooden Top C
 Door A
 Door B
 Door C
 Wooden Gate
 Decorative Flag

## Clergy splendor

Clergy splendor is earned by building a Rustic Church and Church, and letting people visit them.

 Wooden Extension A
 Wooden Extension B
 Door A
 Door C
 Small Tower A
 Small Tower B
 Stone Extension A
 Stone Extension B
Church

**Church** is a modular service building that provides faith.

It is important to fulfill the population's needs.

It is one of the buildings you can design by combining different parts to create your own look.

Depending on its components is creating different special benefit for your town.

As of October 2020 a priest can't be assigned and is therefore not needed for the church to work.

## Related

* Monastery
* Rustic Church
Winery

**Winery** is one of the buildings in Foundation.

It's part of the Monastery monument and Monks assigned as vintners will produce Wine in exchange for Grapes and Barrel. It is a free-standing building, meaning it doesn't require any connection with the monastery's core.

*This article is a stub. You can help Foundation Wiki by expanding it.*
Envoy

An **Envoy** is a messenger from the king, arriving at player's village. It is the only character that rides a horse. An envoy presents to the player a randomly generated quest for sending resources to player's choice's destination, in effect granting appropriate influence: if to the king -- military, if to the clergy -- religious, if to the people -- labour. Player always has an option to refuse to aid any of the three sides, thus dismissing the envoy from the village. The envoy will leave the village as soon as any decision is made, and will not wait for the player to complete the quest, should one have had undertaken such.

Additionally, there are envoys specifically from the clergy, **Monks**, who play the same role as regular envoys. They do not ride a horse though, and are presented as a brown-cloaked praying monk.

A **Minstrel** is a non-interactive type of envoy that might randomly visit the player's village and play in one of player's taverns, thus inspiring player's villagers for building a randomly chosen masterpiece.
Village Center

*This article is a stub. You can help Foundation Wiki by expanding it.*

The **Village Center** is the beginnings of the town. It contains starting resources for villagers to use. As the village grows, the village center will remain a focal point; acting as a return point for soldiers, waiting zone for unemployed villagers (or those who can not find an available work place if they have a job). Roads in and out of the region will naturally gravitate to the village centre due to its ongoing focus for new villagers and military returners.

The starting resources include:

* Wood (40)
* Tools (20)
* Berries (10)
* Cloth (10)
* Gold Coins (450).

When placed the village centre will also provide 8 serfs to start building the village's foundations.
Common Path

# Common Path Progression Content

* Bailiff Office (100 Gold Coins to unlock)
 BUSY
* Farming ->Wheat Farm, Windmill, Bakery (100 Gold Coins to unlock)
* Fishing ->Fisher's Hut (100 Gold Coins to unlock)
* Decorative ->Decorative Bush, Fence, Decorative Tree, Road Sign (300 Gold Coins to unlock)
* Goods Market ->Goods Stall, Goods Stall Sign (50 Gold Coins to unlock)
 FLOURISHING
* Tooling -> Charcoal Hut, Iron Smelter, Blacksmith (150 Gold Coins to unlock)
* Beer Production -> Hop Farm, Brewery (200 Gold Coins to unlock)
* Luxury Market -> Luxury Goods Stall, Luxury Goods Stall Sign (100 Gold Coins to unlock)
* Sculpture Workshop (100 Gold Coins to unlock)
* Sturdy Material Edict (200 Gold Coins to unlock)
 LIVELY
* Cooperage (100 Gold Coins to unlock)
* Hunting -> Hunter's hut (100 Gold Coins to unlock)
* Decorative -> Fountain, Cypress, Plant Arch, Sheep Statue (400 Gold Coins to unlock)
* Stonework Promotion Edict (200 Gold Coins to unlock)
 THRIVING
 BUSTLING
* Candles Improvement
* Common Wares Improvement
Marble

****Marble**** is used in making Masterpieces.

To obtain marble unlock the Bailiff office and assign a Bailiff. The Bailiff is able to have 2 types of Mandates: courting or prospecting. Choose the prospecting action. There is a chance your Bailiff will find Marble.

If your Bailiff finds a resource it's deposit will become visible. Purchase the land the deposit resides on. You can then click on the deposit and Edit it like you would a Monument. Add a Quarry and assign a worker.
Coin

*This article is a stub. You can help Foundation Wiki by expanding it.*

Gold Coins, or just Coins, are the currency of the game. They are necessary as upfront costs for construction and weekly maintenance of various important structures. They are also used in trade with other villages. Gold Coins can be obtained as mission rewards through military conquest, finishing certain quests which may also be provided by envoys, selling exports to traders, or by selling needed goods to the player's villagers at Markets and Taverns.

At the start, the player is provided 500 coins to work with, and can only store that amount, meaning that any additional profit beyond that point will be lost. However, coins obtained through quest or mission completion will still be credited, with no money being made from income until the stored amount falls below capacity. More Gold Coins can be stored by constructing additional extensions to certain structures, such as Keeps and Lord Manors, and assigning them with the role of Treasury. Treasuries expand your Gold Coin capacity by 30 Gold Coins per Size, and increase weekly maintenance cost by half of the Size, rounded up.
Rustic Church

A small, rustic church.

The **Rustic Church** is a Service building used to gain Faith.

It can be accessed upon reaching 12 villagers.

## About

A modular building that requires at least a core, tower and door; once constructed, it will satisfy villagers need for Service. A bare minimum construction can satisfy this need for 20 villagers at a time. All villages with the exception of newcomers have this need.

Upon reaching 10 citizens and 5 Clergy Splendor, Additional parts can be purchased in exchange for Clergy Influence.

## Components

Each component extends the size and splendor of the rustic church. Although they can be placed as is, many components can be resized; increasing the splendor given and maintenance cost.

In addition to the above components, the Masterpieces Mother and Child Stained Glass and King and Monk Stained Glass be installed.

## Trivia

* As of October 2020 a priest can't be assigned and is therefore not needed for the church to operate.
Trading

*This article is a stub. You can help Foundation Wiki by expanding it.*

To trade for goods you must have a place to keep them. Usually this is a warehouse.

The best way to get Tools in the early parts of the game is to trade for them. For this you need an active trade route to a neighboring village that trades tools and a warehouse set to ACCEPT Tools.

In order to setup trade for tools initially you must:

1) Click the trade button in the top-right corner of the screen, and choose a neighboring village to unlock trade with.

2) In this same trade dialog, go to the 'trading resources' tab, click the green arrow beside tools, and specify how many you wish to buy.

3) build a warehouse, and have it stock 'tools'

The prices in the table below are no longer valid.
Soldier

Soldiers can be assigned to the Wooden Keep and Lord Manor.

Up to ten Soldiers can be garrisoned at the Keep and one Soldier per Treasury component within the Manor.

Having Soldiers employed allows the player to complete missions, which are sent requested on behalf of the Fealty. Mission prompts will appear regurarly. As of the current build (1.0.7.0207), there is no other function for Soldiers. They spend their time fulfilling their needs, standing guard, patrolling the estate and using Training Dummies.

#### Classes and levels

There are three classes of troops: **novices**, **soldiers** and **knights**. They are promoted like other inhabitants, and each subsequent class needs more food and goods (see Vilagers). The promotion only becomes availiable when the proper conditions are met (present needs fulfilled)
They level up to a maximum of 6 by going to battle and surviving.

#### Equipment

Soldiers can be equipped with a sword or a spear. This strongly determines their strength, see the table below. Swords can be made at the weaponsmith. Spears can only be found on missions with the level "extremely difficult". All troops start without weapon; they must be assigned from the Military Manager screen under the tab "Army". Troops send out without a weapon have as good as no strength and will almost certainly die.

#### Training

Soldiers can be **untrained**, **partly trained**, **mostly trained** or **fully trained**. They need Training Dummies in the keep to get better trained. Their strength depends on their training level, and because it only costs a few dummies and some time it's wise to send them out only fully trained.

#### Health

When send out to battle troops can get wounded or even die. It takes time to recover the wounded. The Officinal Garden Masterpiece reduces that time by a factor 2. When wounded they're half their trained strength.
A Dangerous Distraction

Preceded by:

## Objective

* Slay 6 **Ice Trolls** or **Winter Wolves** in Lakkar's Lap at the top of Icespire Peak.

## Summary

Erren RockstriderYou've noticed the winter wolves in Hrimnir army, yeah? Well, Rurik and I found out where they're coming from. Not only that, but we found the big one, their patriarch.
Naturally, we're going to have to put the big dog down. If we strike too soon though, it's a one way trip. I need you to kill a bunch of these wolves and trolls on this ice shelf. Less to fight on the way out, you know.

## Steps

* Slay 6 Trolls and Winter Wolves
* Return to Erren Rockstrider

## Completion

Erren RockstriderWow, you're something else, aren't you? Fewer trolls makes easy work. Nice.

## Walkthrough

*There is no walkthrough for this quest yet. You can help Neverwinter Wiki by writing one.*
Trade Routes

## NORTHBURY

 Berries : Gold Coins (1)
 Wine : Gold Coins (5)
 Tools : Gold Coins (8)
 Icon does not exist : Gold Coins (10)
 Unlock Trade Route: Planks (20)

## MYDDLE

 Bread : Gold Coins (2)
 Jewelry : Gold Coins (10)
 Coal : Gold Coins (2)
 Wine : Gold Coins (10)
 Unlock Trade Route: Icon does not exist

## DAVENPORT

 Fish : Gold Coins (1)
 Barrel : Gold Coins (3)
 Grapes : Gold Coins (4)
 Sword : Gold Coins (12)
Villagers

**Villagers** are part of Foundation and they will move into the various Buildings.

So far you can commit villagers to 3 types of lifestyles:

1. Working class
2. Soldiers
3. Monastery Nuns/Monks

Working Class can have different levels that you can promote to:

1. Serf
2. Commoner
3. Citizen
4. Bourgeois

Soldiers Also have different levels:

1. Novice
2. Soldier
3. Knight

Monastery Nuns/Monks have different levels that you can promote to:

1. Novice
2. Sister/Brother

You can promote any villager every 30 in game days through the mandates from a **Great Hall**(Manor House or Monastery), provided you have the cost and prerequisites to do so.

On each level the villager has more needs.

**Villager Management.:**

Villagers follow a cycle, though the cycle can vary.

Make sure you optimize the distance between the different places the villagers need to visit. Keep in mind, the higher their level, the more needs they have to fill, and the less time they spend working.

Serf.:

Home - Market (Berries) - Church - Home - Work - Work - Water and Home again.

Home - Work - Work - Home - Market (Berries) - Market (Fish or Bread) - Market (Common Clothes) - Market (Honey) - Home - Work - Work - Water - Church and Home again

Villagers will get resources from their corresponding buildings:

Food: from the "Food Stall"

Common Clothes: from the "Goods Stall"

Water: From the "Well"

Faith: From the Church

Villagers need access to these buildings with resources in them to keep up their happiness. They also need access to homes; mark out Residential zones down and builders will automatically start building the homes. Keep in mind where you place the zones as they should be close the your villagers needs. Finally your Villagers will need a job. Optimally you should assign them to somewhere close to their homes. But if your Villagers have all 3 of these needs they will be happy!

If their happiness is too low you will have a "mass exodus" of Villagers. The higher the overall happiness the more Villagers will want to come to your awesome city.

**Population Management:**

When building your cool medieval town, you will need to manage how many people are coming into your city, as more people will need more resources and if you can't keep up the over all happiness will go down.

The more happiness you have the more often you will get more Villagers. This might not be a good thing as if you are in a stable phase where you are not growing very fast then adding more Villagers might do more harm than good. So if you go to the "Village Information Window" (Top Left of the Screen) you can un-tick the Immigration box and you will stop the influx of new Villagers until you are ready to receive more.

A common method is to promote in a ratio of 5:1 (5 Serfs:1 Commoner, etc). Also recommended - assign your newcomers jobs first, and later promote them to Serf - that way they find or build housing near their jobs.
Labor

## Labor Estate Progression Content

* Market Splendor Package
 NOTABLE
* Tavern wall
* Milling Taxes
* Fair Reputation Privilege
 RENOWN
* Mining Taxes
* Additional Taxation Privilege
 EXEMPLAR
* Smithing Taxes
* Drinking Taxes
* Dutiful Players Privilege
 PARAMOUNT

## Factors

 Splendor
 Labor Rating
Labor Rating is required to unlock new progression content and determines the Labor Estate Influence Cap. This value is influenced by both your Splendor with Labor and how exclusively you are invested toward it.
Charcoal Hut

The **Coal Hut** is one of the buildings in *Foundation*.

Assigned villagers will work as charcoal burners and produce Coal from Wood on a 1:1 ratio. Placement of the building also reduces the desirability of the surrounding area.

Coal is used as a raw material in the Iron Smelter, Blacksmith, and Weaponsmith.
Lush Garden Masterpiece

This masterpiece is unlocked when the Minstrel has visited the Tavern/Town Center. The Minstrel is triggered by having **10 Meals** in the **Tavern Kitchen**.

Effects: The buildings splendor is increased by 200%.

Conditions: Maximum number of decorative parts (excluding Masterpiece parts) 5.

One of the Masterpieces in the game.
Clergy

## Clergy Estate Progression Content

 NOTABLE
* Monastic Rustic Decorative
* Hospitium
* Rustic Church Architecture
* Small Stone Wall
* Treasury
* Refectory
* Pious Fasting Privilege
 RENOWN
* Monastic Kitchen
* Monastic Beekeeping
* Rustic Cloister
* Stone Cloister
* Stone Church
* Tithe Taxes Privilege
 EXEMPLAR
* Glass Working
* Monastic Winemaking
* Great Hall
 PARAMOUNT
* Monk Statue
Luxury Goods

Luxury Goods include Beer, Gems, Grapes, Herbs, Honey, Hops, Jewelry, Meal, Wax and Wine.

These items are required by Knights and Citizens to maintain happiness.

### Luxury Goods Production

* Beer is brewed at the Brewery
* Wine, Honey, and Herbs are created at a Monastery
* Jewelry is made in a Jeweler's Workshop or won on Missions

### Luxury Goods Availability

Most Luxury goods can be made available to citizens through Luxury Goods Market Stalls, Tavern Service Halls, Tavern Kitchens, and Monastery Kitchens. Not all luxury goods can be offered at all locations. Grapes, wax, and hops are only available to use in production buildings.

**Luxury Goods Stalls**

* Honey
* Herbs
* Jewelry
* Gems

**Tavern Service Hall**

* Beer
* Wine

**Tavern/Monastery Kitchen**

* Meal

### Luxury Good Icons

* Beer
* Gems
* Grape
* Herbs
* Honey
* Hop
* Jewelry
* Meal
* Wax
* Wine
Bane

**Banes** are folkloric creatures; pale young virgins who are said to inflict death and disease on children as they walk the villages at daybreak. They are mentioned by the alderman in Upper Posada in the short story "The Edge of the World".

“
*Bane! said one. Aye, aye, 'tis true what the alderman says. A pale virgin, she walks the cottages at daybreak, and the children, they die!*
”
— pg(s). 165, The Last Wish *(UK edition)*

It's uncertain whether these are the same creatures as virgin banes which are said to affect cattle and milk production. Virginity does seem to be a common characteristic.
A Grave Task

A Grave Task

## Objective

* Repair a broken Seal of Kelemvor in the Arcanist Quarter cemetery to drive out the undead.

## Summary

QuorthonI believe one of the members of Scar Company was looking for aid with an issue arising in the Arcanist Quarter. The twisted magic here is surely causing all manner of anomalies. See what you can do for Private Goodmark and return here when you're finished.

## Steps

* Speak with Private Goodmark
* Place the Seals in the Graveyard (0/3)
* Return to Quorthon

## Dialogue

#### Speak with Private Goodmark

Private GoodmarkQuorthon sent you to help? Well, there's a small cemetery where minor wizards were once buried, but now the restless dead walk there.

When the cemetery was still in use it was blessed by priests of Kelemvor, Lord of the Dead. They placed powerful seals to ward off the curse of undeath. But I've seen with my own eyes that those seals are damaged.

It wasn't easy, but I've obtained new seals from one of Kelemvor's Doomguides. If you were to replace the old broken seals with these new ones the cemetery might be cleansed of evil.

PlayerI'll do what I can.

## Completion

QuorthonThe undead rest once again? This is good news. We should be able to continue our efforts more easily with this problem behind us.

## Walkthrough

*There is no walkthrough for this quest yet. You can help Neverwinter Wiki by writing one.*
Well

*This article is a stub. You can help Foundation Wiki by expanding it.*

The **well** is one of the first buildings obtained in *Foundation*. It becomes available after placing the first Builder's Workshop.

The well is essential to the wellbeing of Villagers, if they cannot access a well their happiness will drop due to a lack of Water. A prolonged lack of water will add a persisting water shortage penalty to happiness and will restore gradually once sustainable access is available again. In addition to satisfying the happiness of villagers, a well also increases the desirability of a surrounding area and act as a water source for the Bakery and Brewery
Decorative Tree

The Decorative Tree is an item that can be placed by the player.

It costs Gold (5)

This item has a small affect on Desirability, increasing the value in a small radius.

It is unlocked by the games's first commoner.

The Decorative Tree is instantly placed as a sapling and will grow over time. It does not require a Builder and cannot be harvested by a Wood Cutter.
Kingdom

## Kingdom Estate Progression Content

 **NOTABLE** | The Kingdom has an interest in your land. +Privilege of the Estate
* Stone Rampart, Minor
 **RENOWN** | The name of your land is well known amongst the nobility. +Privilege of the Estate
* Weaponsmith
 **EXEMPLAR** | Your land is admired by nobles of the Kingdom. +Privilege of the Estate
 **PARAMOUNT** | The King himself praises your land.
A Pledge of Support

A Pledge of Support

 Preceded by:
6042 21

**A Pledge of Support** is a quest available during the Siege of Neverwinter event. After completing this quest, enemies defeated on the Siege Battlefield may randomly drop Vouchers for donating to the Stronghold Coffer.

## Objective

* Meet with General Sabine on the Siege Battlefield and pledge our support

## Summary

Master of CoinAdventurer! I don't know if you've heard, but there's terrible news.
Neverwinter is once again under siege by the Cult of the Dragon and Lord Neverember has requested the aid of all to repel the Cult's army. We can't ignore them in their time of need.

You need to meet with General Sabine on the Siege Battlefield and let her know we are willing to stand and fight beside the people of Neverwinter in this battle.

## Steps

* Pledge to Support Neverwinter on the Siege Battlefield

## Completion

General SabineThank you for your support. One thing we're desperately short of here is soldiers. If your Stronghold can supply any, we can really use the help defending the breach here and in and around the city to keep order.
With the Cult of the Dragon throwing everything they've got against Neverwinter we need all the help we can muster. Next time you return to your Stronghold see if you can send some soldiers our way. In the meantime, the Cult is out there readying another attack.
A Weekly Ritual

A Weekly Ritual

**A Weekly Ritual** is a weekly quest in The Cloaked Ascendancy Campaign. In order to receive this quest you must have completed the **Confront Gyrion**, **Confront Kabal**, or **Confront Nostura** task.

To complete this quest you must complete Behind the Mask, The Fey Castle, or Trial of Iron Fire, which can be acquired by using an Abolethic Portal Stone, Fey Portal Stone, or Fireforged Portal Stone.

## Objective

* Defeat one of the Cloaked Ascendancy in the wizard's demi-plane.

## Summary

Kavatos StormeyeThe Cloaked Ascendancy are a stubborn lot. I suppose they would need to be to survive in the Far Realm.
However, that is bad news for us. Despite repeated setbacks, they continue to attempt their rituals. You must venture into one of the wizard's demi-planes and release the magic energy they have collected before it's too late.

You must find a portal stone to gain access to the Cloaked Ascendancy's lairs. Why are you still standing here? Go!

To be able to use a wizard's portal, you or a teammate must use a Portal Stone and accept the quest the stone offers. Portal Stones can be obtained as rewards for participating in Heroic Encounters.

## Steps

* Defeat Gyrion, Kabal, or Nostura in their demi-plane.
* Return to Kavatos

## Completion

Kavatos StormeyeThat's bought us some more time, but we need to find a more... permanent solution.
A New Sheriff

A New Sheriff

## Requirements

* Your Stronghold's Guild Hall Must be rank 9 or higher to receive this quest.

## Summary

The RangerAdventurer, I think I'm in love, and I need your help.
There's a new Sheriff in town... named Sheriff, of course. She's in Homestead now, and I'd like it if you could go out and ask what her real name is.

If I did it, the Steward may fire me, but he seems to have taken a liking to you, so... maybe you could get away with it?

## Steps

* Speak to the Sheriff
* Rescue Jundus's Daughter
* Return to the Sheriff
* Return to the Ranger

## Dialogue

PlayerAre you the Sheriff?

The SheriffThat I am. I heard about the issues the Stronghold was having with invaders and came out here myself to deal with it.
The Steward has told me much about your guild. You all can rest easy and focus on repelling invaders; I will handle enforcing the law with the growing population.

That being said... I could use your aid, if you have a moment to spare.

PlayerActually, I'm here on behalf of the Ranger.

The SheriffLet the Ranger know I don't have time for his nonsense.
One of the townsfolk, a man named Jundus, has a daughter who has gone missing.

I was going to go deal with the situation, but I've had a few other issues appear, specifically visitors from **Waterdeep** causing trouble.

I would ask you to **rescue the daughter of Jundus** and see her safely back to the Stronghold.

PlayerI'll rescue Jundus's Daughter

After rescuing Jundus's daughter, Julia:

PlayerYou'll get yourself killed wandering here by yourself.

JuliaI know, you're part of the guild. I bet my father sent you to look for me.
Just leave me be. I'm going back home to mother, and you can't stop me.

Did you know he took us away from mother? From our home? How could you stand that?

PlayerI'll speak to the Sheriff about your concerns.

JuliaFather said the same thing. He told me a similar story when he took me away from my home in Thay. But... this danger seems real.
... Fine. I'll return back home. But in exchange, I want you to **talk to the Sheriff** and tell her investigate my father.

I'm sick and tired of living with my father in this... hole. I want my mother back.

After returning to the Sheriff:

PlayerSheriff, Jundus's daughter says she was taken from her mother.

The SheriffI have received a few complaints about arguments from Jundus's household.
It concerns me that they are from Thay... there is a chance there is more to this story.
The guild should not have to worry about this matter. I will attend to it and ensure it is solved.
It is a potential issue, but I will do some further investigation to see if he is truly a problem, or someone running from one.
If it is the former, then I will call upon the guild's help once again.

PlayerUnderstood, the guild will help if we're needed.

## Completion

The RangerHow did it go? Did you get the Sheriff's name?
... No? You rescued Jundus's daughter? Oh, well, I suppose that's good, too.

It's good that the Sheriff is looking into that guy. Hopefully she can find whatever Jundus is up to.

The next mission will be available when the guild hall reaches rank 11.
A Mother's Obsession, A Father's Love

A Mother's Obsession, A Father's Love

## Requirements

* Your Stronghold's Guild Hall Must be rank 19 or higher to receive this quest.

## Summary

The StewardThe time has come, Adventurer. The Ranger has spotted Zulia and her personal escorts. They're nearly upon Homestead.
Zulia would destroy everything we've worked so hard to build, all to satisfy her mad desire to sacrifice her daughter to a lich.

I won't allow it. The other members of the team are armed and ready.

Ride out to meet Zulia and show her that this Stronghold can withstand worse than her.

## Steps

* Confront the Red Wizard, Zulia
	+ Defeat Zulia's Reinforcements (4)
	+ Defeat Summoners to Banish Draco-Lich (5)
	+ Defeat Zulia
* Return to the Steward

## Completion

The StewardThe guild is triumphant once more. This should show the Thayans and anyone else that we're not to be trifled with.
Jundus sends his thanks. I'm sure he'll work even harder now that we've protected his family.

Well? Are you waiting for something else? I'm sure you have more work to do.

I know I do, I have a meeting with the Builder to discuss potential entrances to the Underdark she's discovered.

If it's not insane mages trying to destroy us, it's insane elves. Just another day.

More Stronghold missions will be released in a future update!
A Sign of Good Faith

A Sign of Good Faith

**A Sign of Good Faith** is a quest that introduces the portion of the Tyranny of Dragons Campaign involving the Zhentarim in the Whispering Caverns.

The  and  rewards for this quest scale with level. The rewards shown on this page are those given to a Level 70 character.

## Objective

Destroy the Drow Poison Shipments in Zasraena.

## Summary

Drann BarrowI sense you have your suspicions about working with me. Perhaps this will prove I am sincere. The drow operate a lucrative trade in rare and expensive poisons. We have been known to purchase some of them ourselves for certain... clients.
To show I am in earnest, I am prepared to share with you the location of several such shipments. I trust you realize that this jeopardizes an extremely valuable association with the drow. It is not something we would do unless we felt the Cult of the Dragon posed an even greater threat to us all.

## Steps

* Destroy the Drow Poison Shipments (3)
* Return to Drann Barrow

## Completion

Drann BarrowI hope you appreciate that information cost my organization dearly.
A Tribute Lost and Found

A Tribute Lost and Found

 Preceded by:

**A Tribute Lost and Found** is a quest in the Undermountain Campaign which takes adventurers further into the Catacombs. This quest becomes available upon completion of the previous quest, Fragments of Fortune.

## Objective

* Find the Xanathar Guild's Tribute Cache

## Summary

SketchesI got it! OK, OK, here we go!

Lemme mark your map... here's where their goodies are hidden... in the bottom level of their Guild hall.

They have some pretty scary beasties guarding it.

Once you're down there, look for the treasure cache. It'll be hidden in one of the graves on the wall. Bring what you find back to Threestrings, and he'll know what to do with it... now shoo, shoo, before you catch the ogre's eye!

## Steps

* Find the Xanathar Guild's Tribute Cache
* Return to Mattrim *(Threestrings)*

## Completion

ThreestringsWell done! You have outdone yourself!

This is just what we were hoping for!
A New Path

**A New Path**

## Objective

* Learn more about your future as an Adventurer

## Summary

Sergeant KnoxYou're building a name for yourself as a real hero in Neverwinter. I suspect you can feel all new potential to grow stronger. You should speak with your trainer about your choice of Paragon Path.

## Steps

* Speak with your Trainer
* Speak with Sergeant Knox
* Speak to the Guild Registrar
* Return to Sergeant Knox

## Completion

Sergeant KnoxGood, you're back! The road ahead will be more challenging, but I doubt that will slow you down!
A Little Research

A Little Research

## Objective

* Help Volo Classify the Creatures of Chult.

## Summary

Volothamp GeddarmHow fared your audience with the Prince? Eager to get started on the road to fame and fortune?
I told you about the *King of Spines* before, the boat-sized beastie. The hunters around here know how to lure such rare marks out of hiding, and they'll trade that information for trophies from rare fiends.

Go out, find just such a monster and bring back a trophy. With your help this book will be my magnum opus. That means bestseller.

## Steps

* Defeat Rare Creatures
* Return to Volo

## Completion

Volothamp GeddarmHmmm, let me see that... Yes... yes. Quite, quite.
I certainly recall one of the hunters describing this very item. One of the hunters...

It was... Ah! No, I've lost it. Speak to the hunters, I'm certain this is the very trophy one of them was looking for. Excellent work! When you've worked out where the King of Spines is hiding, don't forget to take detailed notes!

## Walkthrough

To complete this quest you must obtain a trophy from a rare creature in Soshenstar River. Best done solo.
A Revenant's Arrangement

A Revenant's Arrangement

 Preceded by:

**A Revenant's Arrangement** is a quest in the Undermountain Campaign which takes adventurers farther into the Catacombs. This quest becomes available upon completion of the prior quest, Meet Gaar Haeliath.

## Objective

* Help Gaar Haeliath get revenge on the Undertakers and the Xanathar

## Summary

Gaar HaeliathI need you to strike out at each of the two gangs disguised as the other. First as a Guild member, then as an Undertaker. I will magically alter your appearance for each sortie. When you have retired enough from each group, your task will be complete and I will return you to your... normal visage.

I have valuable information for Threestrings and I will reward you as well.

Are you ready to attack the Undertakers?

## Steps

* Defeat Undertakers While Disguised as a Xanathar Guild Member (0/10)
* Return to Gaar Haeliath
* Defeat Xanathar Guild Members While Disguised as an Undertaker (0/10)
* Return to Gaar Haeliath
* Bring the Missive to Threestrings

## Dialogue

#### Return to Gaar Haeliath, 1st Time

Gaar HaeliathWelcome to my humble crypt.

PlayerUndertakers are Defeated!

Gaar HaeliathDid you kill them? Did you raise hell among the Undertakers clan?

Hahaha... Good!

Their desire for Xanathar blood will be stoked like a blacksmith's forge!!

Are you ready to attack the Guild and dispatch twelve of them disguised as an Undertaker?

PlayerI am ready!

#### Return to Gaar Haeliath, 2nd Time

PlayerXanathar Guild is Defeated

Gaar HaeliathIs it done!? Does the Guild suffer as well!?

Marvelous! The cycle of death among those repugnant thugs continues!

Take your reward and return to Threestrings with this missive. It was found on a Xanathar toady not one day ago.

I will not forget your assistance. I thank Threestrings for sending me another capable agent.

PlayerHappy to Assist You!

## Completion

ThreestringsAh, welcome back and thank you for the delivery!

I take it that our "friend" Gaar Haeliath made good use of your skills. I thought you would be perfect for the job.

Now let's see what this missive is all about.
A Fresh Face

A Fresh Face

 Preceded by:

**A Fresh Face** is the first quest in Vanrakdoom Adventure in the Undermountain Campaign. This quest becomes available upon completing the final quest in the Terminus Adventure, Dark Descent.

## Summary

JhesiyraI had hoped never to return to Vanrakdoom. It's a cruel, miserable place, controlled by the Cult of Shar.

But something's changed. There are worshipers of Selûne battling the cultists... They aren't going to win.

If the constructs are being sent here, Trobriand must be working with the cultists in some way. We need to find out what they are doing and put an end to it.

## Completion

CelesteI never expected to see you here, <character name>. I suppose it's a blessing. We could really use your help.

I had a vision of a great evil deep inside Undermountain. I rounded up volunteers and ventured down only to find cultists devoted to Shar. I think that vision was Selûne calling me here to defeat the cultists and purge this evil.