Buildings and Infrastructure

Below is a list of buildings and infrastructure. Some of them can be purchased, built or repaired from ruins.

## Military Infrastructures

### Garrisons

**Garrisons** mostly eliminate dangerous encounters whose total **adjusted XP value** is below the Garrison’s **XP Threshold** almost everywhere within the Garrison’s Protected Area. Garrisons will not send patrols into dangerous locations, nor will they patrol beyond areas that have been mapped by players. Garrisons are **not** a replacement for adventuring, they secure territory that adventurers have already cleared of major threats.

Settlements and Resource Sites can only be built where it is **safe** to do so. Locations are made **safe** by adventurers clearing the desired build site of nearby major threats and by having a sufficiently well equipped **garrison** protecting it. When garrisons are built or upgraded, the DM will update the player map to show where - if anywhere - is **safe**. Each **Garrison** building is upgraded from the one before it, except for **Outposts** which can be built anywhere within one week of normal travel from an existing **Settlement**.

The Protected Area is given in how many hours of travel at a normal pace a patrol will venture out from the Garrison. Larger Garrisons = larger, wider ranging patrols.

### Roads

Roads are what bind disconnected people into a civilization. Their construction and development are an important part of extending the reach of both the Cromdor and Browder Trading Company and its sub-guilds while also making it far faster and safer to travel throughout Südden.

When **any structure** is completed, if there is a **continuous path** that is within the protected area of existing military structures that connects it to existing roads or to the Koakwood Bulwark, road construction will begin along the fastest such path **automatically.** Road construction happens at a rate of 10% of the travel pace through that terrain.

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## Non Military Structures

### Settlements

**All adventures** must begin and end in a settlement that has a **continuous safe roadway to** **Koakwood Bulwark****.**

All construction projects must occur within **one week’s travel** at a normal pace (3 miles per hour base speed, modified by terrain) from the nearest settlement. This is in addition to any other requirements for that project.

Settlements can only be built on an existing completed road segment and only if that location is **safe**. Founding a new settlement costs **10,000gp**.

As the surrounding territory becomes safer for civilians, settlements will grow on their own. This growth may have a variety of effects. In addition, there are some buildings that you may want to build in more than one settlement because of the effect they have on construction and garrisons within the construction radius of that settlement. The bonuses conferred by buildings in this way are cumulative.

### Infrastructure

The development of infrastructure supports the growth of new settlements, larger military forces, and other improvements.

Infrastructure is a catch-all that describes everything from iron mines and sawmills to aqueducts and large bridges. Their costs and effects can vary, but generally they facilitate the growth of the Cromdor and Browder Trading Company and its sub-guilds.

### Resource Sites

Throughout Südden, there are locations that are particularly rich or well suited for resource extraction. These sites can be developed to add a passive income stream to the Cromdor and Browder Trading Company and its sub-guilds. Some resource sites may provide additional benefits that will be described by the DM when they are discovered. When you find such a location, you will be told of it.

### Maritime Infrastructure

**Docks** and **lighthouses** can be added onto any structure immediately adjacent to a waterway.

**Docks** can be added to any structure on a waterway. All Docks connected by a continuous waterway are treated as connected as if by a road that allows travel along the waterway at a **normal pace over simple terrain** (3 mi/hr). Docks cost **2,000gp** to build.

**Lighthouses** can be added to any structure on a waterway. Anyone piloting a waterborne vehicle within 24 miles of the lighthouse has advantage on skill checks relating to navigation and piloting that vehicle. Lighthouses cost **500gp** to build.

 Docks

## Town Structures

### Public Buildings

These buildings are the anchors of a community, and while they are most of the time privately owned, the entire community derives benefit from their presence. All 0gp buildings are included in the cost of a Settlement (and Südden starts with them as well). Most buildings have a number of available upgrades that may be built in any order. When an upgrade is purchased for a building, it can be privately or publicly funded. A privately funded upgrade will result in a guild gaining income from that particular building.

## Guild and Character Infrastructure

### Buildings

 Danger Room
 Arcanum
 Garden
 Shrine
 Theater
 Meditation Chamber