Construction

Structure Type: Exit

Development Points: 10

Condition: 1 / 1

Materials: 1 log

Repair Materials: 2 wooden planks per Condition

Benefits: Allows passage into and out of a structure. Remains intact when struck for 5 damage per point of Condition.

**Barricade Door**

Structure Type: Exit

Development Points: 20

Condition: 5 / 5

Materials: 3 logs

Repair Materials: 3 wooden planks per Condition

Benefits: Allows passage into and out of a structure. Remains intact when struck for 5 damage per point of Condition.

**Plank Wall**

Structure Type: Wall, Floor, or Ceiling

Development Points: 10

Condition: 5 / 5

Materials: 3 logs

Repair Materials: 3 wooden planks per Condition

Benefits: Provides 1 point of Cover per current point of Condition.

**Log Stockade**

Structure Type: Wall, Floor, or Ceiling

Development Points: 200

Condition: 10 / 10

Materials: 10 logs

Repair Materials: 1 log per Condition

Benefits: Provides 1 point of Cover per 2 points of current Condition.

**Metal-Reinforced Post Stockade**

Structure Type: Wall, Floor, or Ceiling

Development Points: 500

Condition: 15 / 15

Materials: 10 logs, 10 metal slabs

Repair Materials: 1 log and 1 metal slab per Condition

Benefits: Provides 1 point of Cover per current point of Condition.

### **Stone**

**Fieldstone Wall**

Structure Type: Wall, Floor, or Ceiling

Development Points: 20

Condition: 10 / 10

Materials: 150 worked stone

Repair Materials: 2 stones per Condition

Benefits: Provides Hardness 1 for a given wall while intact.

**Stone and Mortar Wall**

Structure Type: Wall, Floor, or Ceiling

Development Points: 200

Condition: 15 / 15

Materials: 300 worked stone

Repair Materials: 3 stones per Condition

Benefits: Provides Hardness 2 for a given wall while intact.

**Metal-Reinforced Stone and Mortar Wall**

Structure Type: Wall, Floor, or Ceiling

Development Points: 500

Condition: 20 / 20

Materials: 300 worked stones, 20 metal slabs

Repair Materials: 3 stones and 2 metal slabs per Condition

Benefits: Provides Hardness 3 for a given wall while intact.

### **Metal**

**Iron Portcullis**

Structure Type: Exit

Development Points: 50

Condition: 10 / 10

Materials: 20 metal slabs

Repair Materials: 2 metal slabs per Condition

Benefits: -

 **Steel Portcullis**

Structure Type: Exit

Development Points: 1,000

Condition: 15 / 15

Materials: 30 metal slabs

Repair Materials: 3 metal slabs per Condition

Benefits: -

## Offensive Structures

### **Towers**

**Watchtower**

Structure Type: Tower

Development Points: 500

Condition: 5 / 5

Materials: 30 logs, 200 wooden planks

Repair Materials: 5 wooden planks per Condition

Benefits: Provides partial cover for up to 2 persons while intact. It loses 1 Condition per 5 points of damage sustained.

**Guard Tower**

Structure Type: Tower

Development Points: 1,000

Condition: 10 / 10

Materials: 2,000 worked stone, or 1,000 wooden planks and 40 metal slabs

Repair Materials: 20 stone, or 10 wooden planks and 4 metal slabs per Condition

Benefits: Provides partial cover for up to 4 persons while intact. It loses 1 Condition per 5 points of damage sustained.

**Ballista Platform**

Structure Type: Siege Engine

Development Points: 2,500

Requires: Wall

Condition: 5 / 5

Materials: 400 logs, 1,000 wooden planks, 50 metal slabs

Repair Materials: 5 logs and 5 metal slabs per Condition

Benefits: Provides partial cover while intact. It loses 1 Condition per 5 points of damage sustained. Inflicts additional damage of + Condition, but is broken at Condition 0 and is unable to be fired until restored fully to maximum Condition.

## Resource Structures

### **Food**

**Butcher’s Cookhouse**

Structure Type: Room

Development Points: 100

Condition: 5 / 5

Materials: 10 logs, 100 wooden planks, 10 metal slabs

Repair Materials: 2 wooden planks and 1 metal slab per Condition

Benefits: Grants +1 Cooking Point per Condition when the Cooking Activity is used here.

**Hothouse**

Structure Type: Room (2)

Development Points: 400

Condition: 5 / 5

Materials: 20 logs, 200 wooden planks, 20 metal slabs

Repair Materials: 4 wooden planks and 2 metal slabs per Condition

Benefits: Provides space for 1 unit of Crop per Condition.

**Industrial Hothouse**

Structure Type: Room (3)

Development Points: 800

Condition: 15 / 15

Materials: 70 logs, 300 wooden planks, 500 worked stone, 40 metal slabs

Repair Materials: 2 wooden planks, 2 stone, and 1 metal slab per Condition

Benefits: Provides space for 1 unit of Crop per Condition.

### Wood

**Traditional Sawmill**

Structure Type: Room

Development Points: 250

Condition: 5 / 5

Materials: 5 logs, 50 wooden planks, 10 metal slabs

Repair Materials: 1 wooden plank and 1 metal slabs per Condition

Benefits: Converts up to 2 Logs into 10 Wooden Planks (each) at a time when 10 Crafting Points are invested here. Remains intact for 1 Condition per 5 points of Damage.

**Steam Sawmill**

Structure Type: Room

Development Points: 500

Condition: 10 / 10

Materials: 20 logs, 200 wooden planks, 40 metal slabs

Repair Materials: 4 wooden planks and 4 metal slabs per Condition

Benefits: Converts up to 3 Logs into 10 Wooden Planks (each) at a time when 10 Crafting Points are invested here. Remains intact for 1 Condition per 5 points of damage.

**Industrial Sawmill**

Structure Type: Room

Development Points: 1,500

Condition: 10 / 10

Materials: 30 logs, 200 wooden planks, 100 metal slabs

Repair Materials: 5 wooden planks and 10 metal slabs per Condition

Benefits: Converts up to 5 Logs into 10 Wooden Planks (each) at a time when 10 Crafting Points are invested here. Remains intact for 1 Condition per 5 points of Damage.

### Metal

**Ore Mine**

Structure Type: Room

Development Points: 100

Condition: 5 / 5

Materials: 10 logs

Repair Materials: 2 wooden planks per Condition

Benefits: Allows for Ore Mining while intact. Remains intact for 1 Condition per 5 points of damage.

**Forge and Foundry**

Structure Type: Room

Development Points: 100

Condition: 4 / 4

Materials: 4 logs, 100 worked stone

Repair Materials: 2 stone and 1 metal per Condition

Benefits: May be used for crafting requiring smelting and blacksmithing.

**Steelworks**

Structure Type: Room

Development Points: 200

Condition: 8 / 8

Materials: 500 worked stone, 50 metal slabs

Repair Materials: 5 stone and 5 metal slabs per Condition

Benefits: May be used for crafting requiring smelting and blacksmithing, and grants a +2 bonus to Blacksmithing checks made within.

## Utility Structures

### Furnaces

**Wood-Burning Stove**

Structure Type: Utility

Development Points: 10

Condition: 5 / 5

Materials: 4 metal slabs

Repair Materials: 1 metal slab per Condition

Benefits: Consumes 1 Wooden Plank and creates warmth enough to cook on for up to 4 hours per wooden plank used as fuel. Holds up to 1 wooden plank per Condition at a time.

**Coal-Burning Furnace**

Structure Type: Utility

Development Points: 20

Condition: 10 / 10

Materials: 8 metal slabs

Repair Materials: 1 metal slab per Condition

Benefits: Consumes 1 Coal and creates Warmth, per 8 hours. Holds up to 1 Coal per Condition at a time. Consumes 1 lb of coal and creates warmth enough to cook on for up to 8 hours per lb used as fuel. Holds up to 1 lb of coal per Condition at a time.

## Homes

#### Modifications

Note: These do not work for tents.

**Domed Tent**

Structure Type: Material Building

Development Points: 5

Rooms: 1

Condition: 5 / 5

Materials: 8 leather or 8 cloth

Repair Materials: 1 leather or cloth per Condition

Benefits: Up to 6-small-sized people, 4 medium-sized people, or 3 large-sized people may rest here, with a 20% chance per point of Condition to remain safely warm throughout a rest.

**Wooden Hut**

Structure Type: Wooden Building

Development Points: 50

Rooms: 1

Condition: 4 / 4

Materials: 50 wooden planks

Repair Materials: 1 wooden plank per Condition

Benefits: Up to 6-small-sized people, 4 medium-sized people, or 3 large-sized people may rest here, with a 25% chance per point of Condition to remain safely warm throughout a rest.

**Bunkhouse**

Structure Type: Wooden Building

Development Points: 150

Rooms: 4

Condition: 10 / 10

Materials: 200 wooden planks

Repair Materials: 2 wooden planks per Condition

Benefits: Up to 12-small-sized people, 8 medium-sized people, or 6 large-sized people may rest fully sheltered here, with a 10% chance per point of Condition to remain safely warm throughout a rest. Bunkhouses contain 3 rooms and one common area.

**Common Area** - Empty.

**Room 1** - Empty.

**Room 2** - Empty.

**Room 3** - Empty.

**House**

Structure Type: Wooden Building

Development Points: 250

Rooms: 6

Condition: 10 / 10

Materials: 400 wooden planks

Repair Materials: 4 wooden planks per Condition

Benefits: Up to 12-small-sized people, 8 medium-sized people, or 6 large-sized people may rest fully sheltered here, with a 10% chance per point of Condition to remain safely warm throughout a rest. Houses contain 5 rooms and one common area.

**Common Area** - Empty.

**Room 1** - Empty.

**Room 2** - Empty.

**Room 3** - Empty.

**Room 4** - Empty.

**Room 5** - Empty.

## Medical

**Triage**

Structure Type: Material and Wooden Building

Development Points: 50

Condition: 5 / 5

Materials: 50 wooden planks, 20 leather

Repair Materials: 2 wooden planks and 1 leather per Condition

Benefits: Allows the use of the Heal skill with a +2 bonus, as well as for treatment of Exhaustion, restoring 1 point of Fatigue, Dehydration, Stress, and Hypothermia per Condition, each day after a visit and a rest.

**Medical Post**

Structure Type: Wooden Building

Development Points: 150

Rooms: 2

Condition: 10 / 10

Materials: 400 wooden planks

Repair Materials: 4 wooden planks per Condition

Benefits: Allows the use of the Heal skill with a +5 bonus, as well as for treatment of Exhaustion, restoring 1 point of Fatigue, Dehydration, Stress, and Hypothermia per Condition, each day after a visit and a rest.

**Infirmary**

Structure Type: Wood and Stone Building

Development Points: 500

Rooms: 7

Condition: 10 / 10

Materials: 400 wooden planks, 600 worked stone

Repair Materials: 4 wooden planks and 6 stone per Condition

Benefits: Allows the use of the Heal skill with a +5 bonus, as well as for treatment of Exhaustion (See Activities), restoring 2 points of Fatigue, Dehydration, Stress, and Hypothermia per Condition.

## Religion

**Shrine**

Structure Type: Utility Structure

Development Points: 10

Condition: 1 / 1

Materials: 10 wooden planks **or** 10 worked stone **or** 1 metal slab

Repair Materials: 1 wooden planks or 1 worked stone or 1 metal slab per Condition

Benefits: Fashions a small deity-specific shrine.

**Temple**

Structure Type: Stone Building

Development Points: 200

Rooms: 2

Condition: 5 / 5

Materials: 200 wooden planks, 600 worked stone

Repair Materials: 2 wooden planks and 6 stones per Condition

Benefits: -

**Sanctuary**

Structure Type: Stone Building

Development Points: 1,000

Rooms: 10

Floors: 2

Condition: 10 / 10

Materials: 500 wooden planks, 1,000 worked stone, 10 metal slabs

Repair Materials: 5 wooden planks, 10 stone, and 1 metal slab per Condition

Benefits: -

## Functional

**Alchemist Lab**

Structure Type: Wood and Stone Building

Development Points: 500

Rooms: 8 per Floor

Floors: 1

Condition: 10 / 10

Materials: 45 logs, 50 wooden planks, 40 stone, 200 worked stone

Repair Materials: 10 worked stone and 10 wooden planks per Condition

Benefits: Each floor contains an open common area (1 room) and laboratory (1 room). The common area is flanked by two hallways, with each containing 3 rooms.

**Arena**

Structure Type: Stone Colosseum

Development Points: X

Rooms: 1

Condition: X / X

Materials: 500 stone,  2,500 worked stone

Repair Materials: 40 stone per Condition

Benefits: Venue may accommodate 2 persons per point of Condition, allowing for the usage of Downtime Points on tasks tagged “Arena”.

**Mess Hall**

Structure Type: Wooden Building

Development Points: 100

Rooms: 2

Condition: 10 / 10

Materials: 200 wooden planks, 20 worked stone

Repair Materials: 8 wooden planks per Condition

Benefits: Two rooms flanking a stone hearth sit at the end of a long common area featuring two lengthy plank tables.

**Tavern**

Structure Type: Wood and Stone Building

Development Points: 500

Rooms: 4 per Floor

Floors: 2

Condition: 10 / 10

Materials: 80 logs, 200 wooden planks, 10 stone

Repair Materials: 20 wooden planks per Condition

Benefits: Each floor contains an open common area and two rooms set off from them. The first floor contains a stone hearth.

## Passages

**Packed Dirt Road**

Structure Type: Dirt Passage

Development Points: 100 per hour in distance

Condition: 1 / 1

Materials: -

Repair Materials: 20 Construction Points

Benefits: This reduces the travel time between two points by up to one hour (1 Activity Point).

**Fieldstone Road**

Structure Type: Dirt Passage

Development Points: 200 per hour in distance

Condition: 1 / 1

Materials: Packed Dirt Road, 1,000 worked stone

Repair Materials: 20 Construction Points, 100 worked stone

Benefits: This reduces the travel time between two points by up to two hours (2 Activity Points).

**Wooden Pier**

Structure Type: Floor

Development Points: 10

Condition: 5 / 5

Materials: 2 logs and 10 wooden planks.

Repair Materials: 2 wooden planks per Condition

Benefits: Provides 10 feet of wooden pier extending into a body of water, or extends an existing pier by 10 feet in the direction of your choosing.

## Special buildings

**Fire pit**

Structure Type: Light source/ Camp marker

Development Points: 25

Condition: 5 / 5

Materials: - 5 logs

Repair Materials: 1 log per condition

Benefits: Provides light, heat, and shelter from normal cold. Uses 1 log of wood a day.