Buildings

Buildings are built by Fern's Freemasons (along with the Clan Cousins Construction Co.).

In order to construct a building, you must provide the plot (obtained at the Captain's Manse) and pay the silver. If the building requires staff, you will need to provide it yourself (staff is often hired at the Dozen Dogs or the Dragonfall Lodge). You can move staff freely between buildings you own without spending actions to do so. If a building is completed in a particular Time Passes, you may begin using it immediately that Time Passes. Experience from buildings is gained when the building is commissioned and paid for, not when construction is completed.

Below are buildings that you can construct. "\*" means that a building must be built in town.

NOTE: In instances where a building gives you a hit die (such as a Humble Home), it grants you one of that dice type, not rolling the die and gaining that many extra hit die. (For example, a Humble Home grants you one 1d4 hit die, not between 1 and 4 extra hit dice). Additionally, you only gain this hit die when performing a DTA in that location (For example, if you own a Fine Home but take a Private Study action in a Library, you do not gain the extra hit die from the Fine Home).

### Beautiful Buildings

When you construct a building, you may pay a great deal of silver in order to try to make it Beautiful. This represents paying for artists, architects, and materials to do their best work on the structure, seeking beauty as well as function.

* For small plots, you can spend an extra X silver when constructing a building. X is capped at your intelligence or charisma score, whichever is higher. Then roll a 1d20. If you roll below X, the building is beautiful 1 (whoever owns it gains -1 to all renown rolls).
* For medium plots, you pay 2X and roll twice. Each roll below X gives Beautiful 1, which stacks (so two rolls below X grants -2 on all renown rolls).
* For large plots, you pay 3X and roll thrice. The Beautiful bonus, again, is equal to the number of rolls below X.

Thus, for a large plot you could pay 63 silver to get an automatic +3 beautiful bonus.

You may only benefit from one beautiful building in a community at a time.

### Ports

A port represents a set of 5 large buildings, each costing 500 GP:

1. Docks
2. Inn
3. Shipwright
4. Trading Office
5. Warehouse

Attempting to build a port outside of Vrall will generally make the town dislike you, since they currently have a monopoloy on trading routes from the eastern half of The Southern Isles up to the North.

## Action Upgrades

### Research Upgrades

\*...whenever you refill your spell slots. For those with Spellcasting or Hoarded Magic, this is when they channel in this building. For those with Pact Magic, it is when they take a short rest there.

## Workshops and Stores

The Storefront mechanic below has been replaced with the Advertise mechanic for selling items.

~~All workshops and Stores allow you to set up a "storefront" page. The number of visitors (which will arrive during a biweekly shopping check) is based on a "visitor check". When a visitor check occurs (it occurs biweekly), Xd6 is rolled, and for each 5 or 6, someone visits your shop and may buy something. The base of your X is your renown.~~

~~In order for storefronts to function, they must be built in a sizeable town (currently only Port Vrall). Storefronts in Firstrise function, but either:~~

* ~~The building makes 50% less income~~
* ~~You may take the full income, but it is paid in mousefolk labor credit~~

## Other Town Buildings

\*Lounges can be upgraded by a skilled Performer, Bartender, Innkeeper, Broker, Fence, or Bouncer to improve profits and grant other abilities.

### Military Preparedness

For more information about how the defensive tick system works, see Military Preparedness.

\*A community can only benefit from as many Arsenals and Armories as it has units of trained militias.

\*\*There is no plot needed for walls, but one should generally get the community's permission before building them.

## Resource Extraction

 Panning Field
 Lumber Mill

## Pacification

These buildings must be built in regions outside the Nestle, in order to pacify them.

 Fortification