Ruins of Exile

The town of Exile was built by a smattering of refugees from all the cities of the Near Realm. Constructed around ruins of a bygone age, the town has seen a massive influx of adventurers like yourself since the mad explorer returned with the Ivory Scepter.

In the 20 years since its construction, only a few of the ruins have been restored, but a few enterprising mines have figured out what purpose each of these dilapidated structures once served.

## Patrons Boon

The number of ADHDM Patreon subscribers plays a major role in the speed at which the town of Exile is able to recover from its past. Every month, there is an amount of gold equal to 100 GP per Patreon subscriber that is mysteriously left at the Shrine of the Benevolent Stranger—which the town uses to rebuild structures that have once existed in the town. The gold for the month is distributed to the building chosen by popular vote in the patrons lounge section of Discord.

## Ruins

### Carpenter's Guild

Rebuilding this place would make constructing other buildings much easier, and give carpenters and woodcarvers a place to practice their trade.

* Funded: 0/2250 GP

### Brewery

Rebuilding the brewery would allow for a greater variety of ale and spirits in Exile, and give brewers a place to practice their trade. A good drink before an adventure can provide all kinds of benefits.

* Funded 0/3000 GP

### Alchemist's Guild

If Exile had an alchemist's guild, not only would adventurer's have access to a variety of augmenting potions, but alchemist's would have a place to practice their craft.

* Funded 0/3500 GP

### Herbalist's Guild

An herbalist's guild would be an amazing place to purchase healing tonics, which come in handy out in the Veiled Yonder. Not to mention it would provide facilities for herbalists to practice their craft.

* Funded 2000/3500 GP

### Fishery

A fully functional fishery would let skilled fishermen earn a good living, and maybe provide the chance to reel in a legendary catch

* Funded 0/2000 GP

### Library

Any scholar will tell you that a good library is an explorer's best friend. Old legends, new information, and written accounts of the Veiled Yonder would cut down on travel time to the libraries of the cities.

* Funded 0/3000 GP

### Adventurer's Guild

Since the Veil is only open 1 week at a time, it sure would be nice if there was a place to take on quests while it's closed. The Near Realm needs adventurers too.

* Funded 0/2500 GP

### Fighter's Guild

In Mymna, Pithios, and Ashak, the pro fighter's circuit can be quite lucrative, and a chance to catch the eye of wealthy sponsors or legendary trainers.

* Funded 0/2000 GP

### Smithy

Rebuilding the smithy would cut down on the time it takes to make weapons and armor, and provide facilities for smiths to practice their trade.

* Funded 0/2500 GP

### Church

Providing priests of the various gods and saints of the Near Realm a place to inspire and tend to the people of Exile would be a great boon. The more powerful priests can even cure diseases. and offer blessings.

* 0/3500 GP

### Artist's Guild

An enterprising artist with a guild at their back can make more money. The guildhall also gives cartographers, calligraphers, painters, and musicians a facility to practice their craft. Artist's of the guild might even gain notoriety for their work.

* Funded 0/3000 GP

### Mage's Guild

Guild wizards are excellent at identifying treasures, deciphering ancient languages, and detecting magical auras.

* Funded 0/3000 GP

### Shipyard

Making it easier for larger boats and barges to arrive in Exile means its much faster to travel back during your downtime. It also means skilled trainers might show up to help you learn something new.

* Funded 0/3000 GP

### Artisan's Guild

Many hands make light work. An artisan's guild would provide the facilities for cobblers, leatherworkers, masons, potters, and weavers to work together and craft faster.

* Funded 0/3000 GP