Available Upgrades
The following upgrades are currently available to be purchased for and built in the settlement of Achlys. The requirements are technically not currently met for many of them due to a missing Settlement keystone structure, such as Social Rank 1. However, this requirement can be immediately met as soon as you start building that upgrade, whereupon the facility then becomes eligible to be built simultaneously alongside its prerequisite. As such, they are listed here for easy reference.
Remember that if you build or upgrade a keystone structure, you get 25% of its cost back as "free money" which can be applied toward one of the facilities below, provided that the facility lists your keystone (or "any keystone") as a prerequisite!
Alchemy Lab, Rank 1
Requirements: Academic rank 1, Nature or Occult rank 1, someone trained in at least two of the relevant toolkits, 2000 drachmae, 2 weeks An alchemy lab is a place for concocting useful chemicals, experimenting with the principles of nature, investigating into the Azoth, and making lots of explosions. Much like mills, refineries and tanneries, the alchemy lab is probably situated more on the outskirts of town so as not to upset the neighbors. While a player character can run the Alchemy Lab if they have the right skill set, this would take them out of commission for large chunks of time, so it would probably be preferable to hire a NPC specialist for this purpose. Particular artisans may have more specific talents they can provide in addition.
Requirements: Overland route to another non-hostile polis, 2000+ drachmae, 2+ weeks This is the land version of a Harbor, a large area at the edge of town where traders from afar may do business, and where overland travelers tend to show up to and depart from. Some of the settlement's guards keep an eye on the caravansary to minimize troubles and to help enforce collection of taxes from business done here. It has all the traits of a Harbor of the same rank, including upgrade costs and income generated, except with caravans or singular special wagons replacing ships, and with the upgrade's ability score boost to the settlement instead being +1 to any one score of the party's choice. Each upgrade also requires overland routes to 2 more poleis. You can build the Caravansary in advance of actually establishing a route to another polis, if you wish to spend your money that way, but it will be "dormant" and provide no benefits until that requirement is met. Cynosure, Rank 1
Requirements: Occult rank 1, knowledge of 3+ spells of a given school, 1000+ drachmae, 1+ week A cynosure is a large and specially prepared invocation chamber attuned to a particular school of magic, such as Abjuration or Transmutation. Its design and accoutrements reflect sympathetic principles that help to focus spells and rituals of the chosen school. A cynosure may be attuned to more than one school, but the cost in both money and time is multiplied by 3 for two schools (net 3000 drachmae), 6 for three schools (net 6000), or 10 for four schools (net 10000 this same multiplier is applied to the upgrade cost. However, there are synergistic benefits to linking schools within a single cynosure, which grow more potent as more schools are linked. No more than four schools may be linked in a single cynosure.
Requirements: Academic rank 2, Production rank 2, Occult or Religious rank 1, someone able to cast 3rd level spells or an Artificer able to cast 2nd level spells, 2000 drachmae, 2 weeks An enchantry is a specialized magical facility for the investiture and improvement of magical items. This is a difficult discipline requiring not only superlative crafting skills and a good command of magic but also access to a broad knowledge base as well. All of the services below have a monetary cost each time you use them, depending on the nature of what is being done. While a player character can run the Enchantry if they are sufficiently powerful, this would take them out of commission for large chunks of time, so it would probably be preferable to hire a NPC specialist for this purpose. Particular artisans may have more specific talents they can provide in addition.
Requirements: Any rank 1 keystone structure, 1000+ drachmae, 2+ weeks You establish a secret passage, ostensibly an escape tunnel though it can also be used for other purposes like smuggling. The tunnel runs for up to half a mile per 1000 drachmae and 2 weeks spent, from one (generally concealed) spot in town to another (generally concealed) spot of your choice, usually outside of town. If you have more than one such tunnel in your settlement and they are relatively near to each other, you can spend 500 drachmae and 1 week to link them. This can happen simultaneously with the construction of one of the tunnels. You can also spend for a "link" to instead represent linking to another entry / egress point to the same tunnel. Rank 2 (2000 drachmae and 4 weeks per half mile, 1000 drachmae and 2 weeks per internal link): The tunnel is buttressed, clean, dry, and lit. It is reinforced and harder to damage or block off, and it is also easier to set up traps in the tunnel or its access points, though you still have to provision such traps separately. It is equipped with numerous alcoves along its length which can be used as a hidden storage space for important emergency supplies... or as a catacomb to inter lots of bodies, you do you. It also increases the town's Dexterity saving throws by +1. Graveyard, Rank 1
Requirements: Nature, Occult or Religious rank 1, 2000 drachmae, 4 weeks An expansive, peaceful, and ritualistically prepared place for the preparation and interment of the settlement's dead. It settles the minds of many residents to know there will be a proper place for them when their time is up, and not just some makeshift hole or barrow field. It also helps mitigate some of the more unpleasant side effects of mass death, should such occur, and draws favor from the spirits shown proper honor in their repose.
Requirements: Garrison rank 1, 2000 drachmae, 2 weeks Typically in most places across Iroa, those convicted of crimes are either exiled, executed, or sentenced to either restitution or weregild where possible and slavery when the subject is unable to pay. However, jails still often exist in some form in major settlements, for use as a temporary holding place for accused deemed to be flight risks and who weren't already being considered for exile anyway. Much rarer, though they do exist, are poleis where jails are used to hold convicted prisoners for a long term, either in the interest of "punishment" or "rehabilitation" according to the character of the society. In poleis heavily built on the backs of slaves, a structure functionally equivalent to a jail may also be used as "housing" for a large number of slaves, whether they are property of the state or of a large private estate functionally equivalent to a small settlement in its own right.
Requirements: Academy or Social rank 1, a significant amount of trophies or evidence related to the chosen topic, 1000 drachmae, 1 week This is a museum of sorts, although in such eras as this world currently knows it is more of a glorified trophy room in practice. It shows off exhibits built around thematically related prizes you choose to put on display, be they relics of a particular civilization or the skeletons, eggs, taxidermized corpses and hides, and other such evidence of particular broad kinds of creatures. Each "museum" concerns a single topic, and while you can string multiple of them together into a single structure, they are purchased and upgraded individually; after all, you might have far more material related to one topic than another, and just as in our world some exhibits receive more love and funding than others!
Requirements: Nature rank 1, 1000 drachmae, 1 week A natural equivalent to the Shrine, an omphalos is a naturalistic monument of some sort that marks the mystical "center" of a region's energy flow, be that a primal upwell, the node where ley lines intersect, or some other such phenomena understood to druids, rangers and mystics. This should be appropriate to the nature of the local spirits; developing a spring would not typically be appropriate to Forge spirits, for instance, but the obsidian cradle for an eternal flame would be much more in keeping with such powers.
Requirements: Any rank 1 keystone structure, 1000 drachmae, 1 week You create a hidden redoubt or "safe room" that can shelter a small number of people for an extended period. The redoubt is generally the same size and configuration as an Ithean apartment, 20 ft by 30 ft with one 20x20 main room and one 20x10 side room, or one main room and two small side rooms. You can increase the size of the redoubt by simply paying the price and time above for each multiple of the space, e.g. 4000 and 4 weeks to make it 4 times larger in area (40 ft by 60 ft), in which case apply the same multiple to the number of people described below that the redoubt can support, or to the length of time it can support them if the number of people is instead held constant; the same multiple is likewise applied to the rank upgrade cost.
Requirements: Religious rank 1, 1000 drachmae, 1 week A shrine exists alongside but apart from the main "religious infrastructure" of the settlement. It is a more dedicated, more personal place of devotion to a single deity. People come to a shrine to a particular god or goddess to feel closer to them, to thank them for their acts and blessings, or to pray in hope of such blessings.
Requirements: Social or Production rank 1, recruit a special NPC or upgrade a "regular" NPC into a special NPC, likely a quest, 2000 drachmae, 2 weeks This is a permanent boutique storefront: a shop, service, or office with a house above or below it. You may sometimes have the opportunity to recruit a specialist or artisan with special skills, who can provide a unique benefit to your settlement. If you do so, and provide a place for them to live and work, this is the structure you build for them. It is also used to recruit a legendary merchant and keep them from moving on in their travels, who will not generally accept a more limited berth in the town Market. It can also be used to "reward" a more typical merchant and "upgrade" their business. An artisan, particularly a legendary artisan, requires ready access to high quality materials such as may be output from the town's production facilities. By contrast, a more service or trade oriented merchant requires support from a developed town "social infrastructure" to fulfill their needs.
Requirements: Any non-Occult rank 1 keystone structure, 1000 drachmae, 1 week More than mere hitching posts and lean-tos, this stable is a large and properly equipped facility capable of sheltering and caring for a number of Medium or Large size creatures useful as mounts or farm beasts, such as Zebronks, Antelquines or Springjacks. The default stable can care for up to 8 such creatures, but you may pay the price multiple times to create a larger stable complex capable of hosting quite a number of beasts. Such an expanded stable applies the same multiplier to its upkeep cost as well as the cost to improve the premises.
Requirements: Social rank 1, 2000 drachmae, 2 weeks The town has an amphitheater in the classic Iroan style, where shows can be put on beyond the simple bite sized acts possible in the town agora. Ithean settlements typically gravitate toward tragedies, Khefiri settlements toward comedies, and both enjoy adventures.
Requirements: Garrison rank 1, Academy or Social rank 1, 4000 drachmae, 4 weeks This chamber is replete with maps, charts, scouting reports, figurines to represent key actors in events or battles, and other such objects of the art of strategy. It tends to be focused around a large central table and a large central display board behind it. The chamber is also typically well stocked with "allowances" to deal with stress, such as snuff and wine.
Alchemy Lab, Rank 1
Requirements: Academic rank 1, Nature or Occult rank 1, someone trained in at least two of the relevant toolkits, 2000 drachmae, 2 weeks An alchemy lab is a place for concocting useful chemicals, experimenting with the principles of nature, investigating into the Azoth, and making lots of explosions. Much like mills, refineries and tanneries, the alchemy lab is probably situated more on the outskirts of town so as not to upset the neighbors. While a player character can run the Alchemy Lab if they have the right skill set, this would take them out of commission for large chunks of time, so it would probably be preferable to hire a NPC specialist for this purpose. Particular artisans may have more specific talents they can provide in addition.
- The lab comes equipped with deluxe versions of alchemist's supplies, brewer's supplies, poisoner's tools, and an herbalist's kit, enabling the creation of a wide variety of substances.
- Any alchemical item or poison with a price of 250 gp or less listed in the PHB or the DMG can be created here, in a quarter the time it would normally take, and at half the price of buying it on the market.
- The lab is also where you would create magic potions. Common and Uncommon potions can be brewed in a rank 1 lab.
- Simple alchemical research can happen here into the development of new substances, but complex research into particularly involved and expensive processes requires a rank upgrade.
Requirements: Overland route to another non-hostile polis, 2000+ drachmae, 2+ weeks This is the land version of a Harbor, a large area at the edge of town where traders from afar may do business, and where overland travelers tend to show up to and depart from. Some of the settlement's guards keep an eye on the caravansary to minimize troubles and to help enforce collection of taxes from business done here. It has all the traits of a Harbor of the same rank, including upgrade costs and income generated, except with caravans or singular special wagons replacing ships, and with the upgrade's ability score boost to the settlement instead being +1 to any one score of the party's choice. Each upgrade also requires overland routes to 2 more poleis. You can build the Caravansary in advance of actually establishing a route to another polis, if you wish to spend your money that way, but it will be "dormant" and provide no benefits until that requirement is met. Cynosure, Rank 1
Requirements: Occult rank 1, knowledge of 3+ spells of a given school, 1000+ drachmae, 1+ week A cynosure is a large and specially prepared invocation chamber attuned to a particular school of magic, such as Abjuration or Transmutation. Its design and accoutrements reflect sympathetic principles that help to focus spells and rituals of the chosen school. A cynosure may be attuned to more than one school, but the cost in both money and time is multiplied by 3 for two schools (net 3000 drachmae), 6 for three schools (net 6000), or 10 for four schools (net 10000 this same multiplier is applied to the upgrade cost. However, there are synergistic benefits to linking schools within a single cynosure, which grow more potent as more schools are linked. No more than four schools may be linked in a single cynosure.
- The cynosure adds half your settlement's Occult rank (rounded down) to the caster checks, attack rolls, and save DCs of spells and rituals of the chosen school that are cast within its bounds.
- Spells and rituals of the chosen school are upcast by 1 spell level for free, even if the caster cannot cast spells of that level.
- Should a wild magic surge occur when casting a spell or ritual of the chosen school, the surge is rolled twice, and then the caster chooses which of the two effects occurs.
Requirements: Academic rank 2, Production rank 2, Occult or Religious rank 1, someone able to cast 3rd level spells or an Artificer able to cast 2nd level spells, 2000 drachmae, 2 weeks An enchantry is a specialized magical facility for the investiture and improvement of magical items. This is a difficult discipline requiring not only superlative crafting skills and a good command of magic but also access to a broad knowledge base as well. All of the services below have a monetary cost each time you use them, depending on the nature of what is being done. While a player character can run the Enchantry if they are sufficiently powerful, this would take them out of commission for large chunks of time, so it would probably be preferable to hire a NPC specialist for this purpose. Particular artisans may have more specific talents they can provide in addition.
- Common and Uncommon magic items can be created here, or high quality items can be invested with the power of a Common or Uncommon item. The costs for this depend on the item and are determined by the GM. Unless you are committed to working with only whatever you happen to come across or are able to trade for, it would help to have a well developed Production complex in town for ready access to the materials you need for this work.
- A simple Common item can be upgraded into a somewhat more potent Uncommon item with expanded abilities.
- An existing Common or Uncommon magic item can have its magic transferred to another suitable vessel, depleting the original vessel in the process. For example, if you have a magical sling with powers that you would rather have on a bow or crossbow, or magical splint mail whose powers would serve you better in a suit of leather or plate armor, you can make that happen. You just have to supply a new vessel of sufficient quality to hold the magic.
Requirements: Any rank 1 keystone structure, 1000+ drachmae, 2+ weeks You establish a secret passage, ostensibly an escape tunnel though it can also be used for other purposes like smuggling. The tunnel runs for up to half a mile per 1000 drachmae and 2 weeks spent, from one (generally concealed) spot in town to another (generally concealed) spot of your choice, usually outside of town. If you have more than one such tunnel in your settlement and they are relatively near to each other, you can spend 500 drachmae and 1 week to link them. This can happen simultaneously with the construction of one of the tunnels. You can also spend for a "link" to instead represent linking to another entry / egress point to the same tunnel. Rank 2 (2000 drachmae and 4 weeks per half mile, 1000 drachmae and 2 weeks per internal link): The tunnel is buttressed, clean, dry, and lit. It is reinforced and harder to damage or block off, and it is also easier to set up traps in the tunnel or its access points, though you still have to provision such traps separately. It is equipped with numerous alcoves along its length which can be used as a hidden storage space for important emergency supplies... or as a catacomb to inter lots of bodies, you do you. It also increases the town's Dexterity saving throws by +1. Graveyard, Rank 1
Requirements: Nature, Occult or Religious rank 1, 2000 drachmae, 4 weeks An expansive, peaceful, and ritualistically prepared place for the preparation and interment of the settlement's dead. It settles the minds of many residents to know there will be a proper place for them when their time is up, and not just some makeshift hole or barrow field. It also helps mitigate some of the more unpleasant side effects of mass death, should such occur, and draws favor from the spirits shown proper honor in their repose.
- +1 settlement Morale and +1 to settlement Supernatural saves.
- Should a large number of residents die in a short span of time, the settlement has Advantage on any subsequent Constitution saves against resultant disease outbreaks or Wisdom saves against malaise and madness.
Requirements: Garrison rank 1, 2000 drachmae, 2 weeks Typically in most places across Iroa, those convicted of crimes are either exiled, executed, or sentenced to either restitution or weregild where possible and slavery when the subject is unable to pay. However, jails still often exist in some form in major settlements, for use as a temporary holding place for accused deemed to be flight risks and who weren't already being considered for exile anyway. Much rarer, though they do exist, are poleis where jails are used to hold convicted prisoners for a long term, either in the interest of "punishment" or "rehabilitation" according to the character of the society. In poleis heavily built on the backs of slaves, a structure functionally equivalent to a jail may also be used as "housing" for a large number of slaves, whether they are property of the state or of a large private estate functionally equivalent to a small settlement in its own right.
- A dedicated jail is a reinforced structure, with its interior walls equivalent to the exterior walls of other buildings, its exterior walls equivalent to a small keep, and its doors replete with bars or locks.
- Upkeep. The jail requires an upkeep of 50 drachmae per month if lightly occupied, 100 drachmae if moderately occupied, or 150 drachmae if heavily occupied or full.
Requirements: Academy or Social rank 1, a significant amount of trophies or evidence related to the chosen topic, 1000 drachmae, 1 week This is a museum of sorts, although in such eras as this world currently knows it is more of a glorified trophy room in practice. It shows off exhibits built around thematically related prizes you choose to put on display, be they relics of a particular civilization or the skeletons, eggs, taxidermized corpses and hides, and other such evidence of particular broad kinds of creatures. Each "museum" concerns a single topic, and while you can string multiple of them together into a single structure, they are purchased and upgraded individually; after all, you might have far more material related to one topic than another, and just as in our world some exhibits receive more love and funding than others!
- Anyone who spends at least an hour in the museum receives +1d4 on any ability checks pertaining to its topic for the remainder of the day, such as Survival checks to track a creature, Medicine checks to set its wounds, or Arcana, History, Nature, or Religion checks as applicable to identify and know more about such creatures. On the non-creature side, having sufficient relics of a civilization as the focus of a civilization would benefit checks such as History checks about the civilization, Thieves Tools checks against its traps, or mental ability checks to attempt to communicate with and understand representatives of the depicted civilization despite lack of a common language. These are just examples; suggest others to the GM if you feel them apropos.
- Income. If you charge admittance to the museum, it provides an Income trait of 210 drachmae (or 3d6 × 20 drachmae if you choose to roll), mostly from travelers, during its first year of operation. When you add significant additional evidence to the museum, this helps "refresh" it and extends the period of relevance and high Income by 1 year. If you do not keep it up to date, the income falls off to 140 (or 2d6 × 20) after 1 year, and to 70 (or 1d6 × 20) after 5 years.
- Upkeep. If you do not charge for access to the knowledge curated herein, it instead gains an Upkeep trait of 100 drachmae as you must pay employees to do more upkeep and present talks. However, your citizens become more knowledgeable and less superstitious about the subject of the museum. Events and encounters relating to the chosen topic that happen within the reach of your settlement or with your traveling citizens farther afield are more likely to be one step more positive or less negative.
Requirements: Nature rank 1, 1000 drachmae, 1 week A natural equivalent to the Shrine, an omphalos is a naturalistic monument of some sort that marks the mystical "center" of a region's energy flow, be that a primal upwell, the node where ley lines intersect, or some other such phenomena understood to druids, rangers and mystics. This should be appropriate to the nature of the local spirits; developing a spring would not typically be appropriate to Forge spirits, for instance, but the obsidian cradle for an eternal flame would be much more in keeping with such powers.
- Whenever random encounters or events are checked in the settlement's sphere of influence, a positive encounter or event related to the natural traits or supernatural Locus of the settlement's environment is added to the encounter pool to potentially be pulled.
- A character who spends a short rest meditating at the omphalos and makes a small offering of appropriate kind, such as a libation of wine for a Unity locus, increases the "guidance" effect benefiting checks related to the settlement's Locus from 1d4 to 1d6 for the rest of the day.
Requirements: Any rank 1 keystone structure, 1000 drachmae, 1 week You create a hidden redoubt or "safe room" that can shelter a small number of people for an extended period. The redoubt is generally the same size and configuration as an Ithean apartment, 20 ft by 30 ft with one 20x20 main room and one 20x10 side room, or one main room and two small side rooms. You can increase the size of the redoubt by simply paying the price and time above for each multiple of the space, e.g. 4000 and 4 weeks to make it 4 times larger in area (40 ft by 60 ft), in which case apply the same multiple to the number of people described below that the redoubt can support, or to the length of time it can support them if the number of people is instead held constant; the same multiple is likewise applied to the rank upgrade cost.
- The redoubt can, for 1 season without resupply, sustain up to 4 creatures at a modest lifestyle, 6 at a poor lifestyle, 8 at a squalid lifestyle, or 10 at a wretched lifestyle. For each step down in lifestyle for a given size of group, the chamber can sustain them for 1 month longer. If more people than would be sustained at wretched conditions cram in here, they sustain one level of exhaustion per day.
- The redoubt is reinforced against attack, and while it can be breached, it requires the same level of effort as breaching a structure's exterior walls.
- If the redoubt is actually called into service for any significant amount of time, refurbishing it and replenishing its resources afterwards costs half as much as the cost to create it, prorated by the amount of resources used. For example, if only 2 people used it for only half a season, the refurbishment cost would be quartered, to a net cost of 1/8 of the price to create the structure.
Requirements: Religious rank 1, 1000 drachmae, 1 week A shrine exists alongside but apart from the main "religious infrastructure" of the settlement. It is a more dedicated, more personal place of devotion to a single deity. People come to a shrine to a particular god or goddess to feel closer to them, to thank them for their acts and blessings, or to pray in hope of such blessings.
- The colony as a whole, and residents who regularly spend time at the shrine in reverent supplication or meditation for at least a short rest every week, receive a +1 bonus to any saving throw or ability check related to the portfolio of the deity enshrined in this space. This blessing fades after a week of inattention.
- If you make a valuable offering while in supplication at the shrine, you may receive a small omen in response to a question that is in some way at least tangentially related to the deity's interests and portfolio, as if asking a question of a more focused version of the augury spell. The horizon of this question can be up to an hour for a 25 drachmae offering, a day for a 100 drachmae offering, or a week for a 500 drachmae offering. Actions you take in conflict with what you ask or what is expected of you can cause the answer to become indeterminate or incorrect, because even the gods cannot thwart free will.
- While extremely unlikely, there is a 1% chance of divine intervention from the enshrined deity in the event of major need.
Requirements: Social or Production rank 1, recruit a special NPC or upgrade a "regular" NPC into a special NPC, likely a quest, 2000 drachmae, 2 weeks This is a permanent boutique storefront: a shop, service, or office with a house above or below it. You may sometimes have the opportunity to recruit a specialist or artisan with special skills, who can provide a unique benefit to your settlement. If you do so, and provide a place for them to live and work, this is the structure you build for them. It is also used to recruit a legendary merchant and keep them from moving on in their travels, who will not generally accept a more limited berth in the town Market. It can also be used to "reward" a more typical merchant and "upgrade" their business. An artisan, particularly a legendary artisan, requires ready access to high quality materials such as may be output from the town's production facilities. By contrast, a more service or trade oriented merchant requires support from a developed town "social infrastructure" to fulfill their needs.
- You always have access to that merchant's services, barring developments in play which would indicate otherwise.
- A regular merchant is upgraded into a "semi Legendary" merchant, able to use their more stable and permanent footing, and greater space, resources and connections, to offer a broader variety of gear and services than before.
- Income. Notable specialists draw customers from other poleis far afield, who know this place and its keeper by their excellent reputation and who are looking for the best of the kinds of products or services that are offered here. Likewise, travelers who are in town anyway, such as ship crews, are more likely to visit the markets near such a renowned specialist. Such customers not only spend more here, but also in town while they are visiting, and even casual browsers not drawn by this specific store still spend more due to the uplift this place provides to its street and other shops nearby. This gives the boutique an Income trait to represent its impact, of 210 drachmae (or 3d6 × 20 drachmae if you choose to roll) every month toward the settlement coffers.
Requirements: Any non-Occult rank 1 keystone structure, 1000 drachmae, 1 week More than mere hitching posts and lean-tos, this stable is a large and properly equipped facility capable of sheltering and caring for a number of Medium or Large size creatures useful as mounts or farm beasts, such as Zebronks, Antelquines or Springjacks. The default stable can care for up to 8 such creatures, but you may pay the price multiple times to create a larger stable complex capable of hosting quite a number of beasts. Such an expanded stable applies the same multiplier to its upkeep cost as well as the cost to improve the premises.
- Attendants here ensure the mounts stabled within get proper food, water and other care. Additionally, any recovery checks the mounts make while stabled here are made with advantage, including any hit dice spent being rolled twice and taking the better result.
- A mount who receives an extended rest in these stables has their Speed increased by 10 for the first week once they set out again. A farm beast can do roughly 25% more work.
- Upkeep. 50 drachmae to pay the attendants if barely used in a given month, or 100-150 drachmae if in moderate or heavy use that month respectively, according to the needs of purchasing supplies to feed and tend to the creatures stabled here.
Requirements: Social rank 1, 2000 drachmae, 2 weeks The town has an amphitheater in the classic Iroan style, where shows can be put on beyond the simple bite sized acts possible in the town agora. Ithean settlements typically gravitate toward tragedies, Khefiri settlements toward comedies, and both enjoy adventures.
- Each week, the colony rolls a Charisma saving throw to see if the shows here are fresh (successful save) or rotten (failed save). Anyone who spends an hour watching a successful production here during a good week receives an Inspiration die; this fades after 1 week if unused. Anyone who watches a bad show likewise receives Inspiration from how awful and infuriating it is, but they gain a level of exhaustion after watching the show, and invoking the inspiration die also gives a level of exhaustion as incredibly cringeworthy memories come flooding back. The town as a whole has +1 morale on good weeks and -1 morale on bad weeks.
- Income. Shows can vary wildly in quality at times, and there is more or less traffic to the theater in accordance with the current world of mouth. But on average, between taxes on the shows and on food and merchandise vended in association, as well as townsfolk generally being in a better and more productive mood for a while after seeing a good show, the theater supports the local economy to the combined net effect of 245 drachmae (or (1d6)d6 × 20 drachmae if you choose to roll) every month.
Requirements: Garrison rank 1, Academy or Social rank 1, 4000 drachmae, 4 weeks This chamber is replete with maps, charts, scouting reports, figurines to represent key actors in events or battles, and other such objects of the art of strategy. It tends to be focused around a large central table and a large central display board behind it. The chamber is also typically well stocked with "allowances" to deal with stress, such as snuff and wine.
- The party can spend an hour quickly assessing a developing situation and developing a plan to deal with it, or a whole day spending more time discussing and exploring every angle of a more complicated or thornier topic. The group (as in, the actual irl players) must spend at least a little time actually sorting out ideas of what to do, even if it's understood their characters in-world are probably talking about this with greater knowledge and detail pertinent to their skills and experiences. If they do so, they form a plan pertinent to the topic whose benefits last for 1 day (in the case of spending an hour in-game) or 1 week (if they spent a day in-game).
- As the plan crystallizes, the party receives a pool of Plan points. This pool has a number of points equal to 1 for each party member who has a combined Intelligence and Wisdom modifier of 2+, plus 1 for each party member whose combined modifiers in these scores is 5+, plus 1 for each member with proficiency in a relevant Knowledge skill to the topic at hand, plus 1 for each of those members whose proficiency is actually Expertise, plus 1 for each particularly pertinent (and accurate) piece of evidence presented. This pool has a minimum of 1 and a maximum of 20. If only an hour is spent forming the plan, the number of points received is halved, to a minimum of 0 and maximum of 10.
- When undertaking rolls related to the plan, someone can choose to spend points from the group pool as a bonus to the roll. These can be any kind of roll, from initiative checks to attack rolls to skill checks to saving throws... as long as they are in the direct service of the plan or preventing the plan from going off the rails. Each +1 costs 1 point spent before the roll, or 2 points spent after the roll.
- Upkeep. 250 drachmae per month, to keep the local scouting reports up to date, along with records of what merchants and other travelers speak of with regard to major events in other areas. This cost doubles when the settlement is under direct threat or travel is otherwise considerably more dangerous than usual.

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