Cities

The City

The city is the home to all manner of people, animals, structures and ideas. It is the heart of communities throughout the Throne, whether they are but small hamlets with only a few families, or massive sprawls with ancient towers next to modern mechanical bridges.  The unique character of the city is participatory – everyone has an opportunity to invest in the shared collective of human civilization, sharing the same public goods and ills, while becoming wealthy off of the needs of their neighbors that they can fulfill.

Building Construction

 The heart of this participation is in buildings. Over time as visitors and newcomers become residents, they set down roots and invest in the city. Buildings provide a variety of benefits to those people who invest in them. First, however, they must be constructed.
 

Location

The first thing that must be determined is the location of the building to be. Each building requires one or more empty Lots to be the spot where the construction will occur. See below for a current map of the city and to find a prospective empty Lot to build. Each Lot will be in one of the various Districts of the city, and each District is the province of a specific District Magistrate, characters charged with the rulership of these specific areas of the city. (See Rulership for more details on Districts and District Magistrates).

Permission

While not physically required for construction, the law nonetheless requires the permission from the district’s Magistrate to begin construction. Generally a Magistrate will grant permission to build in a lot within their district if the builder agrees to an ongoing tax of some kind based on the expected benefit from the property.  What this tax is and how it is collected is between the Magistrate and their client, but usually is some portion of the goods or revenue from that property that is considered not burdensome.  Building without such permission is certainly possible, but will probably incur other kinds of repercussions from the city’s ruling faction.

Materials

The materials for a given project are listed for each. These materials are in terms of “Supply Units” which are a class of commodities gathered and prepared by the most skilled of gatherers.

(Read more about Gathering Skills)

These materials must be assembled and ready before construction can begin, which then requires an appropriate amount of Labor.

Labor

Labor is used as the final step to assembling and building a construction project.  Any character can produce 1 point of Labor by using the “Labor” Downtime Action.  All but the smallest buildings require more than one point of Labor to be spent, which can come either all at once from multiple characters or over a long time.

Aside from Labor produced by characters using Downtime Actions, the population of the city can also be directed to perform Labor on projects by Rulers.

(Read more about Rulership)

Staffing

Finally, once a building has been fully constructed, it must be staffed by characters that operate it day to day and utilize it to produce goods, do business, run the shows, or whatever else the building was designed to do.  While a building is not staffed, it cannot produce its listed effects, and does not produce Virtue or Vice for the City.

(Read more about Virtues and Vices)

Any character that meets the listed requirements can staff a building and operate it. Learning to perform the work requires that a single Downtime be spent training and learning procedures.  Once that is done, the building is Staffed by that character until they decide not to. This does not take up any further Downtime actions, but a character can only Staff one thing at a time.  Like the permission steps above, Staffing a building usually involves negotiating some kind of payment from the owner of the building to the character that is staffing it on an ongoing basis, but the nature of that relationship is up to those characters to define.

Rulers also can Staff buildings by directing the population of the city to do that work.

Building Types

There are several kinds of buildings, each with their own listed effect.  Below the table, more detail on specific types is presented.

 A BCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAF
1
LawCommerceOrthodoxyCorruptionFilthHeresyBuilding CostsBaseBuildingStaffingStaffingNumber of
2
NameLotsSecurityOrderFearFinanceTradeEfficiencyFaithHopeTraditionSubversionScornAbuseSpoilSqualor
Degradation
BlasphemyGodlessnessDepravityLumberIron BeamsStone SlabsLthr BundlesRationsCanvasLabor CostHousingEffectsRequirementClassRooms
3
Neighborhood21Residing here gives Grit -1
4
Slums321222111Residing here gives Grit -2; Hone Streetwise, Sincerity, Intimidate, Finesse and Stealth.
5
Hellhole454355245Residing here gives Grit -3; Hone Streetwise, Sincerity, Intimidate, Finesse and Stealth.
6
7
Townhouse11111121410Good Qualtiy residenceN/A1
8
Estate211123131132412610Residents gain +2 Streetwise resistance and do not catch contagious diseases.Ettiquete 3Gentry3
9
10
Salon412223113121313428Hone Firearms, Hunting, Mechanics, Seduce, Persuade; Residing here gives Grit -1 but free Therapy for Cappacians
Firearms, Hunting, Mechanics, Seduce, Persuade 2
Player1
11
Pub412323323211362336Hone Brawl, Grit, Herbalism, Mining, Apothecary; Residing here gives Grit -1 but free Therapy for Duns
Brawl, Grit, Herbalism, Mining, Apothecary 2
Player1
12
Circus423322233235336Hone Mercantile, Mobility, Seduce, Finesse, Performance; Residing here gives Grit -1 but free Therapy for Hestrali
Mercantile, Mobility, Seduce, Finesse, Performance 2
Player1
13
Meadhall412222214242324Hone Survival, Grit, Intimidate, Performance, Forestry; Residing here gives Grit -1 but free Therapy for Njords
Survival, Grit, Intimidate, Performance, Forestry 2
Player1
14
Bard’s College41111122122823448Hone Archery, Etiquette, Metalworking, Discipline, Perception; Residing here gives Grit -1 but free Therapy for Rogalians
Archery, Etiquette, Metalworking, Discipline, Perception 2
Player1
15
Caravanserai422341121352436Hone Academics, Mercantile, Survival, Persuasion, Liturgy: Aab’oran; Residing here gives Grit -1 but free Therapy for Shariqyn
Academics, Mercantile, Survival, Persuasion, Liturgy: Aab’oran 2
Player1
16
17
Market44421213932458Can build small shops as stalls. Hone Mercantile, Perception, Survival, Sincerity or any Crafting Skill.
Mercantile 5, Perception 2, Survival 2, a Crafting Skill at 2
Merchant8
18
Foundry1221311122May convert 100 Soft Iron or 50 Hard Iron into Iron Beams. Up to 10 times per Chapter.Metalworking 2Peasant1
19
Sawmill1221311122May convert 100 Softwood or 50 Hardwood into Lumber. Up to 10 times per Chapter.Woodworking 2Peasant1
20
Tannery122131222May convert 100 Scrap Leather or 50 Thick Leather into Leather Hide Bundles. Up to 10 times per Chapter
Leatherworking 2
Peasant1
21
Quartermaster1221311212May convert 100 Vegetables or 50 Meat into 1 Ration. Up to 10 times per Chapter.Farming 2Peasant1
22
Weaver1221311212May convert 100 Hemp or 50 Wool to 1 Canvas. Up to 10 times per Chapter.Tailoring 2Peasant1
23
Refinery1221311212May convert 100 Coal or Charcoal to 1 Fuel. Up to 10 times per Chapter.
24
25
Arena42344532144225611124512Hone any Combat Skill; Participants can fight in the arena.
Any Combat 4, Mercantile 3
Merchant0
26
Shop1111112114Provides a space to sell goods automaticallyMercantile 1Merchant1
27
Tavern1121111312410Public space to sell services and lodging.Mercantile 1Merchant3
28
Mint11224314683210Allows the free converting of Precious Metal bars to coins; Reduces Merchant Gravity decline by 5, Gentry Gravity decline by 3Mercantile 5Merchant0
29
Museum21224683310
For each artifact with a strong tie to the city’s story, the Museum recovers 1 Gravity decline for all classes. Only the best Museum in the city counts. Museums have a space on the website to show their exhibits.
Academics 4, Performance 1
Gentry0
30
31
32
Warehouse21112122326Stores 500 items.Grit 2Merchant2
33
Asylum1242121358221010Residents lose their Downtime and gain -2 Grit, lose 1 Insanity level.
Academics 3, Persuade 3, Sincerity 3, Intimidate 3
Gentry2
34
Brewery112111124Input 100 Vegetebles, create 100 casks of Beer per ChapterApothecary 1Merchant0
35
Glassworks11221254Input 1 Fuel, create 50 Glass.GlazierMerchant1
36
Papermill111212111214Input 1 Canvas, create 50 Sheafs of Paper.PapermillingMerchant1
37
Cooper11311113216Input 1 Lumber, create 50 Barrels.Woodworking 2Merchant1
38
Rookery11212121221546346Can maintain the population and health of messenger ravens for 10 locations throughout the world. Return mail is received at the Rookery.Survival 2N/A1
39
Stockyard4121222213222Acts as a Plains to create a Ranch. Cannot exceed Quality 2.Farming 2Peasant1
40
Theater222232311632328Generates Contracts for Performances. May determine which play is on per Chapter, and citizens of the city all know this story.
Performance 3, Mercantile 1
Merchant1
41
Kennel1211113714As long as it is supplied with Sausages, produces 1 Dog per Chapter for use in work.Hunting 2Peasant
42
43
Waterfront43532311714438Only every other Population gain causes Gravity decline. Adds Scum Gravity. Requires Coastline.Mercantile 3Merchant4
44
Fisherman’s Pier1111112114Produces 10 Meat per chapter. Requires Coastline.Survival 2Peasant0
45
Shipyard444422151010414Allows the construction of naval vesselsWoodworking 4Merchant
46
47
Church223211113273110Place of spiritual worship and preaching. Upgrades to Cathedral.Priest Rank 1Player3
48
Cathedral4114641113117156836The seat of a Bishop, able to be sanctified to one of the Archangels.Priest Rank 3Player5
49
Guildhall213311111533118The offices of a powerful commercial organization. Upgrades to Great GuildhallN/A5
50
Great Guildhall4154411111181285618Guildhall with the space for great enterprises.N/A10
51
Bureau124231111121214The office of a District Magistrate. May generate 3 of any Virtue for 6 of the appropriate Vice.Academics 2Player1
52
Classroom11111113114Broadcasts instruction to up to 5 people. Upgrades to Academy.Academics 2Gentry0
53
Academy212112224331110Contains 4 Classrooms. Upgrades to University.
Academics 4, Leadership 2
Gentry1
54
University4231233144111331014238324Contains 10 Classrooms; Classes taught at the University benefit from -1 xp bonus.
Academics 5, Leadership 3
Gentry3
55
Military Garrison424111111121333128Houses 5 Units within the city without them being treated as Scum. Upgrades to Military Training Ground.Leadership 2Gentry1
56
Military Training Grounds
43513222121210252214Garrisoned units gain one “victory” per Chapter in additional training and drills toward Veteren status.
Leadership 2, Academics 2
Gentry2
57
Civic Monument11115478The creator may describe the monument and what it represents. Citzens of the city will know this story.N/A0
58
Manor21111111112212512431210Rulership Headquarters. Comes prebuilt with facilities. Upgrades to Castle.n/aPlayer7
59
Castle424312112233201620762015
Hone Medium Weapons, Etiquette, Academics, Intimidation, Leadership. Creates a fallback point for the military defense of the city to have a second battle with 3 Fortificaitons. Upgrades to Palace.
Medium Weapons, Etiquette, Academics, Intimidation, Leadership 2
Gentry9
60
Palace855523223214330203710136220As Castle; Allows the housing of Entourage.
Medium Weapons, Etiquette, Academics, Intimidation, Leadership 3
Gentry15
61
Granary1111112366212Securely stores up to 250 Rations or 1000 Food unitsFarming 2Merchant0
62
63
Graveyard22111113514Holds 5 Population of dead citizens. Will become Haunted first.Grit 2Peasant0
64
Necropolis4435222649222Holds 20 Population of dead citizens. Will become Haunted first.Grit 2, Liturgy 3Player0
65
Dump11512218Keeps refuse from the streets. Any 1 Crude item can be found per Chapter.Grit 2Peasant0
66
Well11112638Population will spring up near wells before spreading to the rest of the District.n/aN/A0
67
Cistern113111214Stores clean water.n/aN/A0
68
69
Gallows113641214226When ending Dissent with Law, prevents that faction from reforming for 1 year.Intimidate 2Gentry0
70
Prison2334312277155316May indefinitely jail up to 20 characters.Intimidate 2Merchant0
71
Guard Station1111211134Automatically provides Muscle 3 to prevent crime in adjacent lots.Intimidate 2Merchant0
72
Guard Headquarters2222126362212Acts as a Guard Station. All Guard Stations in the District gain +1 cummulative Muscle.
Intimidate 2, Leadership 2
Gentry0
73
74
Magician’s Towers422433335212684518Headquarters for a single Guild of Magicians.
Magician Circle 2
Player5
75
Magician’s Spires422554335212101571032A mighty symbol of a Magician Guild’s dominance in the region and the home of powerful sorcerers.
Magician Circle 2
Player15
76
77
Bakery1121121214Receives Flour from a Mill to create bread. +5 Perishables
Farming 1, Performance 3
Peasant1
78
Delicatessen1121113114Receives Flour and Sausages to create meals +10 Perishables
Farming 1, Performance 3
Peasant1
79
Butcher Shop1121122114Receives Sausages to create meals. +5 Perishables.
Farming 1, Performance 4
Peasant1
80
Cheesemonger1121121124Receives Dairy to create cheese. +5 Perishables.
Farming 1, Performance 3
Peasant1
81
Confectioner1121121124Receives Honey, Flour, Dairy, Oil, Eggs, Jam to create luxuries. Removes 5 Gentry Gravity decline.
Farming 1, Performance 5
Gentry1
82
Meadery112112224Receives Honey to make mead. +5 Perishables.
Farming 1, Performance 3
Peasant1
83
84
Oil PressHemp Farm11212Produces Oil from Hemp farm.Farming 1Peasant
85
Mill
Vegetable Farm
11212Produces Flour from Vegetable farm.Farming 1Peasant
86
Fruit PressOrchard11212Produces Jam from Orchard.Farming 1Peasant
87
ApiaryLogging Camp11212Produces Honey from Forester’s hut.Farming 1Peasant
88
SmokehousePig Ranch11212Produces Sausages from Pig RanchFarming 1Peasant
89
Poultry CoopHunter’s Camp11212Produces Eggs from Hunter’s hut.Farming 1Peasant
90
DairySheep Pasture11212Produces Dairy from Sheep RanchFarming 1Peasant
91
Hunting RunHunter’s Camp1111Allows a Dog to be used with Hunting, granting 1 additonal Downtime output when used. Requires feed.
92
PlowshedFarm2111Allows a Horse to be used on Hemp Farms, Vegetable Farms or Orchards, granting 1 additional Downtime output when used. Requires feed.
93
94
MonasteryMountain11715682010Hone Liturgy, and take instruction on any ritual or ritual codes. Receive Therapy action when residing here.
Liturgy 3, Survival 2
Player
95
Fortress MonasteryMountain14818563615Hone Liturgy, and take instruction on any ritual or ritual codes, or any Combat Skill or Basic Maneuver. Receive Therapy action when residing here.
Liturgy 3, Survival 2, Any Combat 3
Player
96
Gathering VillageAny6545410Provides Supply units in taxes to the Treasury. Hone Perception, Liturgy, Grit, Survival and the appropriate Gathering Skill.N/APeasant
97
Roadsn/a1010Increases the speed and ease of travel in a Province.n/an/a
98
VinyardHills6545410Produces Wine on a regular aging schedule. May produce 100 Wine per Chapter or 10 Fine Wine per Chapter.
Herbalism 4, Apothecary 3
Gentry
99
Fortress
Hill or Mouintain
11720342010Produces 5 Fortifications
Leadership 2, Medium Weapons 2
Gentry
100

Housing

The most common kind of building that makes up a city is the housing.

Characters with no place to live are in Poverty.  Such destitute characters begin play Miserable and Diseased.

In order to prevent this, characters must select a place to live before their second Event in play (characters enter play in good condition). This might be an Inn owned by another character, or can be any existing public Housing area.  Depending on the quality of the Housing, the character may enjoy certain benefits or penalties.  High quality housing exists in the form of Townhouse and Estates that provide additional benefits for those living there.  

Training

Training buildings are places that are designed as excellent places to perform and practice a specific set of Skills. As long as the character has permission to use the services there (usually by paying the requested fee), they may perform a Training Downtime action.  Training grants 1 free bonus Experience Point toward (and only toward) increasing the ranks of that Skill. 

Training Buildings are usually found in Foreign Quarters.

Foreign Quarter

Foreign Quarters actually spring up around one specific community building, such as a Meadhall or a Circus.  While the building itself takes only a modest amount of space, it becomes truly successful when there is space around it for the cultural community to move there and make their home with the rest of their people, creating a Foreign Quarter.  Foreign Quarters are places where that culture is celebrated and uplifted, or sometimes simply where an undesirable ilk can be ghettoized.   Nonetheless, the first central building remains the important fixture that unifies that community.

Commerce

Commercial buildings are a place of business for certain kinds of craftspeople and service performers. Each such building, when operating, has a fixed input that it takes once per Chapter, identical to a Contract (see Trade Guilds) to produce a specific output, usually in the form of currency. For example, a Tailor’s Shop may be able to take 1 Merchant Outfit and 2 Peasant Outfits each Chapter and produce an output to the owner of 8 silver. A Brothel takes a Skill instead of a physical good, and might require a Downtime spent of at least Seduce 3, and produce an output of 3 silver.

Civic Buildings

Some projects mostly benefit the city as a whole rather than the individual owner of that building, and are generally then built by the city’s Ruler and its Ruling Faction to support their aims. Such buildings generally provide benefits on a city level, and are funded and staffed by the Rulership.

Perishables

Perishables are a special kind of food production that is made by refining more base commodities like Vegetables and Meat into food production that can support a greater amount of population, but is unfit to travel or be resold long term. These buildings operate in conjunction with another food resource such as a Farm, and provide a specific amount of Perishables, each unit feeding one unit of Population passively so long as it and its linked food resources are operational.  Each city can only benefit from each type of Perishable once.

Trade Guild Halls

Guild Halls and Magician Towers are special buildings that are designed to support the operations of major enterprises such as Trade Guilds and Magicians. These buildings have specialized interiors that are suitable for specific kinds of special upgrades to help those groups gain new abilities and advantages. These sometimes require a great deal of staffing to keep operational, but are optimistically worth the effort and expense to do so.

Renovations

Demolishing and Expanding

Demolishing existing buildings clears up space and salvages some of the resources used in the original construction.  It costs half of the original Labor to demolish a building, and this reclaims half of the original materials.  As well, some buildings list that they may be upgraded into an improved version in the form of another building.  In these cases, the only the difference in costs between the two buildings must be paid, though if the new building requires more space, that space must be made available first.

Rooms

Many buildings have some kind of upgrades or additional expansions that can be built into the structure to increase their effectiveness or add new abilities. Some buildings, such as Guild Halls, Magician Towers, Churches and other buildings, rely heavily on these upgrades and have specialized enhancements that can only be built in those structures, while other buildings can have many different kinds of more general improvements.

While the buildings themselves are built with these improvements are built by producing specific Furnishings through smaller scale commodities. The specific upgrade can be added as soon as the Furnishings are installed, though some upgrades require Staffing of their own just like a normal building to use.

Furnishing

Furnishings are required to add new functions to buildings.  They always require a free Room to place them in, and come in five different forms.

FURNISHINGS
ItemMaterial 1Material 2Material 3Material 4Profession
Bedding FurnitureFrame Padding x 10 Planks x 10 Lining x 3 Carpentry
Storage FurnitureFrame Bracing x 10   Blacksmithing
Decor FurnitureFrame Linen x 10  Dye x 5 Paneling x 5 Needlework
Work FurnitureFrame Planks x 10  Bracing x 5  Carpentry
Seating FurnitureFrame Padding x 10 Paneling x 5  Needlework
 

General Rooms

Each room is comprised of different combinations of Furnishings in order to create them.  Many rooms can be created in any structure, and some may only be created within specific buildings. 

GENERAL ROOMS
ItemMaterial 1Material 2Material 3Material 4Upgrade
LoftBedding Furniture   Good housing for 1 person.
RecordsStorage Furniture   Negates the need for a Downtime to be spent to Staff this building
StudySitting FurnitureWork Furniture  Allows one person to read two books instead of one with a Learning Downtime. Bookworm does not combine with this.
Rookery RoomWork FurnitureStorage Furniture  Maintains the health and stock of messenger ravens to one location.
Guard PostSitting FurnitureStaffing: Intimidate 2/Merchant  Automatically protects this building with Muscle 3. +1 for each additional Guardhouse
Practice RoomWork Furniture   Training for any one Skill
 

Shop Rooms

SHOP ROOMS
ItemMaterial 1Material 2Material 3Material 4Upgrade
Workshop (Specific)Work FurnitureStorage Furniture  Allows for Mass Production Downtime Action.
StoreroomStorage Furniture   Stores 100 items
 

Market Rooms

MARKET ROOMS
ItemMaterial 1Material 2Material 3Material 4Upgrade
Shop StallSitting FurnitureStorage Furniture  Produces a Shop Contract.
 

Tavern Rooms

TAVERN ROOMS
ItemMaterial 1Material 2Material 3Material 4Upgrade
BrothelBedding FurnitureBedding FurnitureDecor FurnitureStaffing: Seduce 2, Perform 2/MerchantCustomers gain Therapy benefit, Venial Lust. Staff gains Mortal Lust.
Small BreweryWork FurnitureStorage Furniture Staffing: Apothecary 1/MerchantInput 10 Vegetables for 20 Casks of Beer
TaproomSitting FurnitureDecor Furniture  Customers can spread 2 Rumors. Produces Alcohol contracts.
DormitoryBedding FurnitureBedding FurnitureBedding Furniture Adds 5 Residence Capacity
ConciergeSitting FurnitureStaffing: Streetwise 2, Etiquette 1/Merchant  Residents gain 2 Streetwise privacy.
KitchenWork FurnitureStorage FurnitureStaffing: Performance 1/Merchant If receiving Any 2 of grain, sausage, dairy, or eggs, residents are fed. City Perishables + 5
StageSitting FurnitureSitting FurnitureSitting Furniture Generates a Performance contract that benefits the owner.
PenthouseBedding FurnitureDecor FurnitureDecor FurnitureSitting FurnitureHigh Quality Housing for 1. Resident gains +1 Streetwise privacy and +1 Grit against Disease infection.
Thieves’ denSitting FurnitureWork Furniture  Allows the Staffing of Outlaw Agents

 

Warehouse Rooms

WAREHOUSE ROOMS
ItemMaterial 1Material 2Material 3Material 4Upgrade
PorterWork FurnitureStorage FurnitureStaffing: Grit 2/Peasant Automatically refills shop storage from warehouse
Bursar’s OfficeSitting FurnitureStorage FurnitureStaffing: Academics 2, Sincerity 3, Encryption Focus Allows the writing of Bursar’s Notes for other Bursaries in its network, and a teller for day to day transactions.

Church Rooms

CHURCH ROOMS
ItemMaterial 1Material 2Material 3Material 4Upgrade
CloisterSitting FurnitureBedding FurnitureDecor Furniture 1 user loses their Downtime, atones for a Depravity.
LibrarySitting FurnitureStorage FurnitureStorage FurnitureLibrary CollectionAllows the Research of Exoterics
RectoryBedding FurnitureBedding FurnitureDecor Furniture Provides good housing for 3.
OssuaryStorage FurnitureStorage FurnitureStorage FurnitureDecor FurnitureStores up to 5 Population of the Dead
PulpitSitting FurnitureDecor Furniture  Users may spread one Rumor but with their name attached.
RefectoriumSitting FurnitureStorage FurnitureStaffing: Sincerity 2, Liturgy 1/Merchant If provided with any 3 of Grain, Eggs, Sausage, or Dairy, returns 1 Scum to Peasant per Chapter.
OrphanageBedding FurnitureBedding FurnitureBedding FurnitureStaffing: Academics 2, Liturgy 1/MerchantOnce per Chapter Scum are not created from deaths
PresbyterySitting FurnitureWorking Furniture  Allows the Staffing of Scholarly Agents

Cathedral Rooms

CATHEDRAL ROOMS
ItemMaterial 1Material 2Material 3Material 4Material 5Upgrade
Iconostasis of LurianImagiferDecor FurnitureSitting FurnitureLevel 5 Artistic Depiction of LurianStaffing: Lurihim BishopThe Cathedral serves as a hospital and residents of this District do not suffer from disease infection.
Iconostasis of MithrielImagiferDecor FurnitureSitting FurnitureLevel 5 Artistic Depiction of MithrielStaffing: Mithrihim BishopThe Cathedral is a sanctuary for warriors. Every unit garrisoned in this District provides 1 Reich Orthodoxy and gains an Edge in Warfare.
Iconostasis of SepharianImagiferDecor FurnitureSitting FurnitureLevel 5 Artistic Depiction of SepharianStaffing: Sepharahim BishopThe Cathedral is a bastion against Heresy. No Blasphemy is counted in this District.
Iconostasis of CyanielImagiferDecor FurnitureSitting FurnitureLevel 5 Artistic Depiction of CyanielStaffing: Cyanahim BishopThe Cathedral helps coordinate the city’s activities.  The number of Virtues needed to produce Reich Virtues is reduced by 2.
Iconostasis of NuranielImagiferDecor FurnitureSitting FurnitureLevel 5 Artistic Depiction of NuranahimStaffing: Nuranahim BishopThe Cathedral is a sanctuary against evil and drives out the wicked. This District cannot be affected by Malefactor, Haunting, or other Malefic effects.
Iconostasis of MelandielImagiferDecor FurnitureSitting FurnitureLevel 5 Artistic Depiction of MelandielStaffing: Melandahim BishopThis Cathedral serves the poor and the broken. Slums and Hellholes in this District do not produce Vice.
Iconostasis of ZurielImagiferDecor FurnitureSitting FurnitureLevel 5 Artistic Depiction of ZurielStaffing: Anyone with 0 DepravityThis Cathedral is a quiet, lonely place to worship. People sometimes go to these Cathedrals to pray for what they know is impossible, but righteous.
PresbyterySitting FurnitureWorking Furniture   Allows the Staffing of Scholarly Agents

Guildhall Rooms

GUILDHALL ROOMS
Item Material 1 Material 2 Material 3 Material 4 Upgrade
Tavern Hall Seating Furniture Seating Furniture Decor Furniture Staffing: Performance 2, Etiquette 2/Merchant The common space of the Guildhall is a place where Guildsmen meet and discuss their plans enterprise, pitching in to help in ways great and small with their Guildsmen. All Guild Members may join other member’s Leadership trees without spending Experience.
Workshop (Specific) Work Furniture Storage Furniture     Allows for Mass Production Downtime Action.
Artisan Bench (Specific) Work Furniture Work Furniture Staffing: Specific Craft 1   One master can be assisted to create 3 Masterworks in this workshop instead of 1.
Front-End Counter Sitting Furniture Storage Furniture Staffing: Mercantile 2/Merchant   Acts as a Shop Stall.
Storeroom Storage Furniture       Stores 100 items
Office Sitting Furniture Work Furniture     Allows the Staffing of a Merchant Agent.

Bureau Rooms

BUREAU ROOMS
ItemMaterial 1Material 2Material 3Material 4Upgrade
Public RelationsSeating FurnitureDecor Furniture Staffing: Sincerity 2, Etiquette 2/GentryBureau use produces 1 less of the appropriate Vice or 1 more of the Virtue

Academy Rooms

ACADEMY ROOMS
ItemMaterial 1Material 2Material 3Material 4Upgrade
LibrarySitting FurnitureStorage FurnitureStorage FurnitureLibrary CollectionAllows the Research of Exoterics

 

Manor/Castle/Palace Rooms

PALACE ROOMS
ItemMaterial 1Material 2Material 3Material 4Upgrade
ChambersSitting FurnitureWork Furniture  Allows the Staffing of Military Agents

Palace Rooms

PALACE ROOMS
ItemMaterial 1Material 2Material 3Material 4Upgrade
Lower CourtDecor FurnitureDecor FurnitureSitting FurnitureStaffing: Etiquette 2, Leadership 2/GentryOne additional member of the Ruling Faction gains the Entourage benefit.

Magician Tower Rooms

MAGICIAN TOWER ROOMS
ItemMaterial 1Material 2Material 3Material 4Material 5Upgrade
Laboratorium VulgarisSitting FurnitureDecor FurnitureWork FurnitureDidactic Crystal Lens ArrayGeometrographic Transcription ToolsSpace for 1 Magician. Research produces 3 Spellwork
Laboratorium ExcultusStorage FurnitureDecor FurnitureWork FurnitureElectrum Thyristor ConfigurationCatalytic Condensation ChamberSpace for 1 Magician. Research produces 5 Spellwork
Laboratorium MagnusSitting FurnitureDecor FurnitureWork FurnitureKairotic Containment ContraptionEschatological Focal GemSpace for 1 Magician. Research produces 7 Spellwork
Laboratorium ExpansionSitting FurnitureDecor FurnitureWork Furniture  2 Additional Magicians may use the Laboratorium at once. May be built twice.
Librarium NovitiusSitting FurnitureDecor FurnitureStorage FurnitureLibrary CollectionCircle 1 CurriculumActs as a Library, and contains the Circle 1 Spellbooks and Curriculum
Librarium PetitorSitting FurnitureDecor FurnitureStorage FurnitureCircle 2 Curriculum Requires the Librarium Novitius. Contains the Circle 2 Spellbooks and Curriculum
Librarium DominusSitting FurnitureDecor FurnitureStorage FurnitureCircle 3 Curriculum Requires the Librarium Petitor. Contains the Circle 3 Spellbooks and Curriculum
Personal CellsBedding FurnitureBedding FurnitureDecor FurnitureSitting Furniture Adds good Housing for 5 Magicians.