Landmarks and Organizations

Landmarks and Organizations

Settlements management usually happens between Gothic: The Lion Age events.  Settlements are composed of Landmarks which often, but don’t always, require Population to staff them.  Settlements in the same Province or neighboring Provinces connected by Paths are considered part of the same Reich, allowing Population to travel between those settlements.  In some cases, Population may arrive at new settlements due to current events or the actions of characters, even outside of an established Reich.

Landmarks can be either Public Landmarks or Organization Landmarks.  Landmarks of either type can be Key Landmarks. Key Landmarks start a new Settlement, are the only Landmarks that can be built on a Site without a Landmark, and only one Key Landmark can be built at each Site. Landmarks are constructed using Supply, which come in the form of Canvas, Hide Bundles, Iron Beams, Blocks, Lumber, and Fuel.  Supply is an item type that that is created through downtime actions at various Landmarks. Supply remains in the settlement that it is gathered until it is Transported to another settlement with a Stockpile.

Public Landmarks are those that are not controlled by an Organization. Public Landmarks are automatically staffed by available, appropriate types of Population within the same Reich. There are no limitations to the number of characters that may take a Downtime Action at a Public Landmark, no required permissions, and the results of your Action either go to you directly or are left at the Landmark.

Organization Landmarks are controlled by an Organization. Organization Landmarks are not automatically staffed.  Instead, moving an appropriate unemployed Population to staff an Organization Landmark costs one Influence. Removing a Population from a staffed Landmark costs one Influence. Moving a Population that is already staffing a Landmark to your Organization Landmark costs an additional Influence, and that cost may be increased further if you are drawing from Landmarks belonging to another Organization.  Releasing a Population that is staffing one of your Landmarks is free, however they may not be freely moved between Organization buildings- they must released and then Influence spent to employ them in the new location.

Organizations are founded using a special Function.  Organizations are not typed and every Organization can access the same sorts of buildings and effects as any other, but most tend to specialize in one area.  Organizations have one or more Officers which can spend the Influence of the Organization to employ Populations or achieve other effects.

Influence can be generated in two primary ways.  First a character with Mercantile 5 may spend 5 Gold as a Task in order to generate one Influence for any Organization. Second, a character with Etiquette 4 may host a special Function and any attendee may perform a toast, dedication or other public recognition of the Organization being honored to donate one or more Achievements of any type to the Organization.  This removes the Achievements from the donating characters’ sheets and therefore these Achievements no longer count against their ceiling. The host of this Function should collect the information of each donating character and submit it as a Task.

Public Key Landmarks

Landmark NameEffectsSupply CostStaffing?Location Requirement?
Coal MineDowntime Makes (Mining) Fuel1 LaborPeasantHills
Improved Coal MineDowntime Makes (Mining+2) Fuel. May be used by those without Mining Skill3 Labor, 4 Lumber, 4 Blocks, 4 Iron BeamsPeasantCoal Mine
Stonecutter’s CampDowntime Makes (Mining) Blocks1 LaborPeasantMountain
Improved Stonecutter’s CampDowntime Makes (Mining+2) Blocks. May be used by those without Mining Skill3 Labor, 4 Lumber, 4 Blocks, 4 Iron BeamsPeasantStonecutter’s Camp
Iron MineDowntime Makes (Mining) Iron Beams1 LaborPeasantMountain
Improved Iron MineDowntime Makes (Mining+2) Iron Beams. May be used by those without Mining Skill3 Labor, 4 Lumber, 4 Blocks, 4 Iron BeamsPeasantIron Mine
FarmlandDowntime Makes (Farming) Food, Passively Produces 5 Food per chapter. Food is automatically distributed to all Populations in the same Reich1 LaborPeasantPlains
Produce FarmDowntime Makes (Farmingx2) Food, Passively Produces 10 Food per Chapter. Food is automatically distributed to all Populations in the same Reich3 Labor, 4 Lumber, 4 Hide Bundles, 4 CanvasPeasantFarmland
Horse CommonsDowntime Makes (Farming-2) Horses1 LaborPeasantPlains
Horse RanchDowntime Makes (Farming Horses)3 Labor, 4 Lumber, 4 Hide Bundles, 4 CanvasPeasantHorse Commons
TanneryDowntime Makes (Hunting) Hide Bundles1 LaborPeasantForest
Improved TanneryDowntime Makes (Hunting+2) Hide Bundles. May be used by those without the Hunting Skill3 Labor, 4 Lumber, 4 Hide Bundles, 4 CanvasPeasantTannery
LumberyardDowntime Makes (Forestry) Lumber1 LaborPeasantForest
Improved LumberyardDowntime Makes (Forestry+2) Lumber. May be used by those without the Forestry skill3 Labor, 4 Lumber, 4 Hide Bundles, 4 CanvasPeasantLumberyard
Grazing CommonsDowntime Makes (Farming) Canvas1 LaborPeasantHills
Grazing PastureDowntime Makes (Farming+2) Canvas. May be used by those without the Farming skill3 Labor, 4 Lumber, 4 Hide Bundles, 4 CanvasPeasantGrazing Commons
Charcoal Burner CampDowntime Makes (Forestry-2) Fuel1 LaborPeasantForest
Sheep CommonsDowntime Makes (Farming-2) Canvas1 LaborPeasantPlains
Bogiron PitDowntime Makes (Mining-2) Iron Beams1 LaborPeasantSwamp
Berry ForageDowntime Makes (Forestry-2) Food1 LaborPeasantHills
Hare Trapper CampDowntime Makes (Forestry-2) Food1 LaborPeasantForest
FurrierDowntime Makes (Hunting-2) Hide Bundles1 LaborPeasantForest
FisheryDowntime Makes (Hunting) Food1 LaborPeasantCoast
Reptile Trapper CampDowntime Makes (Hunting-2) Food1 LaborPeasantSwamp
Reindeer Hunting CampDowntime Makes (Hunting-2) Hide Bundles1 LaborPeasantTundra
Lemming Trapper CampDowntime Makes (Hunting-2) Food1 LaborPeasantTundra
Mountain SkidroadDowntime Makes (Forestry-2) Lumber1 LaborPeasantMountain
Rootdigger CampDowntime Makes (Forestry-2) Lumber1 LaborPeasantSwamp
Seabear Hunter CampDowntime Makes (Hunting-2) Hide Bundles1 LaborPeasantCoast
Otter Trapper CampDowntime Makes (Hunting-2) Hide Bundles1 LaborPeasantSwamp
Claypit CampDowntime Makes (Mining-2) Blocks1 LaborPeasantHills
ShrineMembers of a specific Culture may spend a Downtime here to remove one level of Despair1 LaborPeasantCultural Site
Trading PostDowntime may be spent here to request one non-Masterwork, non-Rare item be available at the market at the next forum. 1 LaborMerchantAny

Organization Key Landmarks

Landmark NameEffectsSupply CostStaffing?Location Requirement?
CheckpointPassive: Provides Surveillance to the owning Organization1 LaborGentryAny
FortPassive: Provides Surveillance and four Palisades that are rebuilt between Chapters when destroyed3 Labor, 4 Blocks, 4 Hide Bundles, 4 LumberGentryCheckpoint
Small VineyardDowntime produces (Farming-2) Casks of Wine1 LaborPeasantPlains

Public Landmarks

Landmark NameEffectsSupply CostStaffing?Location Requirement?
StockpilePassive: Allows Supply (other than Food) and Military Supply to be transported and placed at this settlement1 LaborNone
PathsPassive: Those without Survival 2 may use wagons to Transport or Loot between this settlement and any settlement with Paths in the same province, adjacent province, or provinces with an unbroken line of settlements with Paths1 LaborNone
Basic SmithyMay take one Blacksmithing Action1 Labor,1 Blocks,1 Lumber, 1 Iron BeamMerchant
Improved SmithyMay take two Blacksmithing Actions3 Labor, 4 Blocks, 4 Lumber, 4 Iron BeamsMerchantBasic Smithy
Basic Carpentry WorkshopMay take one Carpentry Action1 Labor, 2 Lumber, 1 Iron BeamMerchant
Improved Carpentry WorkshopMake take two Carpentry Actions3 Labor, 8 Lumber, 4 Iron BeamsMerchantBasic Carpentry Workshop
Basic Tailor’s WorkshopMay take one Needleworking Action1 Labor, 1 Lumber, 1 Canvas, 1 Hide BundleMerchant
Improved Tailor’s WorkshopMay take two Needleworking Actions3 Labor, 4 Lumber, 4 Canvas, 4 Hide BundlesMerchantBasic Tailor’s Workshop
Basic Engineer’s WorkshopMay take one Engineering Action1 Labor, 1 Blocks, 1 Lumber, 1 Hide BundleMerchant
Improved Engineer’s WorkshopMay take two Engineering Actions3 Labor, 4 Blocks, 4 Lumber, 4 Hide BundlesMerchantBasic Engineer’s Workshop
Basic Apothecary’s WorkshopMay take one Apothecary Action1 Labor, 1 Hide Bundle, 2 BlocksMerchant
Improved Apothecary’s WorkshopMay take two Apothecary Actions3 Labor, 4 Hide Bundles, 8 BlocksMerchantBasic Apothecary’s Workshop
TavernMay take one Streetwise Action. Invitations and Confrontations will often generate a private Trial.1 Labor, 2 Lumber, 1 CanvasMerchant
Public HouseMay take two Streetwise Actions. Invitations and Confrontations will often generate a private Trial.3 Labor, 8 Lumber, 4 CanvasMerchantTavern
GranaryPassive: Retrieves and preserves excess Food from all locations connected by Paths (or better). May safely store up to 100 Food3 Labor, 4 Lumber, 4 Canvas, 4 Hide BundlesGentry
GraveyardPassive: Contains up to five buried Population with reduced chance of them rising from the grave. Spend one Downtime to bury one deceased Population5 LaborPeasant
PalisadePassive: Counts as one Palisade in warfare. Multiple Palisades may be constructed in the same settlement.1 LaborNone
WallPassive: Counts as one Wall in warfare. Multiple Walls may be constructed in the same settlement.3 Labor, 6 BlocksNone
MoatPassive: Melee units from both sides may only engage through the single center slot in their formations50 LaborNone
ChurchGothic characters may spend one Downtime here to remove one level of Despair or Insanity.3 Labor, 4 Blocks, 4 Lumber, 4 CanvasPeasant
ScholaMake one Research Action3 Labor, 4 Lumber, 4 Hide Bundles, 4 CanvasMerchant
AsylumMay reduce one insanity by one severity level3 Labor, 8 Blocks, 4 LumberGentry
SanctificationsPassive: The wilderness around the forum (non-Trial spaces) counts as the Dominion of the Church of Mankind in addition to other Dominions that may hold sway there.30 LaborNone
DumpPassive: A Downtime may be spent here to find a small number of non-Masterwork items. Those without Grit 2 suffer a Minor (random attribute) Disease at the beginning of the next event.1 LaborNone
SewersPassive: Residents of this settlement gain a persistent +1 to their Grit skill (max 5)50 Labor, 20 Blocks, 20 Iron BeamsNone
LanternsPassive: Residents of this settlement gain +1 Comfort30 Labor, 10 Iron Beams, 10 FuelNone

Organization Landmarks

Landmark NameEffectsSupply CostStaffing?Location Requirement?
InnOwner sets rate (public). Those who are not Residents of this Settlement may pay the rate in order to treat this Settlement as their Residence for one Chapter. This does not cost a Downtime Action.1 Labor, 1 Lumber, 1 Canvas, 1 BlocksMerchants
ArmoryAllows those permitted by the Organization to Levy population into warfare units as part of a Reorganize Order3 Labor, 4 Lumber, 4 Iron Beams, 4 Hide BundlesGentry
Archery RangeAllows those permitted by the Organization to turn 10 Lumber into 1 Military Bows as part of a Reorganize Order3 Labor, 8 Lumber, 4 Canvas, Gentry
ForgeAllows those permitted by the Organization to turn 10 Iron Beams into 1 Military Weaponry as part of a Reorganize Order3 Labor, 8 Blocks, 4 Iron BeamsGentry
ArmourerAllows those permitted by the Organization to turn 10 Iron Beams into 1 Military Armor as part of a Reorganize Order3 Labor, 4 Blocks, 4 Iron Beams, 4 Hide BundlesGentry
Military StableAllows those permitted by the Organization to turn 50 Horses into 1 Military Mounts as part of a Reorganize Order3 Labor, 8 Lumber, 4 CanvasGentry
Viking ShipyardAllows those permitted by the Organization to turn 20 Lumber into 1 Longboats as part of a Reorganize Order3 Labor, 4 Lumber, 4 Iron Beams, 4 CanvasNjordic
QuartermasterOwner may direct Food produced by the Reich to allied military forces via their Supply Lines. This takes priority over Populations, unless the owner decides otherwise.3 Labor, 8 Canvas, 4 LumberGentry
MarketPassive: Owner may add items directly to the Mercantile list with their own prices at check-in. NPCs may also purchase these items at the listed prices.3 Labor, 8 Canvas, 4 HideMerchants
RookeryPassive: Allows those permitted by the Organization to send letters to other locations with Rookeries. All letters are received by owner of the Rookery3 Labor, 4 Blocks, 4 Lumber, 4 Hide BundlesGentry
(Supply) WarehousePassive: Stores up to 50 Supply and preserves half of the stored Supply if Raided. Stored Supply may only be accessed by those with permission.1 Labor, 2 Blocks, 1 LumberGentry or Merchants
BreweryPassive: Produces 1 Keg of Beer per Chapter3 Labor, 8 Lumber, 4 Iron BeamsMerchants
BrothelOwner sets rate (public). Paying the rate and a Downtime spent here reduces Despair by 1 and gains the Comfortable state for the next Event, but gains Venial Lust.3 Labor, 4 Lumber, 4 Stone, 4 CanvasMerchants
GuardhousePassive: Attempting to take Population from the owning Organization’s buildings in this Reich costs an additional Influence.3 Labor, 4 Blocks, 4 Iron Beams, 4 Hide BundlesGentry
PilloryPassive: Allows the safe imprisonment and care of up to ten prisoners. Imrpisoned PCs lose their Downtime action. Prisoners are only accepted or released with permission of the Organization3 Labor, 4 Blocks, 4 Iron Beams, 4 LumberGentry
Mage TowerMembers may spend their Downtime here to submit a single new spell effect for approval8 Labor, 12 Blocks, 8 Iron Beams, 4 CanvasMerchant
LibraryPassive: Organization may store books here. A Downtime may be spent here for a Research Action, which may include any of the stored books. Scholarly NPCs are more likely to have read or learned from the stored books.3 Labor, 4 Blocks, 4 Lumber, 4 Hide BundlesMerchant
ManorPassive: Up to five residents designated by the Organization’s Officers gain +1 Comfort and +1 Luxury for the next event8 Labor, 8 Blocks, 8 Lumber, 8 CanvasGentry
Labor CampPassive: The owning organization may staff this building using Influence with up to five Populations. Once per Chapter, the owning Organization may allocate one Labor for each staffing Population to projects requiring it within the Reich.3 Labor, 8 Hide Bundles, 4 CanvasMerchant, Gentry, or Peasant. Up to five total
PraecoriumPassive: The owning organization may create one Bond per Chapter that most local NPCs will have at the following event, submitted via ticket. After that event the Bond may persist or degrade based on current events.3 Labor, 4 Blocks, 4 Hide Bundles, 4 Iron BeamsGentry

Upgrades and Rooms

Rooms and UpgradesEffectsCostBase Landmark
GallowsA Downtime may be spent here to publicly execute any number of prisoners and helpless characters, generating a Rumor. Executing a Titled individual generates 1 Influence for the Organization once per Chapter.1 Labor, 2 Lumber, 1 Hide BundlePillory
Iconostasis of (Archangel)Passive: Allows the use of the specific Covenant’s tier 2 rituals in the Reich. More than one Iconostasis may be added to the same Church1 Labor, 2 Blocks, 1 Canvas, 10 GlassChurch
Memorial WallA Downtime may be spent here to add an entry on a Memorial page on the website for characters who have died.1 Labor, 3 StoneGraveyard
Hidden CachePassive: Allows half of the Supply stored in this Stockplie to be preserved when Raided1 Labor, 2 Canvas, 1 Hide BundleStockpile