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. Some Landmarks also have certain thresholds that must be met in order to build them.  Advanced Landmarks of each type require at least 10 tags of Commerce, Tradition or Law to exist in the Reich before they can be built. Superior Landmarks of each type require at least 25 tags of Commerce, Tradition or Law to exist in the Reich before they can be built.

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 requires the appropriate Virtue or Vice and costs one (or more) Influence. Removing a Population from a staffed Landmark also costs one or more Influence. Moving a Population that is already staffing a Landmark to your Organization Landmark costs 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, during which at least one Influence is generated and spent to name the Organization’s Officer(s).  Organizations are not initially typed, but instead purchase Virtues and Vices with Influence.  Organizations have one or more Officers who can spend the Influence of the Organization to employ Populations or achieve other effects.

Influence can be generated in three 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 2 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. Finally, a character with Streetwise 3 may target a Landmark they know of with a Streetwise Action and generate a Trial for the next Chapter.  During this Trial, there will be an opportunity to gain Intel critical to the function of the Landmark. This Intel may be kept, or anonymously fenced as a Task to generate one Influence.

Organizations may spend their Influence in a number of ways.  The most basic way to spend Influence is to buy into a Virtue or Vice, each of which allow additional ways to spend.  The first level of a Virtue or Vice an Organization buys into costs 5 Influence. Buying the Advanced level of that Virtue or Vice costs 10 Influence. Buying the Superior level of a Virtue or Vice costs 20 Influence. You may not buy a higher level of a Virtue or Vice until you have the level below it. Having more than one Virtue or Vice (including higher levels of the same one) also multiplies the Influence cost of an Organization’s possible actions by the number of Virtues and Vices associated with the Organization. For example, an Advanced Law (2) Organization attempting to staff one of their buildings, would need to spend 2 Influence rather than 1. This is called Investing and every time something calls for you to Invest you must spend Influence equal to the number of Virtues and Vices associated with your Organization.

Law
Gain one, two or three Influence each time a Minor, Moderate or Major Law Opportunity occurs
May Invest to staff a Law Organization building, gaining control of it. Advanced or Superior Law may be required to staff some Landmarks 
May Invest to de-staff another Organization’s Law building, rendering the staffing Population unemployed
May employ Gentry population in any type of Landmark your Organization Invests to staff

Tradition
Gain one, two or three Influence each time a Minor, Moderate or Major Tradition Opportunity occurs
May Invest to staff a Tradition Organization building, gaining control of it. Advanced or Superior Tradition may be required to staff some Landmarks
May Invest to de-staff another Organization’s Tradition building, rendering the staffing Population unemployed
May employ Peasant population in any type of Landmark your Organization Invests to staff

Commerce
Gain one, two or three Influence each time a Minor, Moderate or Major Commerce Opportunity occurs
May Invest to staff a Commerce Organization building, gaining control of it.  Advanced or Superior Commerce may be required to staff some Landmarks
May Invest to de-staff another Organization’s Commerce building, rendering the staffing Population unemployed
May employ Merchant population in any type of Landmark your Organization Invests to staff

Abuse
Gain one, two or three Influence each time a Minor, Moderate or Major Abuse Crisis occurs
May Invest to take control of a single uncontrolled Scum Population
-Scum Populations can be directed to disrupt a single Landmark in the Reich, rendering it non-operational for one Chapter. This generates significant Abuse for this Chapter.
-Scum Populations can be Levied with the permission of the controlling Organization.  The resulting unit begins with Despair.  This generates significant Abuse for this Chapter.
-Scum Populations can generate 1 Influence.  This generates significant Abuse for this Chapter.
May Invest to remove another Organization’s control of a Scum Population
May employ Scum population in any type of Landmark your Organization invests to staff.  This adds an additional Abuse tag to that Landmark.

Darkness
Gain one, two or three Influence each time a Minor, Moderate or Major Darkness Crisis occurs
Darkness Organizations may Invest to obtain access to a grimoire, contact a local agent of darkness, or locate a site of darkness.
Advanced and Superior Darkness has additional options for corrupting Landmarks, staffing their own dark Landmarks, and employing non-standard Populations (Coming Soon!)

Decadence
Gain one, two or three Influence each time a Minor, Moderate or Major Decadence Crisis occurs
May Invest to grant +1 Luxury to Gentry characters for one Chapter
May Invest to upgrade the Feast function in one of the following ways (each option may affect the same Feast only once)
-add five seats to the Feast
-grant a single additional Toughness, Nerve AND Discipline to anyone who partakes of the Feast that last until the end of the Chapter
May Invest to make a single Venial sin not give Depravity to anyone who commits it for the next Chapter.  This can be generally or under specific circumstances and a (non-changeable) Rumor is generated with the change explained at Opening Announcements
Advanced and Superior Decadence may generate more Luxury or for different Social Classes, may further upgrade Feasts, and may change the local beliefs on Sin even further (Coming Soon!)

In general, Abuse Organizations are illegal and frowned on, Decadence Organizations are frowned on, but vary on how tolerated they are depending on local ideologies, and Darkness Organizations are hated and feared by all but the most vile and depraved individuals.

Virtues and Vices are also tags on various Landmarks.  For Organization Landmarks, this indicates what Virtue or Vice is required by an Organization to staff them. All Virtues and Vices also have three clocks associated with them- Minor, Moderate and Major.  The number of tags of each Virtue and Vice indicate the base number of ticks all three clocks advance each Chapter.  When a clock fills, an Opportunity or Crisis will appear.  Sometimes this will be an effect such as a Disease outbreak or Trade opportunity, and other times it will be a more nuanced plotline.  Interacting with these effects and plotlines personally can add or remove ticks, as well as having narrative effects. Organizations can also Invest and call upon one or more of the Landmarks they control to affect such events when they are appropriate. The clocks are primarily a storytelling tool and will not be player facing, but the tags on Landmarks and other effects should help players see where their Reich is strong and weak and what problems and opportunities their community is likely to see more and less often. 

Public Key Landmarks

Landmark NameEffectsSupply CostStaffing?Location Requirement?Virtues/Vices?
Coal MineDowntime Makes (Mining) Fuel1 LaborPeasantHillsCommerce, Darkness
Improved Coal MineDowntime Makes (Mining+2) Fuel. May be used by those without Mining Skill3 Labor, 4 Lumber, 4 Blocks, 4 Iron BeamsPeasantCoal MineCommerce, Darkness
Stonecutter’s CampDowntime Makes (Mining) Blocks1 LaborPeasantMountainCommerce, Darkness
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 CampCommerce, Darkness
Iron MineDowntime Makes (Mining) Iron Beams1 LaborPeasantMountainCommerce, Darkness
Improved Iron MineDowntime Makes (Mining+2) Iron Beams. May be used by those without Mining Skill3 Labor, 4 Lumber, 4 Blocks, 4 Iron BeamsPeasantIron MineCommerce, Darkness
FarmlandDowntime Makes (Farming) Food, Passively Produces 5 Food per chapter. Food is automatically distributed to all Populations in the same Reich1 LaborPeasantPlainsCommerce, Darkness
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 CanvasPeasantFarmlandCommerce, Darkness
Horse CommonsDowntime Makes (Farming-2) Horses. Horses may be used as Supply or converted to or from tagged items at logistics.1 LaborPeasantPlainsCommerce, Darkness
Horse RanchDowntime Makes (Farming Horses). Horses may be used as Supply or converted to or from tagged items at logistics.3 Labor, 4 Lumber, 4 Hide Bundles, 4 CanvasPeasantHorse CommonsCommerce, Darkness
TanneryDowntime Makes (Hunting) Hide Bundles1 LaborPeasantForestCommerce, Darkness
Improved TanneryDowntime Makes (Hunting+2) Hide Bundles. May be used by those without the Hunting Skill3 Labor, 4 Lumber, 4 Hide Bundles, 4 CanvasPeasantTanneryCommerce, Darkness
LumberyardDowntime Makes (Forestry) Lumber1 LaborPeasantForestCommerce, Darkness
Improved LumberyardDowntime Makes (Forestry+2) Lumber. May be used by those without the Forestry skill3 Labor, 4 Lumber, 4 Hide Bundles, 4 CanvasPeasantLumberyardCommerce, Darkness
Grazing CommonsDowntime Makes (Farming) Canvas1 LaborPeasantHillsCommerce, Darkness
Grazing PastureDowntime Makes (Farming+2) Canvas. May be used by those without the Farming skill3 Labor, 4 Lumber, 4 Hide Bundles, 4 CanvasPeasantGrazing CommonsCommerce, Darkness
Charcoal Burner CampDowntime Makes (Forestry-2) Fuel1 LaborPeasantForestCommerce, Darkness
Sheep CommonsDowntime Makes (Farming-2) Canvas1 LaborPeasantPlainsCommerce, Darkness
Bogiron PitDowntime Makes (Mining-2) Iron Beams1 LaborPeasantSwampCommerce, Darkness
Berry ForageDowntime Makes (Forestry-2) Food1 LaborPeasantHillsCommerce, Darkness
Hare Trapper CampDowntime Makes (Forestry-2) Food1 LaborPeasantForestCommerce, Darkness
FurrierDowntime Makes (Hunting-2) Hide Bundles1 LaborPeasantForestCommerce, Darkness
FisheryDowntime Makes (Hunting) Food1 LaborPeasantCoastCommerce, Darkness
Reptile Trapper CampDowntime Makes (Hunting-2) Food1 LaborPeasantSwampCommerce, Darkness
Reindeer Hunting CampDowntime Makes (Hunting-2) Hide Bundles1 LaborPeasantTundraCommerce, Darkness
Lemming Trapper CampDowntime Makes (Hunting-2) Food1 LaborPeasantTundraCommerce, Darkness
Mountain SkidroadDowntime Makes (Forestry-2) Lumber1 LaborPeasantMountainCommerce, Darkness
Rootdigger CampDowntime Makes (Forestry-2) Lumber1 LaborPeasantSwampCommerce, Darkness
Seabear Hunter CampDowntime Makes (Hunting-2) Hide Bundles1 LaborPeasantCoastCommerce, Darkness
Otter Trapper CampDowntime Makes (Hunting-2) Hide Bundles1 LaborPeasantSwampCommerce, Darkness
Claypit CampDowntime Makes (Mining-2) Blocks1 LaborPeasantHillsCommerce, Darkness
ShrineMembers of a specific Culture may spend a Downtime here to remove one level of Despair1 LaborPeasantCultural SiteTradition, Darkness
Trading PostDowntime may be spent here to request one non-Masterwork, non-Rare item be available at the market at the next forum. 1 LaborMerchantAnyCommerce, Darkness

Organization Key Landmarks

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

Public Landmarks

Landmark NameEffectsSupply CostStaffing?Location Requirement?Virtues/Vices?
StockpilePassive: Allows Supply (other than Food) and Military Supply to be transported and placed at this settlement1 LaborNone
PathsPassive: Settlements with Paths that are in the same province or neighboring a province with another settlement with Paths are considered part of the same Reich. 1 LaborNone
Basic SmithyMay take one Blacksmithing Action1 Labor,1 Blocks,1 Lumber, 1 Iron BeamMerchantCommerce, Abuse
Improved SmithyMay take two Blacksmithing Actions3 Labor, 4 Blocks, 4 Lumber, 4 Iron BeamsMerchantBasic SmithyCommerce, Abuse
Basic Carpentry WorkshopMay take one Carpentry Action1 Labor, 2 Lumber, 1 Iron BeamMerchantCommerce, Abuse
Improved Carpentry WorkshopMake take two Carpentry Actions3 Labor, 8 Lumber, 4 Iron BeamsMerchantBasic Carpentry WorkshopCommerce, Abuse
Basic Tailor’s WorkshopMay take one Needleworking Action1 Labor, 1 Lumber, 1 Canvas, 1 Hide BundleMerchantCommerce, Abuse
Improved Tailor’s WorkshopMay take two Needleworking Actions3 Labor, 4 Lumber, 4 Canvas, 4 Hide BundlesMerchantBasic Tailor’s WorkshopCommerce, Abuse
Basic Engineer’s WorkshopMay take one Engineering Action1 Labor, 1 Blocks, 1 Lumber, 1 Hide BundleMerchantCommerce, Decadence
Improved Engineer’s WorkshopMay take two Engineering Actions3 Labor, 4 Blocks, 4 Lumber, 4 Hide BundlesMerchantBasic Engineer’s WorkshopCommerce, Decadence
Basic Apothecary’s WorkshopMay take one Apothecary Action1 Labor, 1 Hide Bundle, 2 BlocksMerchantCommerce, Decadence
Improved Apothecary’s WorkshopMay take two Apothecary Actions3 Labor, 4 Hide Bundles, 8 BlocksMerchantBasic Apothecary’s WorkshopCommerce, Decadence
TavernMay take one Streetwise Action. Invitations and Confrontations will often generate a private Trial.1 Labor, 2 Lumber, 1 CanvasMerchantCommerce, Decadence
Public HouseMay take two Streetwise Actions. Invitations and Confrontations will often generate a private Trial.3 Labor, 8 Lumber, 4 CanvasMerchantTavernCommerce, Decadence
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 BundlesGentryTradition
GraveyardPassive: Contains up to five buried Population with reduced chance of them rising from the grave. Spend one Downtime to bury one deceased Population5 LaborPeasantTradition, Darkness
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 LaborNoneLaw, Abuse
ChurchGothic characters may spend one Downtime here to remove one level of Despair or Insanity. Only one Church may be constructed in any settlement.3 Labor, 4 Blocks, 4 Lumber, 4 CanvasPeasantTradition, Removes 1 Darkness
AsylumMay reduce one insanity by one severity level3 Labor, 8 Blocks, 4 LumberGentryLaw, Abuse
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 LaborNoneTradition
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 LaborNoneTradition
SewersPassive: Residents of this settlement gain a persistent +1 to their Grit skill (max 5)50 Labor, 20 Blocks, 20 Iron BeamsNoneTradition
LanternsPassive: Residents of this settlement gain +1 Comfort30 Labor, 10 Iron Beams, 10 FuelNoneTradition

Organization Landmarks

Landmark NameEffectsSupply CostStaffing?Location Requirement?Virtues/ Vices?
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 BundlesGentryLaw, Abuse
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, GentryLaw, Abuse
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 BeamsGentryLaw, Abuse
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 BundlesGentryLaw, Abuse
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 CanvasGentryLaw, Abuse
Training CampThose permitted by the Organization with Morale 3 or higher may spend their Downtime here to add Military Training or one Battle Experience to a single unit3 Labor, 4 Canvas, 4 Hide Bundles, 4 Iron BeamsGentryLaw, Abuse
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 CanvasNjordicLaw, Abuse
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 LumberGentryLaw, Abuse
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 HideMerchantsCommerce, Abuse
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 BundlesGentryTradition, Decadence
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 MerchantsCommerce, Abuse
BreweryPassive: Produces 1 Keg of Beer per Chapter3 Labor, 8 Lumber, 4 Iron BeamsMerchantsCommerce, Decadence
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 CanvasMerchantsCommerce, Decadence
Patrol StationPassive: 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 BundlesGentryLaw, Abuse
Patrol Headquarters (requires Advanced Law)Passive: Attempting to take Population from the owning Organization’s buildings in this Reich costs an additional Influence. It requires two Scum activities to disrupt any of your Organization buildings and your Landmarks are more resistant to Intel Trials.10 Labor, 8 Iron Beams, 8 Lumber, 8 Hide BundlesGentryPatrol StationLaw Abuse
PilloryPassive: Allows the safe imprisonment and care of up to ten prisoners. Imprisoned PCs lose their Downtime action. Prisoners are only accepted or released with permission of the Organization3 Labor, 4 Blocks, 4 Iron Beams, 4 LumberGentryLaw, Abuse
Dungeon (requires Advanced Law)Passive: Allows the safe imprisonment and care of less then one hundred prisoners. Imprisoned PCs lose their Downtime action. Prisoners are only accepted or released with permission of the Organization10 Labor, 8 Blocks, 8 Iron Beams, 8 Hide BundlesGentryPilloryLaw, Abuse
Prison (requires Superior Law)Passive: Allows the safe imprisonment and care of any number of individual prisoners. Imprisoned PCs lose their Downtime action. Prisoners are only accepted or released with permission of the Organization. May also contain up to five Populations. Three Influence may be spent to imprison a Population, regardless of their employment or control. 20 Labor, 12 Blocks, 12 Iron Beams, 12 LumberGentryDungeonLaw, Abuse multiplied by number of imprisoned Populations (minimum one)
Mage TowerMake three Research Actions, or submit a new spell effect for approval.3 Labor, 4 Blocks, 4 Iron Beams, 4 CanvasMerchantCommerce, Decadence
ScholaMake three Research Actions. A single Research Action to teach may benefit any number of people spending Research Actions to learn.3 Labor, 4 Blocks, 4 Lumber, 4 Hide BundlesMerchantTradition, Decadence
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 CanvasGentryTradition, Decadence
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 totalCommerce, Abuse multiplied by number of staffing Populations (minimum one)
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 BeamsGentryTradition, Decadence
Guard HeadquartersUp to five simple laws may be submitted or updated as a Task which will be enforced by guards when present. Guards may be present around forum and one or two may be summoned as a Task for a short duty (when available).3 Labor, 4 Blocks, 4 Lumber, 4 Iron BeamsGentryLaw, Abuse
Artisan Shoppe (Blacksmithing, Carpentry, or Tailoring)Adds items of the appropriate craft to the market. Invest to produce 5 non-masterwork items.
Apothecary ShoppeAdds apothecary items to the market. Invest to produce 5 drugs with a single trait.
Engineering ShoppeAdds engineering items to the market. Invest to produce one engineering item you have a schematic for.
Hunting LodgeInvest to produce 10 scrap leather and 5 heavy leather
Commercial FarmInvest to produce 10 vegetables or fibers AND 5 meat or wool
Mining OutpostInvest to produce 10 soft iron, salt or coal AND 5 hard iron
LumbermillInvest to produce 10 soft wood and 5 hard wood.

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