Landmarks and Downtimes
Landmarks are the most notable and important buildings and other features of a Settlement. Once constructed and staffed by the appropriate members of the local Population, Landmarks provide specific benefits to the area and its people.
Downtime Actions Â
Key Landmarks and Settlements
Key Landmarks are the basis for a new Settlement somewhere new in the Theater. They form the center around which the community is constructed, and play a large role in the way it develops. Key Landmarks typically have many upgrades and add-ons available to improve them over time.  However, new Settlements out in the frontiers of civilization, beyond the reach of authorities and tradition always attract Darkness to them. Â


Every time a Downtime Action to gather Lumber is taken in a Forester Village, this Add-On automatically gains progress toward advancement. Every 10 Downtimes spent increases its level by 1. For each level, the outputs of Lumber and wood item generations are increased by 50%. When this reaches its 5th level, the Forest becomes depleted, and the area becomes a Plains instead. This makes further Downtime use of the Forestry Village impossible.
























Some Add-Ons require Herds be separated or slaughtered for their use, reducing this number.


A Downtime may be spent at the Stables to train a single Riding Horse or Draft Horse. This does not count as a use of the Ranching Village.
















Size: 1
Compartments: 2

Size: 2
Compartments: 4

Size: 3
Compartments: 6


Other Landmarks


Spending a Downtime Action here allows five extra crafting Actions of the appropriate Skill. Staff will exchange finished product for materials at the start of next Event.








Cultural

Tradition / Exploitation
Cultural: Gothic

Tradition / Decadence
Cultural: Gothic

Tradition / Decadence
Cultural: Njordic

Tradition / Decadence
Cultural: Njordic

Tradition / Decadence
Cultural: Rogalian

Tradition / Darkness
Cultural: Rogalian

Tradition / Decadence
Cultural: Dunnick

Tradition / Exploitation
Cultural: Dunnick

Tradition / Decadence
Tradition / Decadence
Cultural: Hestrali
Hestrali characters in the Reich do not lose Inspired at the end of the Scene unless they expend it.

Tradition / Exploitation
Cultural: Hestrali
Hestrali characters can purchase from the local Markets with priority. Landmarks staffed by Hestrali that generate Commerce generate 1 extra Commerce each Chapter.

Tradition / Decadence
Cultural: Capacian

Add-on to Stables
Tradition / Decadence
Cultural: Capacian

Tradition / Exploitation
Cultural: Shariqyn

Tradition / Decadence
Cultural: Shariqyn
Special





Organizations
Some buildings are the private property of enterprising Organizations. These groups draw members of the general Population into their private service in order to serve their more personal ends. Typically, while some of these may have some public output, such as a specialist artisan producing goods for the market, they work at the command of the leaders and officers that employ them. Â
For more details about Organizations, read HERE.