Organizations and Influence

Organizations and Influence

Organizations are the true power of society – the ability to confederate with like-minded individuals and achieve something greater that one’s own ability, perhaps something that will last beyond one’s own lifetime.  Many powerful Organizations exist in the world, each with their own range and influence.  Characters may become members of these Organizations, trading autonomy for authority and resources.  Organizations take on the aspects of the Reich in which they operate.  They wield the characteristics and attributes of the local economy, power structure, traditions – and even the darker underbelly of society – to their benefit.    

Organizations take on many forms, from a noble house, a knight order, a merchant guild, a religious order, criminal gangs, and many things in between.  The activities and interests of an Organization will dictate in which ways they invest their time and energy.

Organizations form when characters assemble to perform the Founding Function using the Etiquette Skill.  A new Organization has no special advantages, but has the ability to begin earning Influence.  Influence is the currency of Organizations, and it represents an amalgam of various resources – reputation, currency, favors, goodwill, fear, and dedication.  Whenever an Organization takes action, it costs Influence to do so.

Organizations can earn Influence in a number of ways:

    • The Organization may Convene using the Etiquette Function.  During this Function, members may donate Achievements to the cause of their Organization, earning Influence for each one. These should be submitted within 24 hours of game end, with the Influence Form
    • A character may use Mercantilism 5: Patron, to spend 5 Gold in currency as a Task.
    • The Organization automatically gains Influence when Opportunities or Crises related to their acquired Traits occur. See below for details.

Officers and Membership

Every Organization has members, called Agents and Associates.  While Organizations may have many employees, members, and supporting staff, Agents are the primary characters involved in the Organization.  A character may only be an Agent of one Organization. Agents may contribute Achievements as Influence to the Organization during the Founding or Convene Etiquette Functions and may benefit from the Organization’s landmarks and Influence investments.  Associates may benefit from Landmarks and other effects of the Organization, but may not contribute Influence and are not generally recognized as being in charge of the Organization. A character may be an Associate of any number of Organizations. Organizations may have up to 5 Agents and Associates (total), and may not have more Associates than Agents at any time. This number increases by 2 each time Scale increases (see below).  Additionally, they can build out additional infrastructure for more Agents and Associates by spending Influence. 

In the rare event that a character wishes to become an Agent of a different Organization, they may do so only once per year and must have story justification.

Some Associates can be Non-Player Characters that have been persuaded to join the Organization.  These require a slot as normal, but aside from the normal benefits of membership such as loyalty and advice, NPC Associates grant the Organization a specific ability unique to that character.  These abilities can typically be called on once per Chapter.  Some Combat Doctrines of Knight Orders allow the special recruitment of Associates in this way, but any character may become an Associate, with an ability defined by Staff.

Officers are Agents chosen during the Founding or Convene Etiquette Functions.  Selecting new Officers requires the unanimous consent of all existing Officers. Officers receive the Organization’s updated information every event, including the special details of Opportunities and Crises that are relevant to the Organization, and may expend the Organization’s Influence. A character may only be an Officer of one Organization in the same Theater.

Traits and Scale

Organizations may invest their Influence to gain Traits.  These Traits are the same as the Virtues and Vices that make up Settlements and Reichs in the Feudalism system, and indeed, Organizations must use those that are available in the area in which they are based.  Organization that have attained the trait of Law, for instance, have the necessary infrastructure and expertise to operate their own private Law Landmarks, and use them as they wish, and likewise for the other traits of a city.  
 
Each Trait grants the ability to either Staff and operate a new tier of Landmark, or gives specific direct abilities to the group.  For instance, an Organization that acquires Basic Law can operate Basic Law Landmarks, such as a Guard Station, and gain control of their own private police force.  An Organization that invests in Exploitation can take control of Scum and employ them as criminal gangs to do their dirty work.  Each trait can be invested in up to three times, providing greater abilities and control in that sphere of influence.  Organizations can only take control of Virtues and Vices up to the level that they exist in their local Reich. 
 
Whenever an Opportunity or Crisis happens in a given sphere of control, all Organizations that match that trait may gain Influence.  For instance, if a Minor Commerce Opportunity presents itself in the city, all Organizations that have Basic Commerce or higher gain 1 Influence.  If a Major Commerce Opportunity were accepted, only those Organizations that had Advanced Commerce or better would benefit, but they gain 2 Influence.  Great Opportunities grant 3 Influence to all Organizations with the Virtue at the Master level.  Similarly, for Organizations that are invested in Vices, they gain Influence when Crises arise in their area of control – but unlike Opportunities, they are granted Influence immediately.
 
Whenever an Organization takes on a new Trait, it increases its Scale.  This represents taking on new non-player members, acquiring tools and assets, adhering to disciplines of bookkeeping and records, and other sorts of overhead that allow them to operate at a new level.  Organizations become more ponderous as they become more powerful, and whenever an Organization spends Influence, the amount it spends is equal to its Scale, regardless of the activity it is doing.  This means that in some cases, smaller, more nimble Organizations are better suited to tasks that large and powerful Organizations are capable of, and relationships between such groups often form this reason.
 
Acquiring a trait costs 5 Influence for Basic, 10 for Advanced, and 20 for Master.  These amounts are not multiplied by Scale  The Reich that the Organization operates in must have the trait at the required rank.

Spending Influence

For Virtues traits, the following options apply:
    • (Scale) :  Staff and assume control of an empty Landmark that matches your traits with an available acceptable Population unit.
    • (Scale):   Create the infrastructure to maintain an additional Agent or Associate.
    • 2 :  Transfer 1 Influence to another Organization.  This is not multiplied by Scale.
    • (2 x (Scale) x (Scale of targeted Org)) :  Attract away an already employed acceptable Population unit to Staff and assume control an empty Landmark that matches your traits. Public landmarks are considered to have Scale equal to their level for this purpose. For private landmarks, this can be used to staff the same landmark they are attracted away from, transferring control of the landmark
    • (Scale): Activate a landmark you control for its effect.  Each additional time the same landmark is activated in the same Chapter, the cost is increased by 1 Influence.

Private Landmarks

Just like Public Landmarks, Private Landmarks require staff from the Population.  Unlike Public Landmarks, however, Staff must be coaxed to work for the Organization using Influence.   When Population comes to work for the Organization, they are not members, but are more or less loyal to your Organization’s cause in general.  If, however, some event causes the staffing population to leave, the landmark must be restaffed through another Influence spend.  The Organization does not need to be the original constructor of the Landmark in order to Staff it.

All Private Landmarks require Influence spent to activate their use, unless their description specifically says otherwise.

conflict between organizations

Sometimes Organizations will oppose each other with their Influence and Landmarks.  In cases where two Organizations are spending Influence during the same Chapter to accomplish goals opposed to each other or to use limited resources, the Organization with Priority (granted by certain landmarks and abilities) succeeds and the Influence of the other Organization is lost.  If both or neither Organization has Priority, then the Organization with the higher Scale succeeds and the Influence of the other Organization is lost.  If both organizations are even in both of these categories, then neither Organization is successful and both Organizations’ Influence is lost.

Removing the staffing population from a Landmark is one of the most common ways to disrupt another Organization.  In addition to attracting away the staffing population, a Landmark may become unstaffed when targeted by Streetwise, as part of Warfare Consequences, as a Crisis, or by certain Exploitation Organization expenditures.  When a Landmark is violently attacked, the population there may be subjected to Risk in addition to no longer staffing the Landmark

Risk: When a non-Scum population suffers Risk, there is a 20% chance for that population to become Scum.  When a Scum population suffers Risk, there is a 20% chance of them dying and adding a Corpse Heap to their location.

basic Law Buildings

Guard Station

2 Labor, 2 Stone, 4 Lumber – Gentry – Law : Exploitation

Up to five simple laws may be submitted or updated by activating the Guard Station. Laws that can be enforced by a Guard Station are always prohibitions against certain behaviors- Laws may be set to guard a specific landmark in the settlement it’s in and prevent certain behaviors there OR to outlaw a specific behavior in the Forum and throughout the Reich.  Laws around landmarks make those behaviors impossible while the law remains in place. Other outlawed actions will be pursued and punished by guards when someone learns of them. 

Conforming NPCs do not violate laws. Guard houses may not be protected with laws. Laws do not protect against Warfare Consequences.

Guards may be present around forum and one or two may be summoned 
for a short duty, when available, by activating the Guard Station.

Gaol

2 Labor, 4 Iron Beams, 2 Canvas – Gentry – Law : Exploitation – Add-on to Guard Station

Persons of interest and recidivists may be kept here by guards to be interrogated by those in charge.  Keeping a specific character in prison requires this landmark to be activated, otherwise the guards will release prisoners at their discretion.

Fort

Key Landmark
2 Labor, 4 Lumber, 2 Hide Bundles – Gentry – Law : Darkness

Allows a Levy to be performed – one unit of local Population becomes a unit of Spearmen with no Battle Experience under a Commander of this Organization. This landmark may also be used to task all idle Populations in the Reich (except Scum) with a simple task such as “complete construction projects” or “work on farms”. When Populations are tasked this way, they are assumed to have level 1 in all skills associated with their Social Class.  

Warfare Consequences in the province (hex) with a Fort, will be prevented and instead the Fort will be besieged the following Chapter as a warfare engagement.  Failing to address or losing at that engagement will have consequences as normal.  A Fort in Runeheim being besieged will have additional narrative consequences during that Chapter.

Archery Range

2 Labor, 2 Canvas, 4 Hide Bundles  – Gentry – Law – Add-on to Fort

Activating the Archery Range allows one Lumber to be spent to add one Military Bows to a local Warehouse or Stockpile. An Agent or Associate with Carpentry 3+ may also spend a Downtime Action at this landmark to spend one Lumber and create one Military Bows.

Training Grounds

2 Labor, 2 Lumber, 4 Canvas – Gentry – Law – Add-on to Fort

Activating the Training Grounds allows the addition of one Military Training to a levied Unit. This can also be performed as a Downtime Action by an Agent or Associate with Morale 3+

Military Stables

2 Labor, 4 Lumber, 2 Hide Bundles – Gentry – Law – Add-on to Fort

Activating the Military Stables allows one Mounts to be spent to add one Military Mounts to a local Warehouse or Stockpile. An Agent or Associate with Survival 3+ may also spend a Downtime Action at this landmark to spend one Mounts and create one Military Mounts.

Military Armorer

2 Labor, 4 Stone, 2 Iron Beams – Gentry – Law – Add-on to Fort

Activating the Military Armorer allows one Iron Beam to be spent to add one Military Armor or Military Weaponry to a local Warehouse or Stockpile. An Agent or Associate with Blacksmithing 3+ may also spend a Downtime Action at this landmark to spend one Iron Beam and create one Military Weaponry or Military Armor.

Quartermaster

2 Labor, 2 Canvas, 4 Lumber – Gentry – Law – Add-on to Fort

This landmark may be activated to provide extra supplies and support to all Levied troops in a specific Force, granting them a +1 Fortitude for this Chapter.  Due to the special timing, staff should be notified as a Task and reminded at warfare resolution.  No Force may benefit from this effect more than once per Chapter

Roadwardens

3 Labor, 4 Lumber, 4 Iron Beams, 2 Mounts – Gentry – Law : Exploitation

Roadwardens patrol the roads and highways of the Reich. When activated, certain Crises related to safe travel are prevented

Lamplighters

3 Labor, 4 Lumber, 4 Iron Beams, 2 Fuel – Gentry – Law : Exploitation

Lamplighters illuminated the buildings and streets of the Reich. When activated, certain Crises related to a lack of light are prevented.

Asylum

3 Labor, 4 Lumber, 4 Stone, 2 Iron Beams – Gentry – Law : Exploitation

The Asylum has special facilities to hold and isolate the mad before they can harm themselves or others. When activated, certain Crises related to madness are prevented.

Bureau

3 Labor, 4 Stone, 4 Canvas, 2 Lumber – Gentry – Law : Exploitation

The bureau allows some specific Influence expenditure to be made automatically, instantly and with priority when some condition arises. This can be an expenditure of Influence to staff a landmark, attract away a staffing population from another landmark (or take control), or activate another Landmark the owning Organization controls. The bureau must be activated to set or change these conditional expenditures and all aspects of the conditional expenditure must be specific and unambiguous. The bureau will always take these actions when the conditions are met, unless the owning Organization does not have enough Influence to afford them.

advanced Law Buildings

Fortress

6 Labor, 6 Stone, 6 Lumber, 6 Iron Beams – Gentry – Law : Darkness – Upgrades from Fort

Allows a Levy to be performed – one unit of local Population becomes a unit of Spearmen with no Battle Experience under a Commander of this Organization. This landmark may also be used to task all idle Populations in the Reich (except Scum) with a simple task such as “complete construction projects” or “work on farms”. When Populations are tasked this way, they are assumed to have level 1 in all skills associated with their Social Class.  

Warfare Consequences in the province (hex) with a Fortress and in adjacent provinces, will be prevented and instead the Fortress will be besieged the following Chapter as a warfare engagement.  Failing to address or losing at that engagement will have consequences as normal.  A Fortress in Runeheim being besieged will have additional narrative consequences during that Chapter.

Guard Command Post

6 Labor, 6 Stone, 6 Iron Beams, 6 Hide Bundles – Gentry – Law : Exploitation – Upgrades from Guard Station

Up to five simple laws may be submitted or updated by activating the Guard Command Post. Laws that can be enforced by a Guard Station are always prohibitions against certain behaviors- Laws may be set to guard all instances of a specific landmark in the Reich and prevent certain behaviors there OR to outlaw a specific behavior in the Forum and throughout the Reich.  Laws around landmarks make those behaviors impossible while the law remains in place. Other outlawed actions will be pursued and punished by guards when someone learns of them. 

Conforming NPCs do not violate laws. Guard Command Posts may not be protected with laws. Laws do not protect against Warfare Consequences.

Guards may be present around forum and one or two may be summoned 
for a short duty, when available, by activating the Guard Command Post. Punitive actions from a Guard Command Post will be dramatically more effective than a Guard Station

Inspector Precinct

6 Labor, 6 Lumber, 6 Iron Beams, 6 Canvas – Gentry – Law : Exploitation – Upgrades from Guard Station

Inspector Precinct may be activated in order to remove the Disgraced condition from a landmark in the Reich, which will also identify the Org that Disgraced it.  Alternatively, the Inspector Precinct may be activated to move a population of Scum from a settlement in the Reich to any other settlement in the Reich.

Hall of Valor

8 Labor, 6 Stone, 6 Iron Beams, 6 Canvas, 6 Lumber – Gentry – Law : Decadence – Add-on to Fortress

The Hall of Valor is dedicated to the housing of one Knight Order’s elite forces, and the specialized equipment and spaces needed to perform their most secret training. When activated, it adds a specific Valor to a local Unit, which may allow the creation of specialized units.

 

    •  

Master Law Buildings

Castle

14 Labor, 10 Stone, 10 Lumber, 10 Hide Bundles, 10 Iron Beams – Gentry – Law : Decadence – Upgrades from Fortress
Value: Merit

Allows a special Levy to be performed, – one unit of local Population becomes a unit of Spearmen with no Battle Experience under a Commander of this Organization, or alternatively the Castle attracts a new random Population from outside the Reich and immediately Levies them.  These Levies may not be released in the Chapter they are Levied. This landmark may also be used to task all idle Populations in the Reich (except Scum) with a simple task such as “complete construction projects” or “work on farms”. When Populations are tasked this way, they are assumed to have level 1 in all skills associated with their Social Class.  

Warfare Consequences in the province (hex) with a Fortress and up to two provinces away will be prevented and instead the Castle will be besieged the following Chapter as a warfare engagement.  Failing to address or losing at that engagement will have consequences as normal.  A Castle in Runeheim being besieged will have additional narrative consequences during that Chapter.

basic commerce Buildings

Tavern

2 Labor, 4 Lumber, 2 Canvas – Merchants – Commerce : Decadence

When activated, characters may take a Downtime here to receive 2 Streetwise Actions. A cost may be set and published for spending a Downtime action here, and those coins go to the owning Organization.

Warehouse

2 Labor, 2 Stone, 4 Lumber – Merchants – Commerce : Exploitation

Stores up to 50 Supply. Stored Supply may only be accessed by those with permission. This Landmark does not require Influence to operate.

Labor Camp

2 Labor, 2 Hide Bundles, 4 Canvas – Up to 5 Merchant or Peasants – Commerce : Exploitation

This Landmark may be staffed with up to 5 Population. When activated, this Landmark allows its owner to allocate 1 Labor for each staffing Population to projects within the Reich.

Brewery

2 Labor, 4 Lumber, 2 Iron Beams – Merchants – Commerce : Decadence

When activated, produces 1 Keg of Beer

Vineyard

2 Labor, 2 Lumber, 4 Canvas – Merchants – Commerce : Decadence

When activated, produces 1 Cask of Wine

Bathhouse

2 Labor, 4 Stone, 2 Canvas – Merchants – Commerce : Decadence

When activated, the owning Organization gains Mortal Lust and may set a cost. Characters may pay that cost and take their Downtime Action here. When they do so, they remove one Despair and become Comfortable for the next Event, but gain Venial Lust. 

Craftsman’s Shop

2 Labor, 4 Lumber, 2 Hide Bundle – Merchants – Commerce : Exploitation

Choose one of Carpentry, Blacksmithing, Tailoring, or Apothecary at time of staffing. The shop passively adds items related to that craft to a shop that can be accessed from the Basilica using the Mercantilism Skill, by NPCs, or by Agents or Associates of the owning Organization even if they do not possess the mercantilism skill. The landmark can be activated to produce one specific item for the owner of standard quality.

Inn

2 Labor, 4 Lumber, 2 Canvas – Merchants – Commerce : Exploitation

When activated, this building can provide the Well Fed status to up to ten characters staying at the Inn- a list must be provided to Staff as a ticket or Task.  Staying at the Inn does not require a Downtime action. Most Innkeepers charge some amount of coin or trade for staying at the Inn.

Porters

3 Labor, 2 Mounts, 6 Lumber, 4 Canvas – Merchants – Commerce : Exploitation

Porters move goods from one place to another. When activated, they can move any number of Supply from one Stockpile or Warehouse to another specific Stockpile or Warehouse.

advanced commerce Buildings

Artisan’s Shop

6 Labor, 6 Stone, 6 Lumber, 6 Hide Bundles – Merchants – Commerce : Exploitation

Choose one Technique related to crafting, such as Glazier, Sacrist, Dyemaker, Bookbinder, etc at time of staffing. The shop passively adds items related to that craft to a shop that can be purchased from the Basilica using the Mercantilism Skill, by an NPC or by any Agent or Associate without skill requirement. If Influence is spent, a special commission can be created to produce one specific item for the owner of standard quality.

Eccentric Shop

6 Labor, 6 Iron Beams, 6 Lumber, 6 Canvas – Merchants – Commerce : Exploitation

Choose one of Apothecary or Engineering at time of staffing. The shop passively adds items related to that craft to a shop that can be purchased from the Basilica using the Mercantilism Skill, by Agents or Associates without a skill requirement, or purchased by NPCs. If Influence is spent, a special commission can be created to produce one specific item for the owner of standard quality.

Master’s Workshop

8 Labor, 8 Stone, 8 Lumber, 8 Hide Bundles – Merchants – Commerce : Exploitation – Upgrades from Craftsman’s Shop

This landmark upgrades the Craftsman’s Shop and only relates to that chosen skill.

This shop houses a master and many apprentices. It passively adds items related to that craft to a shop that can be accessed from the Basilica using the Mercantilism Skill or by Agents or Associates without a skill requirement, or purchased by NPCs. If Influence is spent, a special commission can be created to produce one specific item for the owner of Masterwork quality, or up to 10 items of ordinary quality.

Caravaneer

8 Labor, 8 Lumber, 8 Hide Bundles, 6 Mounts – Merchants – Commerce : Exploitation – Upgrades from Porters

Caravaneers move goods en masse from around the Reich. When activated, they can move up to 50 Supply between any stockpiles or Warehouses (with access permission) within the Reich that are connected by Roads.

Market

8 Labor, 8 Lumber, 8 Hide Bundles, 8 Canvas – Merchants – Commerce : Exploitation

A sprawling collection of smaller shops and traders. Creates a special Market list that is posted publicly. Any Agent or Associate of the Organization may add items to the Market, and all items from other Organization Landmarks are added to this Market, as well. Passively allows any character, regardless of Mercantilism Skill, to be able to view, buy and sell items from the Market as a Task. A small portion of sales goes to the owner of the Market. If influence is spent to hustle and promote the market’s goods, many of the items within will be purchased by NPCs.

tradition Buildings

 

Tradition Organizations take an ideological stance on the correct values for the community to have.  Every Tradition Organization takes a position on each of the following Values:

Order or Freedom 
Collectivism or Merit
Conformity or Diversity

Many Dilemmas the community will face will have some effect on the culture of the Settlement.  When an action is taken by the community, such as through engaging an Opportunity, that has a Value associated with it, that Value becomes more dominant, and its corresponding Value becomes weaker.   

Each Value is an individual track.  Each track represents the dichotomy between two competing Values.  The Values can be either weak, strong, or dominant. When a Value reaches each tier, the local community shares these Values and specialized Tradition Landmarks can be Staffed or have their effects activated.  

Between each of these milestones intermediate positions exist.  The Values of the local population don’t change until a new milestone is reached.  For example, if Order became strong, then moved one step back toward Freedom, Order is still strong.  Landmarks that require strong Order can be built and activated.  If it moves enough that it reaches the weak Order milestone, it then changes to weak, and those Landmarks can no longer be used until it returns to the strong position. 

[placeholder]

Order                                              Freedom

I – – – I – – – I – – – I – – – I – – – I

d         s          w          w          s          d 

basic tradition Buildings

Rookery

2 Labor, 4 Lumber, 2 Canvas – Peasants – Tradition : Exploitation

Letters may be sent by raven from elsewhere in the world and are received by the owner of the rookery. This landmark may be activated to send out any number of letters to other locations in the world with a rookery.

Praecorium

3 Labor, 4 Stone, 2 Hide Bundles, 4 Iron Beams – Peasants – Tradition : Exploitation

A headquarters for public agitators and criers that loudly proclaim your ideas. When activated, conforming local characters receive a bond of your choice for the next Chapter. Alternatively, you may move a community Value one step towards your Organization’s Values. Alternatively, an Agent or Associate with Persuasion or Provocation 5 may spend their Downtime Action here for either of these effects.

Schola

3 Labor, 4 Lumber, 4 Hide Bundles, 2 Canvas, 4 – Peasants – Tradition : Decadence

When activated, Agents or Associates may spend a Downtime here to take two Research Actions.

Church

2 Labor, 2 Lumber, 4 Stone – Peasants – Tradition : Decadence

The Church may be activated to remove one Darkness from the Reich or adjust one Value toward your Organization’s Values. An Agent or Associate with Zeal 3+ may spend their Downtime Action here to either adjust one Value toward the Organization’s Values or to suppress the Darkness of all Key Landmarks in the same province (hex) for the Chapter. Alternatively, an Agent or Associate may spend their Downtime at a Church in order to remove one Despair or reduce one Insanity by a single level (if otherwise allowed).

Theater

2 Labor, 2 Lumber, 4 Canvas – Peasants – Tradition : Decadence

The theater may be activated to move a community Value one step toward the Organization’s Values. This generates a Rumor about what sort of play is being shown. Alternatively, an Agent or Associate with Performance 5 may spend their Downtime Action here for both of the above effects. 

Scriptorium

2 Labor, 4 Lumber, 2 Canvas – Peasants – Tradition : Decadence

When activated, a book or tome of recent scholarly interest is added to the the Mercantile list and available for purchase. Agents and Associates do not require the Mercantilism skill to purchase these.

Atelier

2 Labor, 2 Lumber, 4 Canvas – Merchants – Tradition : Decadence

When activated, a specific fashion may be designed for a Social Class.  Anyone of that Social Class adhering to the fashion gains Power on Obey calls with others of that Social Class. Multiple activations may be made for different Social Classes in the same Chapter and the same fashion may continue for no more than two Chapters.

Mavenry

2 Labor, 4 Lumber, 2 Hide Bundles – Merchants – Tradition : Exploitation
Value: Merit

A cohort of skilled assistants and organizers that assist their Organization with their efforts. When activated, the Organization may select one Skill that uses Effort, such as Carpentry, Apothecary, or Academics. Agents and Associates of the Organization gain 5 additional Effort per Action for one Chapter.

Constabulary

2 Labor, 2 Stone, 4 Iron Beams – Peasants – Tradition : Exploitation
Value: Order

Squadrons of bailiffs comb the land ensuring loners, hermits, wayfarers and every remote hamlet is registered, tax paying and contributing. Activating this building adds 1 Population of Peasants to the Reich.

Refectorium

2 Labor, 4 Hide Bundles, 2 Canvas – Peasants – Tradition : Darkness
Value: Collectivism

Soup kitchens and places for the poor to rest, engage with the broader community, and clean themselves with dignity. When activated, a single Population of Scum is considered fed, and may not be Exploited this Chapter. While a Refectorium is activated in the Reich all idle Peasant Populations will act on their own accord, performing Labor or other simple tasks that benefit the Reich. 

Tenements

2 Labor, 4 Lumber, 2 Hide Bundles – Peasants – Tradition : Exploitation
Value: Freedom

When activated, 2 random Population are attracted to the Reich. These can be of any Social Class, though Peasants and Merchants are most common.

[Cultural] Enclave

2 Labor, 2 Iron Beams, 4 Canvas – Any Population of the correct culture – Tradition : Decadence
Value: Diversity

Basic Culture Landmarks of this Culture can be constructed and Staffed (by the appropriate Culture) in this Reich. When activated, one of the next Populations unit that wishes to move to the Reich will be of this Culture.

Heritage Park

2 Labor, 4 Stone, 2 Lumber – Peasants – Tradition : Decadence
Value: Conformity

A monument celebrating the dominant Culture of the area and the primacy of their values. The population is inspired with patriotism and pride in their culture, if they share it, but those of outside cultures are disapproved of for their differences. Landmarks in this Reich that are staffed by the dominant Culture do not produce Exploitation. Landmarks staffed by non-dominant cultures produce one extra Vice of the type that they produce.  When activated, one population of the dominant culture is attracted to the Reich.

advanced tradition Buildings

Wizard’s Tower

6 Labor, 6 Stone, 6 Iron Beams, 6 Lumber – Merchants – Tradition : Decadence – Upgrades from Schola

At time of staffing, one Wizard Guild must be chosen. Wizards aligned with other Guilds may not use this Landmark, regardless of membership in the Organization. When activated, Agents and Associates may spend their Downtime here to perform three Research Actions. One of these Actions may be spent to perform Arcane Research, a special type of Musing that leads to an Idea for a new Theorem. 

Specola

6 Labor, 6 Stone, 6 Iron Beams, 6 Lumber – Peasants – Tradition : Decadence – Upgrades from Church.  Must be constructed on Mountain node

An astrological observatory for the mysterious and secretive Cyanihim.

The Specola may be activated to remove one Darkness from the Reich or adjust one Value toward your Organization’s Values. An Agent or Associate with Zeal 3+ may spend their Downtime Action here to either adjust one Value toward the Organization’s Values or to suppress the Darkness of all Key Landmarks in the same province (hex) for the Chapter. Alternatively, an Agent or Associate may spend their Downtime at a Specola in order to remove one Despair or reduce one Insanity by a single level (if otherwise allowed).

In addition to the above, the Specola may be activated to ask the Cyanihim for a reading about the coming forum.  A rough schedule for major events will be provided and sometimes hints about how to prepare according to the Cyanihim’s interpretation of the movement of celestial bodies.  This can also be accomplished with the Downtime of Cyanihim priest.

Columbarium

6 Labor, 6 Stone, 6 Iron Beams, 6 Hide Bundles – Peasants – Tradition : Decadence – Upgrades from Church.

A sanctified facility for the disposal of corpses.  Priests use flames specially blessed by Lurian to dispose of the remains and keep them in blessed urns for proper reverence.

The Columbarium may be activated to remove one Darkness from the Reich or adjust one Value toward your Organization’s Values. An Agent or Associate with Zeal 3+ may spend their Downtime Action here to either adjust one Value toward the Organization’s Values or to suppress the Darkness of all Key Landmarks in the same province (hex) for the Chapter. Alternatively, an Agent or Associate may spend their Downtime at a Columbarium in order to remove one Despair or reduce one Insanity by a single level (if otherwise allowed).

In addition to the above, the Columbarium may be activated to remove a Corpse Heap from the Reich without creating additional Darkness. This may also be accomplished with the Downtime of Lurihim priest.

Refugium

6 Labor, 6 Lumber, 6 Iron Beams, 6 Canvas – Peasants – Tradition : Decadence – Upgrades from Church.

A place of healing and care for those who have suffered the horrors of war.

The Refugium may be activated to remove one Darkness from the Reich or adjust one Value toward your Organization’s Values. An Agent or Associate with Zeal 3+ may spend their Downtime Action here to either adjust one Value toward the Organization’s Values or to suppress the Darkness of all Key Landmarks in the same province (hex) for the Chapter. Alternatively, an Agent or Associate may spend their Downtime at a Refugium in order to remove one Despair or reduce one Insanity by a single level (if otherwise allowed).

In addition to the above, the Refugium may be activated to rehabilitate an enemy unit captured with the appropriate Mithrihim ritual, causing them to enter the Reich as Peasants instead of Scum at the next Chapter. This may also be accomplished with the Downtime of Mithrihim priest.

Custodium

6 Labor, 6 Lumber, 6 Iron Beams, 6 Stone – Peasants – Tradition : Decadence – Upgrades from Church.

A headquarters for the exorcists of the Sacrosanctum.

The Refugium may be activated to remove one Darkness from the Reich or adjust one Value toward your Organization’s Values. An Agent or Associate with Zeal 3+ may spend their Downtime Action here to either adjust one Value toward the Organization’s Values or to suppress the Darkness of all Key Landmarks in the same province (hex) for the Chapter. Alternatively, an Agent or Associate may spend their Downtime at a Custodium in order to remove one Despair or reduce one Insanity by a single level (if otherwise allowed).

In addition to the above, the Custodium may be activated to target a staffed landmark that is currently suffering from an Omen.  Doing so prevents the landmark from becoming fully Corrupted for one Chapter and gives more time for the problem to be resolved. This may also be accomplished with the Downtime of a Nuranihim priest.

Manor

6 Labor, 6 Stone, 6 Lumber, 6 Canvas – Gentry – Tradition : Decadence

When activated, Agents and Associates may live in this house in good accommodations, attended to by household staff. Those who live here are Well Fed and Comfortable when they attend Events, and conforming NPCs in the Reich will have a Bond of Respect for these characters. Additionally, should there be a disease outbreak, these characters are not automatically affected. Living in the manor does not require a Downtime Action.

Fortress Monastery

Key Landmark
6 Labor, 6 Stone, 6 Lumber, 6 Hide Bundles – Peasants – Tradition : Darkness

Fortress Monasteries are highly secure locations where monks perform experimental theology to understand the world. Each Fortress Monastery has a specific mission for the future. Determine the mission at the time of staffing. When activated, Agents and Associates may spend their Downtime here to gain three Research Actions. Research Projects aligned with the mission of the Fortress Monastery may be contributed to by any Agent or Associate provided at least one Agent or Associate meets the requirements.

Private Academy

6 Labor, 6 Stone, 6Lumber, 6 Canvas – Gentry – Tradition : Decadence
Value: Merit

A small collection of classrooms centered around a meeting hall where experts give specialized instruction to the privileged. When activated, any Agent or Associate of the Organization may spend a Downtime here and gain 1 Experience Point. This does not count against normal Experience Progression.

Almshouse

6 Labor, 6 Lumber, 6 Canvas, 6 Hide Bundles – Peasants – Tradition : Darkness
Value: Collectivism

Housing and assistance for the poorest, as well as programs to integrate them into the community. When activated, a single Scum Population may be converted to Peasants. While an Almshouse is activated in the Reich all idle Peasant, Merchant and Gentry Populations will act on their own accord, performing Labor or other simple tasks that benefit the Reich. 

Ministry of []

6 Labor, 6 Stone, 6 Canvas, 6 Hide Bundles – Peasants – Tradition : Decadence
Value: Order

Bureaucrats write and enforce regulations and rules for how best to serve your Organization’s interests. Name the Ministry upon creation, and choose one category of Influence expenditure, such as Staffing Landmarks, or activating one Landmark’s ability. The Organization’s Scale is considered two less for this purpose.

guildhall

6 Labor, 6 Lumber, 6 Iron Beams, 6 Canvas – Merchants – Tradition : Exploitation
Value: Freedom

A place for many organizations to meet, trade, and exchange ideas.  While the Guildhall remains staffed, any Org may give the owning Organization (their Scale) Influence in order to trade Influence 1-to-1 with any other Org. The owning Org may not deny anyone this opportunity.

[Cultural] Foreign Quarter

6 Labor, 6 Lumber, 6 Stone, 6 Hide Bundles – Any population of the chosen culture – Tradition : Exploitation – Upgrades from Enclave  
Value: Diversity

Advanced Culture Landmarks of this Culture can be constructed and Staffed in the Reich. When activated, one of the next Populations unit that wishes to move to the Reich will be of this Culture and Conforming NPCs of this culture gain a Bond of Respect for Members of the owning Organization.

Heritage Museum

6 Labor, 6 Iron Beams, 6 Stone, 6 Canvas – Gentry – Tradition : Decadence
Value: Conformity

A set of galleries celebrating the accomplishments and past glories of the dominant Culture, and teaching them to new generations. If a character donates a noteworthy artifact to the museum that helps further their cultural story, the Organization gains 1 Influence per Chapter. The museum may be activated to naturalize one Population’s Culture into the Culture of the dominant one.

Master Tradition Buildings

Palace

20 Labor, 15 Stone, 15 Lumber, 15 Hide Bundles, 15 Canvas – Gentry – Tradition : Decadence – Upgrades from Manor

A palatial estate inspiring awe and envy from all who look upon it. When activated, Agents and Associates may live in this house in luxurious accommodations, attended to by the most well trained household staff. Those who live here are Well Fed, Comfortable and Luxurious and when they attend Events.  Inspiration will not expire at the end of the scene for these characters. Conforming NPCs in the Reich will have a Bond of Awe for these characters. Non-conforming NPCs will offten have negative Bonds, instead. Additionally, should there be a disease outbreak, these characters are not automatically affected. Living in the palace does not require a Downtime Action.

Archmage Tower

14 Labor, 10 Stone, 10 Lumber, 10 Iron Beams, 10 Canvas – Gentry – Tradition : Decadence – Upgrades from Wizard’s Tower

At time of staffing, one Wizard Guild must be chosen and the chosen Guild must have Dominion of 3 or more. If Dominion ever falls below 3, the experiments within destroy the tower causing it to become a Ruined Archmage Tower.

Wizards aligned with other Guilds may not use this Landmark, regardless of membership in the Organization. When activated, Agents may spend their Downtime here to perform five Research Actions. One of these Actions may be spent to perform Arcane Research, a special type of Musing that leads to an Idea for a new Theorem. Special Mysteries may only be available with an Archmage Tower.

College

14 Labor, 10 Stone, 10 Lumber, 10 Hide Bundles, 10 Canvas – Merchant – Tradition : Decadence
Value: Merit

A campus of several buildings filled with lecture halls, dormitories, and communities centered around learning. When activated, one local Population permanently gains the Educated Quality. Whatever Landmark an Educated Population staffs is twice as effective at any scalable value associated with the Landmark. Alternatively, a population of Peasants may become Merchants, or Merchants become Gentry.

Crèche

14 Labor, 10 Stone, 10 Lumber, 10 Hide Bundles, 10 Canvas – Gentry – Tradition : Darkness
Value: Collectivism

A hardened bunker with a crisis command center, orphanage, hospital, and emergency supplies, capable of providing aid to the entire community in emergencies. Once Staffed, all Crisis trackers take twice as long to fill, and any incident that would kill Population does not do so while this Landmark is operational.

Commissariat

14 Labor, 10 Stone, 10 Lumber, 10 Hide Bundles, 10 Canvas – Gentry – Tradition : Darkness
Value: Order

A special ministry for the establishment and enforcement of correct ideas and actions. Huge banners with your Organization’s familiar symbols adorn streets and buildings, and regular pamphlets and essays and materials explaining your Organization’s needs and ideals are ubiquitous. Conforming characters in the Reich gain a Bond of Loyalty to your Organization. All other Organizations in the Reich have their Scales increased by 1, and gain the ability to transfer Influence to your Organization at a 1:1 rate. 

Agora

14 Labor, 10 Stone, 10 Lumber, 10 Canvas, 10 Hide Bundles – Merchants – Tradition : Decadence
Value: Freedom

With its unique connections to organizations all over the world, the owning organization gains a special list of Influence opportunities which can include allied or mercenary armies for hire, ways of affecting world events and politics, or bringing important individuals or new organizations to the Reich.  These opportunities may change each Chapter.

Monument to Diversity

Master Tradition – 14 Labor, 10 Lumber, 10 Iron Beams, 10 Stone, 10 Canvas – Peasants – Tradition : Decadence

A monument to the ideals of diversity and inclusion that are important to the local tradition. The population is inspired to include and learn from others and welcome those unlike them for the variety they bring. For each unique Cultural Landmark in the Reich, the Reich gains 1 additional Law, Commerce and Tradition.

Heritage Monument

14 Labor, 10 Lumber, 10 Stone, 10 Canvas, 10 Hide Bundles – Gentry – Tradition : Decadence
Value: Conformity

A monument celebrating the specific local ethnic group and their special accomplishments and story. Landmarks staffed by the dominant culture do not produce exploitation or decadence. Populations entering the Reich are always of the dominant culture.

Decadence

Decadence Organizations represent hedonists, free thinkers, and subversives who undermine the moral order and social norms of society for their own ends.  Decadence Organizations control and manipulate Influence and the elite with Vogues and Masquerades and also temporarily Subvert existing landmarks causing the people there to abandon their work. Decadence Organizations that are active in the Reich may be referenced as directly responsible for certain Decadence crises and characters will react appropriately. Decadence Organizations may always make the following Influence expenditures:

(Scale): Subvert a landmark of your Decadence level or below for one Chapter.  The landmark does not act as it usually does for that Chapter, though this will not be apparent til the following Forum.  A Rumor will be generated about the people there, though it will not be revealed which Organization is responsible.  The Reich gains (owning org’s Scale) Decadence each time a landmark is Subverted. This action has priority in the influence cycle.

(Scale): Determine a new Vogue once per Chapter.  The Vogue must be a style of dress that is transgressive to the orthodoxy, laws or social norms of the area.  All Vogues must be approved by staff and will be announced by staff upon approval (as early as possible before game to allow for planning).  Any other Organization with most of its Agents adhering to the Vogue at the next forum will gain Influence equal to the Decadence level of the Org.  The Decadence Org must have most of its Agents adhere to the Vogue and will gain Influence equal to the combined Scale of all other participating Orgs. The Reich gains one Decadence for every Org that participates.

(Scale): Host a Masquerade once per Chapter.  This is a party which must include a theme that is transgressive to the orthodoxy, laws or social norms of the area, must have at least three demonstrations or activities related to the theme, and must have a dress code aligned with the theme, appropriate lighting, decor, and seating for all attendees.  All attendees of a Masquerade find it impossible to use Nerve from any source except for their Beliefs and Devotion.  Invitations may be sent out anonymously as part of hosting (as soon as the Masquerade is approved).

At Basic Decadence, a Masquerade brings at least one local figure of authority and one local purveyor of vices. At Advanced Decadence, more VIPs and more varied vice merchants may attend and Officers who attend may exchange Influence between their Organizations without friction.  At Master Decadence, even regional authorities and black marketeers may attend and Officers who attend may spend Influence as if their Organization’s Scale is one less (minimum 1) this Chapter. Contrary to its name, not all Masquerades include masks as part of their dress code, but many do to preserve a semblance of anonymity and deniability.  The Reich gains one Decadence for every Org attending the Masquerade.

After a Masquerade concludes, all attendees who participated in the theme and are Luxurious, also become Opulent. Opulence grants those with it with an additional use of Discipline, Toughness, and Nerve per Rest for the Event.

Exploitation

Exploitation Organizations represent groups of people profiting off of the abuse and exploitation of working folk and the downtrodden of society.  They do not work to help these groups, though they may sometimes claim to.  They actively harm them- putting their health and even lives at risk for their own benefit. Exploitation Organizations that are active in the Reich may be referenced as directly responsible for certain Exploitation crises and characters will react appropriately.

Exploitation Orgs Disgrace landmarks by spending Influence.  Disgraced landmarks have an asterisk placed next to their name on the Known Theater page to show that something suspicious is going on there, and the effects of the building are changed.  It is not publicly known which Organization has Disgraced a given landmark, but that information is tracked on the Disgracing Organization’s org sheet. Landmarks with asterisks produce an additional Exploitation every Chapter in addition to their usual Virtues and Vices. 

Scum are not used to staff these landmarks.  Instead, Scum and other populations in the same settlement are Exploited, causing Risk.

Disgraced Landmarks can be destaffed using the usual methods, including “buying out” the landmark with influence, and this does remove the Disgraced asterisk from the landmark, but removing the tag without disrupting the normal operations of that landmark can only be done with the Inspector Precinct.

Exploitation Orgs may always make the following Influence expenditures.

(Scale): Move a population of Scum somewhere else in the Reich.
(Scale): Disgrace a landmark (must have at least equal Exploitation Vice to landmark’s level). This action has priority in the influence cycle.
(Scale): Exploit (see below)

New Term – Exploit
When an effect tells you to Exploit a population, you must pay Influence equal to your Scale, inflict Risk on the targeted population, and generate 1 Exploitation.  No population may be Exploited more than once per Chapter.

Risk (for populations)
A population subjected to Risk rolls a d10.  On 3 or higher, nothing happens.  On a 1 or a 2, a non-Scum population becomes a Scum, or a Scum population becomes a Corpse Heap- and word of your terrible deeds will inevitably spread.

The following landmarks can be Disgraced with the following effects.  Disgracing a landmark requires the Exploitation Org to have an Exploitation Vice equal to or higher than the level of the landmark.  All of the following effects may only be used by the Org that has Disgraced the landmark.

(Gathering) Village/Town and subsidiary landmarks– Actions taken by characters or populations at the Disgraced Village/Town generate 1 additional Exploitation per Disgraced landmark.  The Org may Exploit the populations of Disgraced landmarks in order to double the output of that landmark for 1 Chapter.  For the purpose of passive production, each population still only counts as one, but passive production can be doubled by Exploiting the population if a Farming Village or any Gathering Town is Disgraced.

Harbor/Dockyard/Seafront– All trades passing through the Disgraced landmark are subjected to Risk (20%) of losing the traded items and coin. The details of trades that pass through these landmarks are given to the Exploitation Org before the trade is final.  The Org may Exploit local Scum to gain any or all non-Supply goods and coin from a trade or transport up to 5 Supply from a trade to a different location in the Reich.

Workshops/Crafting District- The Workshop or District allows for 1 less Action for characters or populations who spend their Downtime there. The Org may Exploit Local Scum to gain (Scale x 1d20) copper worth of goods and components per Action allowed by the landmark. The goods and components must match the craft allowed by the landmark. The resulting value of multiple uses of this landmark may be added together when selecting items.

Graveyard/Necropolis- The Disgraced landmark can contain one less dead population. The Org may Exploit local Scum to gain (Scale) random items that may have been buried or displayed with the dead.  Doing this also generates 1 Darkness.

Guard Station/Command Post- This landmark may only issue four laws instead of five.  The Exploitation Org may replace one of the remaining four laws with their own hidden law which will be enforced instead, with the defunct law marked by an asterisk.  If the laws are changed by the controlling Law organization, the Exploitation Org also gets an opportunity to change which law is affected by their asterisk.

Tavern- The results of all Streetwise actions taken at the Disgraced landmark are also given to the Exploitation Org. The Org may Exploit local Scum to gain (Scale x 1d20) copper in coins, which come first from any coins gained by the tavern this Chapter.

Warehouse– The Warehouse may hold only 25 Supply Items, instead of 50.  The Org may Exploit local Scum to gain any number of non-Supply items stored here, or up to 5 Supply items stored here and transport them elsewhere.

Labor Camp– The landmark generates additional Exploitation equal to the staff population.  The Org may Exploit local Scum equal to the level of a landmark in the Reich in order to assault it, turning it into a Ruined Landmark and subjecting its staffing population to Risk. Special Note: The Disgrace of this landmark is not removed by unstaffing it unless there are no staff remaining.

Brewery/Vineyard– When activated, this landmark has a 20% chance of failing. The Org may Exploit local Scum to generate (Scale x 10) Basic Drugs

Craftsman’s Shop/Artisan Shop/Eccentric Shop/Master’s Workshop/Market– The landmarks’ owner loses (Scale) Influence per Chapter. The Org may Exploit the staffing population to gain (Scale) random items produced by the Shop this Chapter- these items are removed from the mercantile list.

Porters/Caravaneer– The Org gets a list of all Supply that the Caravaneer will transport and where it is intended to go.  The Org may Exploit Scum that are local to the Caravaneer in order to move up to 5 Supply that is being moved to a different location chosen by the Org.

Enterprising criminals and villains sometimes Muse on ways to Exploit landmarks beyond this list.

Darkness

Darkness Organizations represent cultists, necromancers, witches, vampires and all those who would serve the darkness for power or their own evil ends.  While some may embrace the darkness in hopes of turning it to more beneficial ends, all of these attempts end in corruption and disaster- it is only a matter of time.

Every Darkness Organization has a Doom that they are attempting to accomplish- by committing themselves to the dark powers, they must accomplish it or they will find those same powers ruining them and everything they stand for or care about. Dooms vary wildly in both scope and theme based on the nature of the Org and can lead to major changes in the local or global setting such as the destruction of the settlement, the death(s) of important figures, curses laid upon the land and all of its inhabitants, or even the ascension of a new god. Because of this, Darkness Organizations rarely collaborate or even tolerate each other as they fight to control the dark energies of the world. Doom accumulates with every Darkness Crisis that has been Channeled and with every landmark and population that is Corrupted. When enough Doom accumulates, the plans of the Darkness Org advance without the chance for heroic intervention.  The only chance would-be heroes do have to fully defeating the Doom is in investigating the Omens caused by Channeling and Corruption. Dooms often come in multiple stages with major events happening at each threshold.

While Crises for other Vices are unfortunate side effects of their true aim, Darkness Orgs have the ability to Channel these Crises toward their specific aims, advancing their Doom.  A Darkness Org may spend their Scale in Influence in order to Channel the next Minor, Major or Great Darkness Crisis, up to their Darkness level.  When that Crisis happens, the Org’s Doom advances by the appropriate amount.  While a Channel is in place, an Omen is generated- often in the form of plotline with Rumor and/or a site on the map such as an Ancient Ruin or an unexplored province that can be investigated with Archaeology or Surveyed by explorers.  Investigating these Omens will give critical information or resources to pursue the Darkness Organization and try to stop them before their Doom is fulfilled.

In addition to this, Darkness Organizations Corrupt landmarks of the societies they are based in and force the people there to become unwilling followers, sacrifices or worse. By spending Influence equal to their Scale, the Darkness Org may target a staffed landmarked on the ap and attempt to Corrupt it.  For one Chapter, an Omen appears on the map at that location.  The Omen can be investigated and the Corruption potentially halted with the use of a Streetwise Infiltration. If a landmark with an Omen is not investigated and successfully saved, the landmark will become Ruined and the population lost to the nefarious ends of the Darkness Organization, and the Doom will advance.