To add:
- Library
Tier 1
- Refuge
- Cost: 15
- Time to completion: 1 Fellowship phases
- Requirements: Village clearing, one other Tier 1 building
- A place to house most of the people within a town’s walls. Raises the Wisdom rating of the town from 1 to 2
- Alehouse
- Cost: 10
- Time to completion: 1 adventure phase
- Requirements: none
- A gathering place for the folk of the town. Upon completion the company can choose a custom (courtesy, etc.) skill to gain 1d6 on when near the town.
- Farms
- Cost: 10
- Time to completion: 1 adventure phase
- Requirements: none
- Fields surrounding the town. Adds 1 to the Yule roll for calculating net treasure
- Fishing Dock
- Cost: 10
- Time to completion: 1 adventure phase
- Requirements: Town must be near water
- A place for fishermen to depart from and return to. Adds 1 to the yule roll for calculating net treasure
- Footpaths
- Cost: 10
- Time to completion: 1 adventure phase
- Requirements: none
- Well worn dirt paths in and out of town. upon completion the company can choose a movement (travel, etc.) skill to gain 1d6 on when near the town.
- Hunting Camp
- Cost: 10
- Time to completion: 1 adventure phase
- Requirements: none
- Several campsites surrounding the town for hunters and scouts to track prey or forage for supplies. Upon completion the company can choose a survival (healing, etc.) to gain 1d6 on when near the town.
- Runestone
- Cost: 10
- Time to completion: 1 adventuring phase
- Requirements: none
- A stone inscribed with runes detailing an important figure or event in the town’s culture. Upon completion the company can choose a personality (awe, etc.) skill to gain 1d6 on when near the town.
- Shrine
- Cost: 10
- Time to completion: 1 adventure phase
- Requirements: none
- A small shrine or sacred structure. Upon completion the company can choose a vocation (craft, etc.) skill to gain 1d6 on when near the town.
- Watch tower
- Cost: 10
- Time to completion: 1 adventure phase
- Requirements: none
- A small tower for keeping watch. Upon completion the company can choose one perception (awareness, etc.) skill to gain 1d6 on when near the town.
- Village Clearing
- Cost: 5
- Time to completion: 1 adventure phase
- Requirements: none
- An area cleared within the town or assemblies and gatherings. Allows the company to host councils in the town.
- Woodcutter’s Camp
- Cost: 10
- Time to completion: 1 adventure phase
- Requirements: none
- A camp for those clearing and hewing wood for buildings
- Increases the Yule time roll by +1 for net treasure.
Tier 2
- Mill
- Cost: 20
- Time to completion: 2 Fellowship phases
- Requirements: Common Land, Storehouses
- A place to grind mill and collect taxes. Raises the Wisdom rating of the town from 2 to 3
- Manor
- Cost: 20
- Time to completion: 2 adventure phases
- Requirements: Refuge, Mill
- The refuge can now hold formal gatherings and feasts
- Assembly Field
- Cost: 15
- Time to completion: 2 adventure phases
- Requirements: Village Clearing
- A formalized clearing that allows an audience to gather and hear speakers during a Council. The audience for a Council held in the town is now initially considered Friendly
- Barrows
- Cost: 15
- Time to completion: 2 adventure phases
- Requirements: none
- A place to bury the honored dead in mounds of earth. When spending a fellowship phase in town the company may remove 1 additional shadow point.
- Blacksmith
- Cost: 15
- Time to completion: 2 adventure phases
- Requirements: none
- A place to make tools and goods used by the rest of the village. Produces useful items for sale. At the start of an adventuring phase a player hero may purchase a useful item for 2 treasure. This item lasts until the next fellowship phase.
- Carpenter
- Cost: 15
- Time to completion: 2 fellowship phases
- Requirements: none
- A dedicated carpenter to turn logs into lumber for construction. Adds +1 to the yule roll for treasure gain.
- Common Land
- Cost: 10
- Time to completion: 2 adventure phases
- Requirements: none
- Designated land from the surrounding area for all to prosper from. When the company departs from their town they are considered to have an additional success during the Travel Fatigue roll at the end of their journey.
- Dirt Road
- Cost: 5
- Time to completion: 1 adventure phase
- Requirements: none
- A track connecting the town to the nearest settlement. The treasure cost increases by 1 for each hex beyond 5. When travelling along this road the Guide is considered to have rolled an additional success regardless of the outcome.
- Storehouses
- Cost: 15
- Time to completion: 2 adventure phases
- Requirements: none
- A place to prepare the town for leaner times. At the start of an adventure phase the storehouse produces a useful item, agreed upon by the company.
- Tannery
- Cost: 15
- Time to completion: 2 adventure phases
- Requirements: none
- A place where animal hides are treated and worked to become leather. The company may purchase packs for 1 treasure. These decrease the load of supplies by 2 when worn.
- Apiary
- Cost: 15
- Time to completion: 2 fellowship phases
- Requirements: none
- A place for the keeping of bees and the brewing of mead. Adds +1 to the yule roll for treasure.
- Shirriff’s Post
- Cost: 20
- Time to completion: 2 Fellowship phases
- Requirements: Farms
- A shirriff allows the town to collect taxes throughout the year. Allows the players to spend 1 or more success icons to raise the value of the feat die by 2 at the yule time roll.
Tier 3
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- Crypt
- Cost: 25
- Time to completion: 3 Fellowship phases
- Requirements: Stonemason, 1 other Tier 3 Building
- A place to bury your honored dead in halls of stone. Raises the Wisdom rating of a town from 3 to 4.
- Crypt
- Town Hall
- Hunting Lodge
- Wise-Woman’s Hut
- Inn
- Mead Hall
- Record Keeper’s Tower
- Stables
- Stonemason
- Weaver’s Shop
Tier 4
- Trading Post
- Bakery
- Fairgrounds
- House of Healing
- Harbour
- Reeve’s Office
- Stone Roads
Tier 5
- Lord’s Hall
- Manor
- Market
Tier 6
- Reliquary