The City


intro

The City

The City

Intro text

The city is the home to all manner of people, animals, structures and ideas. It is the heart of communities throughout the Throne, whether they are but small hamlets with only a few families, or massive sprawls with ancient towers next to modern mechanical bridges. The unique character of the city is participatory - everyone has an opportunity to invest in the shared collective of human civilization, sharing the same public goods and ills, while becoming wealthy off of the needs of their neighbors that they can fulfill.

 

City Construction

Buildings

The heart of this participation is in buildings. Over time as visitors and newcomers become residents, they set down roots and invest in the city. Buildings provide a variety of benefits to those people who invest in them. First, however, they must be constructed.

Construction

Location

The first thing that must be determined is the location of the building to be. Each building requires one or more empty Lots to be the spot where the construction will occur. See below for a current map of the city and to find a prospective empty Lot to build. Each Lot will be in one of the various Districts of the city, and each District is the province of a specific District Magistrate, characters charged with the rulership of these specific areas of the city. (See Rulership for more details on Districts and District Magistrates).

Permission

While not physically required for construction, the law nonetheless requires the permission from the District Magistrate to begin construction. Generally a District Magistrate will grant permission to build in a lot within their district if the builder agrees to an ongoing tax of some kind based on the expected benefit from the property. What this tax is and how it is collected is between the District Magistrate and their client, but usually is some portion of the goods or revenue from that property that is considered not burdensome. Building without such permission is certainly possible, but will probably incur other kinds of repercussions from the city’s ruling faction.

Materials

The materials for a given project are listed for each. These materials are in terms of “Supply Units” which are a class of commodities gathered and prepared by the most skilled of gatherers. (See Stewardship for details on gathering). These materials must be assembled and ready before construction can begin, which then requires an appropriate amount of Labor.

Labor

Labor is used as the final step to assembling and building a construction project. Any character can produce 1 point of Labor by using the “Labor” Downtime Action (see Downtimes for details on Downtime actions). All but the smallest buildings require more than one point of Labor to be spent, which can come either all at once from multiple characters or over a long time.

Aside from Labor produced by characters using Downtime Actions, the population of the city can also be directed to perform Labor on projects. See Rulership for more detail on using the Population.

Staffing

Finally, once a building has been fully constructed, it must be staffed by characters that operate it day to day and utilize it to produce goods, do business, run the shows, or whatever else the building was designed to do. While a building is not staffed, it cannot produce its listed effects, and does not produce Virtue or Vice for the city (See Rulership for more detail on Virtues and Vices).

Any character that meets the listed requirements can staff a building and operate it. Learning to perform the work requires that a single Downtime be spent training and learning procedures. Once that is done, the building is staffed by that character until they decide not to. This does not take up any further Downtime actions, but a character can only Staff one thing at a time. Like the permission steps above, staffing a building usually involves negotiating some kind of payment from the owner of the building to the character that is staffing it on an ongoing basis, but the nature of that relationship is up to those characters to define.

Rulers also can staff buildings by directing the population of the city to do that work. For more details, see Rulership.

Building Types

There are several kinds of buildings, each with their own listed effect. A few of the more common ones are discussed below in more detail.

Housing

The most common kind of building that makes up a city is the housing.

Characters with no place to live are in Poverty. Such destitute characters begin play Fatigued and Sick. See Sickness and Starvation for more information on Poverty.

In order to prevent this, characters must select a place to live before their second event in play (characters enter play in good condition). This might be an Inn owned by another character, or can be any existing public Housing area. Depending on the quality of the Housing, the character may enjoy certain benefits or penalties. High quality housing exists in the form of Townhouse and Estates that provide additional benefits for those living there. See Rulership for more information on how neighborhoods are built.

Hone

Honing buildings are places that are designed as excellent places to perform and hone a specific set of skills. As long as the character has permission to use the services there (usually by paying the requested fee), she may perform a Hone Downtime action.

For characters with 0 to 3 ranks in the appropriate Skill, Hone grants 1 free bonus experience point toward (and only toward) increasing the ranks of that Skill. Once a character has level 4 in the Skill, the character instead hones and stays razor sharp in performing that Skill, and for the next Chapter gains a specific side benefit, which is listed next to the Skill on the Skills page. She must continue to sharpen her Skill each Downtime to retain this benefit.

Honing Buildings are usually found in Foreign Quarters.

Foreign Quarter

Foreign Quarters actually spring up around one specific community building, such as a Meadhall or a Circus.  While the building itself takes only a modest amount of space, it becomes truly successful when there is space around it for the cultural community to move there and make their home with the rest of their people, creating a Foreign Quarter.  Foreign Quarters are places where that culture is celebrated and uplifted, or sometimes simply where an undesirable ilk can be ghettoized.   Nonetheless, the first central building remains the important fixture that unifies that community.

Commerce

Commercial buildings are a place of business for certain kinds of craftspeople and service performers. Each such building, when operating, has a fixed input that it takes once per Chapter, identical to a Contract (see Trade Guilds) to produce a specific output, usually in the form of currency. For example, a Tailor’s Shop may be able to take 1 Merchant Outfit and 2 Peasant Outfits each Chapter and produce an output to the owner of 8 silver. A Brothel takes a Skill instead of a physical good, and might require a Downtime spent of at least Seduce 3, and produce an output of 3 silver.

Civic Buildings

Some projects mostly benefit the city as a whole rather than the individual owner of that building, and are generally then built by the city’s Ruler and its Ruling Faction to support their aims. Such buildings generally provide benefits on a city level, and are funded and staffed by the Rulership.

Perishables

Perishables are a special kind of food production that is made by refining more base commodities like Vegetables and Meat into food production that can support a greater amount of population, but is unfit to travel or be resold long term. These buildings operate in conjunction with another food resource such as a Farm, and provide a specific amount of Perishables, each unit feeding one unit of Population passively so long as it and its linked food resources are operational.  Each city can only benefit from each type of Perishable once.

Trade Guild Halls

Guild Halls and Magician Towers are special buildings that are designed to support the operations of major enterprises such as Trade Guilds and Magicians. These buildings have specialized interiors that are suitable for specific kinds of special upgrades to help those groups gain new abilities and advantages. These sometimes require a great deal of staffing to keep operational, but are optimistically worth the effort and expense to do so.

City Construction

Name   Lots Security Law
Order
Fear Finance Commerce
Trade
Efficiency Faith Orthodoxy
Hope
Tradition Subversion Corruption
Scorn
Abuse Spoil Filth
Squalor
Degradation
Blasphemy Heresy
Godlessness
Depravity Lumber Iron Beams Building Costs
Stone Slabs
Lthr Bundles Rations Canvas Labor Cost Base
Housing
Building
Effects
Staffing
Requirement
Staffing
Class
Number of
Rooms
Neighborhood 2 1 Residing here gives Grit -1
Slums 3 2 1 2 2 2 1 1 1 Residing here gives Grit -2; Hone Streetwise, Sincerity, Intimidate, Finesse and Stealth.
Hellhole 4 5 4 3 5 5 2 4 5 Residing here gives Grit -3; Hone Streetwise, Sincerity, Intimidate, Finesse and Stealth.
Townhouse 1 1 1 1 1 1 2 1 4 10 Good Qualtiy residence N/A 1
Estate 2 1 1 1 2 3 1 3 1 1 3 2 4 1 2 6 10 Residents gain +2 Streetwise resistance and do not catch contagious diseases. Ettiquete 3 Gentry 3
Salon 4 1 2 2 2 3 1 1 3 1 2 1 3 1 3 4 2 8 Hone Firearms, Hunting, Mechanics, Seduce, Persuade; Residing here gives Grit -1 but free Therapy for Cappacians
Firearms, Hunting, Mechanics, Seduce, Persuade 2
Player 1
Pub 4 1 2 3 2 3 3 2 3 2 1 1 3 6 2 3 3 6 Hone Brawl, Grit, Herbalism, Mining, Apothecary; Residing here gives Grit -1 but free Therapy for Duns
Brawl, Grit, Herbalism, Mining, Apothecary 2
Player 1
Circus 4 2 3 3 2 2 2 3 3 2 3 5 3 3 6 Hone Mercantile, Mobility, Seduce, Finesse, Performance; Residing here gives Grit -1 but free Therapy for Hestrali
Mercantile, Mobility, Seduce, Finesse, Performance 2
Player 1
Meadhall 4 1 2 2 2 2 2 1 4 2 4 2 3 2 4 Hone Survival, Grit, Intimidate, Performance, Forestry; Residing here gives Grit -1 but free Therapy for Njords
Survival, Grit, Intimidate, Performance, Forestry 2
Player 1
Bard's College 4 1 1 1 1 1 2 2 1 2 2 8 2 3 4 4 8 Hone Archery, Etiquette, Metalworking, Discipline, Perception; Residing here gives Grit -1 but free Therapy for Rogalians
Archery, Etiquette, Metalworking, Discipline, Perception 2
Player 1
Caravanserai 4 2 2 3 4 1 1 2 1 3 5 2 4 3 6 Hone Academics, Mercantile, Survival, Persuasion, Liturgy: Aab'oran; Residing here gives Grit -1 but free Therapy for Shariqyn
Academics, Mercantile, Survival, Persuasion, Liturgy: Aab'oran 2
Player 1
Market 4 4 4 2 1 2 1 3 9 3 2 4 5 8 Can build small shops as stalls. Hone Mercantile, Perception, Survival, Sincerity or any Crafting Skill.
Mercantile 5, Perception 2, Survival 2, a Crafting Skill at 2
Merchant 8
Foundry 1 2 2 1 3 1 1 1 2 2 May convert 100 Soft Iron or 50 Hard Iron into Iron Beams. Up to 10 times per Chapter. Metalworking 2 Peasant 1
Sawmill 1 2 2 1 3 1 1 1 2 2 May convert 100 Softwood or 50 Hardwood into Lumber. Up to 10 times per Chapter. Woodworking 2 Peasant 1
Tannery 1 2 2 1 3 1 2 2 2 May convert 100 Scrap Leather or 50 Thick Leather into Leather Hide Bundles. Up to 10 times per Chapter
Leatherworking 2
Peasant 1
Quartermaster 1 2 2 1 3 1 1 2 1 2 May convert 100 Vegetables or 50 Meat into 1 Ration. Up to 10 times per Chapter. Farming 2 Peasant 1
Weaver 1 2 2 1 3 1 1 2 1 2 May convert 100 Hemp or 50 Wool to 1 Canvas. Up to 10 times per Chapter. Tailoring 2 Peasant 1
Refinery 1 2 2 1 3 1 1 2 1 2 May convert 100 Coal or Charcoal to 1 Fuel. Up to 10 times per Chapter.
Arena 4 2 3 4 4 5 3 2 1 4 4 2 2 5 6 11 12 4 5 12 Hone any Combat Skill; Participants can fight in the arena.
Any Combat 4, Mercantile 3
Merchant 0
Shop 1 1 1 1 1 1 2 1 1 4 Provides a space to sell goods automatically Mercantile 1 Merchant 1
Tavern 1 1 2 1 1 1 1 3 1 2 4 10 Public space to sell services and lodging. Mercantile 1 Merchant 3
Mint 1 1 2 2 4 3 1 4 6 8 3 2 10 Allows the free converting of Precious Metal bars to coins; Reduces Merchant Gravity decline by 5, Gentry Gravity decline by 3 Mercantile 5 Merchant 0
Museum 2 1 2 2 4 6 8 3 3 10
For each artifact with a strong tie to the city's story, the Museum recovers 1 Gravity decline for all classes. Only the best Museum in the city counts. Museums have a space on the website to show their exhibits.
Academics 4, Performance 1
Gentry 0
Warehouse 2 1 1 1 2 1 2 2 3 2 6 Stores 500 items. Grit 2 Merchant 2
Asylum 1 2 4 2 1 2 1 3 5 8 2 2 10 10 Residents lose their Downtime and gain -2 Grit, lose 1 Insanity level.
Academics 3, Persuade 3, Sincerity 3, Intimidate 3
Gentry 2
Brewery 1 1 2 1 1 1 1 2 4 Input 100 Vegetebles, create 100 casks of Beer per Chapter Apothecary 1 Merchant 0
Glassworks 1 1 2 2 1 2 5 4 Input 1 Fuel, create 50 Glass. Glazier Merchant 1
Papermill 1 1 1 2 1 2 1 1 1 2 1 4 Input 1 Canvas, create 50 Sheafs of Paper. Papermilling Merchant 1
Cooper 1 1 3 1 1 1 1 3 2 1 6 Input 1 Lumber, create 50 Barrels. Woodworking 2 Merchant 1
Rookery 1 1 2 1 2 1 2 1 2 2 1 5 4 6 3 4 6 Can maintain the population and health of messenger ravens for 10 locations throughout the world. Return mail is received at the Rookery. Survival 2 Merchant 10
Stockyard 4 1 2 1 2 2 2 2 1 3 2 2 2 Acts as a Plains to create a Ranch. Cannot exceed Quality 2. Farming 2 Peasant 1
Theater 2 2 2 2 3 2 3 1 1 6 3 2 3 2 8 Generates Contracts for Performances. May determine which play is on per Chapter, and citizens of the city all know this story.
Performance 3, Mercantile 1
Merchant 1
Kennel 1 2 1 1 1 1 3 7 1 4 As long as it is supplied with Sausages, produces 1 Dog per Chapter for use in work. Hunting 2 Peasant
Waterfront 4 3 5 3 2 3 1 1 7 1 4 4 3 8 Only every other Population gain causes Gravity decline. Adds Scum Gravity. Requires Coastline. Mercantile 3 Merchant 4
Fisherman's Pier 1 1 1 1 1 1 2 1 1 4 Produces 10 Meat per chapter. Requires Coastline. Survival 2 Peasant 0
Shipyard 4 4 4 4 2 2 15 10 10 4 14 Allows the construction of naval vessels Woodworking 4 Merchant
Church 2 2 3 2 1 1 1 1 3 2 7 3 1 10 Place of spiritual worship and preaching. Upgrades to Cathedral. Priest Rank 1 Player 3
Cathedral 4 1 1 4 6 4 1 1 1 3 11 7 15 6 8 36 The seat of a Bishop, able to be sanctified to one of the Archangels. Priest Rank 3 Player 5
Guildhall 2 1 3 3 1 1 1 1 1 5 3 3 1 1 8 The offices of a powerful commercial organization. Upgrades to Great Guildhall N/A 5
Great Guildhall 4 1 5 4 4 1 1 1 1 1 18 12 8 5 6 18 Guildhall with the space for great enterprises. N/A 10
Bureau 1 2 4 2 3 1 1 1 1 1 2 1 2 1 4 The office of a District Magistrate. May generate 3 of any Virtue for 6 of the appropriate Vice. Academics 2 Player 1
Classroom 1 1 1 1 1 1 1 3 1 1 4 Broadcasts instruction to up to 5 people. Upgrades to Academy. Academics 2 Gentry 0
Academy 2 1 2 1 1 2 2 2 4 3 3 1 1 10 Contains 4 Classrooms. Upgrades to University.
Academics 4, Leadership 2
Gentry 1
University 4 2 3 1 2 3 3 1 4 4 1 1 1 3 3 10 14 23 8 3 24 Contains 10 Classrooms; Classes taught at the University benefit from -1 xp bonus.
Academics 5, Leadership 3
Gentry 3
Military Garrison 4 2 4 1 1 1 1 1 1 1 2 1 3 3 3 1 2 8 Houses 5 Units within the city without them being treated as Scum. Upgrades to Military Training Ground. Leadership 2 Gentry 1
Military Training Grounds
4 3 5 1 3 2 2 2 1 2 1 2 10 2 5 2 2 14 Garrisoned units gain one "victory" per Chapter in additional training and drills toward Veteren status.
Leadership 2, Academics 2
Gentry 2
Civic Monument 1 1 1 1 5 4 7 8 The creator may describe the monument and what it represents. Citzens of the city will know this story. N/A 0
Manor 2 1 1 1 1 1 1 1 1 1 2 2 12 5 12 4 3 12 10 Rulership Headquarters. Comes prebuilt with facilities. n/a Player 7
Castle 4 2 4 3 1 2 1 1 2 2 3 3 20 16 20 7 6 20 15 Hone Medium Weapons, Etiquette, Academics, Intimidation, Leadership. Creates a fallback point for the military defense of the city to have a second battle with 3 Fortificaitons.
Medium Weapons, Etiquette, Academics, Intimidation, Leadership 2
Gentry 9
Palace 8 5 5 5 2 3 2 2 3 2 1 4 3 30 20 37 10 13 62 20 As Castle; Allows the housing of Entourage.
Medium Weapons, Etiquette, Academics, Intimidation, Leadership 3
Gentry 15
Granary 1 1 1 1 1 1 2 3 6 6 2 12 Securely stores up to 250 Rations or 1000 Food units Farming 2 Merchant 0
Graveyard 2 2 1 1 1 1 1 3 5 14 Holds 5 Population of dead citizens. Will become Haunted first. Grit 2 Peasant 0
Necropolis 4 4 3 5 2 2 2 6 4 9 2 22 Holds 20 Population of dead citizens. Will become Haunted first. Grit 2, Liturgy 3 Player 0
Dump 1 1 5 1 2 2 18 Keeps refuse from the streets. Any 1 Crude item can be found per Chapter. Grit 2 Peasant 0
Well 1 1 1 1 2 6 3 8 Population will spring up near wells before spreading to the rest of the District. n/a N/A 0
Cistern 1 1 3 1 1 1 2 1 4 Stores clean water. n/a N/A 0
Gallows 1 1 3 6 4 1 2 1 4 2 2 6 When ending Dissent with Law, prevents that faction from reforming for 1 year. Intimidate 2 Gentry 0
Prison 2 3 3 4 3 1 2 2 7 7 15 5 3 16 May indefinitely jail up to 20 characters. Intimidate 2 Merchant 0
Guard Station 1 1 1 1 2 1 1 1 3 4 Automatically provides Muscle 3 to prevent crime in adjacent lots. Intimidate 2 Merchant 0
Guard Headquarters 2 2 2 2 1 2 6 3 6 2 2 12 Acts as a Guard Station. All Guard Stations in the District gain +1 cummulative Muscle.
Intimidate 2, Leadership 2
Gentry 0
Magician's Towers 4 2 2 4 3 3 3 3 5 2 12 6 8 4 5 18 Headquarters for a single Guild of Magicians.
Magician Circle 2
Player 5
Magician's Spires 4 2 2 5 5 4 3 3 5 2 12 10 15 7 10 32 A mighty symbol of a Magician Guild's dominance in the region and the home of powerful sorcerers.
Magician Circle 2
Player 15
Bakery 1 1 2 1 1 2 1 2 1 4 Receives Flour from a Mill to create bread. +5 Perishables
Farming 1, Performance 3
Peasant 1
Delicatessen 1 1 2 1 1 1 3 1 1 4 Receives Flour and Sausages to create meals +10 Perishables
Farming 1, Performance 3
Peasant 1
Butcher Shop 1 1 2 1 1 2 2 1 1 4 Receives Sausages to create meals. +5 Perishables.
Farming 1, Performance 4
Peasant 1
Cheesemonger 1 1 2 1 1 2 1 1 2 4 Receives Dairy to create cheese. +5 Perishables.
Farming 1, Performance 3
Peasant 1
Confectioner 1 1 2 1 1 2 1 1 2 4 Receives Honey, Flour, Dairy, Oil, Eggs, Jam to create luxuries. Removes 5 Gentry Gravity decline.
Farming 1, Performance 5
Gentry 1
Meadery 1 1 2 1 1 2 2 2 4 Receives Honey to make mead. +5 Perishables.
Farming 1, Performance 3
Peasant 1
Oil Press Hemp Farm 1 1 2 1 2 Produces Oil from Hemp farm. Farming 1 Peasant
Mill
Vegetable Farm
1 1 2 1 2 Produces Flour from Vegetable farm. Farming 1 Peasant
Fruit Press Orchard 1 1 2 1 2 Produces Jam from Orchard. Farming 1 Peasant
Apiary Logging Camp 1 1 2 1 2 Produces Honey from Forester's hut. Farming 1 Peasant
Smokehouse Pig Ranch 1 1 2 1 2 Produces Sausages from Pig Farm Farming 1 Peasant
Poultry Coop Hunter's Camp 1 1 2 1 2 Produces Eggs from Hunter's hut.
Dairy Sheep Pasture
Monastery Mountain 11 7 15 6 8 20 10 Hone Liturgy, and take instruction on any ritual or ritual codes. Receive Therapy action when residing here.
Liturgy 3, Survival 2
Player
Fortress Monastery Mountain 14 8 18 5 6 36 15 Hone Liturgy, and take instruction on any ritual or ritual codes, or any Combat Skill or Basic Maneuver. Receive Therapy action when residing here.
Liturgy 3, Survival 2, Any Combat 3
Player
Gathering Village Any 6 5 4 5 4 10 Provides Supply units in taxes to the Treasury. Hone Perception, Liturgy, Grit, Survival and the appropriate Gathering Skill. N/A Peasant
Roads n/a 10 10 Increases the speed and ease of travel in a Province. n/a n/a
Vinyard Hills 6 5 4 5 4 10 Produces Wine on a regular aging schedule. May produce 100 Wine per Chapter or 10 Fine Wine per Chapter.
Herbalism 4, Apothecary 3
Gentry
Fortress
Hill or Mouintain
11 7 20 3 4 20 10 Produces 5 Fortifications
Leadership 2, Medium Weapons 2
Gentry
Corpse Heap 1 5 4 3 6 The heaped up, unburried dead. Invites disease and flesh-eating monsters.
Ruin 1 1 2 1 1 2 2 10 6 The long forgitten ruins of some lost people. Increases Maleficarum when destroyed.

City Construction Part 2

Renovations

Demolishing and Expanding

Demolishing existing buildings clears up space and salvages some of the resources used in the original construction.  It costs half of the original Labor to demolish a building, and this reclaims half of the original materials.  As well, some buildings list that they may be upgraded into an improved version in the form of another building.  In these cases, the only the difference in costs between the two buildings must be paid, though if the new building requires more space, that space must be made available first.

Rooms

Many buildings have some kind of upgrades or additional expansions that can be built into the structure to increase their effectiveness or add new abilities. Some buildings, such as Guild Halls, Magician Towers, Churches and other buildings, rely heavily on these upgrades and have specialized enhancements that can only be built in those structures, while other buildings can have many different kinds of more general improvements.

While the buildings themselves are built with these improvements are built by producing specific Furnishings through smaller scale commodities. The specific upgrade can be added as soon as the Furnishings are installed, though some upgrades require Staffing of their own just like a normal building to use.

Furnishing

Furnishings are required to add new functions to buildings.  They always require a free Room to place them in, and come in five different forms.

Furnishings

FURNISHINGS
Item Material 1 Material 2 Material 3 Material 4 Profession
Bedding Furniture Frame  Padding x 10  Planks x 10  Lining x 3  Woodworking
Storage Furniture Frame  Bracing x 10  Metalworking
Decor Furniture Frame  Linen x 10   Dye x 5  Paneling x 5  Tailoring
Work Furniture Frame  Planks x 10   Bracing x 5  Woodworking
Seating Furniture Frame  Padding x 10  Paneling x 5  Leatherworking

General Rooms

Each room is comprised of different combinations of Furnishings in order to create them.  Many rooms can be created in any structure, and some may only be created within specific buildings.

 

GENERAL ROOMS
Item Material 1 Material 2 Material 3 Material 4 Upgrade
Loft Bedding Furniture Good housing for 1 person.
Records Storage Furniture Negates the need for a Downtime to be spent to Staff this building
Study Sitting Furniture Work Furniture Allows one person to read two books instead of one with a Learning Downtime. Bookworm does not combine with this.
Rookery Room Work Furniture Storage Furniture Maintains the health and stock of messenger ravens to one location.
Guard Post Sitting Furniture Staffing: Intimidate 2/Merchant Automatically protects this building with Muscle 3. +1 for each additional Guardhouse
Practice Room Work Furniture Honing for any one Skill

Shop Rooms

SHOP ROOMS
Item Material 1 Material 2 Material 3 Material 4 Upgrade
Workshop (Specific) Work Furniture Storage Furniture Allows for Mass Production Downtime Action.
Storeroom Storage Furniture Stores 100 items

Market Rooms

MARKET ROOMS
Item Material 1 Material 2 Material 3 Material 4 Upgrade
Shop Stall Sitting Furniture Storage Furniture Produces a Shop Contract.

Tavern Rooms

TAVERN ROOMS
Item Material 1 Material 2 Material 3 Material 4 Upgrade
Brothel Bedding Furniture Bedding Furniture Decor Furniture Staffing: Seduce 2, Perform 2/Merchant Customers gain Therapy benefit, Venial Lust. Staff gains Mortal Lust.
Small Brewery Work Furniture Storage Furniture Staffing: Apothecary 1/Merchant Input 10 Vegetables for 20 Casks of Beer
Taproom Sitting Furniture Decor Furniture Customers can spread 2 Rumors. Produces Alcohol contracts.
Dormitory Bedding Furniture Bedding Furniture Bedding Furniture Adds 5 Residence Capacity
Concierge Sitting Furniture Staffing: Streetwise 2, Etiquette 1/Merchant Residents gain 2 Streetwise privacy.
Kitchen Work Furniture Storage Furniture Staffing: Performance 2/Merchant If receiving Any 2 of grain, sausage, dairy, or eggs, residents are fed. City Perishables + 5
Stage Sitting Furniture Sitting Furniture Sitting Furniture Generates a Performance contract that benefits the owner.
Penthouse Bedding Furniture Decor Furniture Decor Furniture Sitting Furniture High Quality Housing for 1. Resident gains +1 Streetwise privacy and +1 Grit against Disease infection.

Warehouse Rooms

WAREHOUSE ROOMS
Item Material 1 Material 2 Material 3 Material 4 Upgrade
Porter Work Furniture Storage Furniture Staffing: Grit 2/Peasant Automatically refills shop storage from warehouse
Bursar's Office Sitting Furniture Storage Furniture Staffing: Academics 2, Sincerity 3, Encryption Focus Allows the writing of Bursar's Notes for other Bursaries in its network, and a teller for day to day transactions.

Church Rooms

CHURCH ROOMS
Item Material 1 Material 2 Material 3 Material 4 Upgrade
Cloister Sitting Furniture Bedding Furniture Decor Furniture 1 user loses their Downtime, atones for a Depravity.
Library Sitting Furniture Storage Furniture Storage Furniture Library Collection Allows the Research of Exoterics
Rectory Bedding Furniture Bedding Furniture Decor Furniture Provides good housing for 3.
Ossuary Storage Furniture Storage Furniture Storage Furniture Decor Furniture Stores up to 5 Population of the Dead
Pulpit Sitting Furniture Decor Furniture Users may spread one Rumor but with their name attached.
Refectorium Sitting Furniture Storage Furniture Staffing: Sincerity 2, Liturgy 1/Merchant If provided with any 3 of Grain, Eggs, Sausage, or Dairy, returns 1 Scum to Peasant per Chapter.
Orphanage Bedding Furniture Bedding Furniture Bedding Furniture Staffing: Academics 2, Liturgy 1/Merchant Once per Chapter Scum are not created from deaths

Cathedral Rooms

CATHEDRAL ROOMS
Item Material 1 Material 2 Material 3 Material 4 Material 5 Upgrade
Iconostasis of Lurian Imagifer Decor Furniture Sitting Furniture Level 5 Artistic Depiction of Lurian Staffing: Lurihim Bishop The Cathedral serves as a hospital and residents of this District do not suffer from disease infection.
Iconostasis of Mithriel Imagifer Decor Furniture Sitting Furniture Level 5 Artistic Depiction of Mithriel Staffing: Mithrihim Bishop The Cathedral is a sanctuary for warriors. Every unit garrisoned in this District provides 1 Reich Orthodoxy and gains an Edge in Warfare.
Iconostasis of Sepharian Imagifer Decor Furniture Sitting Furniture Level 5 Artistic Depiction of Sepharian Staffing: Sepharahim Bishop The Cathedral is a bastion against Heresy. No Blasphemy is counted in this District.
Iconostasis of Cyaniel Imagifer Decor Furniture Sitting Furniture Level 5 Artistic Depiction of Cyaniel Staffing: Cyanahim Bishop The Cathedral helps coordinate the city's activities.  The number of Virtues needed to produce Reich Virtues is reduced by 2.
Iconostasis of Nuraniel Imagifer Decor Furniture Sitting Furniture Level 5 Artistic Depiction of Nuranahim Staffing: Nuranahim Bishop The Cathedral is a sanctuary against evil and drives out the wicked. This District cannot be affected by Malefactor, Haunting, or other Malefic effects.
Iconostasis of Melandiel Imagifer Decor Furniture Sitting Furniture Level 5 Artistic Depiction of Melandiel Staffing: Melandahim Bishop This Cathedral serves the poor and the broken. Slums and Hellholes in this District do not produce Vice.
Iconostasis of Zuriel Imagifer Decor Furniture Sitting Furniture Level 5 Artistic Depiction of Zuriel Staffing: Anyone with 0 Depravity This Cathedral is a quiet, lonely place to worship. People sometimes go to these Cathedrals to pray for what they know is impossible, but righteous.

Guildhall Rooms

GUILDHALL ROOMS
Item Material 1 Material 2 Material 3 Material 4 Upgrade
Tavern Hall Seating Furniture Seating Furniture Decor Furniture Staffing: Performance 2, Etiquette 2/Merchant The common space of the Guildhall is a place where Guildsmen meet and discuss their plans enterprise, pitching in to help in ways great and small with their Guildsmen. All Guild Members may join other member's Leadership trees without spending Experience.
Contracting Office Work Furniture Seating Furniture Staffing: Mercantile 3/Merchant   Each Contracting Office handles one specific kind of work. Each office generates 1 Prestige Contract per Chapter through hustling to find the business.
Workshop (Specific) Work Furniture Storage Furniture     Allows for Mass Production Downtime Action.
Artisan Bench (Specific) Work Furniture Work Furniture Staffing: Specific Craft 1   One master can be assisted to create 3 Masterworks in this workshop instead of 1.
Billeting Bedding Furniture Bedding Furniture Bedding Furniture   Housing for young apprentices of the Guild. May Staff 3 Buildings that require Merchants at the direction of the Guildmaster.
Front-End Counter Sitting Furniture Storage Furniture Staffing: Mercantile 2/Merchant   Acts as a Shop Stall.
Storeroom Storage Furniture       Stores 100 items
Project Room Work Furniture Sitting Furniture Staffing: Leadership 4/Merchant   The Guild can manage one project. A project is a special Leadership Tree that has no upper limit on size, but can only last one Chapter.
Trade Office Work Furniture Sitting Furniture Staffing: Mercantile 4/Merchant Guild 2nd Class The Guild can manage up to 3 Trade Routes with other markets. Once negotiated, each Trade Route is a recurring transaction with another market every Chapter until the transaction unexpectedly fails.
Research Department Work Furniture Sitting Furniture Staffing: Intellect 2/Merchant Guild 2nd Class Collaborative workspace to achieve cutting-edge breakthroughs. Inventions are classed as easy, medium or hard. Each Downtime Guild Members spend here produces a 5,
2 or 1% chance to achieve an Invention Downtime, per Brilliant Intellect.
War Room Sitting Furniture Sitting Furniture Staffing: Mercantile 4, Academics 3, World Trader Guild 1st Class Office that tracks global events, such as wars, trade, politics and scandals that might affect commerce.
Board Room Sitting Furniture Sitting Furniture Decor Furniture Staffing: Mercantile 5, Academics 3, World Trader, Guild 1st Class Exert control over other markets and world events.
Diplomatic Office Sitting Furniture Bedding Furniture Decor Furniture Staffing: Etiquette 5, Persuade 3, Sincerity 3, Intimidate 3, Seduce 3, Master Guild Host courtiers from around the world; make the interests of your Guild known to the mighty.

Bureau Rooms

BUREAU ROOMS
Item Material 1 Material 2 Material 3 Material 4 Upgrade
Public Relations Seating Furniture Decor Furniture Staffing: Sincerity 2, Etiquette 2/Gentry Bureau use produces 1 less of the appropriate Vice or 1 more of the Virtue

Academy Rooms

ACADEMY ROOMS
Item Material 1 Material 2 Material 3 Material 4 Upgrade
Library Sitting Furniture Storage Furniture Storage Furniture Library Collection Allows the Research of Exoterics

Palace Rooms

PALACE ROOMS
Item Material 1 Material 2 Material 3 Material 4 Upgrade
Chambers Decor Furniture Decor Furniture Sitting Furniture Staffing: Etiquette 2, Leadership 2/Gentry One additional member of the Ruling Faction gains the Entourage benefit.

Magician Tower Rooms

MAGICIAN TOWER ROOMS
Item Material 1 Material 2 Material 3 Material 4 Material 5 Upgrade
Laboratorium Vulgaris Sitting Furniture Decor Furniture Work Furniture Didactic Crystal Lens Array Geometrographic Transcription Tools Space for 1 Magician. Research produces 3 Spellwork
Laboratorium Excultus Storage Furniture Decor Furniture Work Furniture Electrum Thyristor Configuration Catalytic Condensation Chamber Space for 1 Magician. Research produces 5 Spellwork
Laboratorium Magnus Sitting Furniture Decor Furniture Work Furniture Kairotic Containment Contraption Eschatological Focal Gem Space for 1 Magician. Research produces 7 Spellwork
Laboratorium Expansion Sitting Furniture Decor Furniture Work Furniture 2 Additional Magicians may use the Laboratorium at once. May be built twice.
Librarium Novitius Sitting Furniture Decor Furniture Storage Furniture Library Collection Circle 1 Curriculum Acts as a Library, and contains the Circle 1 Spellbooks and Curriculum
Librarium Petitor Sitting Furniture Decor Furniture Storage Furniture Circle 2 Curriculum Requires the Librarium Novitius. Contains the Circle 2 Spellbooks and Curriculum
Librarium Dominus Sitting Furniture Decor Furniture Storage Furniture Circle 3 Curriculum Requires the Librarium Petitor. Contains the Circle 3 Spellbooks and Curriculum
Personal Cells Bedding Furniture Bedding Furniture Decor Furniture Sitting Furniture Adds good Housing for 5 Magicians.