Town Construction System - Player Facing


Town Accounting

Resources

Basic Resource Types

Advanced Resources

Crafting Resource Conversions

Current Availability: Scrappers Workshop

Skills

Various skills might be required for creation, use, or advanced use of some buildings, such as: Alchemy, Tinkering, Enchanting, Arcane Rituals, Divine Rituals, etc

Profession: Architect

For Profession: Architect, the town can replace Construction Resources paid to build buildings with Wealth by utilizing the resources more efficiently and with reduced waste.

An Apprentice architect may reduce the cost by one Basic resource (paying 30 Wealth), Journeyman: 2 Basic Resources (60 Wealth), or Master: 1 Advanced Resource (120 Wealth). No more than half the total amount of Construction Resources can be paid for in this manner, regardless of skills used.

Caches

One time collection locations for various town construction resources. Characters flag the collection location, and the Staff collect the flags at the end of the event, and tabulate the resources, adding to the town stockpile.

Cache Types

Basic Cache: One Time Collections of Construction Resources: Some amount of Stone, Lumber, or Ore

Generous Cache: One Time Collections of Construction Resources: Small amount of Luxuries and a moderate amount of Stone, Lumber, or Ore

Buildings

Building Statistics

Unless otherwise specified builds have the following properties:

        

Building Durability

Buildings owned by the “town” are perpetual, as long as the number of each type is less than or equal to the Campaign Year + The Rank of the Building the Shrine of Voxus is housed in.

Buildings owned by non-town groups always have a duration on them - usually 6-12 months - where they will fail due to exhaustion or other problems. This duration is “visible” to the players, and is explicit when it is purchased/built.

Example Building Layout

<Name of Building>

Requirement: Any other prerequisites needed to construct the building, such as earlier iterations, or other buildings, actors, or plot needs.

Build Cost: The Required amount of resources required to build the building.

Construction Skills: Skills that when used during the Construction Process may produce positive effects. Required skills are Bolded.

BGE Skills: Known skills that may be used during BGEs to produce additional positive effects. Other skills or professions may also affect the building (positively or negatively), at plot discretion.

Description: Description of what the building is and does. The full effects of the building may be hidden, and include other benefits or effects that aren’t immediately apparent.

Construction Process

Process Here.

Environmental Effects

For Advanced Production Buildings (Ironworks, Sawmill, Stonemasonry), there is a limit to the amount that a given area can produce without negatively affecting the surrounding environment. This limit is three: these slots may be taken up entirely by one production building, or spread across the three.

Environmental Infrastructure

When the total Advanced Production in a township exceeds three total output, these buildings will negatively affect the surrounding environment. However, with pre-planning and foresight, these negative impacts can be mitigated.

Basic Environmental Infrastructure

Build Cost: Any Two: [Stone, Lumber, Ore], 2 Forgesources

Construction Skills: None

This building takes the most basic of efforts to reduce the negative impacts of advanced buildings. Each of these foundational structures negates one “point” worth of negative environmental effects.

Townships

Township Infrastructure

Maximum (Current): 3

Build Cost: Two Stone, Two Lumber, Two Ore, 4 Forgesources

Construction Skills: None

This creates the foundation for a small new township inside of the Crowne Point city limits. This creates a new set of Environmental Impact Slots (3). Crowne Point’s borders only allow for three of these (improvements are per Township, so, for example, walls would only extend to the township), one of which is west of Crowne Point, one north of Crowne Point, and one south of Crowne Point. Further areas may become available through plot interactions.

The township itself starts with nothing - this is merely the foundational planning for the new town center, and this new town does not benefit from any other effects that are present on Crowne Point unless otherwise stated (such as Walls).

The Town Council should provide a name for the new township when it is requested - names will be reviewed for appropriateness and in-genreness.

Production Buildings

Basic Production Buildings

Basic Production Buildings have 200 Life Points.

Provides passive income of Basic Caches (3 Basic per Weekend), there are three types:

Advanced Production Buildings

Advanced Production Buildings have 400 Life Points. Subject to Environmental Impact limits.

Ironworks (Built - Crowne Point)

Build Cost: 4 Stone, 4 Lumber, 4 Ore, 2 Forgesources

Construction Skills: Tinkering

BGE Skills: Tinkering
        Production: 1 Ore + 3 Lumber = 1 Cast Metal

Sawmill (Built - Crowne Point)

Build Cost: 4 Stone, 4 Lumber, 2 Cast Metal, 2 Forgesources

Construction Skills: Foraging

BGE Skills: Foraging

        Production: 3 Lumber + 1 Ore =  1 Cut Lumber

Stonemasonry (Built - Crowne Point)

Build Cost:  4 Stone, 4 Lumber, 2 Cast Metal, 2 Forgesources

Construction Skills: Prospecting

BGE Skills: Prospecting

Production: 3 Stone + 1 Ore = 1 Dressed Stone

Refined Production Buildings

Refined Production Buildings have 800 Life Points. Subject to Environmental Impact limits.


Arcane Ironworks

Construction Maximum: 1 per Township

Cost: 1 Cut Lumber, 2 Cast Metal, 4 Forgesources, 1 Charged Arcane Bar

Construction Skills: Tinkering, Enchanting, Arcane Ritual

BGE Skills: Tinkering

Production: 1 Ore + 1 Cast Metal + 1 Forgesource = 2 Cast Metal

Building Process: Enchant Recipe  - “Charged Arcane Bar”

Automated Lumber Mill

Construction Maximum: 1 per Township

Cost: 2 Cut Lumber, 1 Cast Metal, 4 Forgesources

Construction Skills: Tinkering, Enchanting, Arcane Ritual

BGE Skills: Tinkering

        Production: 1 Lumber + 1 Cast Metal + 1 Forgesource  = 2 Cut Lumber

Building Process: Enchant Recipe  - “Create Enchanted Saw Blade”

Construct Stonewell

Construction Maximum: 1 per Township

Cost: 2 Dressed Stone, 1 Cast Metal, 4 Forgesources

Construction Skills: Tinkering, Enchanting, Arcane Ritual

BGE Skills: Tinkering

Production: 1 Stone + 1 Cast Metal + 1 Forgesource = 2 Dressed Stone

Building Process: Enchant Recipe  - “Inscribed construct plates”

Town Improvement Buildings

Walls

Physical Barriers around the city. Prevents multi-directional attack from Incursions. Four Locations per Town, built between games.

Palisade Walls

Build Cost: 15 Lumber Per Location

BGE Skills: Town Guard

        Construction Skills: Prospecting, Tinkering, Relevant Professions

Palisade walls can be breached by sufficiently strong monsters, but provides protection against Incursions by bandits, thieves, and other ne'er do wells. A Palisade Wall has 400 Life Points, and takes 1 Damage from all non-magical attacks. Shield Breaking does 5 Life Points, and a Shatter Effect does 25. Magic and Siege Weaponry does full damage.


        Stone Walls (Built - “The Wooden Stand”)

Build Cost: 12 Stone and 6 Ore Per Location, Palisade Walls

BGE Skills: Town Guard

        Construction Skills: Prospecting, Tinkering, Relevant Professions

Stone Walls must be destroyed by extremely strong monsters or siege weaponry.  A Stone Wall has 500 Life Points, and is immune to damage from all non-magical attacks. Shield Breaking does 1 Life Points, and a Shatter Effect does 5. Magical attacks are halved, minimum 1. Siege Weaponry does full damage.

Reinforced Walls

Build Cost: 10 Dressed Stone, 10 Cast Metal Per Location, Stone Walls

BGE Skills: Town Guard

        Construction Skills: Prospecting, Tinkering, Relevant Professions

Reinforced Walls must be destroyed by exceptionally strong creatures, avatars of deities, or siege weaponry.  A Reinforced Wall has 600 Life Points, and is immune to damage from all non-magical attacks. They are immune to Shield Breaking, and a Shatter Effect does 1. Magical attacks are halved, minimum 1. Siege Weaponry does full damage.

Arcane Reinforced Walls

Requirement: 

Build Cost: 8 Dressed Stone, 8 Cast Metal, 2 Luxuries, 4 Forgesources Per Location, Reinforced Walls

BGE Skills: Town Guard

        Skills: Arcane Ritualist, Relevant Professions,

Reinforced Walls must be destroyed by exceptionally strong creatures, avatars of deities, or siege weaponry.  A Reinforced Wall has 800 Life Points, and is immune to damage from all non-magical attacks. They are immune to Shield Breaking, and a Shatter Effect does 1. Magical attacks are reduced to a  minimum of 2. Siege Weaponry does half damage.

Protection

Increases Chance of pre-sighting Incursions, and amount of detail. 400 Life Points Each, unless specified

Scout Watchtower

Build Cost: 12 Lumber, 1 Forgesource

BGE Skills: Scout, Tracking

        Construction Skills: Foraging, Relevant Professions, Tracking

The Watchtower allows for more specific information, and timeliness on the Scout’s mission reports.

Reinforced Watchtower  (Built - “The Sentinel”)

Requirement: Scout Watchtower

Build Cost: 6 Stone, 2 Forgesources

BGE Skills: Scout, Tracking

        Construction Skills: Foraging, Relevant Professions, Tracking

The Watchtower allows for more specific information, and timeliness on the Scout’s mission reports.

Stone Watchtower

Requirement: Reinforced Watchtower

Build Cost: 4 Dressed Stone, 4 Forgesources, Reinforced Watchtower

BGE Skills: Scout, Tracking

        Construction Skills: Prospecting, Relevant Professions, Tracking

The Watchtower allows for more specific information, and timeliness on the Scout’s mission reports.

Grand Watchtower

Requirement: Stone Watchtower

Cost: 4 Dressed Stone, 4 Cast Metal, 1 Luxuries, 4 Forgesources, Stone Watchtower

        Skills: Foraging, Relevant Professions, Tracking

The Watchtower allows for more specific information, and timeliness on the Scout’s mission reports.

Grand Belltower

Requirement: Grande Watchtower

Cost: 2 Cut Lumber, 2 Cast Metal, 2 Dressed Stone, 8 Forgesources, Grand Watchtower

        Skills: Foraging, Relevant Professions, Tracking

Belltower allows for higher likelihood that an Incursion is spotted, and the detail of information about the Incursion.

Divine

Allows the Adventurers worship to their respective deities.

Lesser Shrines (Built)

Build Cost: 2 Lumber, 2 Stone, 2 Forgesources

Skills: None

        Construction Skills: Divine Ritualist, Relevant Professions, Class: Cleric

Shrines are able to be built to various deities or newly discovered entities. Each shrine is dedicated to a specific deity or religion, chosen at construction. Shrines create Consecrated or Desecrated Ground in a 10’ radius around them based on the deity or religion they are dedicated to.

Chapel (Built)

Build Cost: 5 Cast Metal, 5 Dressed Stone, 5 Cut Lumber, 5 Luxuries, 4 Forgesources, Lesser Shrine

        Skills: Divine Ritualist, Relevant Professions, Class: Cleric

        Construction Skills: Divine Ritualist, Relevant Professions, Class: Cleric

A Chapel has 400 Life Points.

Allows some protection for the shrines located within. Chapels are considered to be Consecrated or Desecrated Buildings when built, chosen at time of construction. Chapels may hold up to four Lesser Shrines, and protect them against Incursions. The Chapel must be destroyed by the Incursion before the Shrines are affected.

Provides a teacher for the Advanced Class Exemplar

Cathedral

Cost: 10 Cast Metal, 10 Dressed Stone, 10 Cut Lumber, 10 Luxuries, 8 Forgesources, Chapel

        Skills: Divine Ritualist, Relevant Professions, Class: Cleric

Grants significant protection for the shrines located within. Cathedrals are considered to be Consecrated or Desecrated Buildings when built, chosen at time of construction. Cathedrals may hold up to ten Lesser Shrines, and protect them against Incursions. The Cathedral must be destroyed by the Incursion before the Shrines are affected.

A Chapel has 1000 Life Points, and is immune to damage from all non-magical damaging attacks. Shield Breaking does 1 Life Point, and a Shatter Effect does 5. Magical attacks are halved, minimum 1. Siege Weaponry does full damage.

If the Cathedral is Consecrated, the Cathedral is immune to attacks with the Radiance Accent, and if the building is Desecrated, the Cathedral is immune to attacks with the Darkness Accent.

Arcane

Bookhouse of the Unbound

Requirements: Free access to the town by the Unbound

Cost: 4 Lumber, 4 Stone, 2 Forgesources

Skills: Basic Scholarship, Library Use, Sharp Mind

Allows access to paid buffs, and Arcane Ritual casting. The building is considered an Arcane Locus.

Library of the Unbound (Built - “The Crossed Reference”)

Requirements: Bookhouse of the Unbound

Cost: 6 Lumber, 6 Stone, 4 Forgesources, Bookhouse of the Unbound

Skills: Basic Scholarship, Library Use, Sharp Mind

Allows access to paid buffs, and Arcane Ritual casting, in addition, some Arcane Advanced Class Trainers, and temporary mage hirelings. The building is considered an Arcane Locus.

Archive of the Unbound

Requirements: Library of the Unbound

Cost: 3 Cut Lumber, 3 Dressed Stone, 6 Forgesources, Library of the Unbound

Skills: Basic Scholarship, Library Use, Sharp Mind, ??

Allows access to paid buffs, and Arcane Ritual casting, in addition, some Arcane Advanced Class Trainers, and temporary mage hirelings. The building is considered an Arcane Locus.

Athenaeum of the Unbound

Requirements: Archive of the Unbound

Cost: 6 Cut Lumber, 6 Dressed Stone, 8 Forgesources, Archive of the Unbound

Skills: Basic Scholarship, Library Use, Sharp Mind, ??

Allows access to paid buffs, and Arcane Ritual casting, in addition, some Arcane Advanced Class Trainers, and temporary mage hirelings. The building is considered an Arcane Locus.

Construct Workshop

Basic Construct Workshop

Build Cost: 2 Cast Metal, 2 Dressed Stone, 10 Forgesources

The Town can build basic constructs, designed as workers, who build, maintain, and construct various portions of the town. When this is built, the Town may construct one additional building per Event.

Builder Constructs may be constructed at the cost of 1 Cast Metal, 2 Forgesources.

Builder constructs have no offensive combat statistics, 2 LP, 10 Armor, and are  Strengthened.

Advanced Construct Workshop

Build Cost: 6 Cast Metal, 6 Dressed Stone, 20 Forgesources

The Town can add defense Constructs, which will man guard stations, the town perimeter (and whatever walls the town has.) In special occasions the constructs can be called upon to aid in the direct town defense on-stage.

Defense Constructs may be constructed at the cost of 1 Refined Hyperium, 1 Cast Metal, and 4 Forgesources.

Defense Construct

Rank

Minion

Level

5

Type

Construct

Life Points

2

Armor Points

10

Spikes

2

Weapons

Claws

Armor Type

Summoned

Spike Damage

2

Loot

Scavenge: Ore

Immunities

Accents: Agony, Disease, Fear, Illusion, Poison, Madness, Mind, Terror, Will

Effects: Sleep, Death

Selective

Immunities

None

Resistances

Force, Time, Unaccented Damage and Effects

Vulnerabilities

Accents: Acid, Lightning

Effects: Dominate to Construct

Passives

Strengthened, Monster Incant

Ability

[2] Impale: Weapon Attack: “Piercing 2 by Force”

Ability

[2] Inevitable: Q30, Cure [Condition]

Ability

[1] Reconstruct: Focus Q100, "Mend 5 to Self"

Construct Factory

Cost: 8 Cast Metal, 8 Dressed Stone, 50 Forgesources

Additional constructs may be added and will upgrade existing constructs. One more additional building may be constructed per event, and the defensive constructs of the town are now a significant force to be reckoned with.

Guardian Constructs may be constructed at the cost of 2 Refined Hyperium, 2 Cast Metal, and 10 Forgesources.

Guardian Construct

Rank

Captain

Level

5

Type

Construct

Life Points

2

Armor Points

20

Spikes

3

Weapons

Claws

Armor Type

Summoned

Spike Damage

5

Loot

Scavenge: Ore, Rare Minerals

Immunities

Accents: Agony, Disease, Fear, Illusion, Poison, Madness, Mind, Terror, Will

Effects: Sleep, Death

Selective

Immunities

None

Resistances

Force, Time, Unaccented Damage and Effects

Vulnerabilities

Accents: Acid, Lightning

Effects: Dominate to Construct

Passives

Strengthened, Monster Incant

Ability

[3] Impale: Weapon Attack: “Piercing 3 by Force”

Ability

[AW] Inevitable: Q30, Cure [Condition]

Ability

[FQ100] Reconstruct: Focus Q100, "Mend 5 to Self"

Medical

        Medic Tent (Built - “The Cane and Crook”)

        Build Cost: 2 Lumber, 1 Stone, 1 Forgesources

        Allows access to paid healing:

        Infirmary

Requirement: Medic Tent

Build Cost: 1 Cut Lumber, 1 Dressed Stone, 2 Forgesources

        Allows access to paid healing:

        Hospice

Requirement: Infirmary

        Build Cost: 2 Cut Lumber, 1 Dressed Stone, 4 Forgesources, Infirmary

        Allows access to paid healing:

Hospital

Requirement: Hospice

        Cost: 4 Cut Lumber, 2 Dressed Stone, 8 Forgesources

        Allows access to paid healing:

Available Actor Buildings

Allows for the town to expand and attract NPC Actors that fulfill various needs. All of these actors are gated by a Plot Discovery, which could be as simple as rescuing the actor, or as complex as a questline to uncover a secret that will attract the actor’s attention.

Basic Building (“Home Sweet Home”)

        Build Cost: 1 or 2 Lumber / Stone, 1 Forgesource

Generic Small buildings, like cabins, but also farms, silos and such. These buildings have no mechanical effect, and are generally used for roleplay, or town building projects.

        Antiquarian’s Wagon (“Malthael's Mysteries”)

Build Cost: 2 Lumber, 2 Cut Lumber, 1 Cast Metal

Recruits the Antiquarian Actor, who trades in rare magical or divine items, often scavenged in the Ruins. Buys / Trades for Ruin Artifacts for Wealth. Antiquarian serves as Advanced Class teacher for the Occultist.

Arcane Tower (“The Eldritch Spire”)

Build Cost: 3 Cast Metal, 3 Dressed Stone, 2 Cut Lumber, 4 Forgesources

Recruits the Magus Actor, who trades in arcane knowledge, magicals Roles, and Enchanted items. NPC store, open based on Staff availability. Magus serves as Advanced Class teacher for the Arcanist.

Chapterhouse (“House of the Holy”)

Cost: 5 Cut Lumber, 5 Cast Metal, 5 Dressed Stone, 2 Forgesources

Allows access to paid healing, life spells, and Divine Ritual casting, in addition to some temporary divine hirelings. The building is considered a Consecrated Building. Chapterhouse members may gain access to teachers for the Advanced Classes: Inquisitor, Divine Shield, or Exemplar, depending on the religions housed there.

Fence (“No-Name’s Lost and Found”)

Build Cost: 2 Lumber, 2 Stone, 2 Forgesources

Recruits the Fence Actor, who purchases ruins artifacts.

Gladiatorial Pits (“The Citadel of Steel”)

        Requirement: Training Grounds

Cost: 3 Cut Lumber, 2 Cast Metal, 4 Dressed Stone, 2 Forgesources

Allows access to Staged PVP Duels and temporary warrior hirelings. Provides a teacher for the Advanced Classes Dervish and Runeforger.

Greenhouse (“The Verdant Vale”)

Build Cost: 2 Lumber, 2 Cut Lumber, 1 Cast Metal, 2 Forgesources

Supplied with an actor, this building will slowly bring in the bloom and night prizes. This will cause the bloom and night prizes to slowly creep closer to the center of town, reducing walking distance. Upgrades may allow these to provide small patches very close to the tavern.

Huntmaster’s Lodge (“Lorien’s Outpost”)

        Requirement: Menagerie

Cost: 6 Cut Lumber, 6 Dressed Stone, 4 Cast Metal, 2 Luxuries, 6 Forgesources

Recruits the Huntmaster, who buys Pristine and Legendary hides for Wealth. In addition, he can taxidermy Legendary Hide, creating Luxuries for a small cost. Provides an Advanced Class teacher for Warden and Shifter.

Menagerie (“Wildwings”)

Build Cost: 8 Cut Lumber, 6 Lumber, 4 Dressed Stone, 4 Cast Metal, 4 Forgesources

Allows the Adventurers a place to raise captured young Natural and Magic Beasts. Captured beasts may be Bonded by players to be used later on as a crossover NPC shift. Unbonded beasts may be fought in the Rogue’s Den as well. Provides a Teacher for the Advanced Class Ranger.

Miner’s Guild (“The Stonecutter’s Guild”)

Build Cost: 5 Cut Lumber, 5 Cast Metal, 5 Dressed Stone, 4 Forgesources

The Miners Guild provides a location that will attract Hjalmorian Guild miners to the town, who have set standards for what “proper” mines look like. In general, these upgrades will reduce hazards, improve yields, and provide active reduction in harmful effects targeting the mines, such as incursion and other attacks.

Stormgate (“The Crowne Point Stormgate”)

Build Cost: 1 Disassembled Stormgate, 1 Journeyman Ritualist of Either Divine or Arcane

Allows for stormgate travel, provided there is an appropriate ritualist of at least Journeyman level. Location must be determined at build time, and disassembly takes a build action. The Gate must be maintained by technicians to ensure it remains stable.

Trader’s Wagon (“Lucien’s Curiosity Shop”)

Build Cost: 6 Cut Lumber, 2 Cast Metal, 10 Luxuries, 2 Forgesources 

Allows for the Trader Actor, who will trade in Economy Items. They will also trade Luxuries for Construction Caches. Also allows players to trade for specific chapter currency, usable only for rare items from the Trader. Provides the Advanced Class teacher for the Dealbroker.

Training Grounds (“The Ironclad Yard”)

Cost: 4 Lumber, 4 Stone, 2 Forgesources

Improves the combat effectiveness for the Town Guard and any conscripts. Provides a teacher for the Advanced Classes Destroyer and Sentinel.

Witch’s Hut (“Samhel’s Cove”)

Build Cost: 2 Stone, 3 Lumber, 2 Forgesources

Allows for the Witch Actor, who provides curatives for poisons, venoms, and toxins, limited healing and medicinal salves for a reasonable cost. NPC store, open based on Staff availability. Provides the Advanced Class teacher for Warden.

Built Actor Buildings

Ambassadorial Manse (“The Emissary”)

Build Cost: 6 Lumber, 5 Stone, 5 Ore, 2 Luxuries, 2 Forgesources

Allows for up to three faction-specific Actors to stay in the city from outside of the town. These might be representatives of nations, religions, or cultures. Provides potential access via roleplay to the Advanced Class teachers for Ringleader, and Exemplar.

Druid’s Grove (“The Grove of the Last Bastion”)

        Build Cost: 6 Lumber, 4 Dressed Stone, 1 Luxury

        

The Druid Grove has 800 Life Points, and takes no damage from non-magical attacks. Siege Weaponry does full damage.

A place for those in-tune with the will of the forest and the mind of the stream. Here ancient rituals from the time before codified magic have long been practiced. Spirits of the wood gather here to speak of the long thoughts of Nature, and enact it’s will.

Provides potential roleplay access to Advanced Class teachers for Shifter, Warden, and Ranger.

Guildhouse (“The Loom of the Dark Wood”)

Build Cost: 2 Lumber, 2 Cut Lumber, 1 Cast Metal, 2 Forgesources

When appropriate professions are applied over the course of time, the Guildhouse is capable of producing Luxuries. However the process is labor intensive, and materials and tools will need to be procured separately.

One Luxury per four BGEs, 30 Wealth of materials consumed per Luxury, 30 Wealth of coin for durable tools.

Merchant House (“The Priceworthy”)

        Build Cost: 2 Lumber, 2 Cut Lumber, 1 Cast Metal, 2 Forgesources

Town has to make a deal with a Merchant Company. Allows for the Merchant to have a presence in the town. Will expand the existing merchant lists and will update them based on the requests of the town. Provides access to teachers for the Quartermaster Advanced Class.

The Naga’s Weir (“The Scales of Balance”)

Build Cost: None, Unique Requirement

Allows for the Naga’s Weir to be accessible to the town of Crowne Point. This unique building provides for specific enchanting opportunities and education. In addition, the Actor provides the Advanced Class trainer for the Arcanist

Rogue’s Den (“The Back Alley”)

Build Cost: 5 Lumber, 5 Stone, 4 Forgesources

Allows access to Rogue Advanced Class Teachers for Hooligan and Larcenist, and temporary rogue hirelings, and related Roles.

Scrapper’s Workshop (“The Second Home”)

Build Cost: 3 Stone, 3 Lumber, 3 Ore, 2 Forgesources

Recruits the Scrapper Actor, who will take Economy Items in trade for Construction Caches.

Veil Nexus (“The Seance empowerer”)

Build Cost: 3 Stone, 3 Lumber, 2 Forgesources

        Allows for a Seance with new blood (New players) to pierce the veil and enter.

        ???? (3 or More Mediums are required to learn)