Town Construction System - Player Facing
Resources
Current Conversion Source: Scrapper’s Workshop
Various skills might be required for creation, use, or advanced use of some buildings, such as: Alchemy, Tinkering, Enchanting, Arcane Rituals, Divine Rituals, and so on.
For Profession: Architect, for every three levels of this profession, the town can replace Construction Resources paid to build buildings with Wealth by utilizing the resources more efficiently and with reduced waste.
No more than half the total amount of Construction Resources can be paid for in this manner, regardless of skills used.
For every three levels of these professions for paying, attending, and community shift completing characters, one of the Town’s corresponding Basic Production builds produces an additional output of the relevant type.
Thus three Apprentice Quarryman will produce an additional Stone, one Master Lumberjack will produce an additional Lumber, and so on.
The amount of additional Resources gained cannot exceed the Basic Production Buildings of each type.
For every three levels of Merchant profession for paying, attending, and community shift completing characters, corresponding costs from NPC merchants will be reduced. In addition, the cost of Guildhouse production is reduced by 10 Coin or 10 Bloom. The total reduction of the Guildhouse cost cannot exceed 50 Wealth in this manner.
Thus three Apprentice Merchants will reduce the cost by 10 Coin, or 2 Master Merchant would reduce the cost by 20 Coin or 20 Bloom and so on.
For every three levels of Scout Profession for paying, attending, and community shift completing characters, the corresponding values for the Scouting reports are improved to the next tier of Scout Tower.
Thus three Apprentice Scouts would improve the report by one Tier, or 2 Master Scouts would improve the report by 2 Tiers, and so on.
Tiers gained in excess of Grand Watchtower may be spent by the Council for particular insight into the nature of the incursion or the plans of the attackers.
For every level of Construct Administrator Profession for paying, attending, and community shift completing characters, the corresponding number of Builder Constructs that can be controlled by Town increases by 1.
Thus an Apprentice Construct Administrator would improve the ability of town to control on additional Builder Construct, while a Master would improve the number by three.
The default number of Builder Constructs that can be controlled by town is 1.
Unless otherwise specified builds have the following default properties:
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 Tier of the Building the Shrine of Voxus is housed in.
Campaign Year is 3
Shrine Dedicated to Voxus is 0
Durability: 3
Buildings owned by non-town groups always have a duration on them, usually one campaign season, 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.
<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.
Relevant Skills: Skills or professions may affect the building (positively or negatively) mechanically, sometimes 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.
Relevant Skills: Profession: Architect, Profession: Construct Administrator
Once the Council determines that a new building or buildings are necessary, the resources and coin must be gathered, that plan clearly documented, and the Building Constructs signed off by the Construct Administrator.
These must all be presented to Staff on Sunday prior to 10 AM, so that the Town Construction mini-game can be prepared in time to be completed before close of game.
For Advanced Production Buildings (Ex. 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 type, or spread across the three.
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 or the tolerance of the environment can be enhanced.
Basic Environmental Infrastructure
Build Cost: Any Two: [Stone, Lumber, Ore], 2 Forgesources
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.
Each township contains the basic plot of land and environs the buildings within it occupy. The basic statistics apply only for the township, and any bonuses that buildings grant only apply within that township, unless otherwise explicitly stated.
Crowne Point’s borders only allow for three of these at the moment, 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.
Township Infrastructure
Build Cost: 2 Stone, 2 Lumber, 2 Ore, 4 Forgesources
Environmental Impact Slots: 3
This creates the foundation for a small new region inside the greater reach of the city-state of Crowne Point.
As part of this, it creates a new set of Environmental Impact Slots (3), and allows for the duplication of buildings that are otherwise unique inside the city limits of the town of Crowne Point.
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 in the core of Crowne Point.
The Town Council should provide a name for the new township when it is requested - names will be reviewed for appropriateness and in-genreness.
They may also consider re-naming the city-state or capital at some point, to reduce the confusion between the city-state and its capital, once that distinction becomes necessary.
Production Buildings
Environmental Production Limits
Each production building beyond the Basic builds can be used more than once per event to produce additional resources via the normal recipe they provide. However, doing so, causes waste, and additional Environmental Impact on the surrounding land. Each time a building produces it generates Environmental Impact based on the Fibonacci sequence, starting with its Base Environmental Impact value, and ascending from there.
Thus, the Ironworks, with an Environmental Impact Base Value of one would produce 1 Impact if used once, and then another if used twice, but then would produce two on the third use (for a total of four that event), as the building's efficiency and waste start to spiral out of control.
For reference: the first ten values of Fibonacci’s Sequence are: 0, 1, 1, 2, 3, 5, 8, 13, 21, and 34.
Basic Production Buildings have a base of 200 Life Points.
These buildings provide a passive income of Basic Construction Resources (3 per Weekend based on their type), there are three types:
Advanced Production Buildings have a base of 400 Life Points. Subject to Environmental Impact limits.
Build Cost: 4 Stone, 4 Lumber, 4 Ore, 2 Forgesources
Production: 1 Ore + 3 Lumber = 1 Cast Metal, 1 Environmental Impact
Build Cost: 4 Stone, 4 Lumber, 2 Cast Metal, 2 Forgesources
Production: 3 Lumber + 1 Ore = 1 Cut Lumber, 1 Environmental Impact
Build Cost: 4 Stone, 4 Lumber, 2 Cast Metal, 2 Forgesources
Production: 3 Stone + 1 Ore = 1 Dressed Stone, 1 Environmental Impact
Build Cost: 2 Lumber, 2 Cut Lumber, 1 Cast Metal, 2 Forgesources
Production: 200 Bloom (16 Plates) & 50 Coin = 1 Fiber-based Luxury
Relevant Skills: Profession: Merchant
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.
Refined Production Buildings have a base of 800 Life Points. Subject to Environmental Impact limits.
Requirements: Enchant Recipe - “Charged Arcane Bar”
Build Cost: 1 Cut Lumber, 2 Cast Metal, 4 Forgesources, 1 Charged Arcane Bar
Construction Maximum: 1 per Township
Production: 1 Ore + 1 Cast Metal + 1 Forgesource = 2 Cast Metal, 1 Environmental Impact
Requirements: Enchant Recipe - “Create Enchanted Saw Blade”
Build Cost: 2 Cut Lumber, 1 Cast Metal, 4 Forgesources
Construction Maximum: 1 per Township
Production: 1 Lumber + 1 Cast Metal + 1 Forgesource = 2 Cut Lumber, 1 Environmental Impact
Requirements: Enchant Recipe - “Create Inscribed Construct Plates”
Build Cost: 2 Dressed Stone, 1 Cast Metal, 4 Forgesources
Construction Maximum: 1 per Township
Production: 1 Stone + 1 Cast Metal + 1 Forgesource = 2 Dressed Stone, 1 Environmental Impact
Physical Barriers around the city. Prevents multi-directional attack from Incursions. Four Locations per Township.
Build Cost: 15 Lumber Per Side.
While Palisade walls can be breached by sufficiently strong monsters, it provides protection against Incursions by bandits, thieves, and other more basic ne'er do wells.
A Palisade Wall has 400 Life Points, and is:
Build Cost: 12 Stone and 6 Ore Per Side, Palisade Walls
Stone Walls must be destroyed by extremely strong monsters, magical creatures, or siege weaponry.
A Stone Wall has 500 Life Points, and is:
Build Cost: 4 Dressed Stone, 4 Cast Metal Per Side, Stone Walls
Reinforced Walls must be destroyed by magical creatures, or siege weaponry.
A Reinforced Wall has 600 Life Points, and is:
Requirements: Enchant Recipe - “Create Arcane Reinforcement”
Build Cost: 6 Dressed Stone, 6 Cast Metal, 4 Forgesources Per Side, Reinforced Walls
Construction Skills: Journeyman Arcane Ritualist
Reinforced Walls must be destroyed by exceptionally strong magical creatures, avatars of deities, or siege weaponry. Arcane Reinforced Walls have 800 Life Points, and are:
Increases Chance of pre-sighting Incursions, and amount of detail. 400 Life Points Each, unless specified.
Build Cost: 12 Lumber, 1 Forgesource
Relevant Skills: Profession: Scout
The Watchtower allows for more specific information, and timeliness on the Scout’s mission reports.
Build Cost: 6 Stone, 2 Forgesources, Scout Watchtower
Relevant Skills: Profession: Scout
The Watchtower allows for more specific information, and timeliness on the Scout’s mission reports.
Build Cost: 4 Dressed Stone, 4 Forgesources, Reinforced Watchtower
Relevant Skills: Profession: Scout
The Watchtower allows for more specific information, and timeliness on the Scout’s mission reports.
Build Cost: 4 Dressed Stone, 4 Cast Metal, 1 Luxuries, 4 Forgesources, Stone Watchtower
Relevant Skills: Profession: Scout
The Watchtower allows for more specific information, and timeliness on the Scout’s mission reports.
Requirement: Grande Watchtower
Build Cost: 2 Cut Lumber, 2 Cast Metal, 2 Dressed Stone, 8 Forgesources, Grand Watchtower
Relevant Skills: Profession: Scout
Belltower allows for higher likelihood that an Incursion is spotted, and the detail of information about the Incursion.
Allows the town to worship and contact their respective deities.
Build Cost: 2 Lumber, 2 Stone, 2 Forgesources
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.
Build Cost: 5 Cast Metal, 5 Dressed Stone, 5 Cut Lumber, 5 Luxuries, 4 Forgesources, Lesser Shrine
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 trainer for the Advanced Class Exemplar.
Long term Role opportunities with appropriate roleplay.
Build Cost: 10 Cast Metal, 10 Dressed Stone, 10 Cut Lumber, 10 Luxuries, 8 Forgesources, Chapel
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-accented damaging attacks. A Shatter Effect does 4 damage, while Accented 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 Research
Requirements: Free access to the town by the Unbound
Build Cost: 4 Lumber, 4 Stone, 2 Forgesources
Relevant Skills: Basic Scholarship, Library Use, Sharp Mind
Provides access to paid temporary enhancements, Apprentice Arcane Ritual casting, The building is considered an Arcane Locus.
Build Cost: 6 Lumber, 6 Stone, 4 Forgesources, Bookhouse of the Unbound
Relevant Skills: Basic Scholarship, Library Use, Sharp Mind
Provides access to paid temporary enhancements, Journeyman Arcane Ritual casting, and some training in a few Advanced Classes. The building is also considered an Arcane Locus.
Build Cost: 3 Cut Lumber, 3 Dressed Stone, 6 Forgesources, Library of the Unbound
Relevant Skills: Basic Scholarship, Library Use, Sharp Mind
Provides access to paid temporary enhancements, Greater Arcane Ritual casting, and some training in a few Advanced Classes. The building is also considered an Arcane Locus.
Build Cost: 6 Cut Lumber, 6 Dressed Stone, 8 Forgesources, Archive of the Unbound
Relevant Skills: Basic Scholarship, Library Use, Sharp Mind, ??
Provides access to paid temporary enhancements, Master Arcane Ritual casting, and some training in a few Advanced Classes. The building is also considered an Arcane Locus.
Construct Production
Build Cost: 2 Cast Metal, 2 Dressed Stone, 10 Forgesources
Relevant Skills: Profession: Construct Administrator
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 Life Points and 10 Armor.
Build Cost: 6 Cast Metal, 6 Dressed Stone, 20 Forgesources, Construct Workshop
Relevant Skills: Profession: Construct Administrator
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" |
Build Cost: 8 Cast Metal, 8 Dressed Stone, 50 Forgesources, Advanced Construct Workshop
Relevant Skills: Profession: Construct Administrator
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.
Defense 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" |
Build Cost: 2 Lumber, 1 Stone, 1 Forgesources
Allows access to paid healing:
Build Cost: 1 Cut Lumber, 1 Dressed Stone, 2 Forgesources, Medic Tent
Allows access to paid healing:
Build Cost: 2 Cut Lumber, 1 Dressed Stone, 4 Forgesources, Infirmary
Allows access to paid healing:
Build Cost: 4 Cut Lumber, 2 Dressed Stone, 8 Forgesources, Hospice
Allows access to paid healing:
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 teaching for the Advanced Class Ringleader and Exemplar. Long term Role opportunities with appropriate roleplay.
Build Cost: 2 Lumber, 2 Cut Lumber, 1 Cast Metal
The Antiquarian trades in rare magical or divine items, often scavenged in the Ruins. Antiquarian also serves as teacher for the Advanced Class Occultist. Long term Role opportunities with appropriate roleplay.
Build Cost: 6 Lumber, 4 Dressed Stone, 1 Luxury
The Druid Grove has 800 Life Points, and is immune to non-accented damage and Effects.
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 its will.
Provides teaching for the Advanced Classes Shifter, Warden, and Ranger.
Build Cost: 2 Lumber, 2 Cut Lumber, 1 Cast Metal, 2 Forgesources
This building will slowly cause bloom and night prizes to creep closer to the center of town, reducing walking distance. Upgrades may cause small patches very close to the tavern, or other areas of interest.
Build Cost: 2 Lumber, 2 Cut Lumber, 1 Cast Metal, 2 Forgesources
Houses a Merchant Company and allows for that company to have a permanent presence in the town. Will expand the existing merchant lists and will update them based on the requests of the town. Provides teaching for the Advanced Class Quartermaster. Long term Role opportunities with appropriate roleplay.
Build Cost: 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, it provides teaching for the Advanced Class Arcanist. Long term Role opportunities with appropriate roleplay.
Build Cost: 5 Lumber, 5 Stone, 4 Forgesources
Provides teaching for various Rogue related Roles, and the Advanced Classes Hooligan and Larcenist. Long term Role opportunities with appropriate roleplay.
Build Cost: 3 Stone, 3 Lumber, 3 Ore, 2 Forgesources
Recruits the Scrapper, who will take Economy Items in trade for Town Construction Resources.
Build Cost: 1 Disassembled Stormgate, Contracted Group to run the gate.
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.
Build Cost: 2 Lumber, 2 Stone, 2 Forgesources
Improves the combat effectiveness for the Town Guard, and effectiveness of the Scout Reports.
Build Cost: 4 Lumber, 4 Stone, 2 Forgesources
Improves the combat effectiveness for the Town Guard and any conscripts. Provides teaching for the Advanced Classes Destroyer and Sentinel.
Available Buildings
Allows for the town to expand and attract NPCs that fulfill various needs. All of these actors are gated by a Plot discovery, which could be as simple as rescuing the NPC, or as complex as a questline to uncover a secret that will attract the NPC’s attention.
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.
Requirement: Library of the Unbound
Build Cost: 3 Cast Metal, 3 Dressed Stone, 2 Cut Lumber, 4 Forgesources
Recruits the Magus, who trades in arcane knowledge, magical Roles, and enchanted items. The Tower, open based on Staff availability, might have interesting items or information to buy and trade. The Magus serves as teacher for the Advanced Class Arcanist. Long term Role opportunities with appropriate roleplay.
Requirement: Ambassadorial Manse
Build Cost: 3 Cut Lumber, 1 Cast Metal, 1 Dressed Stone
Here the NPC “Leopold the Magnificent” offers parties of adventurers specific tasks that are fairly difficult to accomplish. Should the party decide, they may up the ante by boasting to Leopold, who will enforce the boast with an enchantment, binding the party to their word. Successfully completion of Bonded Tasks offer substantial rewards, depending on the nature of the Boast.
For Example: The Penitents, a group of divinely inspired warriors, are looking for Late Night Trouble, and decide to pay Leopold a visit. They offer to complete his task of capturing a Basilisk alive. However, they believe that this task is easy to accomplish, and Boast that they will do this task, sans Armor or Barrier. Leopold agrees, Binding the party to the task, and to the challenge. The party manages the task, but barely scrapes by, returning victorious. Leopold grants them a single boon in addition to the stated treasure for the completion of the task. The party confers, and asks for “Power.” Leopold grants it, giving them a ticket for each member of the party to gain 1 CP.
Requirement: The Chapel
Build Cost: 1 Cut Lumber, 1 Cast Metal, 1 Dressed Stone, 4 Forgesources
The building is considered a Consecrated Building to the religion it is dedicated to. Chapterhouse members gain access to: healing, life spells, Divine Ritual casting up to Journeyman all for a nominal per use cost, and teaching for the Advanced Classes Inquisitor, Divine Shield, and Exemplar as long as they have spent CP in their Devotion to their (non-Undevoted) Religion. Long term Role opportunities with appropriate roleplay.
Requirement: The Rogue’s Den
Build Cost: 2 Lumber, 2 Stone, 2 Forgesources
Recruits the Fence, who purchases Old Empire artifacts, and items that may have been acquired through less than legal means. Provides an Advanced Class teaching for the Hooligan and Larcenist.
Build Cost: 2 Cut Lumber, 2 Cast Metal, 2 Forgesources
This building will slowly cause bloom and night prizes to creep closer to the center of town, reducing walking distance. Upgrades caused small patches very close to the tavern, or other areas of interest. Additionally, causes the Greenhouse to absorb 1 Environmental Impact.
Requirement: Training Grounds
Build Cost: 3 Cut Lumber, 2 Cast Metal, 4 Dressed Stone, 2 Forgesources
Allows access to Staged PVP Duels. Provides an Advanced Class teacher for the Dervish and Runeforger. Long term Role opportunities with appropriate roleplay.
Requirement: The Stables
Build Cost: 4 Cut Lumber, 4 Dressed Stone, 4 Cast Metal, 2 Luxuries, 6 Forgesources
Recruits the Huntmaster, who buys Pristine and Legendary hides for Coin. In addition, he can taxidermy Legendary Hide, creating Luxuries for a small coin cost. Provides teaching for the Advanced Class Warden. Long term Role opportunities with appropriate roleplay.
Requirement: The Stables
Build Cost: 4 Cut Lumber, 4 Lumber, 4 Dressed Stone, 4 Cast Metal, 4 Forgesources
Allows the town to raise captured young Natural and Magic Beasts. Captured beasts may be Bonded by players to be used later as a crossover NPC shift. Unbonded beasts may be fought in the Gladiatorial Pits as well for prizes and advanced hides. Provides teaching for the Advanced Class Shifter. Long term Role opportunities with appropriate roleplay.
Requirement: Stonemasonry
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 Incursions. Long term Role opportunities with appropriate roleplay.
Build Cost: 4 Cut Lumber, 2 Cast Metal, 6 Luxuries, 2 Forgesources
Allows for the Trader, who will barter in basic trade and craftedItems. They will also occasionally trade Luxuries for Town Construction Resources.
In addition, they will trade for a unique currency of the road, usable only for rare items from their shop. Finally, they provide teaching for the Advanced Class Dealbroker. Long term Role opportunities with appropriate roleplay.
Requirement: Greenhouse
Build Cost: 2 Stone, 3 Lumber, 2 Forgesources
Provides housing for the Witch, who provides curatives for poisons, venoms, and toxins, limited healing and medicinal salves for a reasonable cost, open based on Staff availability. Also provides teaching for the Advanced Class Warden. Long term Role opportunities with appropriate roleplay.