# The Basics There are currently several types of bases available for use; each "space" (also referred to as an empty room) can fit one room inside it. Each room has a specific function and can be used in different ways in order to reach the desired effect. Once a room has been constructed, it can immediately start to have effects, such as training soldiers, gathering resources or investigating rumors. While some rooms have an effect regardless of who is positioned there, many rooms have effects that require specific characters to be positioned in it in order to get the best effects. For example, a Barracks can train people to use weapons, but having a Fighter, Barbarian or Rogue positioned there will increase the effectiveness of the training. ## Creating Rooms Having a building be constructed takes time and resources, but the location can be chosen and there is no risk of unknown dangers being present. Once construction has concluded, rooms can be built. If a building is found in the wild, it must be cleared of any immediate dangers before it can be used. This includes monsters or other groups, obvious traps and dangerous environmental hazards such as animals, aggressive plant life or unstable magma fissures. Depending on the location and condition the building was found in, it may also need some repairs in order to be fully usable. Once a building is ready, rooms can be constructed. Each room has the amount of time it requires to be built, which must be completed before the room can be used, and the amount of resources (stated in gp) required to make the room. This can include wood to make shelves or walls, the delivery of materials from another location. Ultimately, the resources required are only a guideline; depending on the amount of resources the party has, a DM may modify the time and resources depending on other variables. Several rooms have the ability to train classes, and each also gives access to certain subclasses that relate to the room, letting soldiers and characters associate with different areas in order to train into their subclass. These are suggestions, and are not required to be implemented. ## Staffing As mentioned before, some rooms work perfectly fine without being constantly monitored. However, some rooms may gain benefits if a character with the required prerequisites places their attention onto the room. Doing so, referred to as "staffing" the character, doesn't prevent them from doing standard things such as preparing spells, taking rests or roleplaying with other characters. However, it does prevent them from assisting the building of rooms or being staffed in another room. In order to gain the benefits of staffing, the character must be there for the entire duration listed; if a soldier gains additional bonuses after training for a month, a character must be staffed in that room for the entirety of that month in order for the benefits to occur. ## Types of Buildings When first encountered, a building may be in one of three conditions depending on its location and what, if anything, has been residing in it. **Ruined** buildings are in a state of disrepair. Whether from being in a dangerous location or being home to violent monsters, the building is barely standing up. Only half the spaces in this building are properly usable and able to have rooms built. Repairing the ruined spaces may require an investment on time and resources, but buying a ruined building is a lot cheaper than one in a better condition. **Regular** buildings are usually the state that buildings are found in. There might be some slight issues in some areas but generally they are in a perfectly acceptable condition and rooms can be built immediately. **Pristine** buildings are immaculate; their architecture is grand and their spaces are spotless. Whenever a room is being constructed and the required time decreases, it decreases by one extra day. The number of rooms depends on its type as well as its condition, and there a number of types you can find. When the layout of a building is described, it is organised by horizontal spaces by vertical spaces **Outposts** have two spaces an in a one by two arrangement. **Bulwarks** have four spaces, in a two by two square. **Fortresses** have six spaces in a three by two square. **Castles** have nine spaces in a three by three square. **Watchtowers** have three spaces, organised one by three. ## Soldiers "Soldier" is the term for a humanoid that doesn't have any class levels or notable training. They can be trained as certain classes or used as manpower for some rooms, but they are people who have hopes and dreams, and don't want to be used as slaves. Soldiers operate on a system called Morale. Upon joining a building, their Morale starts at 10, although other factors could modify their Morale further. Being mistreated, being forced to train or work constantly, having low quality food or having a low income can all negatively affect Morale. If something negatively affects a soldier, their Morale drops by 1, to a minimum of 1. At the end of the week, roll a d20. If the roll is equal to or lower then the soldier's Morale score, they decide to leave the building and seek their fortune elsewhere. \pagebreak Depending on how badly they were treated, they may do different things; a high Morale soldier may spread the word of the party, whereas a low Morale soldier may steal supplies. ##### Soldier Past (roll upon joining) | d12 | Effect | |:---:|:-----------:| | 1-4 | **No Effect.** The soldier's morale remains the same | | 5 | **Famished.** The soldier came from an impoverished town, reducing their Morale by 1 | | 6 | **Downtrodden.** The soldier is in a rough spot, doubling their Morale gain from positive events | | 7 | **Hardened.** The soldier comes from a hard-working area, preventing their Morale from being reduced from being over-worked | | 8 | **Well-Fed.** The soldier has been fed well, increasing their Morale by 1 | | 9 | **Privileged.** The soldier's Morale decreases by 1 if they spend 2 weeks straight working | | 10 | **Nihilist.** The soldier thinks nothing matters, halving their Morale gain and loss from all sources | | 11 | **Experienced.** The soldier is used to hard work, making their Morale unable to be changed by any means except abuse and food | | 12 | **Fearful.** The soldier refuses to work in a certain room, halving their Morale loss while working in a different room and doubling Morale loss if working in that room | ##### Soldier Repercussions (roll upon leaving) | d6 + Soldier Morale | Effect | |:---:|:-----------:| | 2 | The soldier steals 6d8 gp worth of resources| | 3-5 | The soldier steals 2d8 gp worth of resources | | 6-10 | The soldier steals some minor item like a candle or sword | | 11-15 | The soldier leaves on good terms, leaving a donation of 1d10 gp worth of resources | | 16-20 | The soldier leaves, promising to spread the word of the party | | 21+ | The soldier is the happiest they've been in years, and has a great departure. The morale of all soldiers increases by 1 | ## Optional: Conflicts Not everything goes together perfectly. If some rooms have an integral part that disagrees with another room, then problems can arise. If a room conflicts with another, it will be noted which room it conflicts with. At the start of each month, roll a d20 for each potential conflict in the building's rooms. On an even number, nothing arises and the month goes by smoothly. On an odd number, a conflict arises in the first three weeks of the month that needs to be resolved. If a conflict goes unresolved for an entire month and another conflict arises in the next month, an escalation occurs, where rooms may get into a fistfight, spread rumors, sabotage work or blame others for shortcomings, all of which could affect the room's work and the Morale of those affected. ##### Conflict Sources | d6 | Conflict | |:---:|:-----------:| | 1 | One room has used supplies that were reserved for another room | | 2 | A room has received a grave insult, intentional or otherwise | | 3 | The members of two rooms have a disagreement and each's rooms are backing them up | | 4 | An object has been stolen from one room, and they suspect another room of doing it | | 5 | One room's production has slowed or ceased because of another room | | 6 | A room refuses to deal with an issue raised by another room | \pagebreak
Rooms have several functions; while many are based around better management, they can also allow for better roleplay between characters, which will be a section later in the document. In order to roleplay for the rooms, though, you need the rooms themselves, which is the function of this section. The appearance of the rooms is only suggested, and can be modified with no change to the room's effects. ### Abbey of Faith This hall of the divine allows for prayer and induction in the proper environment. Rows of pews and proper decoration signifies this room as a divine shelter. **Space:** One empty room **Build Time:** 4 Days **Build Cost:** 175 gp (chairs, holy instruments, decoration) **Unlocked Classes:** Cleric, Paladin **Unlocked Subclasses** Divine Soul (Sorcerer), Otherworldly Patron: The Celestial (Warlock), Path of the Zealot (Barbarian) This room allows for the training of Clerics and Paladins. For a character, this allows multiclassing into those classes. For a soldier, this allows them to be trained in those classes. Placing a soldier with no class levels into this room gives them 1d2 levels in Cleric or Paladin after 30 days of praying. Staffing a Cleric or Paladin character here increases the total levels gained for each respective class, with one staffed character increasing the levels gained to 1d3, and two staffed characters increasing it to 1d4. In addition, a character can be staffed here to ask for the removal of any curses that they may have. For every 30 days spent in prayer, one random curse is removed from the character. ### Barracks This room is filled with training dummies and weapon racks, although there is a large area in the middle for weapon training. **Space:** One empty room **Build Time:** 5 Days **Build Cost:** 150 gp (simple and martial weapons, shields, armour) **Unlocked Classes:** Barbarian, Fighter, Rogue **Unlocked Subclasses:** College of Valor (Bard), War Domain (Cleric), Way of the Kensei (Monk) This room allows for the training of Barbarians, Fighters and Rogues. For a character, this allows multiclassing into those classes. For a soldier, this allows them to be trained in those classes.
Placing a soldier with no class levels into this room gives them 1d2 levels in Barbarian, Fighter or Rogue after 30 days of training. Staffing a Barbarian, Fighter or Rogue character here increases the total levels gained for each respective class, with one staffed character increasing the levels gained to 1d3, and two staffed characters increasing it to 1d4. In addition, a character can be staffed in this room to gain proficiency with 1d8 simple or martial weapons after training for 30 days. A character can sacrifice three of these weapon proficiencies to instead gain proficiency with light, medium, or heavy armour, or shields. Medium armour and shields requires light armour proficiency, and heavy armour requires medium armour proficiency. ### Guardian's Forest With soft grass and pure sunlight, this room is a place for one to come and silently contemplate. **Space:** One empty room outside and on dirt **Build Time:** 7 Days **Build Cost:** 0 gp **Unlocked Classes:** Druid **Unlocked Subclasses** Storm Herald (Barbarian), Nature Domain (Cleric), Oath of the Ancients (Paladin) This room allows for the training of Druids. For a character, this allows multiclassing into those classes. For a soldier, this allows them to be trained in those classes. Placing a soldier with no class levels into this room gives them 1d2 levels in Druid after 30 days of silent contemplation. Staffing a Druid here increases the total levels gained, with one staffed character increasing the levels gained to 1d3, and two staffed characters increasing it to 1d4. In addition, having a Druid staffed in this room encourages plant life to flourish, creating a greater range of plants for eating. ### Librarium Filled with rows of books, this haven of intellect is home to any bits of knowledge one could ask for, as long as you know where to look. **Space:** Two empty rooms, organised one by two **Build Time:** 7 Days **Build Cost:** 100 gp (shelves, books, tables) **Unlocked Classes:** Wizard **Unlocked Subclasses** Arcana Domain (Cleric), Eldritch Knight (Fighter), Arcane Trickster (Rogue) This room allows for the training of Wizards. For a character, this allows multiclassing into those classes. For a soldier, this allows them to be trained in those classes. \pagebreak Placing a soldier with no class levels into this room gives them 1d2 levels in Wizard after 30 days of studying. Staffing a Wizard here increases the total levels gained, with one staffed character increasing the levels gained to 1d3, and two staffed characters increasing it to 1d4. In addition, a character can be staffed here to attempt to gain some insightful knowledge. Staffing a character here for 15 days allows the character to gain proficiency in one skill based on Intelligence. ### Meditation Square A serene pool of water mixed with cold stone and a simple design makes this the perfect place to improve oneself. **Space:** One empty room **Build Time:** 6 Days **Build Cost:** 100 gp **Unlocked Classes:** Monk This room allows for the training of Monks. For a character, this allows multiclassing into those classes. For a soldier, this allows them to be trained in those classes. Placing a soldier with no class levels into this room gives them 1d2 levels in Monk after 30 days of meditation. Staffing a Monk here increases the total levels gained for each respective class, with one staffed character increasing the levels gained to 1d3, and two staffed characters increasing it to 1d4. In addition, having a Druid staffed in this room encourages plant life to flourish, creating a greater range of plants for eating. ### Rumor Mill Desks and paper are everywhere. Books cover tables, and long lists of potential rumors are covering the walls. **Space:** One empty room **Build Time:** 7 Days **Build Cost:** 75 gp (desks, paper) **Unlocked Subclasses:** College of Whispers (Bard), Trickery Domain (Cleric), Mastermind (Rogue) This room allows for local rumors to be validated, and for other rumors to be seeded. Every month, 3d4 rumors are found from the local area and the world beyond. By spending time in taverns, questioning sources of information and calling in favors, this building can determine if there is any truth to a rumor. This process takes 7 days, at the conclusion of which the chosen rumor is proven to be true or false. Staffing a Bard or Rogue here will decrease the time needed to investigate rumors by -1 days per staffed character. ### Scouting Party Maps and scrap paper cover all surfaces in this room, as maps and points of interest are placed on a sprawling view of the area **Space:** One empty room **Build Time:** 5 Days **Build Cost:** 125 gp (tables, paper, maps) **Unlocked Classes:** Ranger **Unlocked Subclasses:** Circle of the Land (Druid), Oath of the Watchers (Paladin), Roguish Archetype: Scout (Rogue) This room allows for the training of Rangers. For a character, this allows multiclassing into those classes. For a soldier, this allows them to be trained in those classes. Placing a soldier with no class levels into this room gives them 1d2 levels in Ranger after 30 days of tracking. Staffing a Ranger character here increases the total levels gained, with one staffed character increasing the levels gained to 1d3, and two staffed characters increasing it to 1d4. ***Always Vigilant.*** If a creature or group of creatures attempts to move though the area without being noticed, they must succeed on a DC 14 Stealth check every 24 hours. A Ranger or Rogue can be staffed here to bolster the scouting missions done in the area, increasing the DC required to sneak though the area by +2 per staffed character. ### War Room Maps, small statues and scraps of paper all litter the large table in the middle **Space:** One empty room **Build Time:** 6 Days **Build Cost:** 100 gp (maps, war table) **Unlocked Subclasses:** Battlemaster (Fighter), Oath of Conquest (Paladin), Hunter (Ranger) This room allows for better planning in battle, allowing for complex maneuvers to be used with little chance of failure. When a group of soldiers attempts to perform a battle tactic in combat, the leader of the group must make a DC 16 Intelligence check. On a success, the group properly participates in the tactic. On a fail, the group may appear late, early, or in the wrong position. Staffing a Fighter, Paladin or Ranger in this room decreases the DC of the check leaders must make by -1 for every character staffed here.