Building Structures
Building a structure is the easiest way to increase the Wealth Rating of Vareholm and provide many benefits for both yourself and your fellow players. Because of this, in order to build a structure you must first complete this form and receive approval from an EM Staff Member before you begin construction. Once approved, you may begin using Crafting Points (CP) to build and expand upon your structure!
Buildings that are built by players in the East Marches provide certain benefits and bonuses depending on the type of building. There are five types of structures so far:
The Saw Mill, Stone Cutter, and Smelter
These three buildings are construction facilities that already exist in Vareholm and allow players to harvest the raw materials for their structures. They can be upgraded to provide bonuses to building structures with carpentry, masonry, and metalworking respectively. They upgrade at the same rate that regular workshops do, but provide a bonus to all players that are working the the same project, provided they have at least one person proficient in that type of building material assisting them.
Ex: The saw mill has been upgraded to 500 CP. It grants immunity to critical fails and increases the proficiency modifier given to those proficient in carpentry by 4 times, which is added on top of their current proficiency.
Now say that there is a group of 5 individuals who are not proficient in carpentry working together to craft a boat. They do not receive any bonuses from the saw mill, as none of them are proficient in carpentry tools. John is not one of these 5, but is in fact proficient with carpentry tools. If he decides to join in on the project, he not only benefits from the sawmill, but grants everyone working on the boat the same bonus. He is leading the effort and sharing his carpentry knowledge to significantly speed up construction.
The proficiency bonuses given by these special structures can only be used on building other structures. They do not add bonuses to rolls used to work on the special structures themselves.
[h2(advenstruc]Adventuring Structures Adventuring buildings allow you to spend gold and/or favor to receive bonuses in preparation for a trip outside the barrier. Before leaving town for an adventure, you can utilize any of these buildings below after they've been built. [h3) of Vareholm. The CP value of the store must match half the gold value of items sold, capped by the Wealth Rating of town. I.e. at a global Wealth Rating of 1500, the store must be at least 750 CP in order to sell items worth 1500g. However, if the store is 750 CP and the global Wealth Rating is only 1400, then the max value items the store can sell is only 1400g until the Wealth Rating increases. Stores must be specific to one purview, such as alchemy, blacksmithing, general goods, etc. Stores only sell items from within their purview. For example: an alchemy store wouldn’t sell weapons and armor, a blacksmith wouldn’t sell potions, and a general goods store wouldn’t sell magical items.
Garrisons and Roads
Garrisons are settlements or military structures that mostly deal with taming the wilds and keeping the area around Idriell safe.
Establishing a permanent military presence is an essential step in securing Vareholm for settlement and growth. Garrisons mostly eliminate encounters from a table almost everywhere within the Garrison’s Protected Area. Garrisons will not send patrols into dangerous locations, nor will they patrol beyond areas that have been mapped by players.
Garrisons are not a replacement for adventuring, they secure territory that adventurers have already cleared of major threats. Settlements and Resource Sites can only be built where it is safe to do so. Locations are made safe by adventurers clearing the desired build site of nearby major threats and by having a sufficiently well equipped garrison protecting it. When garrisons are built or upgraded, the DMs will update the player map to show where - if anywhere - is safe. Each
Garrison building is upgraded from the one before it, except for Patrol Camps which can be built anywhere within one week of normal travel from an existing Settlement.
* Buildings can be constructed in these locations.
Structure Bonuses
No structure may ever get a bonus higher than the Wealth Rating of the City.
Construction Facilities are currently capped at 1000 CP.
Player Owned Stores are currently capped at 2500 CP.
Buildings that are built by players in the East Marches provide certain benefits and bonuses depending on the type of building. There are five types of structures so far:
- - Provides proficiency bonuses when building structures.
- - Provides proficiency bonuses when using various tools or kits.
- - Provides various perks when adventuring.
- - Provides passive income.
- - Allows for the expansion of territory.
The Saw Mill, Stone Cutter, and Smelter
These three buildings are construction facilities that already exist in Vareholm and allow players to harvest the raw materials for their structures. They can be upgraded to provide bonuses to building structures with carpentry, masonry, and metalworking respectively. They upgrade at the same rate that regular workshops do, but provide a bonus to all players that are working the the same project, provided they have at least one person proficient in that type of building material assisting them.
Ex: The saw mill has been upgraded to 500 CP. It grants immunity to critical fails and increases the proficiency modifier given to those proficient in carpentry by 4 times, which is added on top of their current proficiency.
Now say that there is a group of 5 individuals who are not proficient in carpentry working together to craft a boat. They do not receive any bonuses from the saw mill, as none of them are proficient in carpentry tools. John is not one of these 5, but is in fact proficient with carpentry tools. If he decides to join in on the project, he not only benefits from the sawmill, but grants everyone working on the boat the same bonus. He is leading the effort and sharing his carpentry knowledge to significantly speed up construction.
The proficiency bonuses given by these special structures can only be used on building other structures. They do not add bonuses to rolls used to work on the special structures themselves.
Workshops
Workshops provide bonuses in increments of 100 CP. One workshop provides bonuses to one type of tools (smithing tools, woodworking tools, leatherworking tools, alchemist’s tools, etc). Other less used skills like cobbling, glassblowing, pottery, painter’s tools can be used at other workshops provided the player can justify this. YOU MUST BE PROFICIENT WITH THE SET OF TOOLS YOU ARE USING IN ORDER TO RECEIVE BONUSES FROM A WORKSHOP. Workshops do not grant passive gold income like stores. However, players may charge each other for use of a workshop and/or sell items created by their workshop. Such arrangements must be stated within the appropriate Discord channel the owner tagged with an "@[player name]" and a clear declaration of the services/items/gold exchanged. Bonuses 100 CP: Critical fail immunity with selected tools when using appropriate workshop. 200 CP: Doubles your proficiency bonus for appropriate crafting rolls 300 CP and onward: Adds an additional stack of your proficiency bonus to appropriate crafting rolls.[h2(advenstruc]Adventuring Structures Adventuring buildings allow you to spend gold and/or favor to receive bonuses in preparation for a trip outside the barrier. Before leaving town for an adventure, you can utilize any of these buildings below after they've been built. [h3) of Vareholm. The CP value of the store must match half the gold value of items sold, capped by the Wealth Rating of town. I.e. at a global Wealth Rating of 1500, the store must be at least 750 CP in order to sell items worth 1500g. However, if the store is 750 CP and the global Wealth Rating is only 1400, then the max value items the store can sell is only 1400g until the Wealth Rating increases. Stores must be specific to one purview, such as alchemy, blacksmithing, general goods, etc. Stores only sell items from within their purview. For example: an alchemy store wouldn’t sell weapons and armor, a blacksmith wouldn’t sell potions, and a general goods store wouldn’t sell magical items.