Base Building

Overview

Adventuring groups may establish and enhance bases over time. A well-developed base provides shared benefits, roleplay opportunities, and unique in-game effects that emphasize teamwork rather than personal power creep.

Base Building is designed to encourage cooperation, strategic planning, and party identity, while avoiding passive bonuses that overlap with character skills.


Ownership

  • Bases are owned by adventuring groups, not individual characters.
  • A character may only be part of one party, and therefore only one base, at a time.

Resources & Materials

Each month, every player earns 1 Raw Resource as part of downtime.

Raw Resources

  • Wood
  • Ore
  • Fiber

Processed Materials

Some rooms require refined materials:

  • Planks (processed from Wood)
  • Metal (processed from Ore)
  • Cloth (processed from Fiber)

Conversion

If the party has a Workshop, they may refine resources at:

2 Raw Resources → 1 Material

Without a Workshop, conversion is not possible.

Party Resource Pool

A party’s monthly resource income typically ranges from 2–10 raw resources, depending on party size and whether any member has Greater Gather from the Scouting Tree.


Tiers & Progression

Base rooms are organized into three tiers.
Tier advancement is not automatic — parties choose which rooms to build, unlocking higher-tier options through prerequisite rooms.

Not all rooms must be built; parties customize their base based on their theme and needs.


Build Time

All construction — rooms and upgrades — are built at the next event.


Customization Philosophy

Parties are encouraged to build a base that reflects their focus and identity.

Rooms may provide:

  • Crafting advantages
  • Medical services
  • Storage or logistical improvements
  • Strategic or informational tools
  • Ritual access
  • Narrative or roleplay hooks

Base rooms do not grant passive combat bonuses and are designed to complement, not replace, character skill choices.

Base Building

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Base Building Rooms

Workshop

Cost: A small table or flat surface with at least one safe prop tool

Phys Reps: 4 Wood, 2 Fiber

The Workshop is a basic space for preparing and organizing materials. It provides a simple work area where party members can process raw resources.

Resource Conversion

The party may convert resources into materials at a rate of:

  • 3 Wood → 1 Plank
  • 3 Fiber → 1 Cloth
  • 3 Ore → 1 Metal

Conversion may only occur in the Workshop during downtime or logistics.

Architect Interaction

A character with the Architect skill may convert resources at 1:1 while assisting.

Potion Shed

Cost: A small table or crate with a bottle or simple alchemy prop

Phys Reps: 2 Fiber, 2 Wood

A basic space for mixing and preparing potions. The Potion Shed does not grant new potion types or abilities, but helps characters with potion-related skills work more efficiently.

Batch Crafting

A character with Potion Crafter or Poison Brewer crafting inside the Potion Shed gains:

  • +1 additional basic potion or poison per event

This bonus applies once per event and does not allow crafting by characters without the relevant skill.

Supply Depot

Cost: A small crate, box, or designated storage space

Phys Reps: 3 Ore, 1 Wood

The Supply Depot provides a simple, organized area where parties may store processed materials for crafting and base building.

Material Storage

The party may store up to 20 total materials (Planks, Cloth, Metal) on their party sheet.

Notes

  • Stored amounts must be tracked accurately.
  • Only processed materials (not raw resources) may be stored.

War Table

Cost: A small table, board, or flat surface

Phys Reps: 2 Wood, 1 Cloth

The War Table provides a dedicated space for parties to plan, discuss missions, and prepare for expeditions into the Endless Wilds.

Mission Focus

Once per event, before beginning a mod or expedition, the party may declare a Focus Objective such as:

  • Survival
  • Recovery
  • Reconnaissance
  • Escort

This does not provide mechanical bonuses but allows Marshals to tailor information or hints slightly toward this priority.

Notes

  • Focus must be declared before entering a mod.
  • Provides roleplay structure, not power.

Rest Quarters

Cost: A simple seat, bedroll, or resting marker

Phys Reps: 2 Fiber, 1 Cloth

Rest Quarters provide a basic medical space for treating physical injuries that cannot be handled in the field.

Injury Treatment (1 Total)

Once per event, the party may treat one Injury here.

Restrictions

  • Only one total Injury may be treated per event.
  • Each character may only benefit from Injury treatment once per event, regardless of the number of rooms.
  • Severe Injuries (as marked by staff) may require additional conditions or cannot be treated here.

Notes

  • Treatment requires at least 10 minutes of medical roleplay.
  • Does not restore hit points or remove other effects.

Scribing Nook

Cost: A small writing surface with a quill, brush, or scroll case

Phys Reps: 1 Cloth, 1 Metal

The Scribing Nook provides a clean, organized space for preparing scrolls and written magical work.

Scroll Efficiency

Once per event, a character creating a scroll here may:

  • Reduce the scroll’s word count by 5 words,
    or
  • Gain one additional scroll point

Restrictions

  • Does not allow creation of scrolls for spells the character does not know.
  • Does not provide spellcasting benefits.
  • The word count reduction applies once per event, total.

Notes

  • This room is for preparation, not active spellcasting.

Improved Workshop

Cost: A slightly larger workspace or an additional simple tool

Phys Reps: 2 Planks, 2 Cloth

Prerequisites: Workshop

The Improved Workshop upgrades the party’s workspace with better organization and refined tools, increasing overall efficiency.

Resource Conversion

The party may convert resources into materials at an improved rate of:

  • 2 Wood → 1 Planks
  • 2 Fiber → 1 Cloth
  • 2 Ore → 1 Metal

Architect Interaction

A character with the Architect skill may still convert resources at 1:1 while assisting.

Alchemy Lab

Cost: A slightly larger workspace or an additional simple alchemy prop

Phys Reps: 3 Cloth, 1 Plank

Prerequisites: Potion Shed

A refined alchemical workspace with better tools, improved storage, and cleaner preparation surfaces.

Batch Crafting

When crafting inside the Alchemy Lab, a character with potion- or poison-making skills gains:

  • +1 basic potion/poison per event
  • +1 upgraded potion/poison per event
    (e.g., Diverse Distillations, Potent Poisons)

These bonuses apply once per event and do not expand potion lists.

Expanded Storage

Cost: An additional small container

Phys Reps: 4 Ore, 1 Plank

Prerequisites: Supply Depot

Expanded Storage increases the party’s capacity to store materials for future use.

Material Storage

The party's total material storage increases from 20 to 40 materials.

Notes

  • This upgrade affects only processed materials.
  • Storage must be tracked on the party sheet.

Tactical Map Room

Cost: A map, piece of parchment, or symbolic planning marker

Phys Reps: 2 Planks, 1 Cloth

Prerequisites: War Table

The Tactical Map Room improves the party’s ability to gather and analyze information about the areas they explore.

Terrain Insight

Once per mod or expedition, the party may ask the Marshal for one additional piece of environmental context, such as:

  • Footprints or tracks
  • Signs of recent activity
  • Sounds in the distance
  • Condition of the terrain
  • A hint about direction of danger

This effect is informational and does not reveal enemy stats or full plot details.

Notes

  • Stacks with scouting skills but does not replace them.
  • Must be asked for at the beginning of a mod.

Bunkhouse

Cost: Two simple resting props (two seats, two bedrolls, etc.)

Phys Reps: 2 Cloth, 2 Fiber

Prerequisites: Rest Quarters

The Bunkhouse expands the party’s capacity for medical treatment.

Injury Treatment (3 Total)

Once per event, the party may treat up to three Injuries here.

Restrictions

  • A single character may only have one Injury treated per event, regardless of room.
  • Severe Injuries may require staff approval or special conditions.
  • Total limit applies to the entire party, not individual healers.

Notes

  • Each treatment requires at least 10 minutes of roleplay.

Scriptorium

Cost: A larger writing space with two simple props (scroll + quill, book + ink jar, etc.)

Phys Reps: 2 Cloth, 1 Metal

Prerequisites: Scribing Nook

The Scriptorium expands the party’s writing and academic capabilities, enabling more efficient preparation of scrolls and documentation.

Improved Scroll Efficiency

Once per event, a character crafting a scroll in the Scriptorium may:

  • Reduce the scroll’s word count by 10 words,
    or
  • Gain two additional scroll points

Group Scribing

Two characters may work together, allowing:

  • A combined 5-word reduction on a second scroll
    (this does not stack with the main 10-word reduction)

Restrictions

  • Does not expand scroll lists.
  • All reductions apply to the same scroll unless using Group Scribing.

Notes

  • Only characters with the appropriate skills may scribe scrolls.

Master Workshop

Cost: A clearly defined work area with two simple tools or props

Phys Reps: 4 Planks, 2 Cloth, 2 Metal

Prerequisites: Improved Workshop

The Master Workshop represents a highly refined workspace that enables maximum efficiency in material processing.

Resource Conversion

The party may convert resources into materials at the optimal rate of:

  • 3 Wood → 2 Plank
  • 3 Fiber → 2 Cloth
  • 3 Ore → 2 Metal

Architect Interaction

A character with the Architect skill may still convert resources at 1:1 while assisting.

Master Alchemy Lab

Cost: A defined workspace with two simple alchemy props, such as bottles or bowls

Phys Reps: 4 Cloth, 1 Metal

Prerequisites: Alchemy Lab

A highly refined workspace designed for precise and efficient potion crafting.

Batch Crafting

When crafting inside the Master Alchemy Lab, a character with potion- or poison-making skills gains:

  • +1 basic potion/poison per event
  • +1 upgraded potion/poison per event
  • +1 additional basic potion/poison if assisted by one party member

The assistant does not need potion-making skills.

Secure Storage

Cost: A small lock prop, clasp, or tagged container

Phys Reps: 4 Ore, 2 Metal

Prerequisites: Expanded Storage

Secure Storage reinforces the party’s material containers, making them more difficult to casually inspect or tamper with during roleplay.

Security Effect

Items stored within the Secure Storage container:

  • May not be opened or searched without explicit party permission unless required by a mod's story.
  • Are considered sealed or reinforced for RP purposes.

Material Storage

The party may store up to 60 total materials.

Notes

  • This does not prevent story-driven access.
  • This is an RP-level security upgrade, not a combat system.

Strategist’s Hall

Cost: A slightly larger planning surface or two coordinated props (map + token)

Phys Reps: 3 Planks, 1 Cloth, 1 Metal

Prerequisites: Tactical Map Room

The Strategist’s Hall provides the tools and organization needed for fully coordinated party missions.

Coordinated Readiness

Once per mod, at the beginning of the encounter, the party may:

  • Spend 10 seconds in-character preparing
  • Quietly assign roles or clarify plan positions
  • Ready a held item (not drawn weapons)

This is a roleplay coordination window — not a mechanical buff.

Enhanced Briefing

Before beginning a mod, the party may receive:

  • A second small piece of thematic or environmental information
    OR
  • A clarification about their declared Focus Objective

The Marshal determines what is appropriate.

Notes

  • No spellcasting or combat preparations allowed during the 10 seconds.
  • This room is about organization, not power.

Infirmary

Cost: A designated treatment area with a medical prop such as a bandage

Phys Reps: 2 Cloth, 1 Metal, 1 Plank

Prerequisites: Bunkhouse

The Infirmary is a dedicated medical facility for treating significant injuries that accumulate during dangerous expeditions into the Endless Wilds.

Injury Treatment (5 Total)

Once per event, the party may treat up to five Injuries here.

Restrictions

  • Each character may only receive one Injury treatment per event, regardless of the Infirmary’s capacity.
  • Severe Injuries may require additional requirements or cannot be treated here.
  • Total limit applies to the entire party.

Notes

  • Each treatment requires at least 10 minutes of continuous medical roleplay.

Ritual Chamber

Cost: A small marked space or cloth circle with one ritual-themed prop

Phys Reps: 2 Cloth, 2 Metal

Prerequisites: Scriptorium

The Ritual Chamber is a quiet, focused environment designed for multi-caster coordination, symbolic preparation, and precise magical work.

Ritual Support

Once per event, the party may use the Ritual Chamber to:

  • Reduce a ritual’s required performance time by 30 seconds,
    or
  • Allow one additional participant to contribute meaningfully to the ritual
    (even if they normally would not qualify)

Scribing Mastery

Once per event, a character creating a scroll here may:

  • Reduce the scroll’s word count by 15 words,
    or
  • Gain three additional scroll points

Restrictions

  • Time reduction cannot reduce a ritual below its minimum safe performance time.
  • Additional participants may assist but cannot replace required roles.

Notes

  • The Chamber enhances ritual support, not the ritual’s power.
  • This does not grant spellcasting abilities or access to higher-level rituals.