You have acquired a stronghold: a mighty fortress from which you command your allies and amass power. Each class may build an **edifice** in your stronghold, special buildings that grant powerful boons.
The cost to construct or convert an edifice is **10,000 sp** and **2d4 weeks.** If an edifice already exists but is damaged, repairs typically cost **5,000 sp** and **1d4+1 weeks.**
A stronghold can have an unlimited number of edifices; as more edifices are added, the stronghold grows in power:
| Stronghold Power | Edifices |
| - | -- |
| 1 | 1 - 3 |
| 2 | 4 - 5 |
| 3 | 6+ |
Multiple players belonging to the same class may use the same edifice. A player may also construct a sizeable extension to an existing edifice at a cost of **5,000 sp** and **1d4 weeks**; this increases the stronghold's effective number of edifices by 1.
### Edifice Features
When a player first gains access to their edifice they gain a number of features equal to their stronghold's power. Each time their stronghold increases in power, they gain an additional feature of their choosing.
### Upkeep
A stronghold's weekly upkeep is equal to **1% of the original cost** required to construct it. For instance, a Keep costing **80,000 sp** to construct (p.113) would require **800 sp** per week to maintain, and a Large Castle costing **750,000 sp** would require **7,500 sp.**
### Income
Strongholds can typically manage settlements ranging from small hamlets to bustling villages. Each size of settlement produces income for the stronghold:
- **Small:** 10d100 sp
- **Medium:** 10d100 + 1,000 sp
- **Large:** 10d100 + 3,000 sp
## Cultist's Chapel
A Cultist's chapel is a sacred hall of worship where both blessed miracles and bloody sacrifices are performed.
> ### Consecration
>
> The Cultist must consecrate their chapel to their god by performing a holy ritual over the course of 1d8 days. If a Cultist wishes to change which god their chapel is consecrated to, they suffer a *[[Divine Blessings and Rebukes|Divine Rebuke]]* for scorning the god they originally honored. If a Cultist attempts to consecrate an existing chapel that was consecrated to a different god by someone else, they must succeed on a *Luck* (Will) check or suffer a *[[Divine Blessings and Rebukes|Divine Rebuke]].*
### Daily Prayer
After completing a Long Rest in the stronghold, the party increases their maximum *Luck* by 1 for their next adventure. In addition, any who have gained Favour from the Cultist's god at least once increase their maximum *Rerolls* by 1 for their next adventure.
### Chapel Features
1. **Sacred Scriptorium.** You establish a hall of divine writings, and the materials requisite to inscribe sacred words upon holy vellum. Per the Scroll Inscribing rules (p.126), you can spend **2d6 days** to inscribe a scroll with the power of one of your *Blessings.* However, you need only provide either a **special material** or **(1d4+2) x 100 sp**, not both. A Will (Divine Lore\*) check is required at the end of the process. On a success, the scroll is made and functions at your level, applying success or Great Success to the spell effect as per the Will (Divine Lore\*) check. On a failure the scroll fails and any materials are lost. On a Terrible Failure, a *[[Divine Blessings and Rebukes|Divine Rebuke]]* is also triggered. When inscribing scrolls in this way you do not suffer Con loss and you create a number of additional scrolls of the same *Blessing* equal to your stronghold's power.
2. **Sacrificial Altar.** You construct an imposing altar where you nourish your god with the blood of the heretic. You can sacrifice a humanoid creature upon this altar to gain Favour, and XP equal to your stronghold's power x the creature's HD. If the creature belongs to the cult of a rival god, the amount of XP you gain is doubled. In addition, you may use a creature's sacrifice to fuel ritual magic (p.111). When casting ritual magic in this way, you do not need to pay for expensive components (typically 3d6 x 100 sp), and you may make a *Luck* (Will) save to negate the personal price of the ritual (typically Con or *Luck* loss, 3d6 years aging, etc; GM's call).
3. **Cult Acolytes.** You gather to your chapel a host of acolytes, feverishly devoted to your god's cult. A number of acolyte hirelings equal to your level arrive at your stronghold, led by a number of Cultist henchmen equal to your stronghold's power. The Cultist henchmen begin at half your level (round up), and more will arrive when your stronghold's power increases. Your acolytes tend to the chapel in your absence (if they are not adventuring themselves) and can work with you to perform **divine miracles** over the course of **2d6 days:**
- **Cure Affliction.** You cure a Madness, Addiction, or disease. You must succeed on a *Luck* (Will) save or suffer 1d4 Con loss during the process; the creature is cured either way.
- **Restore Flesh.** You heal an injury or regrow a lost body part. In the case of an injury, you must succeed on a *Luck* (Will) save or suffer 1d4 Con loss. Regrowing a body part functions as *[[Starmaiden's Miracle]]*.
## Magic User's Tower
A Magic User's tower is a place of arcane study where the deepest secrets of the Beyond are elucidated.
### Magical Study
After completing a Long Rest in the stronghold, the party gains advantage on 3 DDM or spellcasting checks of their choosing during their next adventure.
### Tower Features
1. **Arcane Library.** You establish an arcane library full of forbidden tomes, half-finished spell scrolls, and other secrets that man was not meant to know. When inscribing a scroll (p.126) with a spell which you already know, you do not need to provide a special material, only **(1d4+2) x 100 sp.** If you are inscribing a scroll with a spell you do not know, you only need to provide a special material. Inscribing a scroll in this way takes only **2d4 days,** does not cause Con loss, and creates a number of additional scrolls of the same spell equal to your stronghold's power. In addition, the time and cost required for all Magical Research conducted in your library is halved (including learning or creating spells).
2. **Alchemy Laboratory.** You assemble an alchemy laboratory where you toy with bubbling elixirs, philtres, and mutagens. When brewing potions (p.123), you do not need to pay for any materials, and must only provide a **special ingredient.** Brewing a potion in this way takes only **2d4 days,** does not cause Con loss, and creates a number of additional potions of the same effect equal to your stronghold's power. In addition, when imbuing a creature with a mutagen, you can spend **(1d3) x 100 sp** on supplies to give the creature a +2 bonus on their *Luck* (Con) save. Finally, you may conduct Major Magical Research (p.125) to create new potions and mutagens.
3. **Sorcerous Sages.** An erudite band of apprentice sages fascinated by the Veil and its mysteries gather at your tower to learn from you. A number of sage hirelings equal to your level arrive at your stronghold, led by a number of Magic User henchmen equal to your stronghold's power. The Magic User henchmen begin at half your level (round up), and more will arrive when your stronghold's power increases. Your pupils tend to the tower in your absence (if they are not adventuring themselves) and can work with you to perform **enchantments** over the course of **2d6 days:**
- **Disenchant.** You remove all the powers of a magical item, rendering it mundane. The item's Obvious powers become known to you, writ upon Veil-touched parchment for safekeeping. The Magic User must make a DDM check at the end of the process.
- **Enchant.** You enchant an item with one Obvious power known to you. When you do so, make a *Luck* check (non-reducing) to see if it obtains 1d3 Discreet powers in the process. An item can only possess a maximum of 3 Obvious powers and 3 Discreet powers. Once you enchant an item with an Obvious power you know, you forget the power and cannot enchant another item with it until you learn it again through disenchantment. The Magic User must make a DDM check at the end of the process.
## Bard's Tavern
A Bard's tavern is where travellers find safe refuge, enjoy entertainment, and spread valuable rumours.
### Inspiring Start
After completing a Long Rest in the stronghold, each member of the party gains one use of the Bard's *Inspire Greatness* feature for their next adventure. The party uses the Bard's Cha score to determine any bonuses or modifiers.
### Tavern Features
1. **Caravanner Haunt.** A trusted network of caravanners and coachmen begin to frequent your tavern, and can ferry your valuables to market. Your caravanners can spend **1d4+2 weeks** offloading any valuables you provide them with. You must make a Cha (Leadership*) check. On a Great Success your items are sold for 100% of their market price; on a success they are sold for 80%; on a failure 50%; and on a Terrible Failure only 20%. Finally, the business and patronage brought by your caravanners provides a weekly income of **5d100 sp x your stronghold's power.**
2. **Rumor Mill.** Your tavern grows in popularity, with dozens of patrons from far-flung settlements coming to spread and hear salacious rumors. When Rumor Hunting (p.126), the cost required is halved and you learn an additional number of rumors equal to your stronghold's power. In addition, when Rumor Mongering the cost and time required is halved and you may spread an additional number of extra rumors equal to your stronghold's power. Finally, when carousing during Downtime (p.117) the cost to do so is halved and maximum amount of XP gained is doubled.
3. **Wandering Minstrels.** A band of wandering minstrels is attracted to your tavern, coming to earn coin through story and song. A number of minstrel hirelings equal to your level arrive at your stronghold, led by a number of Bard henchmen equal to your stronghold's power. The Bard henchmen begin at half your level (round up), and more will arrive when your stronghold's power increases. Your colleagues tend to the tavern in your absence (if they are not adventuring themselves) and can work with you to perform **diplomacy:**
- **Summon Henchman.** You summon to your stronghold a henchman belonging to a class of your choosing. The henchman begins at a level equal to half your level + 1d6 (maximum of 9). The henchman arrives at your stronghold after **1d4 weeks.** You can summon a henchman a number of times per year equal to double your stronghold's power.
- **Send Dignitaries.** You send a flock of ambassadors and dignitaries to local centres of power. The process takes **2d4 weeks;** during this time your stronghold's power is increased by 1 for the purposes of calculating the effectiveness of edifice features. Your stronghold's power can be increased beyond the maximum of 3 in this manner. You can send dignitaries a number of times per year equal to half your level (minimum of 1).
## Artificer's Workshop
An Artificer's workshop is an advanced manufactory where mechanical tinkering and alchemical experimentation teeter on the edge of chaos.
### Spare Gadgets
After completing a Long Rest in the stronghold, each member of the party gains one use of an *Alchemy & Mechanica* invention of their choosing (excluding *Blackpowder Weapon* and *Chaintooth Weapon*) for their next adventure. The party uses the Artificer's Int score to determine any bonuses or modifiers.
### Workshop Features
1. **Masterforge.** You construct a top-of-the-line forge, capable of creating the finest weapons and armor. While at your forge, you are a mastersmith capable of creating masterforged gear (p.62). The cost and time required for you to create a masterforged item is halved. In addition, you may forge weapons made of special metals (*silver, cold iron, mithral*, etc.) at half the usual cost and combine them with masterforged properties. Finally, you can repair and craft any appropriate piece of equipment at half the usual cost and time (weapons, armor, prosthetics, etc.)
2. **Apothecarial Fumatorium.** You create a fume-addled apothecary, equipped with finely tuned calcinators, alembics, and retorts. You gain access to either the improved potion brewing or improved mutagens of the Magic User's *Alchemy Laboratory.* In addition, you can create any alchemical piece of *Rare Gear* (sannish, fire pots, trollblood ointments, antitoxins, etc.) for half its usual cost over the course of **2d6 days.** You also create a number of additional items equal to your stronghold's power.
3. **Eccentric Tinkerers.** A small guild of eccentric tinkerers fascinated by your recent advancements arrive your workshop, eager to make new breakthroughs. A number of tinkerer hirelings equal to your level arrive at your stronghold, led by a number of Artificer henchmen equal to your stronghold's power. The Artificer henchmen begin at half your level (round up), and more will arrive when your stronghold's power increases. Your students tend to the workshop in your absence (if they are not adventuring themselves) and can work with you to create **inventions:**
- **Make Breakthrough.** Per the *Major Breakthrough* feature, you can create a new *Alchemy & Mechanica* feature and add it to your known abilities over the course of **2d4 weeks.** You can do this a number of times per year equal to double your stronghold's power.
- **Create Construct.** At a cost of **5,000 sp, 2d6 months,** 1 Major Magical Item, and 1 permanent *Luck* loss, you can create a *Stone Golem.* The Major Magical Item is drained of its power to give life to the golem, and helps create its control rod. Whoever holds the control rod can give the golem mental commands. You can create a *Stone Golem* a number of times per year equal to your stronghold's power.
## Druid's Grove
A Druid's grove is a secluded nest of numinous greenery, at the heart of which lies a sacred tree.
> ### Planting a Sacred Tree
> Establishing a grove provides the Druid with a sapling of their chosen sacred tree. The sapling is nourished by their druidic power, quickly growing from a fledgling sprig into an adult tree. The tree thereafter grows at a normal rate.
### Mantic Dreaming
After completing a Long Rest in the stronghold, each member of the party may cause *any* roll in the game to be rerolled once during their next adventure.
### Grove Features
1. **Primal Miasma.** You concoct a primal miasma in the heart of your sacred tree, composed of its sap and blood belonging to both beasts and men. You can spend **2d6 days** subjecting one of your primally bonded beasts to the miasma to increase its strength and grant it a *Lost Mortality* feature of your choosing (except *Bestial Blessing*). The beast must make a *Luck* (Con) check. On a success the transformation occurs without issue; on a failure the transformation does not occur; and on a Terrible Failure the beast must also make a Death Save (*[[Toxin Trauma]]* on success). At the end of the process the beast gains the *Lost Mortality* feature, its AC and HD are increased by 2, and its damage increases by two dice categories (eg d4 becomes d8, max d12). A beast can undergo this process a number of times equal to your stronghold's power.
2. **Dreamhaven.** Through deep dreaming you have made your grove into a powerful nexus for the hivemind that binds all of nature's children. You may lead a ritual lasting **2d6 days** where you and your party members hibernate beneath its boughs. At the end of the hibernation, the party receives a shared vision related to an event of their choosing, and may each ask nature's hivemind a number of questions equal to your stronghold's power. Nature's hivemind answers only with: *Certain, Likely, Unlikely,* or *Uncertain.* Unlike the normal *Sacred Tree* feature, these visions are not restricted to events that have taken place near other sacred trees.
3. **Grove Guardians.** A menagerie of wild beasts and druidic skinchangers are drawn to your grove by the inscrutable whims of nature's hivemind. A number of beasts equal to your level arrive at your stronghold, led by a number of Druid henchmen equal to your stronghold's power. The Druid henchmen begin at half your level (round up), and more will arrive when your stronghold's power increases. Your pack tends to the grove in your absence (if they are not adventuring themselves) and can work with you to perform **ancient rites:**
- **Become Abomination.** You perform a gruesome, bloody ritual over **2d6 days** to primally bond with a monster or mortal you have previously skinwalked. You must make a *Luck* (Will) check. On a success, you primally bond with the creature, suffer 1 permanent *Luck* loss, and roll on the *Primal Corruptions* table. On a failure, the bonding process does not occur, and on a Terrible Failure you must make a Death Save (random Madness if succeed). You can perform this rite a number of times equal to your stronghold's power.
- **Awaken the Wood.** You spend **2d4 weeks** performing a ritual to awaken the trees and plants within your stronghold's domain. A number of *Bloodroot Treants* equal to your stronghold's power rise to serve as guardians. They are utterly loyal to you but will return to hibernating mundane trees after **2d6 weeks.**