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Domain Project List

Projects a domain may undertake.

Village projects

Name Cost Requirements Effect
Watchtower 500 gp, 1 week — Adds a Watchtower to a hex, which establishes the domain's presence and enables Conquering if the hex is Wilds. Reference: Fortifications: Watchtower.
Build Village 2,000 gp, 2 weeks Hex is domain territory. If the chosen ward taps a resource, the hex must have that resource. Builds a village and adds a ward of the player's choice. The Village Center provides a Commander, village Militia under a Sergeant, Commoner Households, a Palisade (DC 15), a Village Green, a Village Lodge, a Tavern, and Common Shops. +500 citizens. Sets citizen cap at 1,000. Reference: Village blueprint.
Add Ward 2,000 gp, 2 weeks, 1 unit (see Resource Costs) Existing village. If the ward taps a resource, the hex must have that resource. Adds one ward to the village from the Village blueprint. +500 citizens.
Tap Resource — — see Build Village or Add Ward
Fort 5,000 gp, 1 month, 1 Wood + 1 Stone + 1 Metal Hex is domain territory Adds a Fort. Reference: Fortifications: Fort.
Keelboat 3,000 gp, 1 month, 2 Wood Fishing ward in the settlement River or coastal cargo craft. Repeatable.
Road (per hex) 1,000 gp, 1 week, 1 Stone — Connects adjacent hexes for travel. Repeatable.
Bridge 500 gp, 1 weeks, 1 Wood + 1 Stone A river or ravine to span Enables road travel over the obstacle. Repeatable.
Build Town 10,000 gp, 1 month, 2 Wood + 2 Stone Existing village with 1,000 or more citizens. Upgrades the Village Center to the Town Center. The Palisade is replaced by Walls with Watch Fires at the gatehouses. The Village Green becomes a Market Square; the Village Lodge becomes the Town Hall. A Temple, an Inn, and additional Taverns are built. The Common Shops expand to the town list. The Militia scales to town tier; a Watch is formed. Enables town projects. Raises citizen cap to 6,000. Reference: Town blueprint.

Town projects

Name Cost Requirements Effect
Upgrade Ward to District 5,000 gp, 2 weeks, 1 unit (see Resource Costs) Existing ward. Promotes a ward to a district of the same type. The content matches the Town blueprint. +500 citizens. Tapped resources rise from 1 to 2 per month.
Add District 10,000 gp, 1 month, 2 units (see Resource Costs) Existing town. If the district taps a resource, the hex must have that resource. Adds one district to the town from the Town blueprint. +500 citizens.
Great Keep 30,000 gp, 2 months, 2 Wood + 2 Stone Town Adds a Great Keep. Reference: Fortifications: Great Keep.
Stronghold 50,000 gp, 3 months, 3 Wood + 3 Stone Town Adds a Stronghold Location. Reference: Fortifications: Stronghold.
Longship 10,000 gp, 3 months, 4 Wood + 1 Metal Fishing district in the settlement Raider or coastal defender. Uses the Longship stat block. Repeatable.
Sailing Ship 10,000 gp, 3 months, 4 Wood + 1 Metal Fishing district in the settlement Sea-going merchant vessel. Can carry a Caravan on long maritime routes. Uses the Sailing Ship stat block. Repeatable.
Warship 25,000 gp, 6 months, 6 Wood + 2 Metal Fishing district in the settlement Naval combat vessel. Uses the Warship stat block. Repeatable.
Caravan 3,000 gp, 1 month, 2 Wood Trade district in the settlement Adds a Caravan asset. Can be sent to another settlement. Enables resource trade between domains. Limited: 1 with a Trade district, 1 more with a Trade quarter.
Build City 50,000 gp, 2 months, 5 Wood + 5 Stone Existing town with 6,000 or more citizens. Upgrades the Town Center to the City Center. Walls gain city gates with corner watch towers. The Watch and Militia scale up. Enables city projects. Raises citizen cap to 10,000. Reference: City blueprint.

City projects

Cities grow organically up to a cap of 10,000 citizens; some city projects raise this cap. Deliberate subdivision additions always add citizens regardless of the cap.

Name Cost Requirements Effect
Upgrade District to Quarter 25,000 gp, 1 month, 2 units (see Resource Costs) Existing city with the chosen district. Promotes a district to a quarter of the same type. The content matches the City blueprint. +500 citizens. Tapped resources rise from 2 to 3 per month. Reference: City blueprint.
Add Quarter 50,000 gp, 2 months, 4 units (see Resource Costs) Existing city. If the quarter taps a resource, the hex must have that resource. Adds one quarter to the city from the City blueprint. +500 citizens. Reference: City blueprint.
Aqueduct 10,000 gp, 1 month, 2 Stone Existing city. Adds an Aqueduct. +500 citizens. Raises the city's organic growth cap by 5,000.
Sewer 10,000 gp, 1 month, 2 Stone Existing city. Adds a Sewer. +500 citizens. Raises the city's organic growth cap by 5,000.
Public Baths 7,500 gp, 1 month, 1 Stone Existing city with an Aqueduct. Adds a Public Baths. +500 citizens.
Galley 30,000 gp, 8 months, 8 Wood + 3 Metal Fishing quarter in the settlement Great warship or long-voyage flagship. Uses the Galley stat block. Repeatable.

Special projects

Name Cost Requirements Effect
Crusade or Missionary Campaign 5,000 gp, 1 month Offered via a Religion encounter The domain sends missionaries or a religious campaign to another domain. Domain gains gp and XP (parcelable to a PC who runs it); target domain loses citizens or gp. Inherently a quest; party may lead.
Construct Commission 5,000 gp, 1 month Offered via an Arcane encounter The domain commissions a construct (golem, homunculus, animated guardian). Gains a permanent construct servant. Quest-eligible; party may source components.

Resource costs

In addition to time and gold, building and upgrading subdivisions requires resources. See Domain Resources for how resources are discovered, tapped, and spent.

Type Resource
Logging none
Farming, Fishing, Herding, Quarry, Trade Wood
Crossing, Craft, Mining Stone
Arcane, Religious, Military Metal

Quests

PCs may undertake quests to reduce the costs of certain projects. If a related quest is completed, the project's gold cost or time is halved (player's choice).