TEXT:  
   
   
  Table of Contents 
   
  1 
   
   
  
   
   
   
  Table of Contents 
   
  2 
  Table of Contents 
  Table of Contents .................................... 2 
  Credits ................................................... 3 
  Website & Discord ................................................ 3 
  Artist Credits ........................................................ 4 
  Changelog ........................................................... 5 
  Buildings & New Rules ............................. 6 
  Creating Buildings & Amenities .............................. 6 
  Upgrading Buildings.............................................. 7 
  New Material: Stone ............................................. 7 
  Deconstructing Buildings and Amenities ................. 8 
  Owner Profits & Building Sale Prices....................... 9 
  Cultural Monuments ............................................ 10 
  Cultural Wonder ................................................. 10 
  Breaking and Entering......................................... 11 
  Employees ......................................................... 11 
  Buildings and Weather ........................................ 12 
  Villages, Towns, and Cities ..................... 13 
  List of Buildings and Required Materials ... 14 
  Building Types ...................................... 15 
  Bank .................................................................. 15 
  Barracks ............................................................. 16 
  Enchanter .......................................................... 18 
  Farm .................................................................. 18 
  Healer ................................................................ 19 
  House ................................................................ 20 
  Inn..................................................................... 22 
  Library / Book Store ............................................ 23 
  Mill .................................................................... 24 
  Minigame ........................................................... 25 
  Observatory / Fortune Teller................................. 26 
  Office ................................................................. 27 
  Post Office ......................................................... 28 
  Shop.................................................................. 30 
  Stables .............................................................. 32 
  Towers & Walls ................................................... 33 
  Workshop ........................................................... 34 
  List of Amenities and Required Materials .. 35 
  Amenity Types....................................... 36 
  Bridge ................................................................ 36 
  Commons ........................................................... 36 
  Fence ................................................................ 37 
  Forge ................................................................. 37 
  Heavy Weapon ................................................... 38 
  Kiosk ................................................................. 39 
  Road ................................................................. 40 
  Sign ................................................................... 40 
  Tree (Food-Bearing) ........................................... 41 
  Wagon ............................................................... 42 
  Well ................................................................... 43 
  Castles ................................................. 44 
  Building a Castle ................................................. 44 
  Benefits of a Castle ............................................. 45 
  Money and Titles ................................................ 48 
  Your Personal Touch ........................................... 48 
   
   
   
  
   
   
   
  Credits 
   
  3 
  Credits 
  Developed by Mike (“Elemental Knight”) 
  Additional Design by Rob Benson 
   
  Please send comments, feedback, and concerns to ReclaimTheWildTabletop@GMail.com 
   
  Playtesters: Aaron, Alan, Avara Sheridan, Chelsea, Corin CWStra, frigidScholar, Iki, Josh, Kain, 
  Kaorin Sakura, Kayla, Lyle, Manavine, Marhatus, Muzok, Phila, Rini, Tali, Vader, xFalsewingzx 
   
  Fonts used: Hylia Serif (headers) and Calamity Sans (body text). 
   
  Special Thanks to Chelsea, for your unending support and patience; Kaorin Sakura, for showing 
  this can be done; the Pokemon Tabletop community, for being my home for years and years – 
  and the Returners’ Final Fantasy Tabletop community, for being my home before that. 
   
  The Legend of Zelda and all associated properties are owned by Nintendo. This book is a freely-
  distributed system made by fans, for fans, of both tabletop games and of The Legend of Zelda. 
  Please support Nintendo’s official releases! 
   
  Version 1.05; May 2019 
  Website & Discord 
  For the latest on Reclaim the Wild, including ideas for your game and the latest version of 
  these rules, visit ReclaimTheWild.net. You can also come say hello on our Discord server!
  
   
   
   
  Credits 
   
  4 
  Artist Credits 
  Cover Image: AnatoFinnstark 
   
  Interior Art:
   
   
  Alex Legg 
  Alkaloid 
  Allan Bernardo 
  AnthonyAvon 
  Anubiscomics 
  Ari Suonpää 
  Christopher 
  Balaskas 
  David Revoy 
  Dongjun Lu 
  Edmund Leighton 
  Florian Ducros 
  Frayde 
  F. Allmenroeder 
  jjnaas 
  JMV 
  JSM 
  Karl Simon 
  Lazoomaiga 
  LURS 
  Matt Gaser 
  Oh Kyung Rok 
  PinkyPills 
  Randal Spangler 
  Rozen-Clowd 
  Rusty001 
  Sabin Boykinov 
  Simon Fetscher 
  skyloftsbeauty 
  sweetmoon 
  Szymon Biernacki 
  Teemu Husso 
  The-Bells-of-Luin 
  Tom Prante 
  Toni Jacobs 
  Toodletots 
  Tsugumi_pp 
  Tulinov Roman 
  Twokinds 
  Xiaosheng Bai 
  Yang-Z
   
  Artwork has been sourced from all over the Internet for Rebuild the Wild. Some artwork has been 
  manipulated by the author to better fit the confines of the book. If you see your art here and wish 
  to have it removed, or if we were unable to correctly credit you for it, please contact us. 
   
   
  
   
   
   
  Credits 
   
  5 
  Changelog 
  Version 1.05 
  • 
  Fixed a few minor typos. 
  • 
  Observatories and Fortune Tellers now properly have a Musical Power of (Rank x 2), rather than a Perform Trait 
  of the same. 
  • 
  Specified that an Inn only grants bonus Temporary points when used for an Extended Rest. 
  • 
  Specified that Heavy Weapons are Large-sized. 
  • 
  Added a note to Bridges about making them Drawbridges. 
   
   
  
   
   
   
   
   
  6 
   
  Buildings & New Rules 
  Creating Buildings & Amenities 
  Buildings and Amenities have a Rank, just 
  like Weapons and Armor. A Building’s or 
  Amenity’s Rank may provide bonuses to its 
  operation, or the services that Heroes can 
  procure from them. 
   
  When creating a Building or Amenity, all 
  Materials used in its construction must be of 
  the desired Rank, or higher. For instance, in 
  building a Rank 2 House, all Materials used 
  in construction must be at least Rank 2. 
  Raising a Building takes three days (three 
  Extended Rests) of hard work, for either a 
  crew of Heroes or a construction crew. 
  Raising an Amenity takes either one Hero, or 
  one construction person, one day (a single 
  Extended Rest) to build. During this time, 
  they cannot spend any other time crafting, 
  surveying, harvesting, or adventuring. They 
  may, however, speak with people, write 
  letters, shop, and do other small tasks. 
   
   
  
   
   
   
  Buildings & New Rules 
   
  7 
  Buildings that are also businesses must 
  be staffed by an Employee to function. See 
  the Employees section for details. 
  Upgrading Buildings 
  Buildings and Amenities can be upgraded 
  (or even downgraded!) by deconstructing 
  the existing structure, and creating a new 
  structure in its place. This takes less time 
  than constructing a new building on an 
  empty lot – two days total for a Building, or 
  one Short Rest for an Amenity.  
   
  Upgrading a structure returns Materials, just 
  like deconstructing the old structure would.  
   
  Once complete, the final structure may be a 
  new-and-improved version of the old one, or 
  a completely new building in the place of the 
  old one, as its builders decide. 
   
  You may ‘skip’ Ranks while upgrading a 
  structure – for instance, you may upgrade a 
  Rank 1 Inn straight to Rank 3, jumping over 
  Rank 2. 
   
   
   
   
   
   
  New Material: Stone 
  This supplement introduces a new Material 
  type, Stone. Stone is used for creating 
  Buildings: it can be used in place of any or 
  all other Materials that a Building or Castle 
  calls for, on a one-to-one basis. 
   
  Stone can be found in quarries, caves, and 
  crevasses, along mountains, or in cliff faces. 
  Stone is Surveyed with the Civilization Trait, 
  and Harvested with the Mechanics Trait. 
   
  If you lack a Harvesting Tool to quarry stone, 
  you can use Piercing weapons for 1 
  Durability, or other weapons for 2 Durability.  
   
  Suggested names for Stone materials 
  RANK 
   
  STONE 
  Rank 0 
   
  Gravel 
  Rank 1 
   
  Clay 
  Rank 2 
   
  Granite 
  Rank 3 
   
  Limestone 
  Rank 4 
   
  Marble 
  Rank 5 
   
  Sage Stone 
   
  Stone may be bought and sold, with the 
  same pricing schema as non-Food Materials. 
  Stone may be used to create Chalk, Flint, 
  Flint-Fire Kits, and Bags of Caltrops. 
   
  Stone may be eaten by Gorons, just as 
  Metal materials can. Stone is considered to 
  have a rich flavor and a smooth texture, 
  making it quite a desirable foodstuff. 
  New Tool: Wedge & Shims 
  The Wedge & Shims is a Mundane 
  Harvesting Tool, used to harvest Stone. 
   
  Wedge & Shims: (Metal) Shims are thin 
  slips of metal, used to widen crevices in 
  rock. Once a crevice has been widened, you 
  can then separate stone from the earth with 
  the Wedge. Aids in harvesting Stone. 
  
   
   
   
  Buildings & New Rules 
   
  8 
  Deconstructing Buildings and Amenities 
  Buildings and Amenities, much like 
  Weapons, Armor, and Tools, can be 
  deconstructed, destroying the Building and 
  recouping a number of the Materials used in 
  the Building’s construction.  
   
  Deconstructing a Building takes one day 
  (one Extended Rest), for a dedicated 
  construction crew or a crew of Heroes. 
  Deconstructing an Amenity takes about an 
  hour (or a single Short Rest). During this 
  time, they cannot spend any other time 
  crafting, harvesting, or adventuring, though 
  they may still speak with people, write letters, 
  and do other small tasks. 
   
  When deconstructed, a Building returns: 
  ● 
  2 Materials of the Rank and Type of 
  the Building’s smallest Material 
  category 
  ● 
  4 Materials of the Rank and Type of 
  the Building’s middle Material category 
  ● 
  6 Materials of the Rank and Type of 
  the Building’s largest Material category 
   
  When deconstructed, an Amenity returns: 
  ● 
  No (zero) Materials of the Rank and 
  Type of the Building’s smallest Material 
  category 
  ● 
  1 Material of the Rank and Type of the 
  Building’s middle Material category 
  ● 
  2 Materials of the Rank and Type of 
  the Building’s largest Material category 
   
  In some cases, at GM discretion, you may 
  obtain Stone instead of the Materials 
  typically used to create that Building. This 
  might occur if Stone was originally used to 
  create the Building, if it’s obviously 
  constructed from stone, or if the GM 
  doesn’t want to worry about the exact 
  materials used in construction.
  If a category of Materials in a Building or 
  Amenity has a different Rank than the 
  Building itself, then the resultant Materials 
  are of that category’s Rank, not the rank of 
  the Building or Amenity itself. 
   
  Once deconstructed, a Building is entirely 
  and utterly gone, leaving behind only a flat 
  lot or a hole in the ground.  
   
  
   
   
   
  Buildings & New Rules 
   
  9 
  Owner Profits & Building Sale Prices 
  Most Buildings provide their Owners an 
  amount of Rupees, accrued per day, based 
  on the Rank of the Building. The Owners 
  receive these Rupees when they visit the 
  Building, or communicate with it by post. 
   
  Sometimes, a Building may be for sale 
  directly from their current owners (or from the 
  local government, if the Building is 
  abandoned). A Building’s typical Market 
  Price is listed below, as well. 
   
  Like all items, the price to buy a building flat-
  out starts at twice the Market Price, and the 
  price to sell a Building is half the Market 
  Price. 
   
  Haggling can make the price of a Building 
  more favorable, just like with any other 
  purchase - however, since purchasing a 
  Building is such a complex affair, quite often 
  the act of haggling over a Building’s price is 
  an Extended Challenge. 
   
   
  Building Rank 
  Profits for Owner / Day Building Market Price 
  Rank 0 
  10 
  300 
  Rank 1 
  20 
  600 
  Rank 2 
  40 
  1200 
  Rank 3 
  80 
  2400 
  Rank 4 
  200 
  6000 
  Rank 5 
  400 
  12000 
  Many kinds of Buildings will provide their 
  Owner a Material of their Rank, instead of 
  Rupees. 
   
  If a Building has more than one Owner or set 
  of Owners, then the Rupees (or Materials, or 
  other benefits) that the Building provides its 
  Owners must be shared between all Owners. 
  In short, what a Building provides its Owners 
  is in total, not per person. 
   
  Amenities do not provide their Owners any 
  Profits, nor any other benefits, beyond 
  access to the Amenity. 
   
   
  
   
   
   
  Buildings & New Rules 
   
  10 
  Cultural Monuments 
  Cultural Monuments are a special kind of 
  building - they make no profits on their own, 
  but they enhance the culture and prosperity 
  of the community around them.  
   
  Museums, Obelisks, Statues, and Temples 
  are all examples of kinds of Cultural 
  Monuments. Sites of historical importance, 
  such as old battlegrounds or tombs of 
  important historical figures, might also be 
  built up and turned into Cultural Monuments. 
   
  Cultural Monuments provide a bonus to the 
  Rupees earned by the Owners of Buildings 
  that are adjacent to them, based on the 
  Rank of the Statue. These bonus profits are 
  in addition to whatever profits (Rupee, 
  Material, or otherwise) that a Building might 
  earn for its Owners. 
   
  CM Rank 
  Addt’l Owner 
  Profits / Day 
  Rank 0 
  5 
  Rank 1 
  10 
  Rank 2 
  20 
  Rank 3 
  40 
  Rank 4 
  100 
  Rank 5 
  200 
   
  A single Cultural Monument can only be 
  adjacent to (and thus, can only benefit) up 
  to 8 different Buildings. A given Building can 
  only benefit from up to 4 different Cultural 
  Monuments. 
   
  Cultural Monuments may be built within a 
  Commons, providing the benefits of both 
  buildings in a single area. 
   
  Cultural Monuments may also provide other 
  benefits to the community, such as prestige 
  for the artisan who built them, or increased 
  tourism in the area. 
   
  Cultural Wonder 
  A Cultural Wonder is a special kind of 
  Cultural Monument. It represents the power, 
  wisdom, or courage of the entire community, 
  and can draw admirers from all the world. 
   
  A Cultural Wonder can be built like any 
  Cultural Monument, but costs 5 times the 
  Materials in each category. Cultural Wonders 
  tend to be quite massive: temples that can 
  be mistaken for mountains, a statue of a 
  goddess at full scale, or a network of 
  catacombs the size of a city. 
   
  Once built, a Cultural Wonder provides the 
  normal Cultural Monument bonus, but to all 
  Buildings in the entire community. It counts 
  as three distinct Cultural Monuments for any 
  Buildings that are directly adjacent to it. 
  
   
   
   
  Buildings & New Rules 
   
  11 
  Breaking and Entering 
  Sometimes, Heroes or villains may need to 
  enter buildings they aren’t allowed into. 
   
  A Building’s locks have a DC of (Rank x 3) 
  to pick (using Mechanics) or break (using 
  Athletics). The exception is Banks, Castles, 
  and Towers, which have a DC of (Rank x 5). 
   
  Some buildings may have guards - Banks, 
  Castles, and Towers will certainly have 
  guards around the clock, but buildings that 
  have had recent break-ins may pay for 
  guards to patrol their grounds, too.  
   
  Avoiding detection from a building’s guards 
  is a (Rank x 5) DC Agility check. If a building 
  does not have guards, then remaining 
  unnoticed by its customers and employees is 
  a (Rank x 3) DC Agility check instead. 
   
  Sometimes, you may need to break through 
  the wall of a building, or destroy it entirely. 
  An Amenity or a single square of Building-
  wall has HP of ((Rank+1) x 10), and 
  Defense (Rank x 2). Castles, Towers, and 
  Walls’ squares have ((Rank+1) x 20) HP, 
  and (Rank x 5) Defense. Once broken, a 
  Building’s wall becomes Difficult (but 
  passable!) Terrain. 
   
  A Building is destroyed if it sustains four 
  such destroyed walls. It becomes inoperable 
  if it sustains two destroyed walls. Repairing a 
  destroyed wall takes 5 Materials, of the 
  Building’s Rank and of any type(s) of 
  Material used to build it. 
   
  Structures have a Weakness to Bombs, 
  which deal 4 additional damage to them. 
  Employees 
  Each Building can have a single Employee 
  assigned to it. If you build a Building in a 
  populated area, then you will automatically 
  get an Employee to staff it, though this 
  Employee will provide no additional benefit 
  besides keeping the doors open. 
   
  You may find NPCs in your adventures who 
  long for a life other than what they have. If 
  you can employ an NPC who is well-suited 
  to the job of running a particular Building, 
  then that Building acts as if it is under the 
  effect of an additional Cultural Monument 
  (even if it already has 4 Cultural Monuments 
  working on it), of a Rank equal to that of the 
  Building itself. 
   
  A Building may only benefit from one 
  Employee at a time. 
   
   
  
   
   
   
  Buildings & New Rules 
   
  12 
  Buildings and Weather 
  Buildings provide protection from all Weather 
  effects, equal to (the Building’s Rank). A 
  Rank 1 House, for instance, would reduce 
  the effect of a Sandstorm on its inhabitants 
  by 1 Rank. 
   
  If a Building’s Rank is insufficient to 
  completely negate a Weather’s effects to 
  Rank 0, then the inhabitants will be 
  uncomfortable, grumpy, and may not be able 
  to get a good night’s sleep. 
   
  If Heroes are using a building to rest, and it 
  is insufficient to protect them from bad 
  weather, then count their resting conditions 
  as one step worse (regardless of how bad 
  the weather is), as per the “Resting and 
  Recovery” section of the Core Rulebook. 
  This means that, if they are resting in a 
  House or Inn that would also provide them 
  Temporary HP for resting there, then they 
  simply recover fully and do not gain any 
  Temporary HP. If they are resting in some 
  other type of Building, or a Rank 0 House or 
  Inn, then they only recover 50% of their 
  Health, Burned Stamina, and Burned Magic. 
   
   
  
   
   
   
  Villages, Towns, and Cities 
   
  13 
  Villages, Towns, and Cities 
  Settlements can be broken down into three 
  categories: Villages, Towns, and Cities. 
   
  Villages are the smallest category of 
  settlement, typically only featuring a few 
  small buildings, and anywhere from just one 
  resident to a hundred (though typically 
  measuring in the dozens). Villages have few 
  resources to their name, and most people 
  living in a Village are focused on day-to-day 
  survival, lacking the time for leisure. If a 
  Village has a leader, it is most often just the 
  oldest or most respected person in the 
  group, and is rarely an official position. 
  Because Villages typically lack any kind of 
  walls, militia, or defenses, a Hero or a band 
  of monsters might ride past one and not 
  even realize it’s there - but if they do notice, 
  the Village is surely in trouble. 
   
  Villages always contain at least one Farm, 
  and at least one House. They also have at 
  least one service, typically a single Shop, a 
  Stable, or a Workshop. 
   
  Towns are the middling category of 
  settlement, and may be the most common. 
  They typically range from having a hundred 
  residents, up to a thousand. They feature a 
  recognizable market square or street, and 
  often have actual roads leading to and from 
  points of interest. Villages have enough 
  people, resources, and time to have many 
  classes of people: farmers, merchants, and 
  tradesmen can all coexist and help one 
  another. Towns often have a recognized 
  leader, often an elected official with a small 
  office to befit their title. Towns will sometimes 
  have walls, if they are in a dangerous or oft-
  contested location; they can also call on 
  their citizens to mobilize, creating a crude 
  militia in times of crisis.
  Towns feature all that Villages do, as well as 
  at least one Inn, and at least three Shops 
  (though they often have more than that). 
  Towns also feature at least three of the 
  following: a Cultural Monument, Enchanter, 
  Healer, Post Office, Stable, and/or a 
  Workshop. Some Towns may have Walls. 
   
  Cities are the largest category of settlement, 
  and are rare - a kingdom may not have any 
  true cities, or it might have up to a handful if 
  in the midst of a golden age. Cities have 
  thousands of people in them, from all walks 
  of life and all trades, making them a great 
  place to look if you’re seeking something 
  rare or esoteric. Cities have a thriving 
  bureaucracy with many departments and 
  officials; some are elected, others are merit-
  based, and yet others might be appointed by 
  royal decree. Cities quite often have walls, 
  checkpoints, and other defenses, making 
  them difficult for enemies to assail directly. 
   
  Cities feature everything that a Town has, 
  and can further have just about any type of 
  building that you can imagine within their 
  bounds. Cities must have at least five kinds 
  of Shops, though they often have many 
  more. They also feature at least six of the 
  following: a Bank, Cultural Monument, 
  Enchanter, Healer, a Library or Book Store, a 
  Minigame, an Observatory or Fortune Teller, 
  Post Office, a Restaurant, Stable, Tower, or 
  a Workshop. Most Cities have Walls, as well. 
  
   
   
   
  List of Buildings and Required Materials 
   
  14 
  List of Buildings and Required Materials 
  Building Type 
  Requires 5 of… 
  ...and 10 of… 
  ...and 15 of… 
  Bank 
  Wood 
  Metal 
  Rupees * 
  Barracks 
  Wood 
  Cloth 
  Metal 
  Cultural Monument 
  Gemstones 
  Wood 
  Metal 
  Enchanter 
  Wood 
  Metal 
  Gemstones 
  Farm, Critters 
  Food 
  Wood 
  Critters 
  Farm, Food 
  Critters 
  Wood 
  Food 
  Healer 
  Food 
  Metal 
  Critters 
  House 
  Metal 
  Food 
  Wood 
  Inn 
  Cloth 
  Food 
  Wood 
  Library / Book Store 
  Metal 
  Monster Parts 
  Wood 
  Mill 
  Desired Materials † 
  Wood 
  Cloth 
  Minigame 
  Monster Parts 
  Critters 
  Wood 
  Observatory / Fortune Teller 
  Gemstones 
  Ancient 
  Metal 
  Office 
  Food 
  Wood 
  Cloth 
  Post Office 
  Monster Parts 
  Cloth 
  Wood 
  Restaurant 
  Metal 
  Wood 
  Food 
  Shop 
  Metal 
  Wood 
  Special ‡ 
  Stables 
  Food 
  Cloth 
  Wood 
  Tower 
  Cloth 
  Metal 
  Wood 
  Wall 
  Cloth 
  Wood 
  Metal 
  Workshop 
  Monster Parts 
  Wood 
  Metal 
   
  * Rupees: Specifically, Rupees equal to the Market Value of 15 Materials of that Rank.  
  This price cannot be haggled, and is unaffected by a Hero’s Influence. 
   
  † Desired Materials: Mills require 5 units of the Material type they’re intended to produce.  
  In the case of Gems, this must be the specific type of Gem (such as Amber, Opal, or Sapphire). 
   
  ‡ Special: Most Shops require 3 individual items, of the type of their intended wares.  
  (Shops that sell Materials instead require 15 units of their intended Material type.) 
   
   
  
   
   
   
  Building Types 
   
  15 
  Building Types
  Bank 
  Banks provide item storage, at 25 Rupees 
  per slot. Banks can provide up to (Rank x 
  10) slots of Storage per person. Each slot of 
  Storage acts just like a slot of Overflow 
  Inventory - any kind of item may go into it, 
  and items that stack may stack as large as 
  they like. 
   
  A Bank’s Owners have their available item 
  storage at the Bank doubled: for example, if 
  they have purchased 3 slots, then they have 
  6 available. 
   
   
   
  Banks can also store your Rupees, to 
  prevent them from being stolen by cutpurses 
  or eaten by Like-Likes.  
   
  Storing your Rupees costs nothing, and you 
  do not need to purchase or use a Storage 
  slot for them. You may withdraw your Rupees 
  or your items whenever you visit the Bank in 
  person. You may also withdraw items and 
  Rupees from the Bank whenever you 
  communicate with them, such as by mail - so 
  long as you’re willing to deal with the time it 
  takes for the post to deliver. 
   
  Rupees stored at a Bank do not accrue 
  interest. 
   
   
  
   
   
   
  Building Types 
   
  16 
  Barracks
  Barracks allow the members of a community 
  to organize guards or a militia, giving them 
  an armed force to defend their settlement, 
  patrol for lawbreakers, or respond to crises. 
   
  Barracks are staffed with ((Rank + 1) x 10) 
  Guards. These Guards are built out as 
  Villagers, meaning that they start with 40 
  Tokens to spend, and all Traits start at 1. 
  They have an extra (Rank x 20) Tokens of 
  Heroism to spend. Guards cannot increase a 
  Trait above (4 + (Rank / 2)), cannot 
  purchase any Feats, Techniques, or Skills 
  that cost more than (4 + Rank) Tokens, and 
  cannot purchase any Crafting Styles. 
   
  Guards are usually, but not necessarily, of a 
  Race that would commonly be found in the 
  Barracks' settlement. Guards have all the 
  benefits and weaknesses of their Race.
  Guards may be seen performing the following 
  duties (among others!), as time and 
  circumstance permit: 
   
  Patrol the settlement, keeping the peace 
  and responding to crime. 
   
  Patrol roads to and from the settlement, 
  searching for bandits and monsters that 
  might cause trouble to travelers. 
   
  Stand guard at specific locations 
  important to the settlement. These might be 
  the town gates, the office of an important 
  official, a high-value Building, or the site of 
  recent criminal or monster activity. 
   
  Stand watch at the village outskirts. This 
  allows Guards to look out for trouble on the 
  horizon - advancing armies, fleeing criminals, 
  or even the weather. If the settlement has 
  Walls or Towers, the Guards may use those 
  structures for this purpose. 
   
  Ceremonial duties, such as marching in 
  parades, serving in coronations, and adding 
  gravitas to state funerals. 
   
   
  
   
   
   
  Building Types 
   
  17 
  Guards are assigned Weapons and Armor from the Barracks, as per the table below. 
  Rank 
  Guard Tokens 
  Head 
  Chest 
  Legs 
  Weapon 1 
  Weapon 2 
  Rank 0 
  40 
  - 
  Rank 0 
  Rank 0 
  Rank 0 
  - 
  Rank 1 
  60 
  - 
  Rank 1 
  Rank 0 
  Rank 1 
  Rank 0 
  Rank 2 
  80 
  Rank 0 
  Rank 1 
  Rank 1 
  Rank 1 
  Rank 0 
  Rank 3 
  100 
  Rank 1 
  Rank 2 
  Rank 1 
  Rank 2 
  Rank 1 
  Rank 4 
  120 
  Rank 1 
  Rank 2 
  Rank 2 
  Rank 2 
  Rank 2 
  Rank 5 
  140 
  Rank 2 
  Rank 3 
  Rank 2 
  Rank 3 
  Rank 3 
  Guards generally do not carry Tools, but if 
  their duties require the use of one, they may 
  substitute one of their Weapons for Mundane 
  or Miscellaneous Tools of equal value. 
   
  A Guard's exact equipment loadout 
  (including the Style and type of Weapon they 
  use) may depend on their personality, the 
  town they are stationed in, and the local 
  availability of equipment, smiths, or materials. 
   
  A piece of a guard's Equipment may be 
  Enchanted. They may have up to (Rank / 2) 
  pieces of equipment enchanted, with the 
  Enchantment Rank matching the item’s 
  Rank. The type of Enchantment may be 
  limited by local availability of Gems. 
   
  In general, all Guards stationed at a Barracks 
  are built out the same way: same Traits, 
  Equipment, Feats, Techniques, and Spells. 
  There may be exceptions, however, as game 
  and plot require. Guards stationed at two 
  different Barracks in the same city will likely 
  be built differently, however. 
   
  Typically, Barracks and their Guards are too 
  busy with their duties to accompany Heroes 
  on their adventures, and are generally ill-
  equipped to match a Hero's skill and power. 
  However, if a Hero has proven themselves a 
  friend of the Guards, then the Guards may 
  deign to return the favor: with their 
  presence, or with information they’ve 
  gleaned while performing their duties. 
   
  The Owner of a Barracks may request a 
  Guard accompany them as a Companion, 
  and they do not need to further pay them for 
  this service. Abusing this right - such as by 
  allowing the Guard to die or unduly suffer 
  while in their service - may have negative 
  consequences for them. Owners of a 
  Barracks are also the first to hear about 
  whatever troubles the Guards of the Barracks 
  may be dealing with of late, which may lead 
  to additional quests and adventures. 
  
   
   
   
  Building Types 
   
  18 
  Enchanter 
  Enchanters can enchant weapons and 
  armor, or transmute Materials, for a price. 
   
  Enchanters can perform Enchantments or 
  Transmutations with a required Enchanting 
  Trait Rank of (Building Rank x2) or lower.  
   
  Enchanters do not provide the Gems 
  necessary for Enchantment: you must bring 
  your own Gems for the Enchanter to use. If 
  you wish to buy Gems, you will have to find 
  a Gem Store and purchase from them. 
   
  Req. Trait 
  Cost of Services 
  Enchanting 2 
  200 
  Enchanting 4 
  400 
  Enchanting 6 
  600 
  Enchanting 8 
  800 
  Enchanting 10 
  1,000 
   
  An Enchanter’s Owners get a small portion of 
  their earnings, based on the Rank of the 
  shop. 
  Farm 
  There are two types of Farms: those that 
  provide Food Ingredients, and those that 
  provide Critters. Both types of Farm provide 
  their Ingredients to the community. Among 
  Food-producing Farms, those that specialize 
  in fruits are “Orchards”, those that raise fish 
  are “Fisheries”, and those that specialize in 
  game are “Reserves”; all of them operate in 
  the same fashion, however. 
   
  Most farms specialize in a certain type of 
  plant or animal that they tend to - some food 
  farms may grow wheat, while others rear 
  cattle or pigs, and some grow fruits or 
  vegetables. 
   
   
   
   
  A Farm will often sell its wares to anyone 
  who comes by - typically, (Rank+1) different 
  types of Food or Critter Ingredient (of a type 
  that the farm would logically produce), of a 
  Rank up to the Farm’s Rank. Thus, a Rank 3 
  Food Farm could sell four different kinds of 
  Rank 3 or lower Food Materials; a Rank 2 
  Critter Farm could sell three different kinds of 
  Rank 2 or lower Critters. These Materials 
  may be limited by season or circumstance: 
  for instance, if the Farm specializes in 
  summer vegetables, it may not have anything 
  to sell in the winter, or might sell different 
  foodstuffs. 
   
  For their Owners, Farms provide 5 units of 
  either Food Ingredients or Critters, of a Rank 
  up to the Building’s Rank, and of types that 
  the farm produces, per day. 
   
   
  
   
   
   
  Building Types 
   
  19 
  Healer 
  Healers craft Elixirs from ingredients that 
  people bring them - for a price. They also 
  provide medical advice and knowledge to the 
  community, serving as doctors, midwives, 
  and surgeons. 
   
  A Healer can only use Ingredients of a Rank 
  equal to the Rank of the Building. The price 
  for their services is based on the highest-
  Ranked ingredient to be used in the Elixir. 
   
   
   
   
  Req. Cooking Trait 
  Cost of Services 
  Rank 0 Ingredients 
  10 
  Rank 1 Ingredients 
  20 
  Rank 2 Ingredients 
  40 
  Rank 3 Ingredients 
  60 
  Rank 4 Ingredients 
  80 
  Rank 5 Ingredients 
  100 
   
  A Healer’s Owners get a small portion of 
  their earnings, based on the Rank of the 
  shop, or an Elixir of the building’s Rank and 
  of a type chosen by the GM (or at random). 
   
   
  
   
   
   
  Building Types 
   
  20 
  House 
  A House’s Owner can rent out the house, 
  allowing others to live in it. When they do 
  this, the Owner receives a small amount of 
  Rupees per day based on the Rank of the 
  House, much as if it were a Shop or other 
  Building. However, an Owner cannot then 
  use a rented-out House for their own 
  purposes, including as a place to rest. 
   
  If a House’s Owner does not rent out the 
  house, they may use it for themselves. This 
  allows them to fill it with their own 
  belongings, customize its colors and 
  furnishings, and to rest there for free. When 
  resting in a House, Heroes restore all of their 
  Burnt and Spent Health, Magic, and 
  Stamina, as well as gaining Temporary HP 
  based on the Rank of the House. 
   
   
   
   
   
   
  Houses include a reasonable suite of 
  furniture to fill the space - so a House always 
  includes a bed, table, chairs, and so on. A 
  House’s owners are free to obtain and use 
  their own furniture, as well. 
   
  All Houses contain a kitchen, which includes 
  a (non-portable) cooking vessel and a place 
  to have a fire. This means that residents in a 
  House can use it to cook without further 
  expenditure. Houses do not come equipped 
  with a Forge, however. 
   
  Houses can store up to (Rank x 4) items per 
  Hero. Each slot of storage acts just like a 
  slot of Overflow Inventory - any kind of item 
  may go into it, and items that stack may 
  stack as large as they like. 
   
   
   
   
   
  
   
   
   
  Building Types 
   
  21 
  Be cautious of storing a large number of 
  valuable items or materials in your home - 
  Houses are easier to break into, and are 
  generally less well-guarded, than a Bank of 
  equal rank. Further, the more valuable the 
  goods in the home, the more likely it is that 
  thieves will strike, breaking in while any 
  resident Heroes are away and looting the 
  place. If you have a large number of valuable 
  objects you wish to store for a long time, 
  buying space at a Bank may be a better, 
  safer option. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Finally, resting in a House provides a small 
  amount of Temporary HP, as per the table 
  below. Resting in a House provides no 
  Temporary MP or Temporary SP. 
   
  House 
  Rank 
  Temp HP 
  on Rest 
  Item Storage 
  Slots (per Hero) 
  Rank 0 
  0 
  0 
  Rank 1 
  2 
  4 
  Rank 2 
  4 
  8 
  Rank 3 
  6 
  12 
  Rank 4 
  8 
  16 
  Rank 5 
  10 
  20 
  Renting a House 
  Sometimes, Heroes may be staying in an 
  area long enough that they won’t want to 
  stay in an Inn room, but will not be staying 
  long enough (or may not be rich enough) to 
  outright buy or build their own House. In this 
  case, they can choose to rent a House that 
  someone else owns.  
   
  The cost of renting is the same as the profits 
  the Owner of a House would make per day. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Houses must be rented for a minimum of 5 
  days at a time, and are rented in increments 
  of 5 days thereafter - so Inn rooms are more 
  efficient if you intend to spend only a night 
  or two in town, or if you need to leave at a 
  moment’s notice.  
   
  Not every community will have Houses for 
  rent - it’s not a guarantee, especially in 
  smaller communities where there are few 
  travelers and no real estate market. 
  
   
   
   
  Building Types 
   
  22 
  Inn 
  Inns allow travelers, Heroes, and tourists to 
  stay the night away from their own beds and 
  without camping outdoors, for a per-day fee. 
   
  A single Inn room can support a group of 
  Heroes comfortably, and includes a 
  nourishing (albeit benefit-less) breakfast.  
  (In Master Mode, this serves to stave off 
  Hunger following an Extended Rest.) 
   
  An Inn’s comfortable beds and luxurious 
  services provide a full night’s rest, restoring 
  all Spent and Burned Health, Magic, and 
  Stamina. They also provides an amount of 
  Temporary Points to anyone who spends an 
  Extended Rest there, based on the Rank of 
  the Inn. (This is some combination of HP, 
  MP, and/or SP, determined when the Inn is 
  constructed, adding up to the total Temp 
  Points provided by that Rank of Inn.) 
   
   
   
   
   
   
   
   
   
   
  Inns often serve as a hub for travelers to 
  mingle and share information. In addition, 
  when locals decide they need the help of 
  Heroes, they will often visit the local Inn first, 
  knowing that any traveling adventurers or 
  mercenaries are likely to be rooming there. If 
  Heroes are unsure of what to do next, are in 
  need of some work for a little extra money, 
  could use an extra hand, or want to hear 
  local rumors, they should hang around the 
  Inn – and the GM should take this as a sign 
  to throw them a bone, and provide a short, 
  low-stakes adventure for them to partake in. 
  All Inns provide a place for Heroes to cook 
  their own Dishes: smaller Inns might just 
  have a single communal cooking area, while 
  fancier Inns may provide each room with 
  their own private kitchen. 
   
  An Inn’s Owners get a small portion of their 
  earnings, based on the Rank of the Inn. 
  Master Mode 
  Under Master Mode rules, a GM may allow a 
  Hero’s Humanoid Companions to register at 
  an Inn, just as if it were a Stable. They gain 
  the same Temporary HP benefits they would 
  at a Stable of the same Rank (see Stables 
  for more information). 
   
   
   
  Building 
  Rank 
  Cost of 
  a Room 
  Temp 
  Points 
  Rank 0 
  25 
  0 
  Rank 1 
  50 
  4 
  Rank 2 
  100 
  8 
  Rank 3 
  200 
  12 
  Rank 4 
  500 
  16 
  Rank 5 
  1000 
  20 
  
   
   
   
  Building Types 
   
  23 
  Library / Book Store 
  Libraries and Book Stores both 
  serve a similar purpose - to give 
  their community access to 
  literature and knowledge. 
   
  Both have Written Books of a 
  quality up to the shop’s Rank. The 
  Written Books they have available 
  depends on the building’s owners, 
  location, culture, and a host of 
  other factors, as the GM decides. 
  Neither Libraries nor Book Stores 
  sell Empty Books or Ink & Quill 
  sets; to purchase those, visit (or 
  build!) a Tool Shop with the 
  appropriate wares. 
   
  Book Stores sell their Books 
  directly. Libraries, however, only 
  loan their Books out. A Library will 
  loan out a single Book per person, 
  for a period of 10 days. After that, 
  they begin charging late fees, 
  accruing every day until the Book 
  is returned, equal to 10% of the 
  Book’s sale cost (typically 20% of 
  the Book’s Market Price). Heroes 
  are unable to borrow books from a 
  Library while they have an 
  outstanding late fee. If they fail to 
  return a valuable enough Book for 
  a long enough time, some Libraries 
  may decide to take more drastic 
  measures to regain their property. 
   
  A Library’s or Book Store’s Owners 
  get a small portion of their 
  earnings, based on the Rank of 
  the Building. They may instead 
  rarely receive a random free 
  Written Book of the Building’s 
  Rank instead of a day’s profits. 
   
   
  
   
   
   
  Building Types 
   
  24 
  Mill 
  Mills produce resource nodes (opportunities 
  to harvest Materials) at a steady pace. They 
  provide towns with regular, safe access to 
  harvestable resources, without having to 
  venture into the dangerous wilderness. 
   
  Mills come in a variety of forms, each 
  dedicated to a single type of Material from 
  natural resources in the surrounding area.  
   
  Material Type 
  Building Name 
  Ancient 
  Excavation Site 
  Cloth 
  Magnanery 
  Gemstone 
  Motherlode 
  Metal 
  Mine 
  Monster Parts 
  Furrier 
  Wood 
  Lumber Mill 
   
  Mills may only produce resource nodes of 
  their chosen type of Material. This Material 
  type is chosen when the building is first 
  constructed, and cannot be changed later. 
  In the case of Gemstones, a Mill produces 
  only a single type of Gem – for instance, a 
  Motherlode specifically producing Onyxes.
  Mills may only be built where there’s an 
  obvious abundance of that Material type. 
  For instance, a Lumber Mill can only be built 
  in or near a verdant, lush forest. This means 
  that you may not be able to build some types 
  of Mills, depending on where you are! 
   
  Customers may purchase resource nodes 
  from a Mill, to harvest themselves. The below 
  are Market Prices, and should be modified 
  by haggling as per usual. 
   
  Rank 
  Market Price 
  Rank 0 
  50 
  Rank 1 
  100 
  Rank 2 
  200 
  Rank 3 
  400 
  Rank 4 
  1000 
  Rank 5 
  2000 
   
  A Mill’s owners receive a free resource node 
  of the Mill’s type and Rank once every week 
  (7 days). These resource nodes can all be 
  harvested in a single attempt, whenever the 
  owners deign to return and collect on them. 
  
   
   
   
  Building Types 
   
  25 
  Minigame 
  Minigames might take two forms: an actual 
  small game that the GM invents, or an 
  Extended Challenge. As an Extended 
  Challenge, they last 3 Rounds, and have a 
  Difficulty Level up to the Minigame’s 
  maximum available (per the table below). 
  Minigames may either be for an individual 
  Hero or an entire party, and they may be for 
  whatever Trait or Traits make the most sense 
  for how the Minigame is described. 
   
  A Minigame’s Owners can decide just what 
  game they offer, but a community can only 
  support a single instance of any one game. 
   
  Any given Minigame can only be attempted 
  by a given Hero once per day. 
   
  The higher Rank the Minigame is, the more 
  difficulty levels it offers - providing a higher 
  DC to meet, but granting a higher reward for 
  doing so. Heroes may choose what Difficulty 
  they want to try the Minigame at when they 
  attempt it. 
   
  To play a Minigame, the Hero making the 
  attempt must first pay up a certain amount of 
  money based on the level of the Mini-Game 
  Level they’re going to play. When they win 
  the Minigame, Heroes typically win back 
  twice what they paid (or items of that value), 
  though they may instead win other prizes, 
  based on the individual running the 
  Minigame and circumstances. 
   
  Building Rank 
  Minigame Level 
  Cost 
  Rank 0 
  Novice 
  20 
  Rank 1 
  Journeyman 
  50 
  Rank 2 
  Adept 
  100 
  Rank 3 
  Expert 
  200 
  Rank 4 
  Impressive 
  500 
  Rank 5 
  Heroic 
  1,000 
   
  Example Minigames 
  Bombchu Bowling: Stand on a spinning 
  platform, and hit targets on the walls with 
  Bombchu. Solo/Team, Focused Challenge: 
  Accuracy 
   
  Chest Choice: Randomly select a Treasure 
  Chest from many. Purely luck-based. 
  Sometimes called the “Money Making 
  Game”. Solo, Focused Challenge: Luck rolls 
  (no Traits) 
   
  Dance Hall: Try to keep up with faster and 
  faster dances. One or Two Players, Focused 
  Challenge: Perform 
   
  Digging Game: Try to dig up as much 
  treasure as you can. Solo/Team, Mixed 
  Challenge: Athletics, Perception, Fortitude,  
   
  Shooting Gallery: Try to shoot targets as 
  they move across a diorama. Solo, Focused 
  Challenge: Accuracy 
   
  Trendy Game: Using a crane-arm, try to 
  pick up prizes as they move on a conveyor 
  belt. Solo, Focused Challenge: Mechanics, 
  Accuracy, Agility  
   
  
   
   
   
  Building Types 
   
  26 
  Observatory / Fortune Teller 
  Observatories gaze up to the stars, while 
  Fortune Tellers gaze into crystal balls. The 
  result is the same - they both attempt to 
  predict the future. 
   
  Observatories and Fortune Tellers can be 
  employed to perform the Song “Future’s 
  Fugue”, with a Musical Power equal to 
  (Building Rank x2). The exact method of 
  their performance may vary - be it tea 
  leaves, careful charting of the stars, or even 
  stranger actions. The person performing the 
  augury will relay the information they receive 
  as best and as truthfully as they can - 
  though they may not always understand the 
  answers they receive.
   
  Building Rank 
  Cost of Fortune 
  Rank 1 
  100 
  Rank 2 
  200 
  Rank 3 
  400 
  Rank 4 
  1,000 
  Rank 5 
  2,000 
   
  An Observatory or Fortune Teller’s Owners 
  get a small portion of their earnings, based 
  on the Rank of the Building. 
   
   
  
   
   
   
  Building Types 
   
  27 
  Office 
  Offices allow the citizens of a settlement to 
  organize their affairs, keep track of their 
  efforts and their expenditures, and to house 
  bureaucracies, governments, or large 
  businesses. An Office might also represent a 
  school, guild of tradespeople, or other place 
  of dedicated learning. 
   
  Offices provide Heroes a place to go to find 
  experts on a given subject. If the Heroes 
  need information on an ancient artefact, 
  receipts for the mayor’s expenditures, or 
  experience with a foreign country’s culture, 
  they can turn to the Workers of a relevant 
  Office to provide much-needed knowledge. 
   
  An Office’s benefits to the community are 
  both varied and subtle. 
   
  Offices provide employment. Some people 
  aren’t cut out to be a farmer, merchant, or 
  guard. For those who prefer to deal with 
  facts and ideas, an Office is an ideal 
  workplace. 
   
  Offices promote efficiency. Offices serve 
  as a central authority, keeping Workers on-
  track even if they aren’t aware of the bigger 
  picture. An Office also ensures that money 
  and materials are spent wisely. 
   
  Offices educate citizens. Even if an Office 
  is not explicitly a place of scholarly pursuits, 
  its workers still learn valuable knowledge and 
  skills that they otherwise couldn’t obtain. 
   
  Offices prevent corruption. An Office 
  keeps track of paperwork and expenditures, 
  making sure no money or materials “happen” 
  to go missing. Workers are paid, promoted, 
  and recognized based on their merits, 
  reducing the risk of them even attempting to 
  corrupt the system. 
  Office Workers are rarely, if ever, fully built 
  out as characters. If the need arises, assume 
  they are Villagers with Traits relevant to their 
  chosen career of (4 + (Rank / 2)). Highly-
  regarded Workers may also have the 
  Specialist Feat up to (Rank / 2) times, 
  focusing on different aspects of their job. 
   
  Workers are usually, but not necessarily, of a 
  Race that would commonly be found in the 
  Office’s settlement. Workers have all the 
  benefits and weaknesses of their Race.  
   
  An Office’s Owners get a small portion of 
  their earnings, based on the Office’s Rank. 
  
   
   
   
  Building Types 
   
  28 
  Post Office 
  Post Offices can deliver letters, for 10 
  Rupees, or packages, for 25 Rupees. A 
  letter may only contain written 
  correspondence, while a package may 
  contain both a letter and a single item (or 
  stack of a single item). 
   
  All postal deliveries take one day to reach 
  their destination. Typically, if you’re awaiting 
  a response, it will take about three days - 
  one day to deliver your missive, one day for 
  the recipient to compose a response, and a 
  third day for their response to reach you. 
   
  All deliveries must start at the post office 
  (there is no daily at-home pickup). Postmen 
  can deliver mail to specific addresses, such 
  as homes or businesses. They can also 
  deliver directly to a person’s hands, if they 
  catch sight of them on their route. 
   
   
   
   
  However, no Post Office can deliver to a 
  place it is unaware of, or one that is hidden 
  away or shielded by magic - if a normal 
  person (with directions and proper 
  conveyance) couldn’t get there, then neither 
  can the postman. 
   
  At Rank 0, there aren’t any actual postmen 
  to make deliveries; the Post Office is simply a 
  place where messages can be dropped off 
  and picked up. People wishing to exchange 
  messages will have to visit the Post Office to 
  receive their mail, or to send replies. 
   
  At Rank 1, the Post Office becomes capable 
  of making simple deliveries. Messengers can 
  deliver letters and packages to anyone within 
  a small radius around the Post Office (about 
  the size of a small village). 
   
   
  
   
   
   
  Building Types 
   
  29 
   
   
   
   
   
   
   
   
   
  At Rank 2, the Post Office’s effective radius 
  increases, to about the size of a large city, 
  or a village and much of its surrounding 
  countryside. At Rank 3, a Post Office can 
  deliver to most anywhere within a country. 
   
  At Rank 4, the Post Office is capable of 
  delivering packages and letters to nearly 
  anywhere in the world, by land or sea (or in 
  some cases, air). The postmen will use 
  magical means to make the journey, if 
  necessary. Fantastical realms that are still in 
  the same metaphysical world, such as a 
  kingdom in the clouds or hidden deep in the 
  earth, may or may not be available. 
   
  At Rank 5, these postmen are capable of 
  traveling to anywhere in the world, or any 
  other world, and deliver any message or 
  package within a day. They can shuttle 
  messages between the Light and Dark 
  World, the Twilight Kingdom, or any other 
  worlds your campaign might have. 
   
  A Post Office’s Owners get a small portion of 
  their earnings, based on the Rank of the 
  Post Office. However, some days (at the 
  GM’s whims) their earnings may be replaced 
  by receiving a random item from the 
  ‘undeliverable packages’ pile. A Post Office’s 
  Owners may also send (Rank) letters or 
  packages per day, for free. 
   
   
  
   
   
   
  Building Types 
   
  30 
  Shop 
  Shops offer mundane items, of a Rank equal 
  to the Rank of the shop. Different kinds of 
  shops sell different kinds of things. 
  Listed below are some of the types of shops 
  that Heroes might find in many cities and 
  towns the world over. 
   
  Shop Type 
  Sells... 
  Alchemist or Witch 
  Elixirs 
  Armorer 
  Light, Medium, and Heavy Armor 
  Arsenal or Weapon Shop 
  All Types of Weapons 
  Bomb Shop 
  Bombs 
  Breeder 
  Critter Ingredients 
  Farmer’s Market 
  Food Ingredients 
  Fashion Boutique 
  Civilian Clothing (in many styles) 
  Fletcher 
  Arrows 
  General Store 
  Anything, but in limited supply 
  Hardware or Tool Shop 
  Mundane & Miscellaneous Tools 
  Jeweler 
  Gem Materials 
  Lumber Yard 
  Wood Materials 
  Refinery 
  Metal Materials 
  Restaurant 
  Food consumables 
  Seamstress 
  Cloth Materials 
  Taxidermist or Hunter 
  Monster Parts 
  Unless otherwise noted, all Shops have 
  enough stock at-hand to satisfy all but the 
  most ludicrous order a Hero could place. 
  This may not be the case if a Shop is 
  suffering in some way, such as from political 
  sanctions, stolen or lost deliveries, or if 
  they’re in a city under siege. 
  What Does Each Shop Sell? 
  Shops that sell Materials – meaning 
  Jewelers, Lumber Yards, Refineries, 
  Seamstresses, and Taxidermists – sell 
  Materials of up to their Rank. For example, a 
  Rank 3 Lumber Yard can sell Rank 0, 1, 2, 
  or 3 Wood Materials to Heroes.  
   
  Hardware Stores sell all types of Mundane 
  and Miscellaneous Tools, of up to their 
  Rank. For instance, a Rank 3 Hardware 
  Store can sell Rank 0 1, 2, or 3 Shovels. 
   
  Armories, Arsenals, and Fashion 
  Boutiques sell all Armor, Weapons, or 
  Clothing (respectively). The items on offer 
  are of a Rank up to the Building’s Rank. 
  Arsenals typically offer their Weapons in only 
  a single Crafting Style (if any), though the 
  right Employee may allow them to source a 
  second Style. 
   
  Armories, Arsenals, and Fashion Boutiques 
  also keep (Rank) many unique, already-
  enchanted, one-off items behind the 
  counter, of a Rank up to (but not always 
  equal to!) the Shop’s Rank. These items 
  may have some history to them, but they’re 
  always one-offs, and are almost certain to be 
  sold to someone else if the Heroes do not 
  snatch them up today. 
   
   
  
   
   
   
  Building Types 
   
  31 
  Alchemists, Witches, and Restaurants 
  offer a limited selection of pre-made Elixirs or 
  Dishes. They offer ((2 x Rank) + 1) different 
  kinds of items, of a Rank up to the Shop’s 
  Rank. 
   
  Fletchers and Bomb Shops unlock new 
  wares with every Rank, per the table below. 
  Farmer’s Markets and Breeders function a 
  little differently than other Shops that sell 
  Materials. Their selection is based on the 
  different foods or creatures that they have 
  access to – typically, those found locally. 
  Each offers ((2 x Rank) + 1) different kinds 
  of Materials, each of a Rank up to (but not 
  necessarily equal to) the Building’s Rank. 
   
  Rank 
  Fletcher 
  Bomb Shop 
  Rank 0 
  Arrow 
  Bomb 
  Rank 1 
  Broadhead Arrow, Hammerhead Arrow Firework, Flashbang 
  Rank 2 
  Bomb Arrow 
  Bombchu, Fireproof Bomb 
  Rank 3 
  Showstopper Arrow, Snag Arrow 
  Remote Bomb, Water Bomb 
  Rank 4 
  Elemental Arrows (all Elements) 
  Super Bomb, all other Bombs 
  Rank 5 
  Guardian Arrow, Silver Arrow 
  Powder Keg 
  General Stores sell a little bit of everything - 
  literally. Their wares are more varied, and 
  their stock more limited, than any other shop 
  type. They offer ((Rank + 1) x 4) different 
  individual things, which could be Tools, 
  Weapons, Armor, Materials, Dishes, Elixirs, 
  or nearly anything else. 
   
  In all cases, however, a General Store’s 
  stock of each item is limited: they will only 
  have one of a Weapon, Armor, or Tool; and 
  only five of a Material, Dish, or Elixir. When 
  the General Store resupplies (roughly every 
  (6 – Rank) days), the available wares may 
  change a little, somewhat, or entirely. 
   
  Regardless of the type of Shop, a Shop’s Owners get a small portion of their earnings, based on 
  the Rank of the shop. A Shop’s Owners may choose to take their payment in the form of 
  equivalent wares from the Shop’s stock, valued at market price. 
   
   
  
   
   
   
  Building Types 
   
  32 
  Stables 
  Stables allow Heroes to register their Mounts 
  and Companions for 50 Rupees. Mounts 
  and Companions registered at a Stable may 
  reside there for as long as their Hero likes, 
  allowing said Hero to take a different Mount 
  or Companion with them on their journey.  
   
  Mounts are well-fed and exercised while at a 
  Stable, and Companions will typically find 
  benign ways to occupy their time, either by 
  working at the Stable, or enjoying the 
  surrounding town or countryside. 
  Further, Heroes may use a Stable to freely 
  summon a Mount or Companion residing at a 
  different Stable, in order to make use of them 
  - in some games, the Mount or Companion 
  in question may have to physically traverse 
  the distance themselves, while in others, 
  Stables can instantly transport Companions 
  and Mounts through the power of magic. 
   
  In addition, Stables provide any stabled 
  Mounts and Companions with temporary HP, 
  based on the quality of the Building, when 
  the Companion is stabled at the Building for 
  an Extended Rest. 
   
  Building Rank 
  Temp HP 
  Rank 0 
  0 
  Rank 1 
  4 
  Rank 2 
  8 
  Rank 3 
  12 
  Rank 4 
  16 
  Rank 5 
  20 
   
  A Stable’s Owners get a small portion of their 
  earnings, based on the Rank of the Stable.  
   
   
  
   
   
   
  Building Types 
   
  33 
  Towers & Walls 
  Towers and Walls serve as fortifications for a 
  community. Walls serve to surround and 
  protect a community, keeping enemy forces 
  out. Towers serve as strategic garrisons and 
  lookout points, giving any stationed therein a 
  lovely vantage of the surroundings. 
   
  Walls must be in a relatively straight line (with 
  some leeway for following terrain). This 
  means that most towns that choose to 
  surround themselves with walls will have to 
  build at least four of them. Walls are 
  (Rank+1) storeys tall, but their length is 
  simply “an entire side of the town” or less.  
   
  Walls may feature gates, allowing passage to 
  authorized persons at a specific place along 
  the wall. These gates may be closed and 
  locked when passage is not permitted, such 
  as at night or during times of war. 
   
  Towers can be built atop Walls, or on their 
  own, as guard outposts or lookout posts. 
  Towers are ((Rank+1) x 2) storeys tall, and 
  often feature portholes to fire arrows from, 
  and a balcony that allows the placement of a 
  Heavy Weapon or archery regiment. Towers 
  are the tallest buildings in most communities, 
  rivaled only by Cultural Monuments. 
  Master Mode 
  Under Master Mode rules, a GM may allow 
  those firing long-ranged weapons from atop 
  a Tower or Wall to shoot further, taking 
  advantage of their height. In this case, for 
  every storey tall the shooter’s vantage is, 
  increase their Projectile range by 1. 
   
   
   
   
  
   
   
   
  Building Types 
   
  34 
  Workshop 
  Workshops allow large numbers of people to 
  come together to work on crafting projects. 
  They provide ways to smelt ore, cut timber, 
  weave cloth, and otherwise turn raw 
  materials into usable goods. 
   
  All Workshops include a Forge. Heroes may 
  make use of a Workshop’s Forge for their 
  own purposes at no charge, so long as they 
  are on good terms with the Workshop. 
   
  A staffed Workshop can make Armor, 
  Mundane Tools, and Weapons for you – if 
  you provide the raw materials, and agree to 
  a surcharge for their services. Workshops 
  can only make items of the Building’s Rank 
  or lower. 
   
  Weapons made by a Workshop’s attendants 
  may be of a Crafting Style that the 
  Workshop’s attendants know - for instance, 
  Weapons made at a Workshop full of Gorons 
  might be of the Goron style.  
   
  Req. Smithing Trait 
  Cost of 
  Services 
  Smithing 0 (Rank 0 Items) 
  100 
  Smithing 2 (Rank 1 Items) 
  200 
  Smithing 4 (Rank 2 Items) 
  400 
  Smithing 6 (Rank 3 Items) 
  600 
  Smithing 8 (Rank 4 Items) 
  800 
  Smithing 10 (Rank 5 Items) 
  1,000 
   
  A Workshop’s Owners get a small portion of 
  their earnings, based on the Rank of the 
  shop. 
   
   
  
   
   
   
  List of Amenities and Required Materials 
   
  35 
  List of Amenities and Required Materials 
  Building Type 
  Requires 1 of… ...and 3 of… 
  ...and 5 of… 
  Bridge 
  Monster Parts 
  Metal 
  Wood 
  Commons 
  Metal 
  Wood 
  Food 
  Fence 
  Cloth 
  Metal 
  Wood 
  Forge 
  Monster Parts 
  Wood 
  Metal 
  Heavy Weapon 
  Wood 
  Monster Parts Metal 
  Kiosk 
  Cloth 
  Monster Parts Food 
  Road 
  Metal 
  Monster Parts Wood 
  Sign 
  Monster Parts 
  Wood 
  Critters 
  Tree (Food-Bearing) Food 
  Wood 
  Monster Parts 
  Wagon 
  Metal 
  Cloth 
  Wood 
  Well 
  Wood 
  Cloth 
  Metal 
   
   
   
  
   
   
   
  Amenity Types 
   
  36 
  Amenity Types 
  Bridge 
  Bridges allow travelers to cross a river, 
  valley, or crevasse, by walking over them. 
  Bridges are wide enough to have ((Rank + 
  1) x 2) persons, or half as many Large 
  mounts, walking abreast on them at a time. 
   
  Bridges must be in a relatively straight line, 
  spanning only one significant gap in the 
  terrain. Particularly large gaps may require 
  multiple Bridges be built to fully span them. 
  Bridges do not fill the terrain they pass over, 
  letting rivers or travelers pass under them. 
   
  When constructed, you may decide to make 
  a Bridge a Drawbridge. Drawbridges are 
  controlled at a single place somewhere 
  adjacent to the bridge itself, and can be 
  raised or lowered as a Standard Action by 
  someone standing at that location. 
  Commons 
  Commons are a place where Heroes and 
  citizens can mingle, relax, and communicate 
  with one another. It might be a scenic park, 
  a pavilion, a parade square, or other open 
  space with plenty of seating (and tables, 
  typically). When the town needs to gather to 
  listen to a speech, hold an election, get 
  organized to respond to a disaster, or just to 
  have a party, the townspeople will gather at 
  a Commons. 
   
  Commons also include at least one Cooking 
  Pot, allowing Heroes and others to cook at 
  them – helpful when hosting a party! 
   
  Heroes who speak to the gathered populace 
  at a Commons as part of a Trait Check get a 
  bonus to the roll, equal to ((Rank + 1) / 2). 
  
   
   
   
  Amenity Types 
   
  37 
  Fence 
  Fences are small barriers, used to demarcate 
  property lines and to keep casual interlopers 
  out, or farm animals in. Against a determined 
  intruder, though, they provide little 
  protection.  
   
  Fences are, at most, one storey tall. Fences 
  do provide cover, but do not block line of 
  sight – they have gaps enough that a person 
  on one side of a Fence can see persons on 
  the other side. 
   
  Fences must either go in a relatively straight 
  line, or circumscribe a single self-contained 
  area. Fences may feature gates, allowing 
  passage to authorized persons at a specific 
  place along the Fence. 
   
  Fences may be scaled with an Athletics 
  check of ((Rank + 1) x 2) or more. 
  Forge 
  A Forge is essentially a large oven, no taller 
  than a single storey, built to smelt metal. It 
  uses a bellows to push air into the oven to 
  keep the fires extremely hot.  
   
  Forges are required for a wide variety of 
  crafting activities, making them essential to 
  Heroes who wish to make the best Armor, 
  Tools, and Weapons that they can.  
  Forge Rank and Master Mode Rules 
  By default, the Rank of a Forge does not 
  determine the quality of goods it can make – 
  thus, a Rank 0 Forge is as good as a Rank 5 
  Forge. However, under the Master Mode “Forge 
  Quality” rule, a Forge can only be used to make 
  items of a Rank equal to or less than its own. 
  Because of this, if you want to have a reason to 
  upgrade a Forge, or to build Forges of higher 
  quality, we strongly recommend using the 
  “Forge Quality” Master Mode rule. 
  
   
   
   
  Amenity Types 
   
  38 
  Heavy Weapon 
  Heavy Weapons are used by armies when 
  fighting against, or from, fortified positions. 
  These Large-sized devices might be 
  cannons, catapults, or trebuchets, 
  depending on the exact technological level 
  of your game world. Too large and heavy for 
  a single Hero to carry, they serve as 
  powerful, stationary weapons. 
   
  Heavy Weapons require one hand to be 
  fired, and one hand to be loaded. They can 
  be pushed with two hands, as if the mover(s) 
  were Slowed (except on Roads, which allow 
  full speed). They cannot be rolled over 
  Difficult Terrain, but they can be carried – 
  requiring four hands total. 
   
  Multiple Heroes may work together to 
  provide the necessary number of hands for 
  an action – for instance, two Heroes could 
  roll a cannon down a road with one hand 
  each, moving on the slower Hero’s turn. 
   
  Heavy Weapons cannot fire and be moved in 
  the same round. Once fired, they cannot 
  move; once moved, they cannot be fired. 
   
  Heavy Weapons use Bombs or Cannonballs 
  as ammunition. Loading a Heavy Weapon is 
  a Minor action, and firing it is a Standard 
  Action. Cannons have the Durability and 
  Accuracy of a Sword of their Rank. They lose 
  Durability with use, as any Weapon would. 
  Heavy Weapons can be made in a Crafting 
  Style and Enchanted, as if they were a Bow.  
   
  When a Bomb is fired from a Heavy Weapon, 
  it explodes immediately upon impact.  
   
  The higher the Rank of the Heavy Weapon 
  used to fire a Bomb or Cannonball, the more 
  damage it deals and the further it can fly. 
   
  Rank 
  Damage 
  Range 
  Rank 0 
  +0 
  10 sq. 
  Rank 1 
  +2 
  15 sq. 
  Rank 2 
  +4 
  20 sq. 
  Rank 3 
  +6 
  25 sq. 
  Rank 4 
  +8 
  30 sq. 
  Rank 5 
  +10 
  40 sq. 
   
  Step-Mines, Bombchu, and Powder Kegs 
  cannot be fired from Heavy Weapons. 
  Cannonballs 
  Cannonballs are a special type of ammo, 
  used only by Heavy Weapons. They are 
  weighty metal spheres, the size of a Bomb, 
  no more dangerous than any other object. 
   
  Cannonballs can only be created at a Forge, 
  by consuming two pieces of Metal or Ancient 
  Material. This creates a single Cannonball of 
  the Rank of Material used, or (Smithing / 2), 
  whichever is lower. 
   
  Rank 
  Damage 
  Market Price 
  Rank 0 
  8 
  20 
  Rank 1 
  10 
  40 
  Rank 2 
  12 
  80 
  Rank 3 
  14 
  160 
  Rank 4 
  16 
  400 
  Rank 5 
  20 
  800 
   
  Cannonballs do not explode on impact – like 
  Arrows, they strike only one target. Unlike 
  Bombs, Cannonballs do not ignore Defense. 
  
   
   
   
  Amenity Types 
   
  39 
  Kiosk 
  Kiosks are small buildings, about the same 
  size as a closet or a single room. They 
  typically have a door or curtain, and a 
  window that opens to the outside world. 
  They are often used as guardhouses, 
  storage sheds, or waystations on the road. 
   
  Kiosks can only hold ((Rank + 1) / 2) 
  persons, (Rank) Items or stacks of Items, 
  and provide (Rank) resistance from weather 
  to all creatures within. However, unlike 
  Houses, they do not have a bed, nor or any 
  place to cook a meal.  
   
   
  
   
   
   
  Amenity Types 
   
  40 
  Road 
  Roads allow travelers to cross open ground 
  quickly, easily, and without getting lost. 
  Roads are wide enough to have ((Rank + 1) 
  x 2) persons, or half as many horses, 
  walking abreast on them at a time. 
   
  Roads must be in a relatively straight line 
  (with some leeway for following terrain). A 
  single Road can stretch up to one league 
  (about 3 miles, 5 kilometers, or one hour’s 
  leisurely walk). Creating a path between two 
  distant points may require multiple Roads to 
  cover the full distance. 
   
   
   
   
  Sign 
  Signs allow individuals to send a message to 
  any who stumble across the sign and read it. 
  They may be useful for giving directions, 
  telling intruders they’re unwelcome, or 
  providing advice to travelers regarding an 
  upcoming obstacle or hazard. 
   
  Signs must be visible and legible in order to 
  communicate their message to passers-by. A 
  single Sign can communicate roughly 
  (Rank+1) lines of information or ideas, 
  though this may vary (GM’s discretion) 
  depending on how the information is 
  presented: a written sentence, a short series 
  of coded symbols, or iconography for 
  ‘danger’ or ‘monsters ahead’, would all 
  count as a single line of information or idea. 
  
   
   
   
  Amenity Types 
   
  41 
  Tree (Food-Bearing) 
  Some trees, like Apple, Banana, and 
  Coconut Trees, provide food on occasion. 
  They also serve as a lovely natural 
  decoration for towns. This Amenity type can 
  be used as the basis for other individual 
  food-bearing plants, such as corn, 
  watermelons, pumpkins, or grapes. (Large 
  fields of food-bearing plants are best 
  simulated as Farms.) 
   
  Food-Bearing Trees bear a specific kind of 
  food item, chosen at the Tree’s creation, 
  based on the Food Ingredient used to 
  initially create the tree. Upgrading a Food-
  Bearing Tree later does not change the 
  Ingredient it bears, but does boost its yield. 
   
  The Tree bears food once every seven 
  days, providing ((Rank + 1) / 2) units of its 
  chosen food ingredient. This food ingredient 
  has a Rank of (Rank), and a special 
  property, if any, which matches the original 
  food item used to first create the Tree. 
   
   
   
   
   
   
  
   
   
   
  Amenity Types 
   
  42 
  Wagon 
  Wagons are wooden carts used to transport 
  large amounts of goods between settlements 
  or over long distances. Heroes may want to 
  use a Wagon to move piles of treasure found 
  in dungeons and caverns, taking them back 
  to town for sale or trade. 
   
  When a Wagon is built, select one of Land, 
  Sea, or Air. The Wagon is built for that 
  particular kind of terrain. Sea-wagons might 
  be dinghies, or the shells of giant turtles, 
  used by Zora merchants; Air-wagons might 
  be small dirigibles pulled by Loftwings. 
   
  If used on other types of terrain – for 
  instance, a sea-wagon being used on land – 
  then it is considered Slowed. 
   
   
  Wagons are heavy, and don’t move on their 
  own. A Wagon requires a total Athletics of 
  ((Rank + 1) x 2) to move. A Wagon may 
  have up to two creatures pulling it.  
   
  Wagons can store up to ((Rank + 1) x 5) 
  items or creatures. Each slot of storage acts 
  just like a slot of Overflow Inventory - any 
  kind of item may go into it, and items that 
  stack may stack as large as they like. An 
  individual creature takes up a single slot. 
   
  Heroes pulling a Wagon must use both 
  hands to do so. Mounts are hitched to the 
  Wagon, and cannot move without also 
  moving the Wagon. (Hitching or unhitching a 
  Mount to a Wagon takes a few minutes, 
  making it impossible to do during combat.) 
   
   
  
   
   
   
  Amenity Types 
   
  43 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Well 
  Wells provide fresh, clean water to the 
  populace of a settlement. 
   
  Using a Well takes one minute, and provides 
  (Rank + 1) gallons of water per use. The 
  bucket is secured to the well, but can be 
  emptied into other buckets, bottles, or any 
  other watertight containers. 
   
   
   
  
   
   
   
  Castles 
   
  44 
  Castles 
  Castles represent the apotheosis of 
  architecture, the ultimate building for any 
  civilization. Castles often serve as the seat of 
  government for a whole country. As such, 
  they are rarely found in any but the most 
  prosperous and powerful cities.  
   
  Having a Castle in the midst of your city not 
  only provides additional protection for its 
  citizens in the event of an invasion, but 
  benefits the city’s economy and stature, as 
  well as providing a lovely domicile (and 
  contingent of private soldiers) for its owners. 
   
   
   
   
  Building a Castle 
  Castles are not cheap to build. A Castle 
  requires the following Materials, all of the 
  same Rank, to build a Castle of that Rank: 
   
  Material Needed 
  Amount 
  Gemstones 
  10 
  Food Ingredients 
  25 
  Metal 
  45 
  Cloth 
  70 
  Wood 
  100 
   
  Castles take up significant real estate, as 
  well – if a house or shop took up a single 
  plot of land, a Castle would take up 9 plots 
  (rather, a 3x3 grouping of plots), at least. 
   
  Raising a Castle takes a team of Heroes, or a 
  construction crew, a full month (30 days). 
  
   
   
   
  Castles 
   
  45 
  Upgrading a Castle takes a team or Heroes, 
  or a construction crew, 25 days. All other 
  rules for upgrading a Building apply. 
   
  Deconstructing (razing) a Castle takes 20 
  days. This yields 4 Gemstones, 10 Food 
  Ingredients, 18 Metal, 28 Cloth, and 40 
  Wood, of the Castle’s Rank. All other rules 
  for Deconstructing a Building apply. 
  Benefits of a Castle 
  …for the Community 
  Having a Castle in your community serves as 
  a statement of importance. Your settlement is 
  now a player on the world stage, able to 
  stand toe-to-toe with the likes of Hyrule and 
  other great nations. The presence of the 
  Castle, as the seat of power, brings traders, 
  money, and people in positions of power 
  from all over the kingdom and beyond. 
   
  In addition to the money a Castle (and the 
  government within it) brings, the Castle also 
  offers protection in times of great strife.  
   
  When a city is invaded or besieged, its 
  people may retreat within the confines of the 
  Castle, allowing it to serve as a final line of 
  defense in the face of a siege. 
   
  While a Castle is full of people fleeing war, it 
  offers no benefits to its Owners – the influx of 
  huddled, stressed civilians make it impossible 
  for everyday business to be conducted. 
   
   
  
   
   
   
  Castles 
   
  46 
  …for the Owner 
  Castles offer their owner the benefits of a 
  wide variety of Buildings and Amenities, all 
  under one roof – and the Owner’s control. 
   
  All Buildings in a Castle are of the same 
  Rank as the Castle. They do not directly 
  contribute to the Owner’s coffers, however – 
  that amount is included in the money a 
  Castle brings in regularly. 
   
  Barracks: A Castle is staffed with servants, 
  as well as a small cohort of personal guards. 
  These guards are sworn to serve the Castle 
  Owners, and to protect them at any cost.  
   
  Commons: A Castle’s immaculate gardens 
  and easily-seen balconies serve as the 
  perfect place for the Castle’s Owner to make 
  proclamations and give speeches. 
   
  Cooking Fire & Forge: A Castle features a 
  Cooking Fire and a Forge, allowing Owners 
  to dabble in whatever crafts they enjoy. 
   
   
   
  House: A Castle contains a set of private 
  chambers, exclusively for the use of the 
  Castle’s Owners and their guests. This 
  House cannot be rented out. 
   
  Office: A Castle contains a number of rooms 
  that enable its Owner to coordinate their 
  investments, collect taxes, and otherwise 
  ensure that their money continues to grow. 
   
  Stables: A Castle contains a set of Stables. 
  This allows the Owner’s mounts to be ready 
  and available in moments. 
   
  Tower: A Castle is not complete without a 
  tower to dominate the skyline, and provide a 
  view of the countryside to the inhabitants.  
   
  Walls: A Castle is surrounded by Walls. 
  These serve to keep out both the common 
  riffraff, and to protect the inhabitants (and 
  any refugees) from besieging forces. 
   
  Well: Castles typically include at least one 
  Well, granting their Owners (and those who 
  work for them) easy access to fresh water. 
   
   
  
   
   
   
  Castles 
   
  47 
  Patronage 
  A Castle’s Owners, befitting their wealth and 
  status in the community, can become 
  Patrons of existing Buildings and Amenities.  
   
  You can be a Patron to (Castle Rank) 
  different Buildings or Amenities. You can only 
  become a Patron of a Building or Amenity of 
  your Castle’s Rank, or lower.  
   
  Becoming a Patron of a Building or Amenity 
  means that you throw the weight of your 
  name behind it. The Building’s Owner might 
  drop your name in conversations and 
  negotiations, and will be sure to mention to 
  customers that this is where you choose to 
  spend your time. An Amenity you patronize 
  might feature a plaque dedicating it to you, 
  or a statue of your visage in the middle of it, 
  ensuring your name is remembered. 
   
  Of course, becoming a Patron of a Building 
  has benefits for you, as well. As a Patron of 
  a Building, you have all the benefits of 
  ownership of that Building, except the Rupee 
  per-diem that an Owner would expect.  
   
  For example, if you became Patron of a 
  Bank, your available storage space at that 
  Bank would double; if you became Patron of 
  a Post Office, you would occasionally receive 
  packages from the lost-and-found. 
   
  In addition, becoming a Patron of a Building 
  ensures its Employees always have time to 
  see you, and that they serve you first and 
  foremost even when things are busy and 
  crowded. You might also hear any rumors or 
  news they receive, before anyone else. 
   
  If the Building is a Shop of some kind, then 
  they might save the occasional weird, 
  powerful, or dangerous item for their 
  Patrons, giving them ‘first dibs’ on rare or 
  unique goods. However, just because 
  they’re saving an item for you, doesn’t mean 
  they’ll cut you a sweetheart deal on it. 
   
  Other benefits of becoming a Patron may 
  vary for each Building, community, or Owner. 
  When becoming a Patron of a Building, 
  speak with your GM, and work out what 
  benefits might behoove your generosity! 
  
   
   
   
  Castles 
   
  48 
  Money and Titles 
  Owning a Castle provides the Castle’s Owner 
  a significant amount of personal income. This 
  money might come from a variety of sources 
  – taxes collected on the local populace, 
  tourists visiting the castle and its gift shop, 
  gifts from visiting dignitaries, and so on. 
   
  Ownership of a Castle also confers a Title – 
  the grander the Castle, the more impressive 
  the Title. This Title might vary by country, 
  era, or world, but below are some suggested 
  Titles per Rank of Castle.  
   
  Castles might even be purchased, 
  particularly from royal families willing to sell 
  titles in exchange for a hefty donation. The 
  below table lists Castle Market Prices. 
   
  Note that claiming a Title (or building a 
  Castle at all), when your betters have not 
  granted you explicit permission to do so, 
  may result in unpleasantness – or even war! 
   
  Castle Rank Castle Market Price 
  Profits for Owner / Day 
  Possible Titles 
  Rank 0 
  2,500 
  50 
  Chieftan, Slumlord, Yeoman 
  Rank 1 
  5,000 
  100 
  Esquire, Lord, Mayor, Sahib 
  Rank 2 
  10,000 
  200 Baron, Knight, Rais, Viscount 
  Rank 3 
  20,000 
  400 
  Count, Duke, Emir, Marquis 
  Rank 4 
  50,000 
  1,000 
  King, Princess, Raj, Sultan 
  Rank 5 
  100,000 
  2,000 
  Emperor, High King, Kaiser 
  Your Personal Touch 
  The mightier a Castle is, the more powerful 
  its Owners’ personal touch is. A Castle’s 
  Owners may, upon construction, put up to 
  (Rank) Personal Touches on the Castle. 
   
  This Personal Touch puts extra resources 
  and attention towards that part of the Castle, 
  improving it, and its effects, to the utmost.  
   
   
   
  Each Personal Touch can only be taken 
  once, but multiple Personal Touches can 
  affect the same part of the Castle. For 
  instance, you may have a Multitudinous 
  Garrison and a Royal Guard, granting you an 
  impressive personal army. 
   
  Beginning on the next page is a small list of 
  Personal Touches that can be applied to 
  your Castle. GMs and Heroes looking for 
  new ways to personalize their ultimate abode 
  are encouraged to come up with new ones!
  
   
   
   
  Castles 
   
  49 
   
   
  Additional Patronage: Rather than 
  spending your time on your Castle, you’re 
  spending it in the community. You become 
  the Patron of one additional Building. 
   
  Bunker-Built: When the Castle is used to 
  house a large population (such as during a 
  siege), normal operations continue, and the 
  Castle’s Owners may continue to make use 
  of the Castle’s amenities. 
   
  Comfortable Chambers: Resting in the 
  Castle grants its Owners Temporary MP and 
  SP, as well as Temporary HP. 
   
  Formidable Fortress: Double the Defense 
  and the HP of the Walls of the Castle. 
   
  Multitudinous Garrison: Double the 
  number of soldiers in the Castle’s Barracks. 
   
  Powerful Pulpit: Double the Trait Check 
  bonus for speaking to an assembled crowd 
  at the Castle’s Commons. 
   
  Profitable Palace: Increase the amount of 
  Rupees the Castle brings in by 25%. This 
  Personal Touch can be taken multiple times, 
  stacking cumulatively (so 25%, 50%, 75%). 
   
  Royal Guard: +1 to the Rank of all 
  equipment used by all soldiers in the Castle. 
   
  Secret Escape: In case of insurrection, the 
  Castle features one or more secret escape 
  paths. These paths lead out of the Castle, 
  and exit a significant distance away (no more 
  than a day’s travel overland). Only the 
  Castle’s Owners know how to reveal these 
  paths, where they begin, and where they go. 
   
  Stupendous Stable: Companions who rest 
  in the Castle gain Temporary MP and SP, as 
  well as Temporary HP. 
   
  The Tallest Tower: Double the height of the 
  Castle’s Tower. If your game world has 
  significant infrastructure in the sky (such as a 
  Sky Kingdom or airship travel), the Castle 
  now has direct access to that infrastructure. 
   
  Wards of Privacy: The Castle stonework is 
  enchanted to prevent magical access. Songs 
  such as Farore’s Wind, Song of Discovery, 
  and any other means of scrying, remote 
  viewing, or teleportation, fail to work so long 
  as the Castle’s walls are all still standing.  
  
SOURCE: textdata/thevault/Deduped  Shit/Reclaim the Wild/Legend of Zelda - Reclaim the Wild - Rebuild the Wild.pdf