Sites & Settlements

A site is a specialized plot of land that can network with others to form a settlement. They are primarily for crafting and storing resources relevant to their purpose. Any sites within a settlement can share resources between one another.


 * 1) Site
 * 2) structures/buildings
 * 3) crafting stations (don't have to be part of a structure)
 * 4) upgrades (additional equipment/tools to unlock more advanced crafting options)
 * 5) furnishings (rugs, beds, sconces, tables n shit)
 * 6) storage (can also be independent of structures)

Homestead
A plot of land for a single dwelling, the homestead is first established by a campsite, where a character can perform primitive crafting, store personal items & manage resources. Campsites upgrade to a hut, cottage and finally a house, as the settlement in which the homestead resides grows. The homestead can also be adorned with gardens, coops & pens for domestic husbandry.


 * campsite, hut, cottage, house (structure)
 * campfire, hearth, fireplace (station)
 * spit
 * cauldron
 * pottery (storage)
 * Tannour (station)
 * bed (station)
 * chest (storage)
 * Garden (station)
 * Spade
 * Rake
 * Pen (station)
 * Storage pit (storage)

Primary skills: Survival

Croft
A small farm that can be setup for the planting of crops or trees, animal husbandry & bulk food storage.


 * Threshing Floor, Windmill (structure)
 * Tribulum (threshing board), Millstone - (station)
 * Winnowing fan
 * Quern
 * Flail
 * Plantation (station)
 * Harrow
 * Plough
 * Byre (barn)
 * Stalls (station)
 * Pasture (station)
 * Trough
 * Feeder
 * Granary (storage)

Primary skills: Husbandry

Smithy
A small area designated for the smelting, casting and forging of metal materials & components.


 * Casting Yard, Smithy (Structure)
 * Kiln (station)
 * Mold
 * Crucible
 * Grindstone
 * Forge (station)
 * Bellows
 * Anvil
 * Drawing Plate
 * Quench
 * Bloomery (station)
 * Quern
 * Crucible
 * Storage Pits

Primary skills: Metallurgy

Workshop
An industrial site for carpentry, stonecutting & glassmaking. This is where most construction projects take place when building facilities for other sites within the settlement.


 * Worksite, Workshop (main structure)
 * Workbench (station)
 * Lathe
 * Bow Drill
 * Furnace (station)
 * Bellows
 * Marver (glassworking table)
 * Sawpit (station)
 * Whipsaw
 * Sawmill? (must be built on river)

Primary skills: Woodworking, Stonemasonry

Tailory
A space for leatherworking, textiles & clothing. The Tailory includes facilities for making threads & fabrics as well as a tannery for processing animal hides.


 * Tannery, Clothier (Main Structure)
 * Hide Racks (station)
 * Fleshing Beam
 * Basin
 * Cutting Table (station)
 * Loom
 * Spinning Wheel
 * Shelving (storage)

Primary skills: Raiments

Laboratory
A high-level site for the alchemist and the apothecary. Medicines, poisons & all manner of alchemical agents are brewed at the laboratory. Beware, some experiments can result in adverse reactions!


 * Distillery, Laboratory (structure)
 * Alembic (station)
 * Mortar & Pestle
 * Balance
 * Basin
 * Athanor (station)
 * Aludel (sublimating tubes)
 * Crucibles
 * Sand Bath
 * Library, Archive
 * Lecture Hall
 * Resonator?
 * Mana Well?
 * Mana Forge?
 * Fountain?
 * Portal
 * VOID BUCKET

Primary skills: Alchemy, Spellbinding

Plaza
The town square of a settlement, for worship (Otarun, Silese, Niris, Malum), government & shops.


 * Courtyard, Sanctuary (structure)
 * Altar of Niris (blessing station)
 * Altar of Malum (curse station)
 * Iselpool (healing station)
 * Entropic Gate (respawn station)
 * Ritual Chamber (Build their formative worship skills)
 * Forum, Moot Hall, Keep (structure)
 * Podium?
 * Kiosk, Shop
 * Counter (station)

Primary Skills: Sanctification

Establishing a site
Establishing a site involves constructing one of its unique facilities, which are structures or equipment generally used for crafting. The first facility laid will serve as the center point of the site's perimeter and all subsequently constructed facilities must reside within those boundaries.

More advanced facilities, like complete buildings, enclose or replace other facilities already built on a site. A campsite upgrades to a hut, a hut to a cottage and so on.