Structures

A settlement is more than just a group of settlers camping out in tents in the same place; a successful Norse community depends on a wide array of structures to survive and thrive.

Structures in this game all function by the same rules, but are separated into four categories for ease of reference: Buildings, Locations, Emplacements, and Upgrades.

Format

All structures below are given in the following format:

NAME
Description of the structure’s basic appearance and function,
Area: The size of the structure. “Hexes” are the standard 5-foot character-scale hexes. “Overland hexes” are the large-scale hexes used by the overland map, measured in miles; small overland hexes are 1/6-mile hexes, medium overland hexes are 1-mile hexes, and large overland hexes are 6-mile hexes.
Requirements: Any existing structures or other prerequisites needed to build and operate the structure; if the requirements are not met at any point, the benefits of the structure are lost until the requirements are fulfilled again. If a structure has no requirements, this line is omitted.
Benefit: Why the structure is useful, both in terms of practical benefits (longhouses give shelter, walls keep out enemies) as well as any special mechanical benefits the structure grants.
Cost: The price of the structure in silver pieces and the effective price of the structure used to determine progress. The two values are usually identical, in which case only one number is given, but the two can differ if using particularly cheap or expensive materials, in which case the numbers will be in the format actual cost/progress cost; the reason for the difference will be given in the structure’s entry. Most structures require funds from Coffers to build, but some more specialized structures require Consumables, Coins, or even Curiosities funds.

Upkeep

All structures consume 1 hb per day in upkeep cost per 4 hexes of area, unless otherwise noted in a structure description; smaller structures require no upkeep. A structure that cannot be maintained either because the settlement lacks funds or the clan does not wish to maintain it does not grant its benefit until all maintenance costs are paid and upkeep resumes.

Buildings

Buildings are structures whose benefits come from what is inside them or what can be put inside them, such as longhouses or barns. All buildings are 10 feet high unless otherwise noted.

Baths
Communal baths allow Norse settlers to maintain their grooming standards when no ponds or lakes are available by providing heated bathing areas and laundry facilities.
Area: 16 hexes (4×4)
Requirement: Access to a plentiful source of water and a plentiful source of wood.
Benefit: Without a Baths, the settlement’s hygiene suffers in the wintertime, imposing a -4 penalty to saving throws against poison and disease to all settlers for the entire season.
Cost: 568 sp Coffers
Special: A Baths incurs an additional upkeep of 6 hb Coffers per day while it is in operation, as it consumes large quantities of wood to heat the water.

Granary
A granary allows for safe storage of large quantities of food and other perishables.
Area: 8 hexes (4×2)
Benefit: A Granary can hold up to 15,000 sp worth of Consumables, and any Consumables stored in this way does not suffer increased spoilage due to poor storage conditions. It can also store perishable Curiosities, but is not suitable for storing Curiosities that are small items or nonperishable goods, nor is it suitable for storing Coffers or Coins.
Cost: 355 sp Coffers

Healer’s Hall
Healer’s halls provide clean, quiet places for sick or wounded settlers to rest and be treated.
Area: 12 hexes (4×3)
Benefit: A Healer’s Hall can house up to six characters in need of treatment (patients) and up to three characters using Heal on them in some way (healer)s. A healer gains two benefits while working in the hall: he can take 15 on all Heal checks and any Endurance checks to work harder at healing his patients, and all Heal actions require only 3/4 the normal time.
Cost: 532 sp, 10 hb Coffers

Longhouse, Jarl’s
A jarl’s longhouse is a massive, spacious longhouse suitable for housing a jarl’s family in comfort, which doubles as a communal meeting hall during holy days and a fortified redoubt during a siege.
Area: 208 hexes (52×4)
Benefit: A Jarl’s Longhouse can house up to 60 people on a regular basis (usually a jarl, his immediate family, their spouses and children, his retainers and servants, and his family’s servants). In an emergency, up to 130 people can fit in it, though it will be a bit cramped. The outer walls of a Jarl’s Longhouse have 60 HP per 1-hex section, hardness 4, and a break DC of 20
Cost: 12,673 sp, 10 hb Coffers/13,596 sp, 10 hb. A jarls’ longhouse’s cost is less than its required progress because the outer walls are constructed of packed earth, which is excavated on-site from the longhouse’s interior and effectively free.
Special: A Jarl’s Longhouse incurs only 1/4 the normal upkeep for a structure of its size (13 hb/day), as the outer walls need no maintenance except when actively damaged in battle or the like.

Longhouse, Karl’s
A karl’s longhouse is a moderately-sized longhouse suitable for housing an extended family.
Area: 75 hexes (15×4)
Benefit: A Karl’s Longhouse can house up to 10 people on a regular basis (usually a couple, several children and their spouses, and a grandchild or two). In an emergency, up to 30 people can fit in it, though it will be quite cramped. The outer walls of a Karl’s Longhouse have 60 HP per 1-hex section, hardness 4, and a break DC of 20.
Cost: 1,704 sp Coffers/2,130 sp. A karl’s longhouse’s cost is less than its required progress because the outer walls are constructed of packed earth, which is excavated on-site from the longhouse’s interior and effectively free.
Special: A Karl’s Longhouse incurs only 1/3 the normal upkeep for a structure of its size (5 hb/day), as the outer walls need no maintenance except when actively damaged in battle or the like.

Mead Hall
A mead hall is the social center of a Norse settlement, where settlers go to relax, tell stories, and drink their troubles away after a long day of work.
Area: 32 hexes (8×4)
Benefit: A Mead Hall grants two benefits. First, all settler morale checks gain a +2 bonus, and morale bonuses granted by feast days and other celebrations are increased to 1.5 times their normal value. Second, if the settlement is aware of an impending battle, any settlers who wish to do so may drink and carouse enough to give them some liquid courage: they gain a +2 morale bonus to attack rolls, damage rolls, saves against fear, and morale checks and 5 temporary hit points, but take a 2 penalty to AC and any Dexterity and Wisdom-based skill or ability checks; these effects last for 1 hour. A Mead Hall can seat up to 40 settlers at once, or up to 80 in an emergency.
Cost: 958 sp Coffers, 320 sp Consumables
Special: A Mead Hall incurs an additional upkeep of 8 hb Consumables per day while it is in operation, or 16 hb Consumables per feast day, as it consumes food and drink beyond the bare minimum needed for rations.

Sauna
A sauna is a large steam room used for relaxation, socialization, and health.
Area: 16 hexes (4×4)
Requirement: Access to a plentiful source of water and a plentiful source of wood.
Benefit: A Sauna grants two benefits. First, all settler morale checks gain a +4 bonus. Second, any character who spends at least 1 watch relaxing in a Sauna gains a +2 bonus to saves against poison and disease for the next week, and may immediately make an additional saving throw against any disease he currently has.
Cost: 568 sp Coffers
Special: A Sauna incurs an additional upkeep of 6 hb Coffers per day while it is in operation, as it consumes large quantities of wood to heat the water.

Stable
A stable provides feeding and sleeping areas for animals, so that they don’t need to room with their owners.
Area: 30 hexes (6×5)
Benefit: A Stable can house up to 12 horses, up to 48 goats, or a proportional combination thereof. If animals are not housed in a stable come wintertime, they either need to be placed in a longhouse or left out in the cold. Animals placed in a longhouse take up the space of 2 people (for horses) or 1/2 person (for goats), and all settlers in a longhouse that is housing animals take a -4 penalty on both Fortitude saves against disease and morale checks. Animals left out in the cold suffer environmental effects as normal.
Cost: 2,272 sp Coffers/2,840 sp. A Stable’s cost is less than its required progress because the outer walls are constructed of packed earth, which is excavated on-site from the stable’s interior and effectively free.
Special: A Stable incurs only 1/3 the normal upkeep for a structure of its size (1 hb/day), as the outer walls need no maintenance except when actively damaged in battle or the like.

Stavkirke
A stavkirke is a place of worship with a tall and steeply-sloped roof, wide and airy windows, and small altars for each of the deities to which it is dedicated.
Area: 16 hexes (4×4), 15 feet high
Requirement: Access to a plentiful source of wood.
Benefit: Each Stavkirke is associated with a single pantheon, and the Stavkirke grants two benefits to worshipers of that pantheon. First, worshipers who spend at least 1 hour in prayer in the Stavkirke gain a +2 sacred bonus that they may apply to any single roll they make before the next dawn. Second, once per week, a worshiper in the Stavkirke may perform any Legendary Deed that relates to the gods or benefits from being performed in a public ceremony (such as Divine Inspiration, This I Swear, or Conduct Rite) at a Wyrd point cost 1 lower than normal.
Cost: 1,420 sp Coffers
Special: A settlement containing three Stavkirkes, one each for the Æsir, Vanir, and Jotnar pantheons, is looked upon more favorably by the gods and the magnitude of all fixed Events that the settlement experiences are shifted 1 step more positive.

Storehouse
A storehouse allows for efficient storage of raw materials and other durable goods.
Area: 16 hexes (8×2)
Benefit: A Storehouse can hold up to 12,000 sp worth of Coffers, and any Coffers stored in this way does not suffer increased depreciation due to poor storage conditions. It can also store Coins and Curiosities if more security is desired than simply storing them among personal possessions, but a Storehouse is not an appropriate environment for storing Consumables.
Cost: 710 sp Coffers

Vault
A vault is a reinforced building dug partly into the ground used to keep valuables in and undesirables out…or vice versa.
Area: 4 hexes (2×2), 15 feet tall (5 feet aboveground, 10 feet belowground)
Benefit: The walls of a vault have 120 HP per 1-hex section, hardness 10, and a break DC of 30, and the locks on the doors require a DC 30 Disable Device check to bypass.
Cost: 565 sp Coffers, 500 sp Curiosities (iron or another material of equal or greater strength)

Workshop
A workshop is a spacious building with assorted tools and furnishings necessary to practice a particular craft.
Area: 16 hexes (4×4)
Benefit: Each workshop has a single associated skill, which must be one usable with the Craftsman proficiency to craft one or more items or earn clan funds. Characters with the associated proficiency performing such a task in a workshop avoid the -4 penalty for lacking the proper tools for the job, but only one primary craftsman and a single assistant can gain this benefit at one time. Workshops often have different names depending on their associated skill, such as a smithy for Craft (Smithing), a foundry for Craft (Weapons), a cooperage for Craft (Carpentry), an apothecary for Alchemy, and the like.
Cost: 500 sp Coffers

Locations

Locations are structures whose benefits come from what can be done at or around them, such as farms or training areas. All locations are only a few feet high unless otherwise noted.

Farm
A farm is a collection of smaller plots of land consisting of fields of crops being grown to feed the settlement, fields of wild grasses used to graze livestock, and fields left fallow for the next year’s planting.
Area: 4.5 small overland hexes (156 acres)
Requirements: The area to be turned into a farm must be clear of all trees, large rocks, and other impediments to planting, and must be only lightly sloped.
Benefit: A Farm grants two benefits. First, when a character with a Farmer proficiency works on a Farm during downtime, the funds he gains are doubled; only one Farmer can work a given Farm at a time. Second, if a Farm is worked continuously (at least 2 out of every 3 days) from Spring Planting to Harvest, during Harvest a Farm yields a certain amount of hacksilver of Consumables based on the magnitude of the Harvest event:

Magnitude Farm Yield
Very Detrimental 1,430 sp
Detrimental 1,465 sp
Silver Lining 1,500 sp
Mixed 1,535 sp
Small Catch 1,570 sp
Beneficial 1,605 sp
Very Beneficial 1,640 sp

Cost: 9 sp Consumables
Special: A Farm incurs no upkeep, as allowing parts of the area to lie fallow between seasons and between years provides for all the necessary soil rejuvenation. A Farm’s benefits are only granted between Spring Planting and Harvest, and then the Farm is exhausted. An exhausted Farm must be re-planted the next spring, though the same land may be used and no additional preparations are required to re-plant an existing farm compared to planting a new one.
Consecrated (Spirits): The local landvættir sleep in the plants during winter and long for the warmth of the sun, so at dawn on the Spring Equinox the farm is re-planted instantly without any intervention required from the farmers who first created the farm.

Garden
A garden is a plot of land where medicinal herbs and other more specialized and delicate plants may be grown.
Area: 16 hexes (8×2)
Requirements: The area to be turned into a farm must be clear of all trees, large rocks, and other impediments to planting, and must be only lightly sloped.
Benefit: A Garden functions as a Farm, except that the planting cost of a Garden may be paid with Coins (representing plants like spices or herbs whose values is in their rarity instead of their sustenance) or Curiosities (plant-based or plantlike Curiosities only) instead of Consumables, and both the downtime and Harvest returns for the Garden generate the same type of funds even though Farmers can normally generate Consumables only.
Cost: 18 hb Coins or Consumables or Curiosities
Special: A Garden incurs no upkeep, as allowing parts of the area to lie fallow between seasons and between years provides for all the necessary soil rejuvenation.

Sanctum
A sanctum provides a calm, quiet place to meditate, pray, or study.
Area: 16 hexes (4×4)
Benefit: If a character trains in a Sanctum during downtime, training times for the following skills and proficiencies are reduced to 2/3 normal, stacking with all other reductions: Rare Occupation proficiencies, all Knowledge proficiencies, and all skills in the Discipline and Interaction skill groups. If the character has a trainer, or is literate and has some sort of reference material, he may also apply this reduction to the following skills and proficiencies: all Region proficiencies and all skills in the Deception, Handicrafts, and Herbalism skill groups. Up to two characters may use a Sanctum at one time.
Cost: 400 sp, 8 hb Coffers

Spirit Lodge
A spirit lodge is an unassuming area landscaped with plants and dirt patterns that are pleasing to the local spirits and holding small memorials for the clan ancestors.
Area: 12 hexes (4×3)
Benefit: A character with a strong connection to the spirits can meditate in a Spirit Lodge for 1 hour to gain one of the following benefits for the next 3 days: a meldshaper may shape 1 additional soulmeld, a binder may bind 1 additional vestige, a spirit shaman gains 2 daily Divine Channeling uses, a wild shape ranger gains 1 daily Wild Shape use, and a barbarian gains 1 additional Channel the Beast ability.
Cost: 683 sp, 6 hb Coffers, 500 sp Curiosities (any material derived from a spirit creature)

Shipworks
A shipworks is a work area near the shore with ropes and harnesses to allow a ship to be hoisted partially out of the water for easy modification and repair.
Area: 32 hexes (8×4)
Requirements: Must be built within 4 hexes of at least one Dock and within 2 hexes of a body of water.
Benefit: A shipworks grants two benefits. First, the time and Coffers needed to repair a ship at a nearby Dock is halved. Second, the upkeep required for all of the settlement’s ships is halved.
Cost: 5,325 sp Coffers

Training Ground
A training ground provides all of the tools and safety features needed for combat practice, from blunted weapons to enclosed and padded sparring rings.
Area: 16 hexes (4×4)
Benefit: If a character trains in a Training Ground during downtime, he counts as having a trainer for all Armor and Weapon proficiencies; if he actually does have a trainer, the 2/3 time reductions stack (bringing the time required from 66% normal to 44% normal).
Cost: 400 sp, 8 hb Coffers

Emplacements

Emplacements are structures whose benefits come from their mere existence in a particular location, such as walls or shrines. All emplacements are 10 feet high unless otherwise noted.

Bridge, Mobile
A mobile bridge is a series of floating platforms that allows creatures to cross a body of water but can be moved out of the way to allow ship traffic through.
Area: 2 or more hexes (Nx2), ground level
Requirement: Must be anchored by a Dock or Gatehouse at one or both ends, access to a plentiful source of wood..
Benefit: Creatures and goods can be taken across a Mobile Bridge as though it were a normal bridge. A Mobile Bridge section can hold no more than 1,200 pounds without breaking or capsizing, or half that when under stress (someone attacking the bridge, creatures running across, and the like), so loaded carts, warhorses, and the like cannot be taken across and large numbers of creatures will need to space themselves out when crossing. A Mobile Bridge can be disconnected from or reconnected to either end with 1 minute’s effort, and moving the bridge out of the way requires 1 minute of effort per bridge section. Each 2×1 hex bridge section has 120 HP, hardness 5, and a break DC of 20.
Cost: 177 sp, 10 hb Coffers per bridge section

Bridge, Stationary
A stationary bridge is a solid, arched stone bridge with low walls.
Area: 4 to 20 hexes (2×2 to 10×2), ground level
Requirement: Access to a plentiful source of stone.
Benefit: Creatures and goods of any weight can be taken across a Stationary Bridge. Each 2×2 hex bridge section has 360 HP, hardness 8, and a break DC of 35.
Cost: 1,775 sp Coffers/2,130 sp per bridge section A Stationary Bridge’s required progress is greater than its cost because extra time and caution is required to build out over the water.

Dock
A dock is a simple wooden structure to which ships can be tied.
Area: 16 hexes (8×2), ground level
Requirement: Access to a plentiful source of wood, must be built in a body of water.
Benefit: A Dock allows ships with a draft of 5 feet to be brought close to the shore safely for disembarking and unloading cargo, where they would otherwise be damaged due to the shallowness of the water. Two ships may be tied up at a time, one on each side of the dock.
Cost: 355 sp Coffers/710 sp. A Dock’s required progress is greater than its cost due to the difficulty of building supports into the riverbed.

Shrine
A shrine is an unobtrusive place of worship consisting of an altar or religious icon within an enclosure of some sort, such as a statue of Njordr in a small grove or an altar to the ancestors in a circle of standing stones.
Area: 1 hex, 5 feet tall
Requirement: The builder must have Expert proficiency with either Priest or Traditions (for godly shrines)/Sagas (for spiritual shrines) and Basic proficiency with the other.
Benefit: A Shrine grants two benefits. First, any worshiper of the patron(s) to which the shrine is dedicated who prays in the shrine for 1 hour gains a +2 morale bonus to Will saves, Concentration and Endurance checks, and initiative checks. Second, if the Shrine is dedicated to a pantheon, a godly caster devoted to that pantheon who prepares spells at the Shrine treats his Wisdom and Charisma scores as being 3 points higher than they actually are for determining bonus godly spells and daily Divine Channeling uses; if the Shrine is dedicated to the clan’s ancestors, a binder who binds vestiges at the Shrine gains a +4 bonus on bindings checks and an extra Pact Augmentation, and a meldshaper who shapes his melds at the Shrine gains +2 essentia. Only one worshiper can pray at a given Shrine at a time, and all granted benefits last for 1 day.
Cost: 24 sp, 7 hb Coffers, 20 sp Consumables/24 sp, 7 hb. A Shrine’s required progress is less than its cost because the Consumables spent in its creation are used in a one-time sacrifice to dedicate the Shrine and so do not count against crafting progress.

Wall, Boundary
A boundary wall is a waist-high wooden wall with turf supports with little protective value, useful mostly for marking out territory.
Area: 10 hexes (10×1), 3 feet tall
Requirement: Access to a plentiful source of wood.
Benefit: An area fully enclosed by Boundary Walls counts as Controlled territory. A single Boundary Wall has 75 HP per 1-hex section, hardness 3, and a break DC of 22.
Cost: 44 sp, 7 hb Coffers/48 sp, 16 hb. A Boundary Wall’s cost is less than its required progress because the packed earth covering is excavated on-site and effectively free.
Special: A Boundary Wall incurs no upkeep, as the wooden supports are covered with soil and largely protected from the elements.

Wall, Defensive
A defensive wall is composed mostly of packed earth and turf, with thick wooden panels on the inside and outside to reinforce them and a several-feet-deep ditch on the outside to prevent enemies from easily climbing them.
Area: 20 hexes (10×2), 15 feet tall
Requirement: Access to a plentiful source of wood.
Benefit: An area fully enclosed by Defensive Walls counts as Secured territory. A single Defensive Wall has 260 HP per 1-hex section, hardness 5, and a break DC of 35.
Cost: 500 sp Coffers/558 sp, 5 hb. A Defensive Wall’s cost is less than its required progress because most of the material is packed earth, which is excavated on-site to create the outer ditch and effectively free.
Special: A Defensive Wall incurs no upkeep, as the wooden buttresses are covered with soil and largely protected from the elements.

Upgrades

Upgrades are enhancements to existing structures. Their entries have two additional lines:

Applies: Describes which structures the Upgrade can be applied to. If there are no restrictions, this line is omitted.
Replaces/Augments: As Upgrades modify an existing structure, they have either a Replaces line (describing how the Upgrade completely replaces the existing structure) or an Augments line (describing how the Upgrade adds to the existing structure). Augment Upgrades that have an Area line add area to the Structure that they augment, so they increase that Structure’s upkeep appropriately due to their expanded area.

Consecrated Structure
A consecrated structure is ritually devoted to the gods or to the spirits to bring their favor upon the structure and all those who live and work in it.
Requirements: The character consecrating the structure must have Master proficiency with either Priest or Traditions (for godly shrines)/Sagas (for spiritual shrines) and Expert proficiency with the other.
Augments: If the structure to be Consecrated is not a Shrine, it must contain a Shrine (for Buildings and Locations) or must be adjacent to a Shrine (for Emplacements).
Benefit: Each structure has a particular extra benefit for being consecrated to the gods or to the spirits. When the benefit for consecrating a structure is discovered, it will be added to the appropriate structure description.
Cost: 50 sp Curiosities (material appropriate to the structure and to the patron)/0 sp. Consecrating a structure requires no progress because the Curiosities spent in its creation are used in a one-time sacrifice to dedicate the structure and so do not count against crafting progress.

Expanded Workshop
A workshop can be expanded to hold a wider selection of tools and more workspace than normal.
Area: 8 hexes (4×2)
Applies: Healer’s Hall, Mead Hall, Workshop
Requirements: An Expanded Workshop must be built adjacent to the structure to be augmented.
Benefit: This upgrade adds an additional associated skill to an existing Workshop and enough extra space to allow a single additional character to benefit from working in it. If a character is working on a task related to more than one of the Workshop’s associated skills (such as building a cart in a workshop associated with both Craft [Carpentry] and Craft [Vehicles]), he gains a +2 circumstance bonus to his checks. Alternately, a Healer’s Hall or a Mead Hall may be expanded in this way to treat the Hall in question as a Workshop, choosing between Apothecary (Alchemy) or Loomworks (Craft [Weaving]) for a Healer’s Hall or an Apothecary (Alchemy) or a Cooperage (Craft [Carpentry]) for a Mead Hall. A Workshop may be expanded up to four times, and a Healer’s Hall or Mead Hall may be expanded up to twice.
Cost: 250 sp Coffers.

Extended Dock
An extended dock is a longer dock with extra width to accommodate more ships.
Area: 64 hexes (16×2 from the shore, then 2×16 wide), ground level
Replaces: Dock. The existing dock is subsumed into the central 8×2 section near the shore.
Benefit: An Extended Dock can accommodate ships with a draft of 10 feet, and up to four ships may be tied up at a time, one on each side of the dock main dock and two along the far edge.
Cost: 1,065 sp Coffers/2,130 sp. An Extended Dock’s required progress is greater than its cost due to the difficulty of building supports into the riverbed.

Fortified Structure
A fortified structure has smaller windows, thicker doors, and other enhancements made with an eye towards defense.
Benefit: A Fortified Structure increases the HP and hardness of its walls by a factor of 1.5, improves the cover granted by its windows by one degree (partial cover to cover to improved cover), adds locks to any doors or windows that lack them and increases the Disable Device DCs to bypass them by +5, increases the Climb DC to climb the walls and roof by +5, adds peepholes in the walls that count as arrow slits and allow watching for invaders, and raises the ground around the structure so that the area within 2 hexes of it counts as difficult terrain.
Cost: Varies. Fortifying a structure costs 11 sp, 2 hb per perimeter hex a structure has (for instance, a Workshop is 4×4 hexes, so there are 12 hexes around the perimeter and fortifying it would thus cost 133 sp, 4 hb).

Gatehouse
A gatehouse consists of an archway holding a set of thick wooden double doors that can be barred from the inside and a wooden portcullis, a platform on top with a packed-earth parapet to allow soldiers to keep watch from behind cover, and ladders to allow access to the watch platform and the surrounding wall.
Applies: Defensive Wall
Replaces: A Gatehouse replaces the center 2×2 hex area of 1 Defensive Wall. A single Defensive Wall can have only one Gatehouse.
Benefit: A Gatehouse simply allows people to travel through the wall without leaving vulnerable openings in it, and allows access to the top of the wall without requiring Climb checks.
Cost: 710 sp Coffers

Warded Sanctum
A sanctum can be constructed with sound-muffling materials to grant increased privacy and runic diagrams to grant improved focus to those within it.
Applies: Sanctum
Replaces: A Warded Sanctum replaces a Sanctum.
Requirements: The builder must be a runic caster with access to 2nd level spells in the Honor and Prosperity rune pairs.
Benefit: A Warded Sanctum grants three additional benefits on top of the normal Sanctum benefit. First, it is impossible for those outside a Warded Sanctum to hear anything within it, and those within are protected from divinations as if by a nondetection effect cast by the creator. Second, a runic caster who prepares spells in a Warded Sanctum requires only 2/3 the normal time to do so. Finally, due to the enhanced privacy, up to six characters may use a Warded Sanctum at one time.
Cost: 540 sp Coffers, 1,000 sp Curiosities (ink, metal, or other materials suitable for rune inscription), 1,000 sp Curiosities (fur or other suitable insulating material)

Structures

Saga of the Northlands PsychicTheurge