Facility
Facilities are fixed locations within the game world where characters can access specialised services, resources or opportunities that are not available in the general environment. They represent developed, intentional structures tied to infrastructure, often requiring some measure of population, industry or governance to maintain. Their number and diversification relies upon a level of social or logistical support, depending on the relative civilisation encountered.
Facilities in the game world offer a wide range of essential and specialised services to characters, depending on their type, location and level of development. At the most basic, they provide access to necessities such as clean water, safe edibles and shelter — relieving characters of the need to forage, hunt or purify resources themselves. More advanced facilities support recovery, whether through rest, healing or spiritual aid, enabling characters to regain lost hit points, prepare spells or cleanse harmful conditions. Facilities may also support trade and commerce, allowing the buying, selling or commissioning of goods, often with access to materials or wares not found in the wild. Some support crafting, repair or enchantment, offering spaces where tools and weapons can be made or improved, often with the benefit of skilled labour or magical augmentation.
In more developed regions, facilities offer guidance, training or instruction, giving characters opportunities to learn skills, advance their studies or gain access to restricted knowledge. Legal and political services may also be present, offering redress, arbitration, contracts, oaths or appeals to authority. Facilities may store or provide information, such as maps, records, historical accounts or divine revelations, depending on the purpose and origin of the structure. Others exist to connect parts of the world, facilitating movement or communication across distances, granting logistical advantages to those who use them. Some facilities mark religious, cultural or ancestral significance, conferring blessings, observances or rites of passage.
In all cases, facilities are grounded in physical reality: they are buildings, complexes or developed sites, not abstract functions. They operate within the logic of the world, requiring support, materials, staff or magical upkeep to remain functional. While some offer their services freely, many are regulated, protected or restricted, requiring social standing, payment or reputation to access. Ultimately, facilities serve as tangible intersections between the character's needs and the world's response — places where the structure of civilisation makes itself visible and actionable.
Hammers
The hammer symbol's page defines how the presence and type of facilities in a hex are determined by its level of infrastructure. Infrastructure is measured at the 20-mile hex level and then distributed across the seven 6-mile hexes that make up a Hex Group. Each of these smaller hexes is given a classification — such as cultivated, mined, cleared or wilderness — depending on how much infrastructure it receives, which is directly tied to how civilised or developed that section of land is.
From there, each hex type provides a specific number of "hammers," which represent productive capacity and support for civilised life. A cultivated hex might yield more hammers than a wilderness one, for example. The number of hammers in a given 6-mile hex is what determines which facilities appear there. Each facility is tied to a minimum hammer threshold: once that threshold is met within the hex, the facility becomes available. This means the presence of a facility is not random or manually placed — it results organically from the infrastructure distribution and hex development model.
The system ensures that every facility found in the game world is a logical result of how much labour, settlement and coordination exists in the region. The hammer page doesn't just list structures; it maps a developmental progression, showing which kinds of support and services emerge as infrastructure deepens. The more hammers a hex has, the more numerous and advanced its facilities will be, shaping everything from what goods are available to where characters can seek healing, shelter or education.
List of Facilities
- bailey
- bakery
- barbican
- barracks
- basilica
- blacksmith
- block house
- boat dock
- carter post
- cemetery
- chapel
- cistern
- cottagecrafting
- dam
- demesne
- dockyard
- estate
- farmland
- foundry
- fulling mill
- gallows
- gamewarden
- garner
- garrison
- gatehouse
- glebe
- gong pit
- granary
- gravesites
- gristmill
- grocer
- guardpost
- hamlet
- harbour
- high temple
- hostel
- hovel
- infirmaries
- inn
- keep
- library
- lighthouse
- manor
- military stables
- monastery
- monolith/stele
- motte
- ox tether
- palace
- polder
- public house
- quarry
- quay
- shaft mine
- saw pit
- school
- shearing station
- shrine
- stable
- stockyard
- storehouse
- tabernacle
- temple
- thorp
- tidal weir
- timbered house
- town hall
- village
- warehouse
- water well
- waterpump
- way station
- wharf
- windmill
- winepress
- workshops
Adventure Possibilities
Facilities often serve as focal points for adventure, providing natural opportunities for conflict, intrigue and narrative development. A shrine may fall under threat from hostile forces or ideological opposition; a garrison might seek aid in the face of encroaching danger; a dockyard may become the centre of illegal trade or piracy. These locations are not static fixtures, but active elements within the world, influenced by circumstance, politics and the characters’ interactions. Each facility carries the potential to anchor events or stories specific to its nature and its surrounding region.
In addition to supporting narrative content, facilities represent concrete goals for character ambition and domain management. As characters invest in a territory — through labour, resources or influence — the resulting increase in infrastructure may cause new facilities to appear within a hex, such as a temple, manor or school. These structures provide lasting rewards for in-world accomplishments, linking player activity directly to the visible growth of civilisation. In this way, the acquisition of facilities becomes a metric for progress and the natural consequence of exploration, conquest or stewardship.
Not all facilities are freely accessible. Some may require status, payment or permission to use, being governed by local powers, guilds or faiths. Others may have fallen into disrepair, been sealed through misfortune or been claimed by hostile forces. Facilities may also be contested, offering potential for conflict and negotiation. Their presence in a hex does not guarantee their availability, but rather introduces another layer of interaction, bound to the world's social and political conditions.
Facilities also contribute to a sense of continuity within the campaign setting. A region revisited by players may reflect the passage of time through visible changes — where once a humble way station stood, there may now be a chapel, a manor or a full village. This evolution reinforces the impression of a living world, where the structures of civilisation respond to growth, decline and the outcomes of player actions. In this sense, facilities not only serve mechanical and narrative functions, but also act as durable markers of time, change and development in the campaign.
See also,
Bread (symbol)
Coin (symbol)
Settlements
The Adventure