Bastions
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Bastions in a nutshell:

  • Each PC can gain a Bastion, their own stronghold or home, that they control.

  • Can combine multiple Bastions into one Castle or Complex.

    • Castle can have certain benefits that apply to every Bastion.

  • Every 16 days (twice a month) there is a Bastion Turn where each PC can issue one Order for their Bastion to complete. Orders depend on facilities. Standard is Maintain, which sparks a random event.

  • Can choose to map out your Bastion.

  • Bastion has Basic Facilities, which are RP focused, and Special Facilities.

  • You can have a number of Special Facilities depending on your level. Building them has a certain cost. They each give a special Order that can be issued and certain other benefits.

  • Many facilities come with Hirelings. These NPCs are created by the player.

  • Bastions are an opt-in player-driven system. In essence, you tell me what is happening with your Bastion and then the DM incorporates that going forward.

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Bastions

Players often wish to leave their mark on the world, to establish something grand that can survive their characters and change the world around them, making it altogether better, worse, or simply different for its presence. Bastions that are created by the characters are an excellent opportunity for roleplaying, quests, and story, being an instantly visible and prominent part of the world to those in regions nearby.

A bastion included in a game is typically both a focal point of the campaign and an investment opportunity for the player characters. The more gold and time characters spend expanding, improving, and staffing their structure, the more benefits, defence, and utility it provides. A well-governed bastion can act as a military stronghold, a powerful trading hub, or the spiritual center of a faith, and those that control the bastion may stand as the stewards of the fates of millions.


The shape, style, and function of a character’s Bastion are up to the player to determine. For example, a Wizard might build a tower, a Cleric might establish a shrine, a Fighter might build a fortified keep or similar stronghold, and a Rogue might establish a guildhall or lodge. Characters of other classes might choose one of these forms or combine them—a Paladin’s Bastion might be similar to a Cleric’s shrine but as fortified as a Fighter’s stronghold. Andmultiple characters can combine their Bastions to form a single large structure.

Every Bastion has facilities that serve basic needs as well as special ones, such as libraries, menageries, and workshops (see “Basic Facilities” and “Special Facilities”).

Combining Bastions

Two or more players can combine their characters’ Bastions into a single Castle structure. Doing so doesn’t change the number of special facilities each Bastion can have, how those special facilities work, or who issues orders to each Bastion. Each Bastion retains its own hirelings, which can’t be sent to or shared with another Bastion in the Castle.

Bastion Turns

As time passes in the campaign, players take Bastion turns to reflect the activity occurring in their Bastions, whether or not the characters are present. On a Bastion turn, a character can issue orders to the special facilities in their Bastion or issue the Maintain order to the entire Bastion (see “Orders”).

In our campaign, a Bastion turn occurs every 16 days of in-game time, meaning at the start and middle of each month.

Hirelings

A special facility comes with one or more hirelings who work in the facility, maintain it, and execute Bastion orders there, as described in the next section. A player can assign names and personalities to hirelings in their character’s Bastion, or a DM may do this. A player may also request that an already established NPC join the facility as a hireling.

Each special facility in a Bastion generates enough income to pay the salary of its hirelings. Hirelings follow the orders they’re given and are loyal to the Bastion’s owner.

Orders

On a Bastion turn, a character in their Bastion can issue special orders — called Bastion orders — to one or more of their Bastion’s special facilities. A character needn’t issue orders to all the special facilities in their Bastion on a given Bastion turn.

The Maintain order is unusual; it is issued to the whole Bastion rather than to one or more special facilities. If a character isn’t in their Bastion on a given Bastion turn, the Bastion acts as though it were issued the Maintain order on that turn unless the owner can communicate with the Bastion hirelings using the Sending  spell or similar magic.

The orders are as follows:

Craft. Hirelings in the special facility craft an item that can be made in that facility. During the time required to craft an item, the facility can’t be used to craft anything else, even if a special ability allows the facility to carry out two orders at once. The hirelings have proficiencies with Artisan’s Tools as specified in the facility’s description.

Empower. The special facility confers a temporary empowerment to you or someone else.

Harvest. Hirelings gather a resource produced in the special facility. During the time required to harvest a resource, the facility can’t be used to harvest anything else, even if a special ability allows the facility to carry out two orders at once

Maintain. All the Bastion’s hirelings focus on maintaining the Bastion rather than executing orders in special facilities. Issuing this order prohibits other orders from being issued to the Bastion on the current Bastion turn. Each time the Maintain order is issued, the DM rolls once on the Bastion Events table at the end of this chapter. Bastion events are resolved before the next Bastion turn.

Recruit. Hirelings recruit creatures to the Bastion. These creatures might include warfare units or bastion defenders.

Research. Hirelings in the special facility gather information.

Trade. Hirelings buy and sell goods or services stored or produced in this special facility.

Move. If you have a moving bastion, you can tell your hirelings to begin moving it to a different location. The distance you can move depends on your bastion. The next bastion turn you can either give the Move order again to travel further or give no order and let your hirelings set up in the new location.

Castle Complex

If multiple player characters have a Bastion, they can choose to combine them into a Castle complex. A Castle is a collection of individual Bastions that shares the same geographical location and may share the same map. For example, a cleric builds a temple which stands within the walls of the fighter's keep, while the rogue constructs a tavern outside the walls. Joining multiple Bastions into a Castle grants access to some extra abilities.

Units and Defences. A Castle is able to jointly defend each Bastion within it in the following ways.

  • Defensive walls can be built around the Castle to secure each Bastion within it.

  • Warfare units can be shared between all the Bastions in a Castle.

  • Special defenders in one Bastion will confer their abilities to the entire Castle.

Artisans. Some Artisans (see their section below) confer special abilities to the entire Castle and can be accessed by every player character in that Castle.

Facilities

Basic Facilities

A character’s Bastion starts with two free basic facilities, which the character’s player chooses from the Basic Facilities list below. One of the chosen facilities is Cramped, and the other is Roomy (see the Facility Space table). A Bastion can have more than one of each basic facility.

Basic Facilities

  • Bedroom

  • Dining Room

  • Parlour

  • Courtyard

  • Kitchen

  • Storage

A basic facility comes with nonmagical furnishings and décor appropriate for that facility.

Basic facilities don’t have any game effects, but they can inspire roleplaying opportunities and enhance a Bastion’s verisimilitude. A Bastion with a kitchen is functionally the same as one without, but the former gives you and your players a fun setting to start game sessions, have in-character discussions, or introduce new NPCs.

Some basic facilities may have RP-focused benefits, but do not come with game mechanics.

A character can add new basic facilities or enlarge existing ones by spending money and time, as discussed in the sections that follow. Any number of basic facilities can be added or enlarged at the same time. A character doesn’t need to be in their Bastion while basic facilities are being added or enlarged.

A character can add a basic facility to their Bastion by spending money and time. The cost of adding a basic facility and the time required depend on the facility’s space, as shown on the table below.

Facility Space

Cost

Construction Time

Cramped

500 GP

16 days

Roomy

1'000 GP

32 days

Vast

3'000 GP

64 days

A basic facility can be enlarged by one category by paying the cost and construction time differential between the categories.

Special Facilities

Special facilities are Bastion locations where certain activities yield game benefits.

A character’s Bastion can initially house up to three special facilities. Your Bastion starts with one special facility of your choice with a cost of up to 2'000 GP and you can pay to construct more. Each special facility can be chosen only once unless its description says otherwise. Each new special facility is constructed in 7 days.

A Bastion can only have a certain number of special facilities, gaining more through a character's level advancement. The table below shows the maximum number of special facilities a character’s Bastion can have.

Level

Max Special Facilities

5

3

9

5

13

6

17

8

The Special Facilities table lists all the special facilities available to build, along with their prerequisites, construction cost, and orders. Their description and mechanics are presented in Bastions Special facilities confer additional benefits, specified in their descriptions.

Moving Bastions

When you gain your Bastion, you can choose to make it a Moving Bastion, such as a nomadic camp, a merchant caravan, a ship, or even a moving castle.

To make a moving bastion, your first special facility must be one of the Moving Bastion Facilities at the end of the list.

Special Facility

Prerequisites

Construction Cost

Special Order

Alchemist's Lab

2'000 GP

Craft

Captain's Office

2'000 GPO

Recruit, Empower

Gaming Hall

2'000 GP

Trade

Garden

2'000 GPO

Harvest

Library

2'000 GP

Research

Prison

2'000 GPO

Empower

Pub

2'000 GPO

Research, Trade

Rookery

2'000 GPO

Empower

Sanctuary

Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

2'000 GP

Craft

Shrine

2'000 GP

Empower

Smithy

2'000 GP

Craft

Stable

2'000 GPO

Trade

Store

2'000 GP

Trade

Theatre

2'000 GP

Empower

Workshop

2'000 GP

Craft

Arcane Study

Ability to use an Arcane Focus or a tool as a Spellcasting Focus

5'000 GP

Craft

Ballroom

5'000 GP

Research

Cabinet of Curiosities

5'000 GP

Harvest

Greenhouse

5'000 GP

Harvest

Menagerie

5'000 GP

Recruit, Empower

Sacristy

Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

5'000 GP

Craft

Scriptorium

l

5'000 GP

Craft

Teleportation Circle

5'000 GP

Recruit

Training Area

5'000 GP

Empower

Trophy Room

5'000 GP

Empower

Archive

10'000 GP

Research

Invocation Chamber

Ability to use a Spellcasting Focus and access to 5th-level spell slots

10'000 GP

Empower

Meditation Chamber

10'000 GP

Empower

Observatory

Ability to use a Spellcasting Focus

10'000 GP

Empower

Reliquary

Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

10'000 GP

Harvest

War Room

Fighting Style or Unarmoured Defence feature

10'000 GPO

Recruit

Demiplane

Ability to use an Arcane Focus or a tool as a Spellcasting Focus

15'000 GP

Empower

Guildhall

Expertise in a skill

15'000 GP

Recruit

Portal Conflux

Ability to use an Arcane Focus or a tool as a Spellcasting Focus, and access to a 7th-level spell slot

15'000 GPO

Empower

Sanctum

Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

15'000 GP

Empower

Moving Bastion

2'000 GP

Move

Flying Bastion

Moving Bastion, ship or travelling structure

5'000 GP

Move

Coordinated Travel

Moving Bastion

10'000 GP

Move

lCertain orders that can be issued in the facility has additional prerequisites

OCan be expanded

Note: You are free to re-flavour any special facility to better suit your character, so long as it still makes sense.

For example, a gaming hall could be a small tavern, a menagerie a fighting ring

You can see the special extensions here, in Bastions.

Followers and Artisans

Your Bastion or Castle complex may gain Followers or Artisans. These are a unique kind of hireling that give a special boon to your Bastion, and some even to the whole Castle.

When do you gain followers? The first time you complete a special facility (see below) after reaching level 5, 9, 13, and 17 you get to roll on the followers table to see what kind of follower you gain. See the Follower tables on here.

Who are the followers? The followers you can gain are either units, retainers, artisans, or diplomats. Different classes have a different percentage chance to gain each follower type. Each follower is an individual with their own personality, hopes, and dreams. Most followers take up residence in the demesne of the stronghold, but some only promise their alliance and come when needed.

Artisans. Artisans are special followers that construct a unique special facility called an Artisan Facility in or near your Bastion if you accept their service. Artisan facilities cannot be built, unless you gain an artisan. Artisans pay for the construction of their facility themself but it does count against the maximum number of special facilities a bastion can have. If you gain an artisan as a follower but do not wish to have their artisan facility in your bastion, you can direct them to another player bastion.

Artisan Facility

Bastion Effect

Special Order

Arcane Blacksmith

Can issue Craft order to begin crafting a Common, Uncommon, or Rare magic item from the Arcana, Armaments, or Implements tables. Crafting cost and time is halved but paid by you.

Craft

Commander

Immediately builds a Captain's Office and grants a 20% upkeep cost reduction for all Warfare Units in the Castle.

Also counts as a lieutenant if your Bastion has a War Room.

Farmer

Grants an income of 2d8*10 GP every Bastion Turn

Hunter

Artisan Facility counts as a Menagerie and Trophy Room.

When issuing the Trade order to the Menagerie, you can get creatures up to CR 4 (costing 5'000 GP) and any creature you get can also be a dragon or elemental.

As a Harvest order, you can send the Hunter to attempt to capture or kill a creature (must be either a beast, monstrosity, dragon, or elemental) within 100 miles of your Bastion. It can be a specific creature you know of or any of the type. Roll 1d4+1. If the result is higher than the CR of the creature, the Hunter is successful. If not, you learn where the creature is and can try again, or make the attempt yourself.

Mason

Decreases construction cost in your Bastion by 20% and in your Castle complex by 10%.I

Miner

Can issue Empower order to gain 5d10 x 10 GP.

And, can issue Empower Order to improve the armour level of a number of units equal to the mine level at no cost.

Empower

Musician

Artisan Facility counts as a Theater and Pub.

After spending a short rest in this facility, you gain a Charm. You can use the Charm as a bonus action to gain Heroic Inspiration and 1 Theater die.

Scribe

Artisan Facility counts as a Scriptorum.

Can craft Spell Scroll up to 4/5th level. Cost and time is halved but paid by you.

Craft

Spy

Artisan Facility counts as a Gaming Hall and a Pub.

When issuing the Research order, all distances are tripled.

When issuing the Trade order, add 2d6 when determining your winnings.

Research, Trade

Tailor

With a tailor in your Bastion, you can, as a reaction, replace the result of any Charisma-based skill check with a 12 (before adding bonuses). This can be done a certain of times after which you must take a long rest in your Bastion to refresh this ability.

Witch

Artisan Facility counts as a Greenhouse and Alchemical Lab.

Can issue Craft order to begin crafting a Common, Uncommon, or Rare magic item from the Arcana table.

Craft, Harvest

Diplomat

Allows you to recruit units from their ancestry and may negotiate an alliance. (No special facility cost)

I If multiple masons are in a castle, the effect on the castle does not stack. Will still give the effect to each individual bastion.

If an artisan would build a facility that your bastion already has, they take over as that facility's hireling and you gain a 1000 gold discount on the next facility you choose to build.

Bastion Maps

If you wish, you can create a map of the floor plan of your Bastion. To do this, you can use programs that are meant to create dungeons.

In addition to your basic and special facilities, a Bastion can have:

  • Furniture, Doors, Closets. A basic or special facility can have one or more furniture, closets, washrooms, or similar enclosures. These must be inside the facility and can’t increase the facility’s area in squares. Facilities come with normal doors and windows for These features are free.

  • Corridors, Ramps, and Staircases. A facility can contain one or more corridors, ramps, or staircases leading to other facilities in the Bastion. These features are free.

  • Defensive Walls. A character can add defensive walls around their Bastion. A defensive wall is 20 feet high and may include a walkway along its top, with a means to access it (such as a ladder or lift). Each 5-foot square of defensive wall takes 10 days to build and costs 100 GP. A Bastion enclosed by defensive walls is far easier to defend.

The amount of space in a basic or special facility determines its maximum area in 5-foot squares, as shown in the Facility Space table. A player can configure the squares of a facility as they please on their Bastion’s map. The squares can be stacked so that a facility’s area is distributed over multiple levels or stories.

Space

Maximum Area

Cramped

4 squares

Roomy

16 squares

Vast

36 squares