Strongholds

Strongholds are bases of operations made by characters in game. They employ workers and have different functionalities depending on what they are being used for. They can be wizard towers, fortresses, thieve's guilds, monasteries, among other things.

Improvements
Strongholds can be improved by recruiting personnel, buying, and building what is needed to upgrade different aspects of the infrastructure and work force.

Weaponsmith:
Metal worker and weapon master, fixing and making weapons and armour. Any metal or wood donated to the Weaponsmith reduces the cost of future improvements.
 * 1) Furnace - Can create and recast any Weapon or Armour and modify it to an extent. (10gp)
 * 2) Magical Training - Can create gem slots for weapons and armour. (50gp)
 * 3) High Pressure Furnace - Can create and recast Primeiron weapons if the metal is provided. (10pp)

Apothecary:
Herbalist, worker of brews and concoctions. Any ingredients and potions donated to the Apothecary reduce the cost of future improvements.
 * 1) Potion Maker - Can make up to 4 Lesser Potions in a week. (10gp)
 * 2) Alchemist - Can also make Greater Potions, if the ingredients are provided. (1pp)
 * 3) Potion Master - Can make any Potions at half price, and over night. (5pp)

Library:
Magic worker and scholar, and a library to study in. Books and Scrolls donated to the Library reduce the cost of future improvements.
 * 1) Apprentice - Can identify magic items over night, telling you what it does and if it is cursed. (10gp)
 * 2) Academic - Can imbue magic into items, charging 1pp. (1pp)
 * 3) Scholar - Can further power items with magic, charging 2pp. (5pp)

Temple:
Holy place of worship and prayer. Prayers at the Temple reduce the cost of future improvements.
 * 1) Altar - Can heal minor wounds. (10gp)
 * 2) Monuments - Can heal major wounds like loss of limb, charging 1pp. (1pp)
 * 3) Shrine - All who spend the night gain 10 Shield. (5pp)

Training Grounds:
Areas designated to learn the arts of battle, be it magical combat or martial training. Any equipment donated to the Training Grounds reduces the cost of future improvements.
 * 1) Encampment - Can hold up to 10 creatures and trains them to lvl 1. (10gp)
 * 2) Barracks - Can hold up to 20 creatures and trains them to lvl 2. (1pp)
 * 3) Garrison - Can hold up any amount of creatures and trains them to lvl 3. (5pp)

Defences:
Walls, siege weapons and other protection for the stronghold. Any raw building material donated to the Defences reduces the cost of future improvements.
 * 1) Walls - Block the passage of creatures into or out of the stronghold. (5pp)
 * 2) Perimeter Weapons - Large crossbows that are placed around the stronghold. (1pp)
 * 3) Siege Weapons - Catapults and other anti siege weapons that stop incoming forces. (5pp)