The King's Road
The King's Road has 5 stations. At each one you build one of 3 designs. Every design helps some skills and has a downside for others, so you pick what suits how you play.
The short version
- A station opens once you have rebuilt enough places. Any places count, and so does your homestead.
- Open Roads to build a design. Its cost in coins and goods is shown before you pay.
- A design works everywhere, all the time, even while you are away.
- Every design has a downside, shown in the last column of each table.
- You can swap a design later, but you pay the new one's full cost. There is no refund.
How do the downsides work?
A downside is a minus number. It comes off the same total the bonuses add to. For example, "−3% speed" on a skill makes it slower, unless your other bonuses for that skill make up for it. See How fast an action is.
The rest stop
Opens when you have 2 rebuilt places.
| Design | Coins | Goods | Gives | Downside |
|---|---|---|---|---|
| Herders' rest Pens, hay and a water trough. Herds can move along the road again. | 120 | 20 × Pine plank, 12 × Fieldstone, 12 × Nails | Farming +6% speed Cooking +4% speed | Scouting −3% speed |
| Lamp room Lamp oil and spare picks by the door. Miners can keep working after dark. | 120 | 16 × Pine plank, 16 × Fieldstone, 8 × Nails | Mining +5% speed Quarrying +5% speed | −2% on every sale |
| Wayside shrine A small roofed shrine with a bench. People leave calmer than they came. | 100 | 12 × Pine plank, 20 × Fieldstone | Medicine +8% XP Town +5% XP | Attack −3% speed |
The first shelter on the road out from home. A fire and a dry bench for travellers.
The ford house
Opens when you have 4 rebuilt places.
| Design | Coins | Goods | Gives | Downside |
|---|---|---|---|---|
| Ferry winch A flat boat pulled across the river on a rope. The far bank is easy to reach now. | 300 | 4 × Timber frame, 6 × Rope, 2 × Pitch | Fishing & Hunting +6% speed Scouting +4% speed | Attack −4% XP |
| Toll ledger A dry office and an honest account book. Traders come back to a crossing that counts fairly. | 350 | 3 × Timber frame, 1 × Door, 6 × Official letter | Town +8% XP +4% on every sale | Scouting −4% speed |
| Rope works A long covered walk for twisting rope, full of gossip. The weavers say it was their idea. | 280 | 3 × Timber frame, 4 × Rope, 24 × Pine plank | Tailoring +5% speed Tailoring +8% chance to spare materials | Cooking −3% speed |
A house where the road crosses the river. You choose what the crossing is used for.
The mountain hut
Opens when you have 7 rebuilt places.
| Design | Coins | Goods | Gives | Downside |
|---|---|---|---|---|
| Hunter's hide A hidden ledge above the animal trails. Wait quietly up here and you learn to aim. | 700 | 4 × Timber frame, 8 × Leather, 12 × Oak plank | +3% chance to hit in every fight | Farming −4% speed |
| Herb loft Drying racks under the roof, sweet with hanging sage. Half the healers' herbs dry up here now. | 650 | 4 × Timber frame, 8 × Flax cloth, 20 × Sandstone | Foraging +5% speed Medicine +8% high-quality chance | Cooking −4% speed |
| Storm shelter Thick stone walls and a strong door. Quarry workers no longer die on the pass in winter. | 600 | 16 × Sandstone block, 6 × Mortar, 1 × Door | Quarrying +6% speed Masonry +8% high-quality chance | Scouting −3% speed |
A stone hut on the mountain pass, built to keep out deadly weather. Keep it stocked and the hills open up.
The beacon inn
Opens when you have 10 rebuilt places.
| Design | Coins | Goods | Gives | Downside |
|---|---|---|---|---|
| Arrow maker's yard Targets, benches and fifty straight paces. Every archer on the road stops to shoot a few. | 1,200 | 6 × Timber frame, 20 × Oak plank, 6 × Leather | Marksmanship +6% speed Marksmanship +10% chance to spare materials | Carpentry −3% speed |
| The common room Long tables, a big fire and news from every trade. Prices travel faster than carts. | 1,400 | 6 × Timber frame, 2 × Roof truss, 10 × Wool | Cooking +5% speed +5% on every sale | Mining −3% speed |
| Wagon yard Spare wheels, a lifting beam and buckets of grease. Anything that breaks on the road is fixed by noon. | 1,300 | 6 × Timber frame, 3 × Wheel, 4 × Hinges | Woodcutting +5% speed Smithing +5% speed | Town −3% speed |
An inn under the beacon hill, with lit windows. Travellers have somewhere to stop at night again.
The king's rest
Opens when you have 13 rebuilt places.
| Design | Coins | Goods | Gives | Downside |
|---|---|---|---|---|
| The training ground A practice square under the old flag. The road guards itself now, and it learned from you. | 2,500 | 8 × Timber frame, 20 × Iron bar, 1 × Kingdom banner | Attack +5% speed +4% chance to hit in every fight | Farming −4% speed |
| The guild table One long table where the trades agree their deals. All the kingdom's work fits together here. | 2,800 | 8 × Timber frame, 10 × Official letter, 12 × Flax cloth | Smithing +8% chance to spare materials Carpentry +8% chance to spare materials Masonry +8% chance to spare materials | Scouting −4% speed |
| The bath-house Hot water at the end of the road. The best old idea anyone ever had, working again. | 2,600 | 8 × Timber frame, 24 × Sandstone block, 10 × Mortar | Mining +4% XP Woodcutting +4% XP Foraging +4% XP Fishing & Hunting +4% XP Quarrying +4% XP Farming +4% XP Smithing +4% XP Carpentry +4% XP Medicine +4% XP Cooking +4% XP Masonry +4% XP Tailoring +4% XP Construction +8% XP Town +4% XP | Attack −2% speed Marksmanship −2% speed |
The big rest house below the capital, where kings once changed horses. Building it means the whole road works again.