ROSTER
6 + 3L
L is Hall level, capped at level 6. The Inn specialisation adds two beds.
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Hall level controls beds; four Council seats plus the Envoy's chair seat the five callings; Armoury controls how long loot can wait; staff multiply specific systems rather than everything. Read those limits together before buying upkeep, then prepare the year-end queue so several major decisions do not arrive as a surprise.
Checked against v3.0.0
ROSTER
6 + 3L
L is Hall level, capped at level 6. The Inn specialisation adds two beds.
COUNCIL
4 + Envoy
Four seats for Physician, Master-at-Arms, Quartermaster and Loremaster, plus the Envoy's chair. Hall level does not add seats.
STASH
8 + 8A
A is Armoury level, capped at 3, scaled up to 1.5× by Quartermaster skill; the Quartermaster's Store adds 16. Excess gear adds upkeep.
Recovery: +0.5 × skill ratio
Death softening: +0.3 × skill ratio
Training: +0.6 × skill ratio, capped at +90%
Delve growth: +0.25 × skill ratio
Upkeep: −0.25 × skill ratio
Recruit fee: −0.3 × skill ratio, floor 0.5
Brokerage: skill ratio
Own chair outside the four seats; reads quest odds exactly from skill 50
Scry: +0.5 × skill ratio
Recruit quality: +1.0 × skill ratio
Skill ratio means skill ÷ 100. External staff hires travel for one to three days. A retired hero selected directly into the Council takes the seat without that travel step. Quartermaster reduces upkeep and recruitment fees; it does not reduce wages.
Every specialist of skill 50 or more also works their calling's skill on top of these bonuses, and each skill sharpens at 80: the Physician's Triage Call, the Quartermaster's Commission, the Master-at-Arms' Retrain (1.5×, 1.75× at 80), the Envoy's Open the Books and the Loremaster's Read the Rival. A retired delver on the council keeps their traits, and the line they held adds one small bonus.
The Stonehouse keeps Witness Stones and improves recruitment and local scrying; the Beacon supports musters; the Counting House protects a payroll reserve; the Stillroom, which replaced the separate Larder and Apothecary, stores food and the makings for remedies; the Academy raises aspirants. Each upgrade adds upkeep, except the Counting House: every guild gets its first level free, it costs nothing to keep, and its reserve earns 1%, 1.5% or 2% interest a payday by level.
Gold alone no longer buys levels. A wing's level 2 opens at 60 renown and level 3 at 230. The Guild Hall needs 60 for level 2, then 130, 230, 360 and 530 for levels 3 to 6. A Merchant Prince can build one rank early at twice the price.
An empty or unavailable passive Physician or Master-at-Arms seat reduces recovery or passive training by 30%, 24%, 18%, 10% or 4% in tiers one through five. Backwater has no vacancy penalty. Staff assigned to their active duty stop providing their passive bonuses.
Eighteen paths in all. Pick against the bottleneck you expect to keep, not the one you have this week.
The Stables: quests, escorts and vault roads take a quarter fewer days
The Inn: two more beds, spare rooms let for gold each payday
Surgeons' Ward: one in four delvers who would die is carried home gravely wounded
Long Ward: wounds close up to 3× as fast; about one in seven would-be deaths comes home
Sparring Ring: two more benches, ten in all
Master's Yard: bench work at 1.7× instead of 1.45×
Master Forge: better forged pieces, in five days
Quartermaster's Store: sixteen more free racks, gear sells for a tenth more
Deep Lore: the stones pull 50% harder on the recruit board
Wall of Names: a death costs friends half the morale and stress
War Horn: 50% more renown from musters
Muster Roll: see who marches, holding back costs half, 50% more muster gold
The Vault: reserve holds 50% more and pays half a point more interest
Letters of Credit: new levels cost 15% less, two more paydays of grace in debt
Great Larder: shelf of 60, rations cut delve cost by 48%
The Stall: sells whatever fills the shelf past half each payday
More Berths: two more aspirant berths a year
Bloodlines: a generational talent is six points likelier at the intake
SKILL < 55
Rare maximum
SKILL 55–79
Mythic maximum
SKILL 80+
Legendary maximum
Without a Quartermaster the rack still opens with three items, Rare at most. With one, it carries five items below skill 70 and six at 70 or higher. Its price multiplier ismax(0.78, 1 − skill ÷ 450). The Armoury remains the storage side of the decision: filtering, bulk selling and auto-equip help manage the larger stash, but do not remove the upkeep charged for gear beyond the free racks.
When a retirement batch is processed, the game ranks the departing heroes by role rating. The highest-rated one becomes the Council or Patronage candidate. Do not plan four staff vacancies around four simultaneous retirees; the batch offers a single selected candidate.
Greentide, Highsun, Emberfall and Deepwinter each last 30 days. The year-end gate fires when the calendar crosses the next 120-day boundary. Keep gold, beds and unresolved Oaths ready before that boundary rather than treating the last fixture as the only deadline.
This is modal priority, not a promise that every item exists every year.