Organizations & Downtimes

The world as it once was, is no more. Gone are the governments that stretched across the continent, bureaucracies of paper pushers dedicated to determining how much a noble’s infraction against a merchant was really worth or how much the price of food could be driven up before the populace was forced to revolt. Gone are the world-spanning monopolies of goods, services, or religion- replaced instead with a more localized structure.

But just because one’s power is not backed by a governmental structure that doesn’t mean that people have stopped working together toward greater goals. In fact, in a world of scarcity, alliances and organizations are often the only way that anything gets done at all. Of course the opposite is also true- songs are still told of the tailor wars of Sauberhin and the great battle of the gods of Mirror Reef, and the widespread destruction similar feuds wrought in search of greater prestige and power.

Throughout it all, though, humans do what they have always done- and work together to achieve power.

Structure

Within Age of Ashes the different groups and guilds fall under the header of Organizations, and the Organization System is how these organizations interact with the game and the world at large.  The organization system of Age of Ashes is two-fold, and incorporates both in-event activities as well as between event Downtime activities.

Without centralized power, organizations tend to be more localized.  Each major population center tends to have its own set of guilds and gangs, although many have ties with similar organizations from other areas. For example, those of the Golden Lotus have ties to an offshoot Sellsword group in Lethia that shares the same name, and may send in support if called upon. Similarly, local Magician cabals can call upon the guild of the school of magic they’re dedicated to for additional spells, provided they can gather the proper leverage. Being a part of an organization gives its members greater opportunities to connect with resources and people throughout the world who share similar interests.

It is generally accepted that there are roughly five different kinds of organizations: Trade guilds, Magician guilds and cabals, Sellswords and mercenary groups, Outlaw gangs and groups, and Occult churches and organizations. These organizations may vary wildly in their makeup and mission, but roughly speaking organizations of the same flavor will have the same sort of goals and will gain Prestige Points from doing similar activities.

Each organization contains at least one person, a designated organization leader, an organization type, a single core value, a symbol, and a Banner.

Membership and Prestige

There are two forms of currency that organizations deal in: Membership Chits and Prestige.  Every player who is a member of an organization receives a membership chit with their name on it at the beginning of the event or, if they are joining an organization for the first time, upon reporting their joining to staff.  This is an out-of-character item that cannot be stolen or traded.

Throughout the event those with Membership Chits may commit their chit to the Organization Box of their choice.  Placed within a privacy-curtained out-of-character space, these locked chests may be decorated by their organization but are managed by staff.  Each player may only have one Membership Chit, but they may place it in any Organization Box that they choose throughout the event. These represent the pledging of support of the player to that specific organization.

At the end of the event, staff will total the number of Membership Chits that each organization has received and report it to the Organization Leader. The number of Membership Chits determines the number of actions that the organization can take in the downtime.

Prestige Points, meanwhile, represent the renown of an organization, and are achieved by completing in-game goals that make the group more well known among the community.  These activities may be performed by anyone in the group up to three times per event, and are detailed for each type of organization.  An organization may not earn multiple goals from the same scene or activity.

These points can be spent by anyone holding an Organization Badge at any time during an event, and may be used to increase the power of the organization or be spent on specific powers available to the organization. They are kept track of publicly on a board in the tavern with symbols for each organization, and look somewhat like the following:

Each organization has a choice between nine different activities that can be performed up to three times a game, and as the activities are completed their board is marked off. Each square represents a different prestige-generating activity, with the upper leftmost square being the first activity, and the bottom rightmost square being the ninth, reading left to right from the first row, then moving on to the second row. Also shown on each board is the total number of prestige points available to the organization, at the bottom left, and the number of prestige points spent in this event, at the bottom right. Organizations can provide any symbol that they wish to represent their organization, with staff approval.

Whenever a group member performs an activity that would generate a prestige point, they enter it into the Organizations Ledger located near the organization boxes. Staff will approve these activities throughout the event (at the very least at the end of each day), and will update the organization boards appropriately.

Prestige points can be traded to another organization by the leader of the organization at a rate of 1 for 3, but the leader must make a large public announcement during the event to the effect that they endorse the opposing organization before the trade can go through.

If one spends Prestige Points to get something, such as a schematic or a customer, this cannot be used to then earn Prestige Points.

Levels and Types of Organizations

All organizations have a level ranging from 1 to 5. All new organizations begin at level 1. Level determines not just the maximum number of characters that it may hold, but also the influence and capability of the organizations. Organizations at higher levels have access to powers that interact with the larger world in a way that organizations at lower levels do not.

To raise the organization’s level they must spend the following prestige points:

Level Max Character Prestige Points
1 4 0
2 7 5
3 10 10
4 13 15
5 16 20

Trades

Trade organizations are focused around the transaction, transport, and creation of material goods and wealth in the world. These include the great guilds of Praesa, crafters, traders, and those who gather or create items.

Goal Prestige Points Awarded
Market your wares through a significant in game activity, such as hiring a town crier for a length of time, putting up numerous flyers, or commissioning a song from a bard 1
Gather three rare resources 1
Convince a new customer to purchase 2 things/services 1
Get a new guild member 1
Craft a new complex or rare item for the first time 2
Donate a masterwork item to the community 2
Trade a masterwork item that has never been traded with someone outside the org for another masterwork item 2
Successfully make a trade that is worth more than 150 grams of salt  to someone outside of the organization 3
Host and organize a trade fair or festival with at least ten attendees of the public and at least three sellers 3
Level 1 & 2 Prestige Powers

  • 10 Prestige – Arrange for a contract- ensuring that you have a guaranteed buyer for a intermediate item in exchange for salt
  • 20 Prestige –Request that a Nemien caravan bring a specific item into town for you in return for salt
  • 25 Prestige – Request a random complex schematic related to your organization
  • 40 Prestige – Request a teacher from a different location come to teach you a skill in the downtime

Level 3 & 4 Prestige Powers

  • 10 Prestige – Arrange for a contract- ensuring that you have a guaranteed buyer for a complex item in exchange for salt
  • 20 Prestige – Get information about a quest item
  • 25 Prestige – Request a random rare schematic related to your organization
  • 40 Prestige – Request a teacher from a different location come to teach you a skill in the game
  • 40 Prestige – Increase a specific resource type increase during the event

Level 5 Prestige Powers

  • 10 Prestige – Arrange for a contract- ensuring that you have a guaranteed buyer for a masterwork/wyrd  item in exchange for salt
  • 15 Prestige – Raise or lower the scarcity of an item’s price for two games
  • 25 Prestige – Request a random wyrd schematic related to your organization
  • 40 Prestige – Bring a depleted resource node back from destruction in the Organization downtime system

Magician

Magician organizations are focused on the acquisition of power through magical means. These cabals are made up of devotees of a specific school of magic.

Goal Prestige Points Awarded
Successfully bring in a new member of the organization, not necessary that the person be a mage 1
Successfully guard/patrol a contracted person or thing for at least three hours 1
Successfully make an enemy back down due to a display of power 1
Use magic to solve a community problem 1
Successfully cast a spell of complexity 9 or 10 2
Publicly defeat a rival magician of a different organization with magic 2
Discover a magic artifact 2
Steal a spell from an different mage guild 3
Find a new spell in the wild 3
Level 1 & 2 Prestige Powers

  • 10 Prestige – Request a specific wyrd component from a caravan in return for salt
  • 20 Prestige – Request a spell scroll from a specific domain at staff’s choice
  • 25 Prestige – Request a new mage induction from the Guild
  • 40 Prestige – Request a teacher from a different location come to teach you a skill related to your organization

Level 3 & 4 Prestige Powers

  • 10 Prestige – Arrange for a contract- ensuring that you have a guaranteed buyer for a spell in exchange for salt
  • 20 Prestige – Get information about a quest item (spell or enchanted item)
  • 25 Prestige – Request a review for elevation of circle from the guild, this is not a guarantee
  • 40 Prestige – Request a teacher from a different location come to teach you a skill
  • 40 Prestige – Request a spell scroll. This not a guarantee and is a request of a spell function rather than requesting a spell from a specific domain

Level 5 Prestige Powers

  • 10 Prestige – Obtain a specific wyrd component at no cost from a caravan
  • 15 Prestige – Obtain a deep gem for your element from a caravan in exchange for salt
  • 25 Prestige – Destroy a building in the Organization downtime System
  • 40 Prestige – Request a translation of a text that is in a lost or obscure language

Sellsword

Sellswords are mercenary groups that focus on combat and bounty.

Goal Prestige Points Awarded
Be hired for a protection job 1
Obtain a new masterwork item or armament 1
Successfully guard/patrol a contracted space for at least three hours 1
Recruit a new member 1
Negate/protect a client from an assassination attempt 2
Successfully undertake an detainment contract, and keep them detained long enough to deliver them to the contractor 2
Land a repeat client for the second time 2
Be instrumental in defeating a monster of an instinct level of 5 or 6 3
Successfully guard a parade or public event from an attack that occurs without anyone outside the organization getting hurt 3
Level 1 & 2 Prestige Powers

  • 10 Prestige – Repair up to five pieces of armor for free
  • 20 Prestige –Request an alchemical item from a Nemien caravan in return for salt that serves a specific purpose (not necessarily the exact item, but an item that fulfills a goal)
  • 25 Prestige – Deliver a letter successfully for free to another location in the world
  • 40 Prestige – Request a teacher from a different location come to teach you a skill in the downtime

Level 3 & 4 Prestige Powers

  • 10 Prestige – Arrange for a contract- ensuring that you have a guaranteed buyer for an activity in exchange for salt
  • 20 Prestige – Have a Lurite provide services for no cost
  • 25 Prestige – Request an NPC come in from another location to fulfill a task
  • 40 Prestige – Request a teacher from a different location come to teach you a skill
  • 40 Prestige – Request Black powder from a caravan in return for salt

Level 5 Prestige Powers

  • 10 Prestige – Obtain a parlay session with an NPC group or reach a NPC who can arrange a safe parlay space for a PC negotiation
  • 15 Prestige – Have a Lurite provide free services for an hour
  • 25 Prestige – Request a group of NPCs come in to fight alongside you in game or in the downtime system (granting you two dominate chits)
  • 40 Prestige – Form a neighborhood watch for an event- which will give you warning about upcoming attacks on the game space

Outlaws

Outlaws are groups that focus on illicit operations and transactions. This includes thieves, kidnappers, blackmailers, and crime families.

Goal Prestige Points Awarded
Break into a building that is locked and steal something 1
Successfully perform three pickpockets 1
Successfully fence a stolen item without getting caught 1
Successfully collect protection or extortion money 1
Steal a rare or masterwork item, or an item of significant importance (a shrine tag, the crown of King Karsus, etc.) 2
Successfully complete a contract killing and take credit for it by leaving a calling card at the scene of the crime 2
Successfully kidnap someone and successfully collect ransom 2
Successfully perform a highway robbery and rob a group of at least five people 3
Host and organize a midnight market with at least five attendees of the public and three sellers 3
Level 1 & 2 Prestige Powers

  • 10 Prestige – Locate a trader who will fence an item for you for free
  • 20 Prestige – Spread a rumor for free at game via NPCs
  • 25 Prestige – Get intel on another organization’s prestige expenditures
  • 40 Prestige – Request a teacher from a different location come to teach you a skill in the downtime

Level 3 & 4 Prestige Powers

  • 10 Prestige – Request delivery of a specific questionable item via a reputable trader, such as poisons, lockpicks, or alchemical preparations in exchange for salt
  • 20 Prestige – Get intel on another organization’s prestige gains
  • 25 Prestige – Request an NPC group come in from another location to provide a diversion
  • 40 Prestige – Request a teacher from a different location come to teach you a skill at game.
  • 40 Prestige – Arrange for a contract- ensuring that you have a guaranteed buyer for an activity in exchange for salt

Level 5 Prestige Powers

  • 10 Prestige – Gain information about caravans or large groups coming in over the downtime
  • 15 Prestige – Ensure that there will be a high-value target in game with a stealable item
  • 25 Prestige – When doing the spoofed action in the Organization downtime system, make it so no one knows who did the activity rather than assigning it to someone else
  • 40 Prestige – Gain a necessary piece of intelligence to help break someone out of a situation

Occult

Occult organizations revolve around a faith within the world. While not every member of the organization needs to be a member of the faith, the group itself should follow a specific faith or cult.

Goal Prestige Points Awarded
Host a religious festival or holiday for your cult with at least ten attendees of the public 1
Conduct a ritual involving more than 5 people 1
Sabotage the shrine of a rival cult 1
Perform rituals off of the approved renown list (see below) 1
Initiate new members to the faith 2
Successfully expose actual hypocrisy in another cultist publicly (broken vows, performing actions that go against the virtue of their faith, etc.) 2
Build a shrine 2
Have a priest of a different cult publicly renounce their faith in favor of your god 3
Obtain a holy quest item 3
Ritual Renown List
Benalian General

  • Matrimony
  • Convocation
  • Initiate

Melandhim

  • Dei Providentia
  • Winds of Change
  • Bless the Founding

Cyanite

  • Unify Fate
  • Harrow
  • Collapse Fate

Lurite

  • Seek the Truth
  • Transference
  • Rot of the Mind

Mithrite

  • Harrowing Word
  • Solidarity
  • Swords to Plowshares

Sanctum

  • Weapon of Dawn
  • Exorcism
  • Cleanse

Sepharihim

  • Defy Diabolism
  • Edictus
  • Officiate Rite

Aa’boran

  • Blessed Union
  • Unburden the Mind
  • Smoke of Enlightenment
  • Rite of the Magus
  • Rite of the Spirit Chimes
  • Peace of the Oasis

Vecatran General

  • Sin Eating
  • Counsel
  • Sprid Oíche

Female Face

  • Talismans of the Mother
  • Anoint the Female
  • Summon the Goddess

Male Face

  • One With the Wild
  • Anoint the Male
  • Summon the God

Spiritbound

  • Divine the Dedication
  • Communion of the Spirit
  • Oathbinding
  • Anointment
  • Consult the Dead

Kuarlite

  • Cast off Shackles
  • Quorum of Kuarl
  • Undo the Arcane
  • Wicked Metal
  • Feast of Plenty
  • The Belly of the Beast

Lazarine

  • Forsake God’s Gift
  • Dictum Nocturne
  • Elevate the Flesh
  • Leash Animus
  • Daemon Birth
  • Metempsychosis

Tarrantist

  • Apocryphal Sanctum
  • Masquerade
  • Amulet of Adoration
  • The Buried Mind
  • Fortune to Dust
  • Upon Silk Nails

Level 1 & 2 Prestige Powers

  • 10 Prestige – Request a specific wyrd component from a caravan in return for salt
  • 20 Prestige – Arrange for a contract- ensuring that you have a guaranteed buyer for a ritual in exchange for salt
  • 25 Prestige – Protect your shrine from being desecrated this game (apply a tag that says “this shrine may not be desecrated” to the shrine tag)
  • 40 Prestige – Request a teacher from a different location come to teach you a skill related to your organization

Level 3 & 4 Prestige Powers

  • 10 Prestige – Have your rent waived for one member for sleeping quarters run by an NPC
  • 20 Prestige – Call in a higher ranking member to elevate you within your organization
  • 25 Prestige – Lower divine wrath rolls by -1 on the roll result for one member for a day
  • 40 Prestige – Request a teacher from a different location come to teach you a skill
  • 40 Prestige – Cause a bad effect in a specific tier within the organization system

Level 5 Prestige Powers

  • 10 Prestige – Obtain a specific wyrd component at no cost from a caravan
  • 15 Prestige – Make members of your organization and faith immune to a specific disease for a day
  • 25 Prestige – Cause a bad effect in a specific parcel within the organization system
  • 40 Prestige – Receive a vision from your god during the next event

Forming and Joining an Organization

When one or more people come together, they may form an organization. Forming an organization involves selecting an organization type, selecting an organization leader, a single core value (honor code tenet), determining the organization’s symbol, as well as crafting a banner (using the banner schematic) using that symbol and displaying it in the main square outside the tavern. The banner schematic is a generic schematic that can be crafted by anyone and which requires either 4 paper or 2 linen, as well as one ink, and a handle.

After these things are selected, the organization may be created by entering it into the Organizations Ledger, and its members will be given their starting Membership Chit once it is approved by staff.

When a character wishes to formally join an organization, they must be inducted via an in-event initiation. This initiation requires the initiate to present themselves before the membership, solemnly swear to uphold the organization’s core value (and take it on as a honor code tenet), receive an Organization Badge, and be welcomed by the other members. Although some organizations have more elaborate requirements than others, the initiation ceremony always includes these aspects. The Organization Badge schematic is an intermediate schematic that can be crafted by a Tailor, a Woodworker, or a Metalsmith, and which consists of 1 common and 1 uncommon material of their craft as well as the real signature mark of the Organization leader on the tag of the item. This badge, when presented to staff, allows anyone who holds it to to spend prestige points for that organization.

It is the requirement of the leader to confirm before the induction that the organization has the necessary level to include the member. If the new member does not currently belong to an organization, they are given a membership chit at this point if they do not already have one. Members can also be stripped of their membership (and membership chit if they do not belong to any other organization) in a ceremony stripping them of their Organization Badge.

While organizations founded in game may be connected to other related organizations in the world, characters may not enter play as part of an organization. All organizations within the organization system must be founded in game and members must join at an event.

Organization Leader

When an organization is initially formed the individuals involved choose a leader who can sign Organization Badges, spend Membership Chits in the downtime, and receive organization downtime reports.

An organization can determine a new leader at any time through a vote of no confidence of the available members. This is not arbitrated by staff, and must be negotiated by the members of the Organization itself.

Downtime System

So far we have covered the parts of the Organization System that happen at events. While much of the action of Age of Ashes happens at events, there are actions that can be done between events as well. The Age of Ashes downtime system represents the time your character spends between events, the activities that they perform and the work they do that cannot be done at events. This system includes two separate downtimes: Organizational Downtimes and Individual Downtimes.

Organizational Downtimes

The first set of actions that take place are the Organization downtimes. With the combined power of individuals, most organizations are capable of completing feats that no single person could accomplish and which affect the actions that individuals can take. It is in the organization downtimes that wars are waged by gangs and cults, that people work to protect their land, and that the work of building up the game environment takes place.

Organization downtimes are spent by the Organization Leader and are based on the number of Membership Chits that the organization received throughout the event.

Individual Downtimes

The second set of actions that take place are Individual Downtimes. Every character has one personal downtime that they may use however they see fit, depending on the skills they possess. These downtimes are limited to the following actions:

  • Adventurer- With an advanced knowledge of archeology, a character with the requisite skills can spend their personal downtime exploring ruins on their own.
  • Archaeology- A character with the right skills can use their downtime to locate ruins and initiate archeology modules at game. Travel risk applies.
  • Crew- A character with the right perks can spend their downtime crewing for a Hesha ship, and receiving rewards and risk. Travel risk is built into this system.
  • Forager- If you possess the requisite gathering skill you can utilize resource nodes in the downtime to find common materials. Travel risk applies.
  • Look for Items- A gatherer with the right skills can spend the downtime looking for specific items that may be encountered in the game space, in order to enter a module at game in which those items may be encountered.
  • Masterwork- By spending a downtime a crafter with the requisite skills and materials may create a masterwork item.
  • Reading- If you possess a book that can teach you a skill that is not on your self-teach list, and you are literate, you may spend a downtime reading and studying that tome in order to learn the skill, although you will still need to spend the XP in order to buy that skill before you can utilize it.
  • Skill Book – You may create a book that can function as a teacher of a skill that you possess. You must also have the Academics ability Teacher and be literate. This takes a downtime to make.
  • Specialized Buildings- A crafter with the requisite skills may staff or make use of organization specific buildings in their personal downtime. Travel risk applies.
  • Staffing – A character with the requisite skills may staff or make use of downtime buildings in their personal downtime. Travel risk applies.
  • Streetwise- A character with necessary skills can spend the downtime tailing a number of people and finding out more about them, as well as submitting rumors.
  • Teaching- You and another character may each spend a downtime in order to teach them a skill from a skill branch that they do not possess on their self-teach list. They will still need to spend the XP in order to buy that skill before they can utilize it.
  • Therapy- You and another character can spend a downtime working through issues and trauma in order to remove despair or lower a level of insanity one level.

Order of Play

The complete order of play of the downtime system goes as follows:

PHASE ZERO – AT EVENT

  1. At event start players who belong to an organization are given their membership chits with their character name upon them
  2. Players who join an organization in event, who do not already have one, receive a membership chit
  3. During the event players, as they choose, drop their chit into the Organization Box of their choice and attempt to acquire and spend prestige points

PHASE ONE – DIRECTLY AFTER EVENT

  1. Staff count membership chits
  2. All Dominate chits currently in play on the map are reduced in number by one.
  3. Any parcel buffs, debuffs, or global events are announced to the organization leaders along with how many membership chits they have available
  4. The organization downtime form opens

PHASE TWO – WITHIN A WEEK OF EVENT END

  1. The leader for an organization submits an ordered list of actions that their organization is doing.
  2. The organization downtime form closes a week after opening

PHASE THREE – WITHIN TWO WEEKS

  1. Staff resolves all organization actions and the game map is updated to show which areas are Patrolled or on Lockdown (although who is performing those actions is unknown), as well as any debuffs that are apparent to the general player base.
  2. The individual downtime form opens
  3. Individual downtimes are submitted
  4. The individual downtime form closes two weeks from opening

PHASE FOUR – WITHIN FOUR WEEKS

  1. Individual downtimes are resolved by staff
  2. Travel risk is calculated for all
  3. Organizational leaders receive a report of all downtimes/actions that took place in turfs or parcels they have taken an action on (check/snoop, etc.) unless the players doing those have discreet, as well as results of travel risk
  4. All players who submitted individual downtimes receive the results of their downtime actions, as well as results of travel risk

The Map

The downtime system for Age of Ashes utilizes a map that covers an area of approximately 90,000 square miles including the game space and the surrounding area and contains four zones of differing risk: Within Cenotaph, Local, Distant, and Remote. Each zone is approximately 50 miles in width, and the overall map represents the average distance that a person can walk and work in a month (one week out, two weeks working, one week back) assuming a healthy person can walk 150 miles in a week. The Within Cenotaph zone represents the area of the game space itself, where no travel risk applies.

It is assumed by this system that a character can safely work a full downtime in the Local zone, about 50 miles distant from the game space, given that the character has plenty of time to avoid danger and still get what they would like done before they have to head back to the game space. There is limited risk (a 3 in 10 chance) that something bad will happen to a character if they work within that range. Farther from the game space, it is more dangerous. In the next 50 miles one has less time to avoid trouble and still get their work done, so in the Distant zone characters run a moderate risk (5 in 10 chance) of something bad happening to them if they work within that range for a downtime. The next zone, the Remote zone, which represents the next 50 miles, represents a high risk (7 in 10 chance) to the character that something unfortunate will happen if they work within that range for a downtime, and they will be unable to avoid it.

These results can be taken down a step by certain powers, equipment, or items (Remote may be treated as if it is Distant, etc.), but can never be fully mitigated. Unfortunate events may include injuries, loss of items (including those that make it easier to travel), sickness, curses, and, if relevant, a module may need to be run as a result during the next scheduled event. Both individuals and organizations suffer from travel risk, although the consequences are different.

A player may encounter multiple bad things depending on their action and the risk. However, travel risk only applies when a player takes an action in a relevant zone- for example, taking a dominate action causes a travel risk but having a dominate chit remain in the area does not incur additional travel risk. Staff will roll against the travel risk charts for organizations or individuals as necessary whenever an action is taken in a parcel that has travel risk.

It is worth noting that with a downtime space of approximately 300 miles across the space is larger than the square mileage of Washington state. Due to this size travel outside of the purple zone does not happen as part of the regular game system, and is exceptionally rare without a specific perk (such as the Hesha crew perk).

There are three different units of measure. Parcels, Turfs, and Sites. Each parcel is made up of 3 turfs, which is each made up of 30 sites. Initially only the type of parcel is known, but once a parcel has been Dominated or Checked then the resources within it are revealed on the world map. Parcel debuffs, Patrols, and Lockdown are publicly displayed on the map as well, although the organization performing the action is not publicly displayed and must be revealed with other actions.

Parcel

A Parcel is a large area of land as outlined in the world map. Parcels have 3 Turfs within them and describe the physical spaces that the Turfs occupy collectively.

If a majority of Turfs in a parcel are dominated by a single organization, then that parcel is also displayed as being dominated by that organization.

Parcels include the following types:
Forest, Plains, Mountains, Hills, Wetlands – the type of parcel is publicly available on the map without any additional checks needing to be made.

Parcels also take part in a particular area and at a distance from the theater of play. Increased distance causes additional risk of a negative thing happening. These areas are:
Within Cenotaph, Local, Distant, and Remote.

Turfs

There are 3 turfs for every parcel, and contain 30 Sites. Among those sites are Ruins and Resource Node sites. Each turf has at least 1 ruin, and can have up to 10 ruins, while each turf has a minimum of 1 resource node and up to 6 nodes total. Resource Nodes, Ruins, and other relevant sites are revealed on the world map after a turf is Dominated or Checked.

Site

A Site is the smallest unit of territory and describes a building or improvement that gives a bonus. Sites can be created by the players and the game is configured to have pre-existing Sites as part of the setting, including Ruins and Resource Nodes.

Sites – Sites often confer mechanical bonuses or gather resources for players and can be created or destroyed by players. Sites can contain one building or resource node. There is room for 30 units of Sites within a Turf, the next tier of territory.

Resource Nodes – Revealed once a Turf has been Dominated or Checked, Resource Nodes are sites that represent particularly rich concentrations of natural resources but are finite in nature, with a set durability that is revealed with the Check ability. Each use removes one durability off of the node. They can be expired if they are used irresponsibly and their Durability allowed to run out, or they can be Conserved or used at a lower level in order to be used for much longer. They can only generate common resources in downtime without a building. Each turf has at least 1 resource node, but may have up to 6 nodes total. Those with the forager skill may use their personal downtime to find materials in these nodes.

 

Parcel Type Most Common Nodes Common Nodes Uncommon Nodes Rare Nodes Missing Nodes
Wetlands Herbalism Hunting Farming Mining Forestry
Forest Forestry Hunting Herbalism Farming Mining
Mountain Mining Herbalism Forestry Hunting Farming
Plains Farming Mining Hunting Forestry Herbalism
Hills Hunting Farming Mining Forestry Herbalism
Chance 50% 25% 15% 10% 0%

Ruins – Ruins are sites that represent the remains of long forgotten civilizations, people, and religions. A character with the right skills can use their downtime to locate ruins and initiate archeology modules at game or during their personal downtime, revealing secrets, treasures, and precious information. Each turf has at least 1 ruin, and can have up to 10. Construction of a building has a 20% chance of revealing a new ruin next to the area. Ruins have a randomized number of times that they can be used.

Organization Downtime Details

Organizations have a number of actions that they can take that help that exert control or influence over a space in the downtime system. Each of these actions requires 1 Membership Chit.

Organizational Actions resolve in priority order to the number listed beside their name. For example, Patrol (1) means it has priority 1 and happens before any higher numbers. Each action, no matter it’s priority, takes 1 Membership chit.

 

  • Patrol (1) – Parcel – Requires majority parcel control. Block anyone outside of the organization from utilizing resource nodes in this parcel.
  • Lockdown (1) – Turf – Keep anyone outside of your organization out of the sites in your turf, cannot be used if someone else has majority parcel control.
  • Sabotage (1) – Site – Render a single site unable to produce for a downtime.
  • Conservation (1) -Site (Resource Node) – Add 3 durability to a specific resource node.
  • Dominate (2) – Turf – Target a turf. If there are other organizational dominate chits: Remove one. Otherwise, add one dominate chit for this organization.
  • Squeeze (3) – Turf – Buildings in your turf that generate resources automatically go to the leader of the organization rather than to the individual doing the action.
  • Check (3) – Turf- Get a list of the resource nodes in the turf along with what their current durability is, as well as dominate chit totals. If this turf is dominated by your organization you may also receive a list of which individuals staffed which buildings in that turf.
  • Spoof (3) – Action – Choose an action done by your organization and blame someone else. This may generate a rumor.
  • Snoop (4) – Parcel – See what is happening in a single parcel this downtime on the organizational level. If an action has been spoofed, see the spoof instead.
  • Construct (4) – Site – Construct a new site or add an improvement on an existing site after paying material costs.
  • Salvage (4) -Site – Select one Site on a turf that your organization controls and destroy it, reclaiming ½ of the materials used to construct it. Salvaging a ruin that has not been fully explored will result in the loss of any treasures or lore that it contained.

Buildings and Sites

Buildings can be constructed on sites, and provide mechanical bonuses for players and organizations. Generally, a building needs to be staffed as part of an individual’s Personal Downtime action in order to confer benefits or provide resources.

Many sites and buildings have a requisite skill necessary to use them. For example, Resource Nodes require a specific level of Gathering, and Specialized Buildings require a specific level of Crafting. Unless it is otherwise noted that a building provides an organization specific benefit, the generated resource is given to the character who staffs the building – with the only exception being if a Squeeze action is used.

Many organizations use a combination of Patrolling, Lockdown, Squeeze, and Checking to control and determine who is using their buildings in a downtime- the better to try to collect a share of the resources generated, but no system is perfect. Buildings can be staffed by multiple people but, in the case of those built on Resource Nodes, more staff will cause the durability to fall at a faster rate.

Glossary

Banner – In order to form an organization, it is necessary to first craft an organization banner and display it in the main square outside the tavern.
Checked – An organization downtime that provides information on a turf.
Distant – The third range of the map, representing the zone between 50 and 100 miles from the game space.
Dominated – An organization downtime that allows an organization to control an turf on the map
Downtime – The space between market events
Forest – One of the types of parcels, most likely to contain forestry resource nodes
Hills – One of the types of parcels, most likely to contain hunting resource nodes
Individual Downtime – The activities that individuals can take in the in-between events system
Local – The second range of the map, representing the zone within 50 miles of the game space.
Lockdown – An organization downtime that keeps people outside the organization from utilizing sites in a turf
Magician – Magician organizations are focused on the acquisition of power through magical means. These cabals are made up of devotees of a specific school of magic.
Membership Chits – Every member of an organization receives a membership chit and may choose during an event to commit it to a specific organization. The number of Membership Chits determines the number of actions that the organization can take in the downtime.
Mountains – One of the types of parcels, most likely to contain mining resource nodes
Occult – Occult organizations revolve around a faith within the world. While not every member of the organization needs to be a member of the faith, the group itself should follow a specific faith or cult.
Organization Badge – The means by which individuals show that they are part of an organization and can spend prestige points
Organization Box – Placed within a privacy-curtained out-of-character space, these locked chests may be decorated by their organization but are managed by staff and are used to collect membership chits for an organization
Organization Leader – The person who can sign Organization Badges, spend Membership Chits in the downtime, and receive organization downtime reports. Chosen by the members of the organization at founding.
Organization System – The system by which organizations interact with the game and the world at large. The organization system of Age of Ashes is two-fold, and incorporates both in-event activities as well as between event Downtime activities.
Organizational Downtime – The activities that organizations can take in the in-between events system
Organizations – Any group or guild formed under the Organization system
Organizations Ledger – The device used by Organization members to enter goals and newly formed organizations.
Outlaws – Outlaws are groups that focus on illicit operations and transactions.
Parcels – A Parcel is a large area of land as outlined in the world map. Parcels have 3 Turfs within them and describe the physical spaces that the Turfs occupy collectively.
Patrols – An organization downtime that blocks people outside the organization from utilizing resource nodes in a parcel
Plains – One of the types of parcels, most likely to contain farming resource nodes
Prestige Points – Represent the renown of an organization, and are achieved by completing in-game goals that make the group more well known among the community. These activities may be performed by anyone in the group up to three times per event, and are detailed for each type of organization.
Remote – The fourth range of the map, representing the zone between 100 and 150 miles from the game space.
Resource Nodes – Resource Nodes are sites that represent particularly rich concentrations of natural resources but are finite in nature, with a set durability that is revealed with the Check ability.
Ruins – Used in archeology, Ruins are sites that represent the remains of long forgotten civilizations, people, and religions
Sellswords – Sellswords are mercenary groups that focus on combat and bounty.
Sites – An area of land as outlined in the world map there are 30 Sites in every turf.
Trade – Trade organizations are focused around the transaction, transport, and creation of material goods and wealth in the world. These include the great guilds of Praesa, crafters, traders, and those who gather or create items.
Turfs – An area of land as outlined in the world map there are 3 turfs for every parcel
Wetlands – One of the types of parcels, most likely to contain herbalism resource nodes
Within Cenotaph – The first range of the map, this zone represents the area of the game space itself, where no travel risk applies.