
The Pilot’s Book · Reference
Buildings
The island town, its producers and holdings: what each does and how far it grows.
Barracks
Building · level 1
A garrison of 60 against landing parties.
Caravan Office
Building · level 1
Sends the island’s caravans: their routes, their insurance, one more caravan at sea.
Chapel
Building · level 1
Crews lying here recover 30 sanity every ten minutes, and the curse loosens.
Chart House
Building · level 1
Copies treasure maps without losing a line (500 silver a copy).
Distillery
Building · level 1
Two sacks of sugar in the store make a cask of rum.
Dry Dock
Building · level 1
Tier IV hulls, and repairs a quarter cheaper.
Farm
Building · level 1
20 provisions a day into the store.
Fishing Village
Building · level 1
10 provisions a day, and 300 silver of taxes; the villagers see everything.
Forge
Building · level 1
Tempers, reforges, mends and breaks down gear for its owner lying off the island.
Fort
Building · level 1
Twenty-four guns and the heart of any defence in a siege.
Hidden Cove
Building · level 1
Your ships moored here cannot be seen by others, and the island never appears on charts sold in ports.
Lighthouse
Building · level 1
Your ships see 50% farther within 6 km; a witness to crimes; merchants passing within 3 km pay 2% toll (to 3,000 a day).
Mine
Building · level 1
Six tons of ore an hour into the store (coal or iron, as the rock gives).
Pier
Building · level 1
Moorings for four: ships lying here mend 5% of their hull every ten minutes.
Plantation
Building · level 1
A ton and a half of sugar or tobacco an hour.
Powder Mill
Building · level 1
Saltpetre boiled from salt, charcoal from coal: 2 salt and 1 coal make 2 barrels of powder.
Residents’ House
Building · level 1
Room for four more residents.
Sawmill
Building · level 1
Saws the store’s timber into planks, 13 for every 10.
Shipyard
Building · level 1
Builds hulls up to tier III (common timber) and repairs them fully.
Shore Battery
Building · level 1
Eight guns: they fire on pirates and on anyone who fires on you within 1.2 km.
Signal Tower
Building · level 1
Watches the outposts: five more minutes to answer a raid; the island’s caravans lose a third less in its sea.
Smokehouse
Building · level 1
Three fish make a smoked fish, a delicacy; fish and salt make salted fish.
Smugglers’ Store
Building · level 1
The store takes contraband too.
Tavern
Building · level 1
Hire hands here; the crew’s spirits rise while moored (+10 morale); 200–600 silver a day to the treasury.
The Grail
Town · level 1/1
The legendary treasure raised over the town: every dwelling grows half as many men again, 500 silver a day into the treasury, and the captain’s will runs deeper.
Trophy Hall
Building · level 1
The flags of named pirates, orca skulls, record fish: each lends half a percent to its trade (to a tenth). Guests may look round.
Try-Works
Building · level 1
Beast teeth and whalebone carved into scrimshaw.
Warehouse
Building · level 1
Stores 150 t on the island (the bare island keeps a small cache).
Workshop
Building · level 1
Turns timber into planks and cloth into sailcloth (3 for 2).
Beast Pen
Town · level 1/2
Eggs and young brought back from the lairs hatch here in two days of the sea and grow in a week more; a grown kind breeds a dwelling’s week and may be hired. One nest, then three.
Admiralty
Town · level 1/5 · dwelling, tier 6
The officers’ guard; upgraded, the life guard. Paid in pearls as well.
Bunkhouse
Town · level 1/5 · dwelling, tier 1
Deckhands sign on here; upgraded, it trains them into seasoned sailors.
Drowned Shrine
Town · level 1/5 · dwelling, tier 7
The drowned rise for the Choir and the cursed; upgraded, the deep’s spawn. Pearls for the sea.
Fishing Crew
Producer · level 1
Nets and smokes the catch: provisions by the hour.
Guild of Orders
Town · level 1/5
Teaches the captain its orders free, as far as her level allows: each floor a fixed list of its level’s orders (three, three, two, one, one). Lie off the island to learn.
Gun Foundry
Town · level 1/5 · dwelling, tier 4
Gunners with their swivels; upgraded, bombardiers. Powder and iron.
Iron Mine
Producer · level 1
Digs iron ore where the rock holds it.
Keep
Town · level 1/5
Walls for the town: every level grows more men in every dwelling — the citadel half as many again, the castle twice as many.
Logging Camp
Producer · level 1
Fells the island’s trees: timber by the hour.
Marine Barracks
Town · level 1/5 · dwelling, tier 2
Marines muster here; upgraded, sea guards.
Marketplace
Town · level 1/5
Trades the island’s resources for silver and for each other — near the world’s prices, the spread narrower with each level.
Quarry
Producer · level 1
Breaks the island’s rock: stone and coal by the hour.
Shooting Range
Town · level 1/5 · dwelling, tier 3
Musketeers practise here; upgraded, sharpshooters. They want powder.
Tar Kiln
Producer · level 1
Boils pine tar from the island’s wood.
Town Hall
Town · level 1/5
The heart of the island: it stands from the claim. Each level grows the island (plots, outposts, caravans, residents, builders) and pays silver every day into its treasury; its next level asks the town round it.
Veterans’ Den
Town · level 1/5 · dwelling, tier 5
Boarders who have taken ships; upgraded, cutthroats. They drink rum.
Nothing found
