Crafting
The Messalith workshop: period materials and where they come from, the camp's facilities and work orders, every recipe, and every item for the field.
The exiles make what they fight with. Primitive gear is cheap and can always be made again: points and edges, knives, spear-throwers, arrows and shot, packs, dressings, splints, poultices and tonics. Future salvage can't be made, only kept going.
Every material in the workshop is one the period really had. Each one is documented for the region and the time, and some only turn up where they did then: obsidian only from the old Carpathian source in the Basin of Reeds, yarrow only in the east, honey and birch only in the north.
Crafting stays the second spine, after the crowns. A crowned squad with no gear still beats a crafted squad with no crowns. Enemies never craft.
In this section
- ResourcesEvery material in the camp's stockpile and where it comes from. Mission loot by land, region and objective, what the fallen leave, and what held regions send.
- Work orders and qualityHow the camp's work gets done. Standing orders, work points, batches, the quality roll from Crude to Masterwork, drills and the infirmary.
- FacilitiesThe workshop's buildings, from the knapping floor to the forge and bloomery. What each one costs, who can build it and what it opens.
- RecipesEvery recipe the Messalith workshop can run: what it makes, what it takes, which facility and skill it needs, and how much work one batch costs.
- ItemsEverything the workshop makes for the field. Kit, weapons, points and edges, sidearms and the field pack, and what quality does to each.
