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Civilization Campaign Tracker

This page tracks the party's campaign-scale holdings.

Use it as the single operational view for settlements, strongholds, bastions, the Dawn Seeker, work crews, stockpiles, and ongoing construction projects.

Later, each settlement, stronghold, bastion, ship, or major project can receive its own page. Until then, this page is the master tracker.

Related rules:

Tracking Hierarchy

Civilization assets are tracked in this order:

  1. Settlements — a local cluster of holdings in the same basic area.
  2. Strongholds — settlement-scale structures, institutions, defenses, and population anchors.
  3. Bastions — character-scale bases, workshops, towers, sanctums, lodges, and personal holdings.
  4. Dawn Seeker — the mobile logistics hub, transport vessel, workforce source, and initial stockpile.
Settlement
├─ Stronghold
│  ├─ Stronghold Structures
│  ├─ Stronghold Facilities
│  ├─ Stockpiles
│  └─ Projects
├─ Bastion
│  ├─ Basic Facilities
│  ├─ Special Facilities
│  ├─ Defenders
│  └─ Orders
└─ Dawn Seeker / Supply Link
   ├─ Crew
   ├─ Cargo
   ├─ Stockpiles
   └─ Expedition Projects

Calendar Rule

For this campaign, a Bastion Turn is one 5-day Andórëan workweek.

Calendar Unit Campaign Timing
1 Bastion Turn 5 days
1 Month 6 Bastion Turns
1 Year, if 12 months 72 Bastion Turns

When an official Bastion rule says an order, benefit, or result takes 7 days, treat that as one Bastion Turn unless the DM rules otherwise.

Campaign Asset Overview

Asset Type Parent Settlement Status Primary Function Page
First Landing Settlement Example Initial expedition settlement and construction hub
Landing Trading Post / Guildhall Stronghold First Landing Example Commerce, storage, administration, and organized rebuilding
Anchor's Bastion Bastion First Landing Example Character bastion Anchor Bastion Tracker
Dawn Seeker Ship / Mobile Logistics Hub Mobile / offshore Active Transport, cargo, crew, stockpile, expedition base Dawn Seeker

Settlement Tracker

A settlement is a collection of strongholds, bastions, work sites, defenses, stockpiles, and population in the same basic area.

Settlement Region / Hex Status Strongholds Bastions Population Capacity Main Stockpile Notes
First Landing TBD Planned 0 1 planned 107 expedition members Dawn Seeker capacity / TBD ashore Dawn Seeker hold Initial landing area for the expedition.

Settlement Notes

Settlement Note
First Landing Placeholder name until the party chooses an actual landing site and settlement name.

Stronghold Tracker

Strongholds are settlement-scale or faction-scale holdings. They track structures, population capacity, Room Points, facilities, stockpiles, and institutional projects.

Stronghold Settlement Status Structure Type Population Cap Room Points Wood MU Stone MU Iron MU Build Time Notes
Landing Trading Post / Guildhall First Landing Example Trading Post / Guildhall 35 6 150 75 50 60 days Initial stronghold candidate. Current tracked cargo has enough Stone and Iron, but needs +25 Wood.

Stronghold Facilities

Stronghold Facility Facility Type Size Room Points Status Staff / Hirelings Notes
Landing Trading Post / Guildhall Storehouse Special Facility Roomy 2 Proposed TBD Central stockpile and trade function.
Landing Trading Post / Guildhall Workshop Special Facility Roomy 2 Proposed TBD General repair, construction, and crafting support.
Landing Trading Post / Guildhall Barrack or Guard Post Special / Basic Facility Roomy 2 Proposed TBD Defense, watch rotation, and crew housing.

Stronghold Population

Stronghold Population Cap Current Residents Workers Housed Defenders Housed Refugees / Civilians Notes
Landing Trading Post / Guildhall 35 0 0 0 0 Not yet built.

Bastion Tracker

Bastions are character-scale holdings. Each bastion should eventually receive its own tracker page, but this table keeps the campaign-level view visible.

Bastion Character Player Settlement Status Level Basic Facilities Special Facilities Defenders Current Order Page
Anchor's Bastion Anchor Koram First Landing Example 5 1 Cramped, 1 Roomy 2 TBD 0 Maintain Anchor Bastion Tracker
TBD Bastion TBD TBD First Landing Example 5 1 Cramped, 1 Roomy 2 TBD 0 Maintain
TBD Bastion TBD TBD First Landing Example 5 1 Cramped, 1 Roomy 2 TBD 0 Maintain
TBD Bastion TBD TBD First Landing Example 5 1 Cramped, 1 Roomy 2 TBD 0 Maintain
TBD Bastion TBD TBD First Landing Example 5 1 Cramped, 1 Roomy 2 TBD 0 Maintain
TBD Bastion TBD TBD First Landing Example 5 1 Cramped, 1 Roomy 2 TBD 0 Maintain
TBD Bastion TBD TBD First Landing Example 5 1 Cramped, 1 Roomy 2 TBD 0 Maintain

Bastion Orders

Turn Dates Bastion Facility Order Assigned Hirelings Result / Status
Anchor's Bastion Maintain Default until facilities are chosen.

Bastion Layout Status

Bastion Overall Map Basic Facilities Placed Special Facilities Placed Entrances / Exits Defensive Notes Notes
Anchor's Bastion Not started Not started Not started Not started Not started See Anchor Bastion Tracker.

Dawn Seeker Tracker

The Dawn Seeker is the expedition's mobile logistics hub.

Field Value
Vehicle Type Vehicle (Water)
Base Cost 25,000 GP
Armor Class 15
Hit Points 500
Speed 2½ mph
Damage Threshold 20
Normal Crew Requirement 60
Passenger Capacity 60
Total Persons Aboard at Launch 107
Cargo Capacity 200 tons / 400 MU

Dawn Seeker Cargo Allocation

Cargo Category MU Status Notes
Player Bastion Reserve 100 Reserved Abstract allowance for player starting Bastions.
Expedition Tools & Crafting Stores 50 Reserved Workshop infrastructure, tools, consumables, and field repair supplies.
Tracked Construction Cargo 250 Spendable Wood, Stone, and Iron MU for civilization-scale projects.
Total Cargo Capacity Accounted For 400 Full The ship launches at full cargo allocation.

Dawn Seeker Construction Stockpile

Material Starting MU Current MU Reserved MU Available MU Location Notes
Wood 125 125 0 125 Dawn Seeker hold Primary shortage for first Trading Post / Guildhall.
Stone 75 75 0 75 Dawn Seeker hold Enough for first Trading Post / Guildhall.
Iron 50 50 0 50 Dawn Seeker hold Enough for first Trading Post / Guildhall.
Total 250 250 0 250

Dawn Seeker Reserved Stores

Reserve MU Available? Notes
Player Bastion Reserve 100 Not normally spendable Protects the players' free starting Bastion benefits from being consumed by unrelated construction.
Expedition Tools & Crafting Stores 50 Limited / DM approval Represents forge gear, tannery gear, carpentry tools, alchemical containers, repair stores, workshop infrastructure, and consumables.

Work Crew Tracker

A labor group is ten people. The Dawn Seeker launches with ten crew groups: one ship core and nine land labor groups.

Code Group Count Current Assignment Primary Function Location Leads Status
SC-00 Ship Core 10 Remain aboard Dawn Seeker Ship readiness Dawn Seeker Dynama Vehrozath; Beigolor Ahrosnath Active
LG-01 Timber Crew 10 Gather missing Wood MU Wood acquisition TBD Belama Agrovionimboth; Xutjja Stormwrath Available
LG-02 Stone Crew 10 Await assignment Stone acquisition Dawn Seeker / shore Phrienhi Mezzenentesh; Murzus Purollath Available
LG-03 Iron Crew 10 Await assignment Iron salvage Dawn Seeker / shore Dhelnes Mohlalvath; Sorrunen Nughelath Available
LG-04 Construction Crew 10 Await construction start Build / repair Dawn Seeker / shore Uriyarus Varion-SunSon; Vesla Silverpike Available
LG-05 Foraging Crew 10 Await assignment Food, herbs, plant units Dawn Seeker / shore Biphine Elador-GreenLand; Dorzumin Sylro-ForestRed Available
LG-06 Hunting & Preservation Crew 10 Await assignment Rations, meat, hide Dawn Seeker / shore Durgat Boulderfist; Leurybia Jugesnath Available
LG-07 Transport & Stockpile Crew 10 Await assignment Move and guard Material Units Dawn Seeker / shore Palayne Bedorsath; Shestedyn Ulorath Available
LG-08 Defense & Survey Crew 10 Await assignment Protection and survey Dawn Seeker / shore Noraios Dhuhlollath; Tinirga Myastan Available
LG-09 Swing Crew 10 Await assignment General labor / emergency reassignment Dawn Seeker / shore Vlunryn Badexath; Oltyn Ahmorath Available

Crew Assignment Summary

Labor Mode Groups People Notes
Ship Core 1 10 Maintains ship readiness.
Land Labor Groups 9 90 Available for shore projects while the ship is safely crewed.
Total Crew 10 100 Expedition workforce.

Stockpile Tracker

Use this table for all major construction-scale stockpiles. A stockpile must be physical, accessible, and protected before it can be spent.

Stockpile Settlement / Site Wood MU Stone MU Iron MU Other Stores Guarded By Accessible To Status Notes
Dawn Seeker Hold Mobile / offshore 125 75 50 100 MU Bastion Reserve; 50 MU Expedition Stores SC-00 Ship Core Dawn Seeker, shore crews by transport Active Initial campaign stockpile.
First Landing Yard First Landing 0 0 0 TBD First Landing projects Planned Shore stockpile to establish after landing.
Timber Site TBD 0 TBD First Landing / Dawn Seeker Proposed Use LG-01 to gather the missing 25 Wood MU.

Material Ledger

Record all additions, reservations, expenditures, losses, and transfers here.

Date / Session Source / Project Wood MU Stone MU Iron MU Other Stockpile Notes
Launch Dawn Seeker construction cargo +125 +75 +50 Dawn Seeker Hold Initial tracked construction cargo.
Launch Player Bastion Reserve +100 MU reserve Dawn Seeker Hold Abstract reserve; not normally spendable.
Launch Expedition Tools & Crafting Stores +50 MU reserve Dawn Seeker Hold Workshop infrastructure and consumable stores.

Active Projects

Projects should be written at a useful campaign scale. Each project needs materials, labor, time, a site, and a status.

Project Type Settlement / Site Materials Required Materials Available Labor Required Assigned Crews Start Expected Completion Status Notes
Choose Landing Site Survey / Decision Coast / TBD Survey crew or party LG-08 / party TBD TBD Not started Needed before shore stockpile and construction begin.
Establish First Landing Yard Stockpile / Camp First Landing TBD Dawn Seeker cargo 1 crew minimum LG-07 suggested TBD TBD Not started Creates a shore-accessible construction stockpile.
Gather Missing Wood Material Acquisition Timber Site / TBD 1 crew LG-01 suggested TBD TBD Proposed First Trading Post / Guildhall needs 25 more Wood MU.
Build Landing Trading Post / Guildhall Stronghold Structure First Landing 150 Wood / 75 Stone / 50 Iron 125 Wood / 75 Stone / 50 Iron 20 laborers / 2 skilled hirelings LG-04 plus support crews TBD TBD + 60 days Waiting on materials Requires +25 Wood MU before construction can fully proceed.
Assign Player Bastions Bastion Planning First Landing Player Bastion Reserve 100 MU reserved Players / DM TBD TBD Planned Each player chooses facilities and maps their Bastion.

Project Queue

Use this for ideas that are not active yet.

Priority Project Scale Site Expected Need Reason to Build Status
1 Landing Site Survey Settlement TBD LG-08 / party Decide where civilization starts. Queue
2 Shore Stockpile / Landing Yard Infrastructure First Landing LG-07, basic defenses Makes ship cargo spendable ashore. Queue
3 Trading Post / Guildhall Stronghold First Landing 150 Wood / 75 Stone / 50 Iron First durable civic and logistics structure. Queue
4 Defensive Perimeter Infrastructure / Defense First Landing Stone-heavy wall materials TBD Protect stockpile, workers, and landing site. Queue
5 Docks / Landing Infrastructure First Landing Wood, Iron, labor Faster unloading and ship support. Queue

Defenses and Threats

Asset / Site Defense Status Assigned Defenders Known Threats Vulnerabilities Notes
Dawn Seeker Shipboard watch active SC-00 Ship Core TBD Overloaded with expedition stores; vulnerable while unloading Keep ship readiness intact.
First Landing None yet TBD TBD No walls, no shore stockpile, no mapped defenses Establish before major construction.
First Landing Yard Planned TBD TBD Stockpile raid risk Guard once materials move ashore.
Anchor's Bastion None assigned 0 TBD No map yet Defensive concerns should be added when mapped.

Supply Lines

Route From To Transport Method Guarded By Status Risks Notes
Ship-to-Shore Dawn Seeker Hold First Landing Yard Boats, labor, rigging, carts if available TBD Planned Weather, ambush, unloading delays Required before ship materials can support shore construction efficiently.
Timber Route Timber Site First Landing Yard Labor crew, carts, dragging, river if available TBD Proposed Wildlife, monsters, terrain, theft Needed for missing 25 Wood MU.
Stone Route Stone Site / Ruins First Landing Yard Labor crew, carts, sledges TBD Future Slow transport, dangerous ruins Not immediately required if using ship stone.
Iron Route Ruins / Salvage Site First Landing Yard Labor crew, carts, forge support TBD Future Dangerous salvage, contamination, enemy attention Not immediately required if using ship iron.

Decisions Needed

Decision Needed By Owner Status Notes
Name the first settlement Before first public-facing settlement page Party / DM Open Placeholder: First Landing.
Choose landing site Before construction starts Party Open Determines settlement map, risks, and supply lines.
Decide whether to build Trading Post / Guildhall first Before assigning crews Party Open It fits the initial stockpile once +25 Wood is gathered.
Assign player Bastion facilities Before individual Bastion pages are finalized Players Open Each starting Bastion has 1 Cramped Basic, 1 Roomy Basic, and 2 Special Facilities.
Create shore stockpile map Before materials move ashore DM / Party Open Stockpiles can be attacked, so location matters.

History

Date / Session Event
TBD Civilization tracker created.
Launch Dawn Seeker begins with 100 selected crew, 107 total persons aboard, 400 MU cargo capacity accounted for, and 250 MU tracked construction cargo.

Notes

  • This page is a campaign tracker, not an ACS rules page.
  • Keep the tracker useful at the table: update totals, assignments, active projects, and risks first.
  • Do not duplicate every individual bastion detail here. Link to individual pages once they exist.
  • Materials only count for a project when they are in a usable stockpile accessible to that project.
  • Labor assigned to one project is not available for another unless the DM rules the tasks overlap naturally.
  • Idle workers should be assigned to maintenance, defense, gathering, hauling, surveying, or training before they become a campaign problem.

Referenced by

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