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Havens

In Beyond the Skyreach Mountains, settlements do not grant shelter to outsiders lightly. Each faction has its own values, expectations, and requirements for allowing outsiders to stay within their haven. The following guidelines structure how adventurers can gain access, including diplomatic standing, required tasks, and mechanical challenges.

Gaining Access to an Existing Settlement

Before gaining access to a settlement as a haven, the players must accomplish three key milestones:

  1. Establish Contact – Demonstrate respect and get an audience with faction leaders.
  2. Prove Worthiness – Complete a trial, quest, or negotiation to show they are not a threat.
  3. Maintain Good Standing – Avoid violating cultural taboos or betraying trust.

Each milestone will vary by faction, but general DC checks, reputation thresholds, and possible consequences apply.

MilestoneCheck TypeDCNotes
Initial ContactPersuasion, Insight, or Survival12–15Varies by faction; some require indirect contact.
Earning TrustQuest Completion or DiplomacyVariesRequires a significant effort (see faction-specific tasks).
Maintaining GoodwillSocial or Cultural Compliance12+May involve avoiding taboos, political disputes, or ongoing service.

Failure can lead to exile, hostility, or alternative routes (e.g., stealing access, bribery, or force).

Founding a New Haven

Unlike securing access to an existing settlement, founding a new haven requires finding the right location, securing resources, defending it, and maintaining stability. These rules provide a structured mechanical approach while allowing for emergent roleplay.

Overview of Haven Creation

Establishing a haven involves four major phases:

  1. Selecting a Site – Choosing a strategic location and clearing it.
  2. Establishing Infrastructure – Building essential structures and ensuring sustainability.
  3. Securing the Haven – Defending against threats and stabilizing control.
  4. Maintaining the Haven – Managing relationships, resources, and reputation.

Each phase requires a combination of skill checks, downtime actions, and potential encounters.

Phase One: Selecting a Site

Before construction begins, the party must find and clear a suitable location.

A. Finding a Suitable Location

A viable haven site must meet three requirements:

  1. Natural Defensibility – Elevated terrain, natural barriers, or concealment.
  2. Access to Resources – Water, food sources, and building materials.
  3. Strategic Positioning – Avoiding dangerous areas while maintaining access to trade routes.
Mechanics
  • Exploration Check: Survival (DC 15) to identify a viable site.
  • Scouting Check: Investigation (DC 14) or Stealth (DC 16) to ensure the area is safe.
  • Resource Survey: Nature (DC 12) or Arcana (DC 15, if magical resources are involved) to confirm sustainability.

B. Clearing the Site

Most locations are not immediately habitable. The party must remove hazards such as wildlife, ruins, or magical anomalies.

Potential Threats:

Obstacle TypeExample ThreatsResolution
MonstersOwlbears, bandits, undeadCombat (varies by CR)
RuinsTraps, unstable structuresAthletics (DC 14) or Thieves’ Tools (DC 15)
Cursed/Haunted LandLatent magic, spiritual unrestReligion (DC 15) or Arcana (DC 16)

Once threats are resolved, the site is cleared and can be built upon.

Phase Two: Establishing Infrastructure

The haven must have three essential components before it functions as a rest point:

  1. Shelter – Basic housing or tents.
  2. Food & Water – A reliable food supply.
  3. Fortifications – Barriers or early defenses.

Each component requires downtime actions and materials.

A. Constructing Shelter

  • Requires: 3 units of lumber/stone per structure.
  • Skill Check: Mason’s Tools, Carpenter’s Tools, or Survival (DC 14).
  • Time: 3 downtime days per structure.

B. Securing Food & Water

The haven needs a renewable food source (hunting, farming, or trade).

  • Short-term: Survival (DC 13) allows for daily hunting/foraging.
  • Long-term: The party must establish one of the following:
    • Farms or Ranching: 2 months of work.
    • Fishing or Water Collection: 3 weeks of work.
    • Trade Routes: Secure an external supply deal (Persuasion DC 15).

C. Constructing Defenses

Basic defenses deter attacks and make the haven viable as a safe rest location.

  • Basic Barriers: Chevaux de frise, simple palisades (DC 13, 1 week).
  • Fortified Walls: Wooden or stone walls (DC 15, 2–3 weeks).
  • Watch Towers or Traps: Requires Mason’s Tools, Smith’s Tools, or Tinker’s Tools (DC 14).

After this phase, the haven becomes a functional rest point, but it is still vulnerable.

Phase Three: Securing the Haven

Once the haven is built, it must be defended and stabilized.

A. Defense Against Threats

Roll 1d10 every in-game month to determine if an external threat arises:

1d10 RollThreat TypeExample Encounters
1–2Monster AttackGnolls, owlbears, undead
3–4Bandit RaidBlackthorns, rogue mercenaries
5Political InterferenceNobles trying to tax or claim the haven
6Weather DisasterFlash floods, blizzards, drought
7Internal ConflictWorkers refuse to work, leadership dispute
8–10No Immediate ThreatNo challenge this month

Players must resolve these challenges using combat, skill checks, or diplomacy.

B. Establishing Leadership

A haven requires leadership to function long-term.

  • Leader Type: Choose one or divide responsibilities among PCs/NPCs.
    • Warlord: Controls via force (Intimidation DC 15).
    • Diplomat: Seeks alliances (Persuasion DC 15).
    • Merchant: Secures trade (Insight DC 14, Persuasion DC 13).
    • Religious Leader: Gains divine support (Religion DC 14).
  • Failure to lead results in discontent, desertion, or faction interference.

Once leadership is established and threats are managed, the haven is officially stable.

Phase Four: Maintaining the Haven

Long-term stability requires resource management, diplomacy, and infrastructure growth.

A. Resource Management

The haven needs ongoing supplies:

  • Food Supply: Must remain stable via hunting, farming, or trade.
  • Defenses & Repairs: Masonry or Smith’s Tools (DC 13) once per season.
  • Workforce Management: Keep workers happy through Persuasion (DC 14) or economic incentives.

B. Diplomatic Considerations

Other factions may challenge or support the haven.

Potential Conflicts:

  • If a faction feels threatened, they may demand bribes, attempt sabotage, or send emissaries.
  • Persuasion (DC 16) or Deception (DC 18) can defuse tension.

C. Growth & Expansion

Once stable, players can expand their haven by:

  • Upgrading to a Fortified Settlement
    • Requires stone walls, permanent housing, and a stable trade economy.
  • Becoming a Political Entity
    • Factions begin recognizing the haven, and nobles may attempt to tax, control, or destroy it.