Expanded Bastions
21.07.2026 @ 1830
Bastions are player-owned homes and bases of operation, unlocked through the rules found in the Downtime article. They give characters a permanent place in the world and provide access to additional downtime actions, services, resources, and benefits.
This article expands the range of special facilities available to player characters. Each facility offers its own actions and advantages, allowing players to develop a Bastion that reflects their character’s goals, interests, and role within the campaign.
Expanded Facilities
Additional special facilities are available to player characters to better integrate their Bastions into the wider world. These facilities also create stronger connections between Bastion development, faction activity, and the campaign’s West Marches rules.
Moving Bastions
The options for granting your Bastion the ability to move are listed below. A Bastion may only contain one facility of this type at a time.
Walking.
Level 9 Facility
Prerequisite: None
Space: Vast
Hirelings: 4
Order: Empower
The Bastion can travel over land, propelled by enormous howling engines or powerful magic.
Empower: Relocate. The Bastion moves across land to a region connected to its current region. Once the move is complete, the Relocate order cannot be used again until the Refuel order has been completed.
Empower: Shift. Move the bastion to a new area within land in the current region.
Empower: Refuel. Spend the next seven days tending to the divice that enables the bastion to move.
Helm.
Level 9 Facility
Prerequisite: Currently in a Costal Region
Space: Vast
Hirelings: 6
Order: Empower
The Bastion can travel over water, propelled by enormous engines, sails, or powerful magic.
Empower: Voyage. The Bastion moves across sea to a region costal region connected to its current region. Once the move is complete, the Voyage order cannot be used again until the Restock order has been completed.
Empower: Drift. Move the bastion anywhere within water in the current region.
Empower: Restock. Spend the next seven days restocking the bastion and prepearing for another Voyage.
Flight Deck.
Level 13 Facility
Prerequisite: None
Space: Vast
Hirelings: 4
Order: Empower
The Bastion has been fitted with a vast balloon, enormous wings, or another form of aerial propulsion, allowing it to soar high above the world like a castle in the sky.
Empower: Take Flight. The Bastion takes flight and moves to a any region it can resonably access. Once the move is complete, the Take Flight order cannot be used again until the Flight Check order has been completed.
Empower: Mantain Altitude. The bastion remains skywards untill recalled.
Empower: Flight Check. Spend the next seven days ensureing the bastion is safe for flight.
Warp Core.
Level 17 Facility
Prerequisite: Teleportation Circle Facility
Space: Vast
Hirelings: 6
Order: Empower
At the centre of the bastion is a large crystal or well of energy from the outer planes. With this the whole Bastion has the ability to teleport itself.
Empower: Warp. The Bastion disapears, after seven days it reapears anywhere in the world the bastion can resonably sit. Once the move is complete, the Warp order cannot be used again until the Recharge order has been completed.
Empower: Recahrge. Spend the next seven days recharging the Warp core.
Nautilus.
Level 20 Facility
Prerequisite: Teleportation Circle Facility
Space: Vast
Hirelings: 6
Order: Empower
At the centre of the bastion is a squid-like entity with the ability to move through the astral seas.
Empower: To Astra.The bastion enters the Astral sea.
Empower: Protect the Bubble.While in the Astral sea this action MUST be taken evey seven days all within the bastion will suffocate!
Empower: Return. The bastion returns to any material or elemental plane.
Utility Facilities
Hero Gate.
Level 13 Facility
Prerequisite: Good Standing with Heroes Guild
Space: Roomy
Hirelings: 2
Order: Empower
The guild constructs a hero gate within your bastion granting you the ability to move to any other hero gate from your bastion, or to your bastion from any hero gate.
Empower: Rescue Stone. Create one Rescue Stone. When broken, it transports the party to the nearest active Hero Gate. Only one Rescue Stone created by this facility may exist at a time.
Docks.
Level 9 Facility
Prerequisite: Costal Position
Space: Roomy
Hirelings: 2
Order: Trade
The Docks provide access to ships, sailors, and overseas trade.
Trade: Purchase a Vessel. Purchase an available boat or ship at its normal price.
Trade: Overseas Market. Choose a region connected to the Bastion’s region by sea. Access that region’s markets instead of your own.
Cart House.
Level 9 Facility
Prerequisite: Costal Position
Space: Roomy
Hirelings: 2
Order: Craft
The Cart House stores, maintains, and supplies land vehicles.
Craft: Commission a Vehicle. Purchase an available land vehicle at its normal price.
Faction Facilities
Each faction in the world offers unique special facilities that allow player characters to align their Bastions and downtime activities with that faction’s goals and ambitions. A character may only build special facilities belonging to one faction. Once a faction has been chosen, special facilities from other factions cannot be added to that Bastion.
More details about factions can be found in the Forces of Good, Faction Guide.
Verdant Circle
The Verdant Circle protects the natural world and restores places damaged by war, industry, and corruption. Its facilities focus on wilderness travel, healing plants, natural protection, and repairing damaged environments.
Warden's Grove.
Level 5 Facility
Prerequisite: Verdant Circle, Tender or higher
Space: Roomy
Hirelings: 2
Order: Harvest
A protected grove where herbalists, gardeners, and wardens grow useful plants and care for local wildlife.
Harvest: Healing Poultices. Produce a poultice that can be used as Healer’s Kit.
Harvest: Rare Ingredients. Gather plant materials worth 100 GP for crafting potions or other consumable magic items.
Restoration Nursery.
Level 13 Facility
Prerequisite: Verdant Circle, Warden or higher
Space: Vast
Hirelings: 4
Order: Empower
A magical nursery used to cultivate rare plants, restore damaged land, and protect travellers in the wilderness.
Empower: Green Passage. Choose up to six creatures. During their next adventure, they leave no tracks and ignore non-magical Difficult Terrain in natural environments.
Empower: Healing Bloom. The hirelings spend 7 days cultivating one rare flower. The flower can be used in place of the material components for one casting of Greater Restoration.
Breakhearts
The Breakhearts fight slavery, imprisonment, and tyranny wherever they find it. Their facilities provide safe houses, escape routes, hidden supplies, and covert support for rescues and rebellions.
Chainbreakers' Cell.
Level 5 Facility
Prerequisite: Breakhearts, Chainbreaker or higher
Space: Roomy
Hirelings: 2
Order: Research
A hidden safe house operated by informants, smugglers, and covert Breakheart agents. It contains disguises, false documents, coded maps, and secret escape routes.
Research: Trace a Captive. Choose a known prisoner or fugitive in the same region as the Bastion. The hirelings spend 7 days discovering their current location.
Research: Study a Prison. Choose a known place of captivity in the same region as the Bastion. The hirelings spend 7 days uncovering its entrances, exits, and security.
Research: Find a Sympathiser. Choose a known organisation or guarded location. The hirelings spend 7 days identifying one person willing to help the Breakhearts.
Research: Establish an Escape Route. Choose a known location in the same region as the Bastion. The hirelings spend 7 days preparing a concealed route away from it.
Research: Identify the Weak Link. Choose a known prison, camp, estate, or organisation. The hirelings spend 7 days identifying the person or system most vulnerable to pressure, bribery, or deception.
Research: Locate a Safe House. Choose a settlement in the same region as the Bastion. The hirelings spend 7 days finding a secure refuge that can shelter fugitives or escaped prisoners.
Infiltrators' Cell.
Level 13 Facility
Prerequisite: Breakhearts, Liberator or higher
Space: Vast
Hirelings: 4
Order: Trade
A large covert network of safe houses, couriers, smugglers, bribed guards, and hidden allies. Its agents place supplies and create openings within hostile territory.
Trade: Plant a Dead Drop. Purchase non-magical equipment and choose a known location in the same region as the Bastion. The hirelings spend 7 days hiding the equipment there.
Trade: Arrange a Diversion. Choose a known location in the same region as the Bastion. The hirelings spend 7 days preparing a distraction that can be triggered during an adventure.
Horizon Hunters
The Horizon Hunters are explorers, scouts, and trailblazers who seek new lands and forgotten routes. Their facilities prepare expeditions, establish forward camps, improve navigation, and maintain communication across dangerous territory.
Expedition Map Room.
Level 5 Facility
Prerequisite: Horizon Hunters, Wayfinder or higher
Space: Roomy
Hirelings: 2
Order: Research
A map room where scouts and guides gather reports, chart routes, and prepare expeditions.
Research: Find Safe Passage. Choose a known destination or route. The hirelings spend 7 days identifying the safest path and its main hazard.
Research: Find a Hidden Path. Choose a known destination. The hirelings spend 7 days uncovering an abandoned, concealed, or rarely travelled route to it.
Research: Track a Threat. Choose a known monster, patrol, or bandit group. The hirelings spend 7 days discovering its territory and recent movements
Expeditionary Depot.
Level 13 Facility
Prerequisite: Horizon Hunters, Pathfinder or Higher
Space: Vast
Hirelings: 4
Order: Trade
A storehouse of expedition supplies supported by scouts, couriers, sailors, and caravan workers.
Trade: Charter Transport. The hirelings spend 7 days arranging a suitable vehicle, crew, and animals for an expedition. You pay the normal cost.
Trade: Establish a Forward Camp. Choose an accessible location in the same region as the Bastion. The hirelings spend 7 days establishing a supplied camp there.
Oath Keepers
The Oath Keepers defend those in danger and hold themselves to sacred promises. Their facilities strengthen Bastion defences, protect companions, and grant benefits to characters united by shared oaths.
Watchtower.
Level 5 Facility
Prerequisite: Oath Keepers, Sworn or higher
Space: Roomy
Hirelings: 2
Order: Recruit, Research
A fortified tower where guards watch the surrounding area, maintain warning signals, and protect nearby communities.
Recruit: Keep the Watch. Recruit four Bastion Defenders to guard the Watchtower.
Research: Lookouts. The hierlings identify what factions are moving into and out of the region where the bastion is.
Hall of Oaths.
Level 13 Facility
Prerequisite: Oath Keepers, Oath Eternal or higher
Space: Roomy
Hirelings: 2
Order: Empower
A sacred hall where promises are witnessed, recorded, and strengthened through divine rites.
Empower: Sworn Protection. Choose two willing creatures. The hirelings spend 7 days binding them with an oath of protection. As long as the two are within 30 ft of one antoher they have +2 AC.
Empower: Oath of Guardianship. Choose a person, place, or object. The hirelings spend 7 days empowering up to six creatures sworn to protect it.
Redeemers
The Redeemers offer guidance and protection to those escaping corruption, control, or past wrongdoing. Their facilities provide sanctuary, recovery, resistance to harmful influences, and opportunities for a second chance.
Halfway House.
Level 5 Facility
Prerequisite: Redeemers, Guiding Hand or higher
Space: Roomy
Hirelings: 2
Order: Recruit
A safe refuge for people escaping curses, cults, criminals, abusive masters, and other harmful influences. It can house up to four Seekers at a time.
Recruit: Informed Survivor. A Seeker stays for 14 days and provides one accurate piece of information about the group, creature, curse, or organisation they escaped.
Recruit: Willing Labourer. A Seeker stays for 14 days. Advance the construction of one basic facility or defensive wall by 7 days.
Recruit: Skilled Hand. A Seeker stays for 14 days. Reduce the cost of one Craft order or action completed during their stay by 100 GP.
Restoration Ward.
Level 13 Facility
Prerequisite: Redeemers, Lantern Bearer or higher
Space: Roomy
Hirelings: 3
Order: Empower
A secure healing ward for those recovering from curses, possession, magical control, and corrupting influences.
Empower: Grant a Second Chance. Choose up to six willing creatures. During their next adventure, the first time each creature would fall to 0 Hit Points without being killed outright, it falls to 1 Hit Point instead.
Empower: Purification Rite. Choose one willing creature. The hirelings spend 7 days removing one curse, possession, magical compulsion, or unwilling transformation affecting it.
Empower: Ward the Mind. Choose up to six willing creatures. During their next adventure, they have Advantage on saving throws against being Charmed, Frightened, or possessed.
The Alliance
The Alliance promotes diplomacy, cooperation, and peaceful solutions between rival groups. Its facilities gather political information, open lines of communication, secure safe passage, and prepare negotiations.
Meeting Space.
Level 5 Facility
Prerequisite: Alliance, Envoy or higher
Space: Roomy
Hirelings: 2
Order: Research
A neutral meeting place where diplomats and advisers study disputes, cultures, laws, and previous agreements.
Research: Prepare Mediation. Choose two known parties involved in the same dispute. The hirelings spend 7 days learning what each party wants and one concession each might accept.
Research: Open Correspondence. Choose a known person, settlement, faction, government, or organisation. The hirelings spend 7 days delivering a written message of up to 50 words.
Research: Study Local Customs. Choose a known culture, settlement, or organisation. The hirelings spend 7 days identifying its important customs, laws, and forms of etiquette.
Research: Identify the Decision Maker. Choose a known organisation or government. The hirelings spend 7 days identifying who holds authority and how they can be approached.
Research: Review an Agreement. Provide a treaty, contract, law, or formal agreement. The hirelings spend 7 days identifying its main obligations, restrictions, and weaknesses.
Research: Find Common Ground. Choose two known parties. The hirelings spend 7 days identifying one shared interest, respected tradition, or mutual threat that could bring them together.
Diplomatic Mission.
Level 13 Facility
Prerequisite: Alliance, Mediator or higher
Space: Vast
Hirelings: 4
Order: Trade
A diplomatic centre with meeting halls, guest rooms, couriers, translators, treaty records, and ceremonial gifts.
Trade: Secure Safe Conduct. Choose a known faction, government, settlement, or military force in the same region as the Bastion. The hirelings spend 7 days arranging official passage for you and up to seven companions during your next adventure.
Trade: Prepare a Parley. Choose a known faction, community, or organisation. The hirelings spend 7 days arranging a meeting. During your next adventure, its representatives will pause hostilities long enough to hear you speak.
Trade: Establish Neutral Ground. Choose two known parties involved in a dispute. The hirelings spend 7 days arranging a peaceful meeting at the Bastion. Both parties agree not to begin hostilities during the meeting.
Trade: Gain Official Recognition. Choose a known government, faction, or organisation. The hirelings spend 7 days securing documents that recognise you and up to seven companions as official Alliance representatives for the next adventure.
The Inquisition
The Inquisition investigates hidden supernatural threats and protects others from corruption. Its facilities examine unusual evidence, identify weaknesses, resist possession and transformation, and contain known dangers.
Examination Hall.
Level 5 Facility
Prerequisite: Inquisition, Examiner or higher
Space: Roomy
Hirelings: 2
Order: Research
A secure hall where specialists examine evidence linked to curses, possession, transformation, and supernatural corruption.
Research: Examine Evidence. Provide a creature, corpse, object, substance, or sample. The hirelings spend 7 days identifying its supernatural origin and the type of corruption affecting it.
Research: Identify a Curse. Provide a cursed creature or object. The hirelings spend 7 days identifying the curse, its effects, and one known method of removal.
Research: Study a Transformation. Provide evidence of a supernatural transformation. The hirelings spend 7 days identifying its cause and whether it can be reversed.
Research: Expose a Disguise. Provide evidence linked to a suspected supernatural creature. The hirelings spend 7 days identifying its true nature and how it conceals itself.
Research: Find a Weakness. Choose a supernatural creature, curse, cult, or corrupting force previously examined by the Inquisition. The hirelings spend 7 days identifying one known weakness.
Research: Trace the Corruption. Provide evidence of possession, magical control, or supernatural corruption. The hirelings spend 7 days identifying its source and one person, place, or object connected to it.
White Ward.
Level 13 Facility
Prerequisite: Inquisition, Inquisitor or higher
Space: Roomy
Hirelings: 3
Order: Empower
A protected chamber used to prepare defences against possession, transformation, curses, and other supernatural threats.
Empower: Sanctified Restraints. The hirelings spend 7 days preparing one set of restraints. A creature secured by them cannot teleport, change shape, or possess another creature.
Empower: Ward Against a Threat. Choose one supernatural creature, curse, cult, or corrupting force known to the Inquisition. During their next adventure, up to six creatures have Advantage on saving throws against effects caused by that threat.
The Foundation
The Foundation uses trade and investment to create wealth, employment, and regional development. Its facilities fund local ventures, improve markets, support construction, and connect Bastions to wider commercial networks.
Market Place.
Level 5 Facility
Prerequisite: Foundation, Investor or higher
Space: Roomy
Hirelings: 2
Order: Trade
A commercial office where agents arrange investments, negotiate contracts, and support local businesses.
Trade: Open the Market. The hirelings spend 7 days organising local merchants. During your next market visit, you may access both the standard and magical markets without spending downtime.
Trade: Attract Specialists. Choose one type of Artisan’s Tools. For the next 30 days, a hireling proficient with those tools is available in the Bastion’s region.
Trade: Promote Commerce. The hirelings spend 7 days attracting merchants and caravans. The standard market in the Bastion’s region increases by one tier for 30 days.
Exchange Hub.
Level 13 Facility
Prerequisite: Foundation, Factor or higher
Space: Vast
Hirelings: 5
Order: Trade
A major commercial centre containing warehouses, auction rooms, contract halls, and offices for brokers and investors.
Trade: Establish a Trade Route. Choose another region connected to the Bastion’s region. For the next 30 days, you may access that region’s standard market from your Bastion.
Trade: Auction an Item. Choose one non-magical item stored in the Bastion. The hirelings spend 7 days selling it for its full purchase price.
The Liberians
The Liberians recover, study, and preserve the history of the world. Their facilities identify ancient discoveries, trace lost sites and relics, restore damaged records, and protect important objects during expeditions.
Provenance Office.
Level 5 Facility
Prerequisite: Liberians, Researcher or higher
Space: Roomy
Hirelings: 2
Order: Research
An archive where historians and translators examine discoveries and trace lost relics, ruins, and records.
Research: Catalogue a Discovery. Provide an object, document, inscription, or artwork. The hirelings spend 7 days identifying its age, origin, creator, and historical purpose.
Research: Translate a Record. Provide a non-magical text or inscription. The hirelings spend 7 days translating it into a language you understand.
Research: Trace Ownership. Provide a historical object or record. The hirelings spend 7 days identifying one previous owner, location, or event connected to it.
Research: Find a Related Site. Provide a historical object, symbol, or document. The hirelings spend 7 days identifying one known site, collection, or archive connected to it.
Preservation Vault.
Level 13 Facility
Prerequisite: Member of the Liberians
Space: Vast
Hirelings: 4
Order: Craft
A secure archive and workshop used to restore, copy, and protect important historical material.
Craft: Restore a Record. Provide one damaged non-magical object, document, artwork, inscription, or mechanism. The hirelings spend 7 days repairing and preserving it.
Craft: Create a Facsimile. Provide one non-magical object or document no larger than a 5-foot cube. The hirelings spend 7 days creating an exact visual copy without any magical properties.
Craft: Reconstruct a Fragment. Provide the surviving pieces of a damaged object or record. The hirelings spend 7 days rebuilding any missing sections that can be identified from historical records.
Craft: Preserve Evidence. Provide one object, corpse, sample, or document. The hirelings spend 7 days preserving it so that it does not naturally decay or lose physical evidence for 30 days.