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Apriori

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WAR OF THE REALM – GOLD COST REFERENCE

This post outlines all core Gold costs for structures, units, repairs, crafted items, and religious buildings in War of the Realm. Gold is a vital resource used to expand, reinforce, and outfit your House. Plan wisely.

STRUCTURE COSTS
All Standard Structures (Level I): 300 Gold (Includes: Barracks, Archery Range, Forge, Walls, Ports, etc.)
Keeps: 400 Gold
Religious Temples (Septs, Groves, Shrines): 400 Gold
Repair Cost: 80% of original structure cost

(Feats, House or Regional Perks may reduce this further)

BNM UNIT COSTS - Applies to all Squads and Fleets
Base (Infantry, Archers, Longship, Warship, etc.) 200 Gold
Advanced: 400 Gold
Apex: 800 Gold

CRAFTING COSTS
Weapon or Armor (Base): 300 Gold
Tier II Upgrade: +200 Gold (500 total)
Tier III Upgrade: +200 Gold (700 total)

Siege Weapons: Same cost as Structures
Base: 300 Gold
Advanced: 400 Gold
Apex: 800 Gold

RELIGIOUS BUILDING COSTS
Shrines, Septs, Groves, Sacred Sites: 400 Gold

WHAT DOESN’T COST GOLD

The following do not require Gold to acquire or activate:

Feats (earned via RP and story progression)
Influence (gained or lost through actions, not spent)
World Event Triggers (GM-managed only)
Piety or Miracles (uses Piety Units, not Gold)
Rank/Character Progression (determined by Influence and achievements)

If you are unsure whether something costs Gold, check this list or ask your GM. You are responsible for tracking your personal Gold total in your Inventory Thread.
Plan. Build. Conquer.
 
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Apriori

Jōnin Strategist 🧠
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LAND CREATURES (7 Total)
Tier I
Direwolves - Hunt in packs; can be driven off with fire or noise
Boneback Boar - Charging herd animal; dangerous when surprised, flees from elevation

Tier II
Sandtail Basilisk - Venomous gaze; ambushes from under sand, weak to mirrored light
Swampmaw Toad - Sluggish but massive; uses tongue to drag prey; vulnerable to fire
Fell Elk - Territorial; can crush with antlers; avoidable with stealth or scent masking

Tier III
Hollow Stag - Antlers drip black ichor; appears spectral; immune to physical intimidation
Manticores - Lethal poison tail; will stalk for hours; only retreat at great loss or fear


SEA CREATURES (7 Total)
Tier I
Reef Serpent - Slithers through shallows; flees loud noises or flashing steel
Gloomfin Eel - Travels in swarms; tears sails; easily escaped by Intermediate Vessel

Tier II
Saltback Ray - Massive gliding predator; stunned by harpoons, evades most ships
Sea Wyvern - Airborne dive attacker; vulnerable during ascent
Kelp Revenant - Possesses corpses; conjures illusions; repelled by religious symbols

Tier III
Leviathan Spawn - Titanic beast; cannot be harmed, only escaped by Advanced Vessel
Crimson Maw - Tentacled horror; pulls entire vessels under; requires divine intervention or Navigation 10 route to bypass
 
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