Player's Guide

Greyphon Hallow — Steward's Guide

You didn't just save Greyphon Hallow. You own it now. Here's what that means.


Overview

As stewards of Greyphon Hallow, the party can issue orders to the town — commissioning work, recruiting merchants, improving infrastructure, or directing defenses. The town grows and improves over time based on your decisions.

When you issue an order, the DM will tell you how many days it takes to complete and the monetary cost (should it incur one). A simple repair might take 2 days; constructing a new building might take 14.


Issuing Orders

Each party member may issue one active order at a time. Orders can be given in any method of communication. They can be transferred directly if the party is present in the town, through a trusted messenger, or through magical means like the Sending spell.

Examples of orders:

When you return to town, completed orders are waiting for you. If an order isn't finished, the DM will tell you how many days remain.


Town Tiers

Greyphon Hallow grows in tiers based on what the party has accomplished — quests completed, merchants recruited, threats repelled, and improvements made. You don't track resources or pay for upkeep. The town improves because of your stewardship.

Tier Name Character
1 Recovering A town rebuilding. Basic services, modest population, grateful but fragile.
2 Established A town with roots. Reliable services, growing reputation, better-equipped guard.
3 Prospering A town with a name. Skilled specialists, strong defenses, regional influence.
4 Renowned A destination. Exceptional craftspeople, a posted garrison, merchants who seek you out.

Tier upgrades are announced by the DM when the town has grown enough to warrant them. Each tier unlocks improved versions of existing services and may open new ones.


Merchants & Businesses

Merchants must be recruited — found in the world and convinced to relocate to Greyphon Hallow. Each merchant has their own personality, conditions, and reasons for staying or going.

Once established, merchants:

Current Businesses

Business Name Proprietor Services
General Store Milo Coppershine Common goods, basic supplies, sundries
Tavern & Inn The Rising Ember Kal Lodging, meals, rumors, a warm fire
More businesses can be recruited through play.

Business Ideas

The following are examples of what could be brought to Greyphon Hallow:


Town Defense

Every 7 days, the DM will roll on the Bastion Event Table . Most weeks will be quiet. Occasionally, something will demand the party's attention — or test the town's defenses in their absence.

Defense Rating

The town has a Defense Rating from 1–5, representing the strength of its walls, guard, and readiness.

Rating Meaning
1 Barely protected. A determined mob could cause serious damage.
2 A small standing watch. Can handle minor threats.
3 Organized guard. Handles most threats without party involvement.
4 Fortified. Capable of holding against significant assault.
5 Garrison-level. The town can defend itself from nearly anything short of an army.
Defense Rating increases when the party invests in walls, recruits guards, repels attacks, or completes relevant quests. It can decrease if the town suffers serious damage and goes unrepaired.

When a Bastion Event Occurs

The DM will describe the nature of the event. The party may:

A well-defended, high-tier town can weather most events without the party's direct involvement. A neglected one cannot.


Town Treasury

Merchant income, quest rewards, and trade all feed the Town Treasury — a shared pool of funds managed by Milo Coppershine on the party's behalf. Treasury funds can be spent on:

Milo will give the party a treasury report whenever they return to town.


Greyphon Hallow is yours. What you make of it is up to you.