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Goods

Goods are the durable cargo of the archipelago: chests, lanterns, tinctures, relic shards, and the odd crate of plunder. They are not another resource. You count them one by one, you keep them in a Workshop, and you spend them on the things gold cannot buy.

Consult a good's description before spending coins or supplies. Its portrait in a market listing, crafting recipe, cargo manifest or mission supply list opens its particulars: what it helps with and when to use it. The same particulars are available beside goods offered to hasten construction, training, shipbuilding and research, even with none in store. Reading them spends nothing and leaves the current order intact.

What goods exist

Every good in circulation, grouped by where it comes from. Common goods are made on the common bench every island works. Specialty goods are made at a steward's doctrine bench. Rare goods are never made at all, only found.

Common goods

These are made at the common bench, which every steward's doctrine shares. They are the everyday tools of the archipelago: faster building, training and shipwork, safer colonies, a cure for plague, and a War Drum for the assault.

What is on the common bench?11 goods
GoodWhat it is
Fine RopeTarred ship's rope, trusted for climbs and rescues.
Repair TimberStubborn planks, ready to hand. Speeds up whatever your builders are raising.
Waxed SailclothOiled cloth that keeps the weather on the right side of the ship. Speeds up work in the shipyard.
Supply ChestDried food, water, rope, and pitch. Steadies a colonisation claim, and two chests will break a famine.
Arms CrateIssue-arms for fresh recruits. Speeds up troop training.
Storm LanternA flame that holds in foul weather. Helps a colonisation ship limp home.
War DrumA deep skin-headed drum carried on the lead ship. Stiffens an attack, so your assault lands harder.
Swift SailsA spare suit of light, well-cut canvas. The fleet runs faster on attack, raid, or cargo runs.
Medicine ChestBandages and bitter oils. Lifts a plague off an island.
Old Guild SealA bronze seal from a vanished merchant house. Still opens doors, and hurries your scholars' research along.
The Wayward CompassFour fragments rebound into one needle. Use it to name a hidden god.

Specialty goods

GoodWhat it is
Bitter-Shore TinctureA salvaged apothecary's vial. Looks like medicine; the apothecaries who know where it came from will not handle it without gloves.
Lumen CrystalBottled lumen, pressed at the Wealth bench. Ships safely where raw lumen cannot; use it at a Church to pour the light back out.

Rare goods

GoodWhat it is
Salt-Worn TabletAn old stone of shifting marks. Shrine lore in the hand.
Blackened IdolA small black figure, always found upright. A Black Tide relic.
Compass FragmentA cracked bronze ring. Four make a Wayward Compass at the common bench.
Pirate PlunderA hold of mismatched coin and plate. Sell it on, or crack it open and count the coin and gold yourself.

Doctrine shot

Four specialty goods that are ammunition, the first the archipelago has needed. Each is cast at its doctrine's bench from that doctrine's ore, and each hurts exactly one thing: the creature of the same doctrine that comes up through a Lumen Rupture. Against a wall, a hull or the wrong creature a crate does nothing and comes home unspent. They trade and sell like any other good, and a raider never finds one in your stores.

GoodWhat it is
Ember ShotCatapult shot cast from Ember Ore. Ten crates and the catapults to throw them take one mark off the attack creature, and nothing else notices it.
Aegis ShotCatapult shot cast from Aegis Stone. Ten crates and the catapults to throw them take one mark off the defence creature, and nothing else notices it.
Veil ShotCatapult shot cast from Veilglass. Ten crates and the catapults to throw them take one mark off the stealth creature, and nothing else notices it.
Sun ShotCatapult shot cast from Sunstone. Ten crates and the catapults to throw them take one mark off the wealth creature, and nothing else notices it.
Master Quill
Master Quill: Margin note
Read a good before you sell it. A common chest is just trade stock, but a tincture or a compass is a single decisive moment in a bottle. The coins from selling one rarely match the swing of using it at the right time.

Goods are not resources

Gold, stone, lumber, and lumen pour into a single pool and pay for almost everything. Goods are the opposite: each one is a distinct item with its own purpose, held in the WorkshopWorkshop rather than the Storehouse. They do not rot and they do not decay, so a chest set aside today is still a chest a month from now.

Unlike raw lumen, goods travel well. A transport convoytransport convoy can carry goods between settlements alongside resources and troops — they are deducted when the convoy sails and arrive when it docks. The destination still needs a Workshop with shelf space: goods that have nowhere to land turn around and come home with the ships.

Where goods come from

Four currents feed your shelves, and most islands see all of them in time.

SourceWhat it gives
CraftingThe chests, lanterns, and relics your Workshop's benches make to order.
RaidingGoods lying on uninhabited islands, carried off by a raid that wins the shore.
ExpeditionsGoods awarded for finishing a route, or found mid-voyage.

The Marketplace is the fourth: anything another Governor is willing to sell, you can buy, as long as you have the storage for it.

What goods actually do

A good is rarely just stock to sell. Most carry a concrete use, and the Workshop spells out the exact figures on each good's card under Helps with:

UseWhat it means
Hastening a queueSpend goods as you place a building, training, ship, or research order to cut a share of its time. Each good shaves a further slice off the original duration, and there is a cap per order — a job can be hurried a long way but never finished instantly.
Voyage loadoutLoad goods onto a fleet before it sails to make it faster or hit harder. Spent at departure and capped per voyage.
Settling a new islandSteady the charter's odds, or lose fewer ships when a charter fails.
Curing and mendingClear an affliction such as the Black Rot, at a church.
Assembling and storingCombine fragments into a relic, or bank surplus lumen as a crystal you can ship safely.

Because every use is capped, goods reward provisioning for the moment that matters rather than hoarding for its own sake. A good with no listed use is lore, proof, or trade stock — worth keeping or worth selling, but not a lever.

Trading goods

Most goods can be posted on the MarketplaceMarketplace, and the valuable ones are how a quiet rear island turns its surplus into gold. Remember that a good sitting in an open offer still counts against your Workshop storage until the offer clears, so listing too much at once can block your own crafting.

Treasurer Mora
Treasurer Mora: Treasury habit
Buying a good drops it onto the island that made the purchase, and it still has to fit. Free up Workshop space before you go shopping, or the deal you wanted will have nowhere to land.

Reference

When does a raid find a good?goods lying on the shore

A raid does not roll for goods. Goods lie on uninhabited islands, washed up or left behind, and a raid that wins the shore with soldiers still standing carries off each one it finds there, provided your Workshop has room. A good you have no room for stays where it lay, for the next raider, and the report tells you what you left behind.

Common questions

Can I move goods between my own islands?

Yes — send them with a transport convoytransport convoy, the same order that moves resources and troops. The receiving island needs a Workshop with room to spare; goods that cannot be stored on arrival are returned with the convoy.

Do goods expire?

No. Goods never decay. The only limit is space: your Workshop holds a fixed number, and goods in open Marketplace offers count against it until those offers clear.

What happens when my Workshop is full?

New goods have nowhere to land. A finished craft waits, a raid find is left behind, and a purchase cannot complete. Sell, use, or ship out goods to make room, or raise the WorkshopWorkshop for more shelf space.