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Island Stewards

A great island outgrows its governor's ledgers. Once it reaches Dominion, you may seat a steward: one officer, for life, who carries that island further than any other. Their doctrine decides what they raise, what they study, and what their bench makes.

Five rules

  1. A steward is optional. There is no deadline and no penalty. Master Quill keeps advising until you choose.
  2. The seat opens on any of your islands at Dominion prestige or above.
  3. It is permanent: one steward, that island, for life. A steward is lost only if the island is captured.
  4. A steward only ever adds. Nothing the island already has is removed or capped lower.
  5. A steward does not change the island's prestige score.

Receive the candidates

When an island reaches Dominion, open Island Prestige and the Steward tab. Four candidates wait in the hall, one for each doctrine, each with a face and a name of their own. Call one forward to hear what their doctrine raises, then seal the appointment. The candidates wait for as long as you like; nothing is lost by leaving the seat empty.

From then on the steward speaks for that island. They take over the advisor on its home screen, and the island's dispatches (full stores, finished works, hungry people) come in their name instead of Master Quill's.

The four doctrines

The doctrine is the one choice that matters, and it cannot be changed. Every steward also runs the same household past level 20: Main House, Farm, Storehouse, Housing, Workshop, up to level 30.

DoctrineRaises past 20Also
Defence
Holds the wall.
Stone Wall, Watch-Tower, Housing, up to level 30The Long Watch keeps a patrol on station for longer, the Picket Line keeps more ships on patrol than the Harbour alone allows, and Strongrooms keeps more stores out of a raider's reach.
Attack
Sends out the fleet.
Harbour, Barracks, up to level 30Its studies sharpen the fleet and the assault, and its workshop bench makes the War Drum and Swift Sails.
Wealth
Fills the coffers.
Gold Mine, Stone Quarry, Lumber Mill, Marketplace, up to level 30More cargo routes with every rank, and The Counting House keeps more stores out of a raider's reach.
Stealth
Keeps the island hidden.
No building of its ownThe Fog Office blurs what enemy spies bring home: rough troop counts and rounded stores.
Master Quill
Master Quill: Margin note
Choose the doctrine for what the island already is. A border fortress wants Defence, a harbour full of hulls wants Attack, a rich interior island wants Wealth. Stealth suits the island your rivals keep spying on.

Ranks and the fund

A steward starts as Reeve and can rise to High Steward. Each rank is paid for from the island's own treasury into the steward's fund. Pay in as much or as little as you like; when the fund covers the next rank the steward is promoted, and anything left over carries toward the one after. Every rank lifts the building caps, opens the next row of the doctrine's research, and deepens what the doctrine does.

RankFundDoctrine buildingsHousehold
ReeveOn appointmentLevel 22Level 22
Bailiff8,000 coinsLevel 24Level 24
Seneschal20,000 coinsLevel 26Level 26
Castellan40,000 coinsLevel 28Level 28
High Steward70,000 coinsLevel 30Level 30

What else a steward brings

Doctrine research. Each doctrine has its own studies in the Laboratory, on a tab of their own, opening rank by rank. They never count toward prestige.

A workshop bench. The appointment opens the doctrine's bench in the Workshop, beside the common bench.

Cargo routes. A stewarded island may run up to 10 cargo routes, each carrying 50% more. A Wealth steward adds 2 more routes with every rank, and each hold carries more again.

Berths and room. Past level 20 each Harbour level multiplies the berths by 1.5 instead of adding 50, and past level 20 Housing does the same for the island's room. A Harbour at level 30 holds 57,665 berths against 1,000 at level 20, and Housing at level 30 keeps 48,150 people against 835. Only an Attack steward raises the Harbour; every steward raises Housing.

The doctrine's god. Rites of the god a doctrine leans on land harder on the island: ×1.10 at appointment, rising to ×1.30 at the top rank. Coin income is never scaled, and Stealth leans on no god.

What spies see. A spy report at Intel Level 2 names the island's steward, their rank and doctrine. See Espionage.

If the island is lost

A captured island loses its steward and whatever sat in the fund. The new owner starts with an empty seat, which opens for them once the island stands at Dominion.

Reference

Which islands can seat a steward?the gate

Any island you own at Dominion prestige or above. NPC islands never seat one. Nothing a steward raises, studies or crafts counts toward prestige, so the score that opened the seat stays honest.

Common questions

What happens if I never appoint?

Nothing. The island keeps everything it has, and Master Quill keeps advising it.

Can I change a steward's doctrine, or move them?

No. A steward serves one island, in one doctrine, for life.

Does a steward raise my prestige?

No. Prestige opens the seat; the steward's work is counted in what the island can do, not in its score.

Is the fund lost if I stop paying?

No. Coin paid in stays in the fund until the next rank is covered. It is lost only if the island is captured.