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The Workshop

The Workshop is where a settlement starts making things instead of only digging them up. It does two jobs at once: it stores the durable goods you craft, find, and loot, and it houses the single trade you hire to turn raw stores into finished cargo.

Build it before you need to store anything

The Workshop opens once your Main HouseMain House reaches Level 4. It costs 220220, 180180, and 160160 at the first level, and climbs to Level 20. It produces no resources of its own. Every level instead buys two things: more room to hold goods, and a faster path to the trades that make them. The full cost ladder lives on the WorkshopWorkshop card.

Storage that grows with the building

Goods do not share the Storehouse with your gold and stone. They live in the Workshop, and the Workshop holds only so many at a time. A Level 1 Workshop is a small shelf; a tall one is a warehouse. Goods waiting in an open Marketplace offer still take up that space until the offer clears, so a full shelf can quietly block a craft or a raid haul.

This is why raiders need a Workshop at all. A raid still sails and plunders resources without one, but a recovered good has nowhere to land unless the launching settlement keeps a Workshop with room to spare. Overflow is not banked, it is left on the sand.

Treasurer Mora
Treasurer Mora: Treasury habit
Storage is the constraint nobody plans for. Before you queue a long craft or send a big raid, glance at the shelf. A finished good with no room waits in limbo, and a full Workshop turns a good haul into a wasted one.

Hire one trade, and mean it

A Workshop houses a single specialist, hired once and kept for the life of the settlement. There is no swapping later, so the choice is a real one. Each trade unlocks a different line of work.

TradeMakesGood for
QuartermasterSupply ChestsSteadier colonisation claims.
ApothecaryMedicine ChestsLifting a plague off an island.
RiggerStorm LanternsBringing colonisation ships home after a failed claim.
Relic KeeperRelics from fragmentsTurning rare relic shards into something usable.
Master Quill
Master Quill: Margin note
Match the trade to the island. A frontier launch-point that keeps settling new shores wants a Quartermaster or a Rigger. A safe rear island that hoards relic fragments wants the Relic Keeper. One island cannot do both, so let each settlement specialise.

Buy the blueprint, then craft

Hiring a trade opens the door; it does not yet let you build. Each of the three crafting trades needs its blueprint bought once, a flat 2,000 coins, before its recipes can be queued. The Relic Keeper is the exception: its blueprint is free to stand up, and the depth comes from finding the fragments instead.

With the blueprint in hand, crafting runs like any other queue. You order a recipe, its inputs are taken from your stores at once, and the order works through over time. The Workshop handles one order at a time, and a finished good needs a free slot to land in. If the shelf is full when a unit completes, the order waits rather than spoiling the goods.

Treasurer Mora
Treasurer Mora: Treasury habit
Crafting spends real resources up front, not on delivery. Check that you can spare the lumber and food before you commit a long order, because the stores leave your hands the moment you confirm.

Reference

How much does the Workshop hold at each level?grows steeply

Capacity is small at first and accelerates with height, so the early levels gate how much you can craft and loot at once. A few sample levels:

Workshop levelGoods held
110
521
1052
15128
20319
What does each recipe cost and make?4 recipes
RecipeTradeInputsTime
Supply ChestQuartermaster220 lumber, 160 food35m
Medicine ChestApothecary160 lumber, 120 gold, 220 food60m
Storm LanternRigger80 lumber, 120 stone, 180 gold90m
Wayward CompassRelic Keeper4 compass fragments10m
Lumen CrystalRelic Keeper110 lumen, 40 gold30m

Common questions

Do I need a Workshop to raid?

No. Raids sail and plunder resources without one. A Workshop only matters for the durable goods a raid can find: without storage at the launching settlement, those finds are left behind.

Can I change my specialist later?

No. The hire is permanent for that settlement. If you want a different trade, you raise it on a different island. Plan the choice around what each settlement is actually for.

I hired a trade but cannot craft anything. Why?

The three crafting trades need their blueprint bought once before any recipe unlocks. Hiring is step one; the 2,000 coin blueprint is step two.

What is a Lumen Crystal for?

It is bottled lumen you can ship safely. Raw lumen can be lost at sea, but a crystal is a good and crosses the water like any cargo. The Relic Keeper presses 110 lumen into one crystal; using the crystal at a settlement with a Church pours 100 lumen back into the reliquary (clamped to whatever room it has). The 10-lumen loss and the 30-minute craft are the price of a safe passage. Crystals are tradeable and can be looted.

My order will not finish. What is wrong?

The most common cause is a full shelf. A completed good needs a free storage slot to land in; if the Workshop is at capacity the order waits. Sell, use, or ship goods to clear room, or raise the Workshop a level.