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.
GoodsBuild it before you need to store anything
The Workshop opens once your
Main House reaches Level 4. It costs , , and 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
Workshop 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.
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.
| Trade | Makes | Good for |
|---|---|---|
| Quartermaster | Supply Chests | Steadier colonisation claims. |
| Apothecary | Medicine Chests | Lifting a plague off an island. |
| Rigger | Storm Lanterns | Bringing colonisation ships home after a failed claim. |
| Relic Keeper | Relics from fragments | Turning rare relic shards into something usable. |
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.
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 level | Goods held |
|---|---|
| 1 | 10 |
| 5 | 21 |
| 10 | 52 |
| 15 | 128 |
| 20 | 319 |
What does each recipe cost and make?4 recipes
| Recipe | Trade | Inputs | Time |
|---|---|---|---|
| Supply Chest | Quartermaster | 220 lumber, 160 food | 35m |
| Medicine Chest | Apothecary | 160 lumber, 120 gold, 220 food | 60m |
| Storm Lantern | Rigger | 80 lumber, 120 stone, 180 gold | 90m |
| Wayward Compass | Relic Keeper | 4 compass fragments | 10m |
| Lumen Crystal | Relic Keeper | 110 lumen, 40 gold | 30m |
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.


