Help & Guides

Player Keep

The Player Keep is your party's home base. It's a stronghold management system where the GM sets up facilities (workshops, inns, farms) and hirelings (staff working at the keep), then records check-ins whenever the party returns from an adventure.

Each campaign has one keep, and it's created automatically the first time anyone visits the Player Keep page. Players can browse everything, while the GM handles all management.

Tip: Check-in rewards are based on how many weeks the party was away. The longer they're gone, the more their facilities produce and the more their hirelings earn (or cost).

Keep Overview

The main Player Keep page shows a header card with:

  • Icon : a custom image for your keep. The GM can set this via a URL.
  • Description : flavour text describing the stronghold.
  • Weekly Production Summary : an at-a-glance breakdown of net income or expenses per currency, calculated from all facilities and hirelings combined.

The summary uses colour-coded badges: green for net profit and red for net loss, so the GM can immediately see whether the keep is self-sustaining.

Facilities

GM only

Facilities are the buildings, workshops, and businesses at the keep. Each facility can generate income, cost upkeep, and produce items over time. Click "Add Facility" to create one.

Facility Fields

  • Name (required): what the facility is called (e.g. "Inn", "Blacksmith", "Apothecary").
  • Description : details about what the facility does.
  • Weekly Upkeep : how much the facility costs to run per week, in a chosen currency.
  • Weekly Profit : how much income the facility generates per week.
  • Notes : GM-only notes for tracking custom requests, special items, or anything else.

Crafting Items (One-Time)

Time-Based Crafting

Add one-time crafting projects to a facility (e.g. a custom weapon or piece of armour). Each item has a name and a number of weeks to complete. Every time you record a check-in, the weeks remaining are automatically decremented. When the countdown reaches zero, the item is marked as completed and appears in the check-in report.

Recurring Production

Ongoing Item Production

Set up items that a facility produces on a repeating cycle. Each recurring item has a name, a quantity per cycle, and a crafting duration in weeks. The system tracks progress automatically. When a check-in covers enough weeks to complete one or more cycles, the produced items show up in the report. Any leftover progress carries over to the next cycle.

Example: An apothecary produces 2 Healing Potions every 3 weeks. If the party is away for 7 weeks, that's 2 full cycles (6 weeks) producing 4 potions total, with 1 week of progress carried into the next cycle.

Hirelings

GM only

Hirelings are the NPCs employed at the keep: guards, cooks, craftsmen, merchants, and more. Click "Add Hireling" to add one.

  • Name (required): the hireling's name or title (e.g. "Guard Captain", "Cook", "Stablehand").
  • Description : details about the hireling and their role.
  • Weekly Salary : how much you pay this hireling per week (an expense).
  • Weekly Profit : how much income the hireling generates per week through their services.

All currency amounts use your campaign's configured currencies (the same ones from the Shop). Both upkeep/salary and profit fields are optional, so a hireling could be purely a cost or purely a source of income.

Recording a Check-In

GM only

When the party returns to their keep after an adventure, the GM clicks "Record Return" to generate a full report. This is a two-step process:

Step 1: Enter Weeks Away

Enter how many weeks the party was gone. This is the core input that drives all calculations.

Step 2: Review the Report

A detailed breakdown is generated showing everything that happened while the party was away. Review it, then confirm.

What the Report Includes

The check-in report isn't just about gold. It covers three types of rewards:

Currency

A per-currency breakdown of all income and expenses. Each facility's profit and upkeep, and each hireling's profit and salary, are multiplied by the number of weeks away. The report shows every line item and the net result per currency.

Completed Crafting Items

Any one-time crafting projects that finished while the party was away. The report shows which facility made the item and how long the craft took.

Recurring Production

Items produced on a cycle by facilities. The report shows how many cycles completed, the quantity produced, and which facility made them.

Once confirmed, the check-in is saved to the history and all facility progress is updated automatically: crafting countdowns decrement, completed items are removed, and recurring production progress carries over.

Check-In History

Every check-in is recorded and displayed in a paginated history at the bottom of the page. All campaign members can view the history.

Each entry shows:

  • The date the check-in was recorded.
  • How many weeks the party was away.
  • A net profit/loss summary per currency.
  • A colour-coded status indicator: green for profit, red for loss.

Click any entry to open the full detail view, which shows the complete breakdown including every income and expense line item, completed crafting items, and recurring production totals.

The system keeps up to 50 check-in records. When the limit is reached, the oldest entry is automatically removed.

Keep Notes

GM only

The GM can add freeform notes to the keep for tracking custom requests, wish lists, special items the party has asked for, or any other information that doesn't fit into a facility or hireling.

Who Can Do What

Game Master
  • Set the keep icon and description.
  • Add, edit, and delete facilities.
  • Add, edit, and delete hirelings.
  • Record check-ins ("Record Return").
  • Edit keep notes.
Players
  • View the keep overview and weekly summary.
  • Browse all facilities and their details.
  • Browse all hirelings and their details.
  • View the full check-in history.

Example Workflow

Here's how the Player Keep might work across a few sessions:

  1. 1The party purchases a run-down keep. The GM visits the Player Keep page (creating it automatically), sets a description, and adds two facilities: an "Inn" earning 5 GP/week and a "Forge" costing 3 GP/week in upkeep.
  2. 2The GM hires a "Cook" (2 GP/week salary) and a "Guard Captain" (3 GP/week salary, 1 GP/week profit from patrol bounties). The weekly summary now shows the net: +1 GP/week.
  3. 3The party commissions a magic shield. The GM adds a crafting item to the Forge: "Sentinel Shield", 6 weeks to complete.
  4. 4The GM also sets up recurring production on the Forge: 1 set of iron horseshoes every 2 weeks.
  5. 5The party leaves for a quest. Four weeks later, they return. The GM clicks "Record Return", enters 4 weeks, and reviews the report.
  6. 6The report shows: +20 GP income from the Inn, -12 GP upkeep from the Forge, -8 GP in hireling salaries, +4 GP from the Guard Captain. Net: +4 GP. The Sentinel Shield has 2 weeks remaining. The Forge produced 2 sets of horseshoes (2 full cycles).
  7. 7Two sessions later, the party returns after another 3 weeks. This time the Sentinel Shield is complete (2 weeks remaining minus 3 weeks away) and appears in the completed items section of the report.
Player Keep Guide - Mythical Atlas