Gilded Dominion

Implemented

Independent Work

Workshops and contracts after Skilled Worker.

Independent life and menus

Town remains visible for every rank. Citizen unlocks lawful contracts, free safe practice, lessons, clinic and repairs; no equipment purchase is needed to begin. Skilled Worker and every higher rank can operate licensed workshops and pursue criminal Town opportunities. Salaried Laborer and Citizen jobs end at this stage. Career > Independent Work becomes your starting page for workshops, contracts and training. Business contains your trade; Town contains districts, NPC contracts, training, encounters and your story. Character retains Profile, Inventory, Storage, Provisions and the existing Items Worn slots.

City Hall letter: each character; starter voucher: once per account

Every character who reaches Skilled Worker can open their own letter at Business > City Hall. Open City Hall from that character's Command Center livelihood choices, or use PLAY AS for focused play, then read the letter to start their independent story. Reading one character's letter does not accept another character's letter. You do not need to wait for a header Events notification.

  • Personal progress: letter acceptance, story chapters, choices, title, Honor, Notoriety, Heat, injuries, encounters and weapon disciplines belong to the character.
  • Shared resources: businesses, wallet, bank, Storage and Household Provisions belong to the account. Each workshop has one responsible character.
  • The starter voucher is granted once per account, to the first Small Mill or Leather Workshop license issued under the program. It is assigned when that license is issued. Reading more letters or switching characters does not renew it.
  • The voucher covers that license, workshop setup, initial materials, 10 Household Provisions and the operating cost of the first single-run batch. Employee wages are still payable. The first 24 hours of rent are included when any workshop opens.
  • Other characters can play their own story and operate workshops, but their licenses and setup are paid normally after the account voucher has been claimed.

From promotion to your first payment

You can start the voucher-supported trade even with no Bucks, no Energy and no Account Storage. Use the established menus in this order.

  1. In Business > City Hall, read your letter and choose Small Mill or Leather Workshop while the starter voucher is available.
  2. Open Business > My Businesses and select Open starter workshop for your license.
  3. If Energy is low, open Character > Provisions and use +10. The starter reserve can refill Energy even before Storage is built.
  4. In Business > Production, start exactly one run of Mill Wheat or Leather Hand Wraps using the supplied materials. Leave the owner running it to avoid a hiring cost and wage.
  5. Wait for the displayed finish time. Revisit Production or use Refresh; completed goods appear in the workshop supply room.
  6. Open Business > Production or Supplies. Keep finished goods safely in READY custody, collect them into a valid destination, or list them directly on Marketplace. A completed player purchase pays the account after tax and credits the operator’s trade progress.
  7. Continue at Town > Contracts, then Town > Journal. Free practice prepares you for lawful combat. Reserve a real player delivery from finished workshop goods. Its payment comes from the buyer; confirming it never generates a second NPC payout.

A Name in Dunmore: follow your own story

Town > Journal shows the active character's chapter, choice, title progress and recent encounters. The story belongs to the character; earning a title with one character does not complete it for the rest of the account.

  1. Citizen lawful path: begin with safe practice and lawful contracts; Business chapters are optional and remain locked until Skilled Worker. At Skilled Worker, read the City Hall trade letter and choose a license.
  2. The First Order: open a workshop, produce goods and sell at least one product to another player through Marketplace. Existing merchant-delivery progress remains valid; a new player sale credits the workshop’s responsible character.
  3. Trouble on the Road: win a lawful NPC contract from Citizen; no Business delivery is required. Protected player deliveries require real reserved cargo and a completed player purchase.
  4. An Offer After Dark: in Journal choose Refuse, Report to the watch or Accept. Refuse keeps the lawful path; Report adds 2 Honor; Accept requires Skilled Worker, adds 1 Notoriety and opens criminal NPC contracts.
  5. The Price of a Name: complete at least one training bout or paid lesson, then meet a title's requirements below.
  6. Standing on Your Own: choose an eligible ending in Journal. The title is permanent for this character. Workshops, contracts and training remain playable afterward.
EndingRequirements after the early chapters and training
Respected CraftspersonSell 20 workshop products to players; historical credited deliveries remain valid.
Defender of DunmoreComplete 3 contracts and reach 6 Honor. Historical credited progress remains valid.
Underworld AssociateReach 6 Notoriety and sell stolen cargo at least once.

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