I make system-neutral GM tools, and one thing I wanted to tackle was bases.
I like when a party ends up caring about some ruined tower, old manor, cave, whatever, and eventually starts treating it like their place. But I also don't like when managing that place turns into a second game full of bookkeeping.
So I made Stronghold. It's a small toolkit for building rooms that give the party useful benefits. There's also a simple upkeep system for repairing damage and improving the base over time, which puts a little pressure on the choices the players make.
I think it fits pretty naturally next to Cairn because Cairn already keeps downtime pretty light. You can research things, work on longer projects, train, build relationships, all that stuff without turning downtime into its own giant subsystem.
Stronghold doesn't replace any of that. It just gives the party's home base a little more structure when they decide that place actually matters to them.
Cairn can keep doing the adventuring. Stronghold really only comes out when the party is building, repairing, or improving their home.
Here's a simple example.
Say the party cleared out an old watchtower a few sessions ago and decided to keep it.
They've already built an Armory there.
Stronghold normally has the Armory handle basic ammunition and routine equipment maintenance. Cairn doesn't really care much about tracking ammunition in the first place, so I wouldn't make that part a big deal. I'd mostly treat the Armory as the party having a proper stocked and maintained place for their gear.
Now they want to build an Archive.
Stronghold normally uses the Archive for common local lore, routine identification, common monster types, and regional history.
For Cairn, I'd probably treat that more like giving the party a reliable source for downtime research. Instead of having to go find a sage, library, or other source first, they've built one into their own base.
So both rooms give them something useful, but the exact way that benefit shows up can fit the game you're already running.
While they've been away adventuring, though, the Armory has a problem.
It was already sitting at 1 Decay, and when they return to the watchtower, the Attrition Phase hits it again.
Now it's at 2 Decay.
At 3, the room would go offline, and they'd lose its benefits until they fully repair it.
The party has four Base Shifts to work with during downtime.
One Base Shift can either remove a point of Decay or add one construction tick to something they're building. A basic room takes three ticks to finish.
So they need to make a choice.
Repair the Armory first
Spend 2 shifts clearing both points of Decay, then put the other 2 into the Archive.
Armory: fully repaired
Archive: 2/3 finished
Or:
Get the Archive online now
Spend 1 shift patching the Armory, then put the remaining 3 into the Archive.
Armory: still carrying 1 Decay
Archive: finished
Let's say they go with the second option.
The Armory is still damaged, but usable. Maybe they patch the leaking roof instead of properly fixing the whole thing.
But now the Archive is online before the next expedition. If they come back needing to research something about the region, an old ruin, or a creature they've run into, they've actually built somewhere they can go looking for answers.
Neither choice is really "correct."
Maybe keeping the Armory completely functional matters more to one group.
Maybe another group knows they're heading into some old ruins next and really wants that Archive finished now, so they're willing to live with the risk.
That's basically the kind of decision I wanted Stronghold to create.
Enough mechanics that the place matters, but not so much that everybody suddenly becomes an accountant.
Most of the time, dealing with the base only takes about 5 to 10 minutes at the table unless the group actually wants to slow down and make more of a scene out of it.
And I don't really treat any of my toolkits as all-or-nothing systems.
If you like the construction system but don't want Attrition, don't use Attrition. If Decay is happening too often for the kind of Cairn game you're running, dial it back. If you only want a couple of the rooms, use those.
I'd much rather a GM tear the toolkit apart and use half of it than feel like they have to follow every rule exactly because I wrote it down.
If anyone wants to look at the full thing, it's:
Stronghold: A System-Neutral Base-Building Toolkit
I'm also happy to answer questions about how any of it works.