
Crimson Desert Base Building Guide: Macduff Company Settlement Tips
How to grow the Greymane camp in Crimson Desert: settlement setup, workshop builds, comrade dispatch roles, upgrade costs, and story pacing.
Crimson Desert spends its opening hours throwing trouble at Kliff Macduff, then hands him a hilltop and a mercenary company to run. Once the story reaches Howling Hill, you're not just swinging a sword anymore. You're feeding freeloaders, sending them out on jobs, and slowly turning a campfire into a small town. That town is the Macduff company settlement this guide is about. The game calls it the Greymane Camp, and it's quietly half the game.
Unlocking the Settlement System
The camp opens in Chapter 3. After the Black Bears ambush guts the company, Kliff and the survivors limp to Howling Hill in the Hernand region and start over. The setup stretch is short and pretty hands-on: pitch the tent, haul supplies, plant the banner, cook a couple of Modest Clear Soups at the camp pot, and walk Marius home. Carl and Ross tag along during all this. Carl handles supplies, Ross runs dispatches, and together they're basically your camp staff for the rest of the game.
The real unlock lands during the Bustling Hill quest. The story hands you your first two Freeswords, Luke and Ronald, and makes you dispatch them on the Howling Hill Camp Expansion mission. It costs 100 food and 250 silver, takes about 17 in-game hours, and pays 500 EXP plus a round of new tents and carts. That one tutorial job is the whole system in miniature: pay resources, send bodies, wait, collect.
Where new recruits come from
Open the Journal, flip to Faction Quests, and pick the Greymanes tab. It splits into three:
- Scattered Embers - side quests from supporting characters around the world
- Grounds of the Sunrise - the main recruitment and expansion line, and where most of your camp progress lives
- Greymane Commissions - delivery requests from people already living at camp
Recruitment missions almost always start with "A Rumor..." and point you at an old comrade hiding out somewhere in Pywel. When leads run dry, talk to Marius at camp, since he keeps track of where people were last seen. There are 16 Freeswords to find in total.
Who actually counts as a worker
Not everyone loitering around camp can be sent out. Marius, Carl, and Ross are story characters who run services instead of missions. The folks you dispatch are the Freeswords, and they're the entire workforce behind everything else in this guide.
Build one habit here early: when new Greymane quests pop after a story milestone, do them before other side content. Camp growth is gated on headcount more than anything, and every expansion past the first has a minimum recruit count.
Placing Workshops and Resource Buildings
One thing to get straight first: this isn't free-form base building. You don't drag buildings around a grid. Facilities arrive through recruit quests and camp expansions, the game decides where they sit, and your job is supplying materials and picking what to chase next. Construction does eat real gathered stuff (wood from logging, ore from mining), it's just the layout that's out of your hands.
So what can you actually end up with? Quite a lot:
- Kitchen - the cook turns ingredients into meals that restore health, spirit, and stamina. "A Rumor at Glenbright Farm" brings in the cook and the quartermaster together. Recipes and stock refresh daily.
- Alchemy Lab - potions and combat elixirs. Arrives with the second expansion.
- Blacksmith - Tranan buys and sells gear, stocks ammo and refinement materials, and handles weapon and armor refinement.
- Farm and Ranch - Kamu runs crops, Ben runs livestock. Both come from "A Rumor in Goldleaf Trading Post."
- Trading Center - Carl packages camp provisions into trade goods for profit. Third expansion.
- Timberturner Wainwright - builds trade wagons once you have an Engineer comrade. Arnold, from the St. Halssius quest line, is the usual pick.
- Emberwind Workshop - makes Cloudcarts, the rideable hot air balloons.
- Klinden Workshop - makes Kuku Pots, big storage containers.
- Barber and Dyehouse - Eric cuts hair and applies tattoos, Oliver recolors gear. Second expansion. Pure cosmetics, zero stats.
A build order that works
The fan wiki's recommended order shakes out like this:
- Alchemy Lab - revival pills (Palmar Pills in most guides, though some pages spell it Palmer) carry boss fights.
- Kitchen - buff food is cheap power.
- Blacksmith - refinement adds flat stats to whatever you're wearing.
- Farm and Ranch - ingredients stop being a shopping problem.
- Wagon Shop - trade routes print silver once they're moving.
- Dye station and personal house last - looks, not power.
Two freebies people walk right past
There's a grindstone and an anvil tucked behind the main tent, and they're there from the moment camp opens. Both give a free temporary reinforcement buff (grindstone for your weapon, anvil for your armor) at zero cost. A lot of players miss them for hours and ride back to town to pay for the same thing.
The other one: your camp house has a build mode, and a cauldron and a cooking grill can go inside as furniture. Buy the cauldron at the furniture shop in Hernand, place it at home, and you can brew every potion without leaving the hill. Pink flowers grow right outside the walls and feed pill recipes, so the crafting loop gets real short.
Farm and ranch specifics
Both buildings need a comrade with the construction skill on the build mission. Luke starts with it, so you're covered from day one. Only one construction job runs at camp at a time, though, so order matters. Build the farm first. Apple trees take a while to mature, so get them growing and knock out Ben's ranch tutorials while you wait. By the time the ranch is up, the first harvest is close.
Crops want manual watering or they mature slower, so poke each plot when you pass through. Late game adds a Magic Sickle that cuts a whole row per swing, which kills most of the chore. On the ranch side you're raising chickens, cows, and goats, moving animals between pens by hand (Kliff literally hauls goats over his shoulder), and selling spare livestock to Bram for silver.
Assigning Companions to Production Roles
Dispatch missions are the engine of the whole camp. Talk to Ross, the helmet icon on the map, for the full mission list in one place. Or open the world map, hover a location with a dispatch icon, hit inspect (Y on Xbox, Triangle on PlayStation, double-click on PC), and flip to the Missions tab. Once camp hits level 2 you can run everything remotely from the map, no ride home needed.
So who goes where? Mission types shake out like this:
| Type | Pays out | Costs | | --- | --- | --- | | Escort | Silver | Food | | Harvest | Food, trade goods | Silver | | Mining | Stone | Silver, food | | Logging | Timber | Silver, food | | Production | Armaments, items | Armaments, food, silver | | Crafting | Specialty items | Varies | | Recapture | Thins enemies in a region | Armaments, food, silver |
Match skills to the job
Every Freesword carries three or four skills in two flavors. Efficiency skills (Escort, Farmer, Rancher, Fisherman, Smith, Logger, Miner) boost matching mission types. Required skills (Craftsman, Jeweler, Engineer, Cook, Explorer, Painter, Weaver, plus the construction skill) are entry tickets. If nobody in the squad has the one a mission wants, it stays locked.
The stacking rule trips people up. One comrade with Logger I and Logger II gets both bonuses. Two comrades who each have Logger I? Only one counts. A single stacked specialist beats two dabblers, pretty much every time.
The reward math
Three dials move the payout:
- Extra bodies: +20% per comrade past the minimum, capping at +40%. Fillers with no matching skill still count, so park idle recruits on big missions instead of leaving them at camp.
- Skill matches: up to +40% on the right mission type.
- Church donations: every region has a church with a donation box. Donations build a Blessing level for that region at +2% per level, it stacks with everything else, and nobody's found a cap yet.
Keep the pantry full
Missions don't touch your personal silver. They pull from five camp provision pools: food, funds, weapons (armaments), minerals (stone), and timber. You feed those pools through Carl. Pick Manage Supplies, then Support Camp Resources, and donate from there.
Two warnings. Donations are permanent, so never dump gear you might want back. And hold off on donating big money early while silver's scarce. Let escort runs fill the funds pool for you instead.
Food is the choke point. Nearly every mission type eats it, and when the pool runs dry, anything with a food cost locks until you resupply. That's the main reason to keep the farm and ranch running nonstop. Overflow loot also auto-ships to the Supply Chest behind Carl (230 slots), so swing by when your bag's bursting.
Here's a tidy early chain from the wiki. Cabbage Harvest at Capra Pasture costs about 1,000 silver and pays 1,000 food. Mansion Guard at Oakenshield Manor costs 120 food and pays roughly 1,900 silver. Run the first, then the second, and each funds the next with profit left over. Hunt for that shape everywhere, one mission's cost column feeding another's reward column.
Two small mercies worth knowing. Cancelling a mission refunds everything you put in. And some stronghold dispatches repeat forever once unlocked, Hillside Manor near Hernand being the easy early one.
Upgrading Structures for Better Yields
Camp expansions run through the same mission system as everything else. Open the map, hover Howling Hill, inspect, Mission List, pick the expansion. Assign the crew, then wait out in-game hours. Short missions run about 8 in-game hours, expansions run longer. Sleeping in the tent bed skips 12 hours per rest, which is your fast-forward button.
Costs per the fan wiki:
| Expansion | Recruits needed | Cost | What it unlocks | | --- | --- | --- | --- | | 1st (Chapter 3) | 2 | 100 food, 250 silver | Bigger camp, new recruitment quests from Marius | | 2nd | 4 | 500 food, 500 stone, 500 timber, 5,000 silver | Alchemy Lab, Dyehouse, Barber | | 3rd | 7 | 1,000 armaments, 1,500 stone, 1,500 timber, 2,500 food, 50,000 silver | Trading Center, wagons, bigger farm | | 4th (late game) | 10 | 1,500 armaments, 2,500 stone, 2,500 timber, 4,000 food, 100,000 silver | Final tier and the big storage push |
Armaments are the wall. Stone and timber just cost time. Weapons and armor have to be looted, crafted, or produced, so build a production-dispatch habit in the mid game before that third bill lands.
After Chapter 7, the Reconstructing Pailune line opens. That's a full camp relocation to the north with its own big projects (a council hall, an institute), and it comes with the largest house layout plus a private storage item. There's a catch, covered in the next section.
Comrades grow with the camp
Nobody at camp has an EXP bar. Comrade progression rides on the camp's own level, so upgrading the camp is how their skills come along. Dispatch missions don't teach anyone anything, they just feed resources back into the pool. If a favorite Freesword feels stuck, the answer is the next expansion, not more missions.
Storage that pays for itself
The 1.04 patch added a furniture set that more or less deletes storage pressure:
| Item | Slots | How to get it | | --- | --- | --- | | Sturdy Gatherables Chest | 1,000 | Furniture shop | | Kuku Cooler | 40 | Quest reward | | Enhanced Kuku Cooler | 330 | Blueprint craft | | Collectibles Chest | 1,000 | Quest reward | | Wardrobe | 100 each, up to 10 | Furniture shop |
The gatherables chest is the star. Materials sitting inside pull straight into crafting and refinement without ever entering your backpack. The same patch dropped a permanent well at Howling Hill (no more riding to a river every time a recipe needs water) and shaved 10% off prices at Greymane vendors everywhere.
Balancing Base Growth with Story Progress
Everything in camp is double-gated: headcount and chapter. Recruitment quests unlock after story milestones, expansions need minimum bodies, and the big stuff late in the list flat-out waits for main story progress. The practical read: if Marius has no new leads and the journal's quiet, the answer is almost always "push the story."
Timers run on in-game time, not real time, and that's what keeps the whole loop livable. Send the crew out, go clear a story beat, come back to a full chest. When you're actively waiting on an expansion, sleeping chews through 12 hours a pop.
A rough priority list by phase:
- Early (Chapters 3-4): one escort at Oakenshield Manor for silver, one harvest at Capra Pasture for food, one production run at Warspike Spearmaker for armaments. Do Greymane quests the moment they show up.
- Mid (Chapters 5-6): keep two or three missions rolling at all times, grind out commissions, and start banking armaments.
- Late (Chapter 7+): Gorthak Ironworks over in Delesyia is the armament printer, worth thousands per run.
The Greymane Commissions are not optional
Twenty-seven commissions sit in that third tab, each paying a Medium Bag worth +3 inventory slots forever. That's 81 slots for finishing the set, and it's the main way to grow carrying capacity in the game. Knock them out whenever the requested junk is on hand, which it usually is, because the asks are mostly materials you're already swimming in.
Hard gates and one-way doors
Two things you can't rush. The final storage expansion wants both the main story and the full Greymane questline finished. Stockpiling can't shortcut it. And the Pailune relocation is effectively permanent. A solid chunk of the community dislikes the new spot (both the layout and the look catch complaints), so keep a hard save before confirming the final expansion. Reload and sit on it if you'd rather stay at Howling Hill.
Way down the line, past Chapter 11, mech workers open up as craftable dispatch staff. The chain runs through liberating Money's Steel Armory in Delesyia and finishing the researcher's board mission inside Dohaven Castle. Mechs arrive with Mining at level 3 and slot into any generic mission, which ends the personnel bottleneck for good. One warning worth repeating: take the mask off before entering Dohaven Castle, or the guards turn hostile on sight.
And the cheapest upgrade in the whole game is still free. That grindstone and anvil behind the main tent cost nothing and buff whatever you're wearing. Swing by before every boss. Ten seconds, zero silver, and it's the closest thing Crimson Desert has to a free potion.