real estateOnce an adventurer has acquired some wealth and established themselves in the world, it's only natural to begin looking for a place to store all that loot. With enough coin (and, in some places, the approval of the local lord), a character can build or purchase the home of their dreams. The process of building or buying property comes in three stages:
Each property offers a number of Amenities; special rooms or qualities of the home that provide a benefit to those staying there. Pick a certain number of Amenities based on the kind of property you purchase. Additional Amenities beyond what the property would normally offer can be acquired by taking Flaws; things about the property that are challenging or inconvenient. |
Based on where you live, you may not have access to all Buildings and Amenities. A Restriction means that an Amenity can't be purchased without special permission from the GM. For example, you cannot build a Palace if you live in a Town because it is Restricted there.
On the other end, a Requirement means that you must have a certain Building type or live in a certain location before you can obtain this Amenity. For example, having a Ballroom Requires that you live in a Mansion of some sort.
On the other end, a Requirement means that you must have a certain Building type or live in a certain location before you can obtain this Amenity. For example, having a Ballroom Requires that you live in a Mansion of some sort.
Location
CityIn a city, you'll be close to where the action is, with easy access to goods, services, and a number of modern luxuries. Apart from being filled with crime, cities are relatively safe and very well-protected. They are quite crowded; disease, fires, and gossip spread very quickly in such close proximity to others.
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TownTowns are much smaller than cities and offer fewer services and exotic goods, but are also far less crowded and prone to crime. These communities are often very close-knit (for good or ill) with everyone knowing everyone else's business. Towns must rely on a lord or local militia for protection from outside threats, however.
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FrontierNo Building restrictions; but you must take
1 Flaw w/no Amenities gained The bravest and most adventurous individuals thrive on the frontier, facing the unknown to forge a life all their own. While freedom and new possibilities abound on the frontier, so does danger.
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Building Type
Homes
Shack1 room, 0 Amenities
1,000 Crowns Restriction: City
A small shack the size of one large room with room for one person (two if you squeeze). It isn't large or luxurious, but hey, it's home.
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Cabin2 rooms, 1 Amenity
5,000 Crowns Slightly larger than a shack, the cabin is a cozy retreat for the lone adventurer (and maybe a close friend or two). There isn't much to it, but it beats living in a shack.
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Cottage3 rooms, 2 Amenities
10,000 Crowns This modest home is large enough to accommodate a small family or group of adventurers. Farmers and the middle class typically live in homes such as this one.
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Homestead4 rooms, 3 Amenities
25,000 Crowns The dream of most working-class people, a homestead is large enough to house a growing family and even a few guests with it's adequate space and little luxuries.
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Split-Level5 rooms, 4 Amenities
50,000 Crowns Restriction: Town
These tall buildings have two stories with living quarters on the second floor and a business or guest rooms down below.
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Mansions
Villa6 rooms, 5 Amenities
100,000 Crowns The smallest of what could be still considered a mansion, the Villa is a favorite of wealthy merchants and minor nobility who wish to live in comfort and luxury.
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Chateau8 rooms, 6 Amenities
250,000 Crowns Restriction: City
A large property with a great home whose quaint and humble charm belies just how spacious and luxurious it really is.
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Manor10 rooms, 8 Amenities
500,000 Crowns Restriction: Town
Spacious, opulent, and imposing, the manor is an enormous home reserved for old, wealthy families and those with great status.
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Estate12 rooms, 10 Amenities
1,000,000 Crowns Restriction: City
Many estates were once the homes of feudal lords. They are vast, sprawling properties, dominated by a large home.
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Palace20 rooms, 12 Amenities
2,500,000 Crowns Restriction: Town
The largest and most regal home available, the palace is a property reserved for kings, legends, and the absurdly rich.
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Special
Burrow3 rooms, 3 Amenities
30,000 Crowns Dwarves, Halflings, and others who favor life underground may feel most at ease in a house built into the side of a hill or mountain. These homes aren't large, but very warm and cozy.
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Keep4 rooms, 4 Amenities
75,000 Crowns A stone tower, fortified against incursion by foes and thieves is the ideal home if you need privacy or have lots of enemies. Keeps are typically at the center of a castle or fortress.
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Tent1 room, 2 Amenities
10,000 Crowns An enormous tent which is a large, single room divided into sections. While it is technically mobile, it takes a great deal of time and effort to tear down and set up.
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Treehouse2 rooms, 2 Amenities
15,000 Crowns This home is either built in the branches or carved into the interior of a great tree. Elves and others who prefer a natural environment may feel most at home in such a house.
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Wagon1 rooms, 0 Amenities
2,500 Crowns Essentially a shack on wheels, the wagon is the perfect home for the restless traveler. With a team of horses, one can freely wander the highway and never leave home.
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Amenities
ArmoryA room full of racks, stands, mounts, and mannequins upon which to store and display the arsenal you've acquired during the course of your adventures.
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BallroomRequires: Mansion
This grand, majestic room is perfect for hosting elaborate parties and social gatherings of society's elite.
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CellarThis subterranean chamber is dark, cool, and designed for the long term storage of drink, preserved food, and other things one may wish to keep out of sight.
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ClinicA calm and sterile environment where the sick and injured can be treated and put on the road to recovery. Outfitted with up to eight beds and an area for surgeries.
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DockRequires: Home Near Water
A few small boats or one large vessel can be docked at this small wooden pier for quick access to the local body of water.
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DungeonA secret, often subterranean area of the home where up to 24 (four in six cells) prisoners can be safely locked away and dealt with...by authorities or otherwise.
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Extra LargeYour property has plenty of room to spare for guests, staff, and other activities of your choosing. Double the number of rooms typically available for your property type.
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FarmRestriction: City
An expanse of fertile ground is yours to cultivate. Here you can grow your own crops and raise animals for your own food supply.
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Feast HallRequires: Mansion
A vast hall and hearth perfectly suited for feasting and drinking to your heart's content with a hundred of your closest friends.
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ForgeA fully-equipped forge, outfitted with all the tools, trappings, and accessories one needs to craft high quality weapons, armor, and other metal goods from raw materials.
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GardenThis beautifully appointed garden is a place of calm and serenity where one can revel in the beauty of nature, among the flowers, trees, and animals that live here.
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Hot SpringsRestriction: City
The property happens to be built upon natural hot springs which make an ideal place to take warm and cleansing mineral baths.
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LabYour home features a modern laboratory with all the equipment, glassware, and other accouterments needed to brew potions and other alchemical wonders.
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LibraryA cozy study filled with books, papers, and reference materials. This is the perfect place to store the knowledge you've acquired on your adventures and research your next one.
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NexusRequires: Frontier
Your home sits atop the nexus of several ley lines, making it a simple matter to cast spells that might be impossible elsewhere.
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RuneforgeHere in the heart of your manse, you use a variety of strange tools and equipment to bestow wonderful enchantments on weapons, armor and items of your choosing.
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ShrineA shrine dedicated to the worship of the powers you honor. You can pray in this quiet place and perform powerful rituals that require a holy location blessed by the gods.
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StableThis spacious and comfortable indoor/outdoor space is perfect for housing and caring for your animal allies. The stable can shelter almost any mundane creature.
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Staff QuartersRequires: Mansion
Staff you wish to hire may live here, in this home detached from the main residence, allowing you to save rooms for other uses.
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StudioA brightly lit and fully equipped workroom for arts, music, and various trade-crafts you may wish to learn or undertake. Perfect for the creative adventurer with a project in mind!
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StorefrontRestriction: Town
The main entrance to your home opens up into a shop where you can sell plunder you've acquired or goods you've made.
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TavernRestriction: Town
The main entrance to your home opens up into a tavern where patrons can enjoy good stories, a warm hearth, and strong drinks.
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Training YardYour property features a wide open space with training dummies, archery targets, an obstacle course, and plenty of space for drills, sparring, and becoming stronger.
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VaultRequires: Mansion
What better place to store your treasure than in a securely locked, booby-trapped, secret facility beneath your own floorboards?
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WarehouseWhile not as secure as a vault, the warehouse is a detached facility with loads of space for storage or...well, really anything an adventurer can come up with for a huge empty space.
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The following Amenities are only available if you have a Mansion or Keep.
GuardianA supernatural being of some sort guards your home with its very life. Perhaps it was created for this purpose or is somehow bound to the location. It is loyal to you and your residents.
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Iron GatehouseTwo sets of heavy wooden doors and iron gates bar unwanted guests from entering your residence without permission. These are nearly impossible to breach conventionally.
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MoatA deep pool of stagnant water infested by bacteria and bloodthirsty crocodiles or a dry moat filled with thorns and hungry bears for keeping intruders out.
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Outer WallsSheer and sturdy stone or brick walls surround your property on all sides, reaching at least three meters in height and capped with iron barbs to prevent any from scaling them.
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TrapsYour home (or at least the parts easily accessible to intruders) are rigged with deadly traps to kill, maim, and disable those who attempt to enter your property uninvited.
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Flaws
Flaws grant additional Amenities at the cost of an inconvenience or obstacle for you, the property owner, to deal with. Depending on the GM's discretion, these Flaws can be resolved through the course of the game's narrative or may just have to be lived with.
You can either choose up to 5 Flaws and reap the benefits of each or let the dice (or GM) decide which Flaws you take. If you decide to let chance decide your property's fate, roll 1d10 and consult the list below. Using this method grants your property 1 additional Amenity more than the Flaw would normally give.
You can either choose up to 5 Flaws and reap the benefits of each or let the dice (or GM) decide which Flaws you take. If you decide to let chance decide your property's fate, roll 1d10 and consult the list below. Using this method grants your property 1 additional Amenity more than the Flaw would normally give.
- Bad Neighborhood
- Cursed
- Disaster Prone
- Fixer Upper
- Haunted
- Infestation
- Money Pit
- Property Tax
- Remote
- Strange Neighbors
Bad Neighborhood+1 Amenity
You live in a dangerous part of town where crime is rampant, murder is common, and danger is everywhere. Your home is in constant danger from robbers and thieves.
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Cursed+1 Amenity
The land your home is built upon is cursed and thus, your home bears part of this ill-will. Whatever its effect or origins, this curse will permeate everything about your home.
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Disaster Prone+1 Amenity
You live on a flood plain, near a volcano, on a fault line, etc. and your home is in constant danger of being destroyed by a great disaster looming on the horizon.
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Fixer Upper+1 Amenity
Let's be honest: your home is a pile of junk and needs a lot of work before it will ever become the house of your dreams. This will require a lot of time and a lot of money.
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Haunted+1 Amenity
Spirits walk the halls of your home, terrifying you and your guests, playing wicked tricks, and making life difficult. Nothing you do seems to deal with them permanently.
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Infestation+1 Amenity
A horde of pests has moved into your home. Be they animals, insects, or even monsters of a sort, these "guests" bring a host of problems and annoyances with them.
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Money Pit+1 Amenity
Whether its constant repairs or new projects or staff turnover, your home is a bottomless pit where money goes to die. No matter how much you spend, it's never enough.
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Property Tax+1 Amenity
The local authorities have seen fit to levy heavy taxes on your property, far beyond what one would expect to pay for a property the size and exorbitance of yours.
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Remote+1 Amenity
Your home is far, far away from the hub of society. Even if you live in a city or town, there are few (or no) others nearby. Wherever you live, you are alone in all directions.
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Strange Neighbors+1 Amenity
Your neighbors are...off, to put it lightly. Whether they're part of a weird cult, murderous cannibals, or just kooky, their eccentricities pull you into their drama.
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