Start Building and Buying Property!
For those characters looking to spend their gold and want to purchase or create a building in or around the city of Terre Du Reve you now have a way to do so. Similarly to research, before you start building a property get with a Guild Master for approval. Then proceed to complete the following steps:
Step 1: Get approval
Step 2: Pick a District you or area you want to put your stronghold in. Some areas/districts may NOT be available to purchase/build a stronghold.
Step 3: After you received approval and selected your area to build the stronghold in create an entity note. Include the following information, Character(s) names, Start Date, End Date, Amount Paid, and the structure they are attempting to build/research.
*Please note that all properties with have monthly upkeeps charges that you as a player will need to keep track of.
List of Available Strongholds:
- Abbey
- A religious retreat for those so inclined. Often dedicated to a particular deity or holy or monastic order. Made plain or ornate, befitting its order, out of local stone or wood. Contains mostly communal living quarters. Comes with a free ritual circle that cost neither expansion units not gold.
- College or Large School
- A center of scholarly learning, concerned with a particular vocation, magical practice, or bardic tradition. Contains lavish private quarters for up to 10 instructors and communal, if not entirely stark, living for up to 90 students. Comes with a free theater that costs neither expansion units nor gold.
- Cottage or Medium House
- A small to medium cozy hovel, shop, or home that can house a maximum of 5 people in close quarters. Made of thatch, lumber, brick, or similar. You may build one expansion at half of its gold cost here.
- Guild House or Lodge
- A large and often-storied house dedicated to housing members of a guild, typically all of a single profession or adventurous bent. Contains semi-private quarters for up to 25 individuals, and a free dining hall that costs neither expansion units nor gold.
- Keep or Small Castle
- Fit to rule over a fiefdom or barony, this structure is equipped with heavy stone walls, turrets, and spires. There is a private room for the master of the keep, as well as private rooms for up to 50 distinguished guests. This structure may also house up to 450 servants or men-at-arms in less comfortable, occasionally communal living space. This structure comes with a free war room that costs neither expansion units nor gold.
- Noble Estate with Manor
- A fine manor house on a wide tract of land, expertly manicured or tailored how you wish. Contains private rooms for up to 15 individuals , as well as lower quality and well hidden semi-private quarters for a serving staff of up to 35 persons. Comes with a free library that costs neither expansion units nor gold.
- Outpost or Fort
- A forward, rough military establishment hewn from rock or timber, this structure is a friendly presence in a hostile land. Contains private quarters for up 25 officers and common bunks for up to 225 soldiers and staff. This structure comes with a free armory that costs neither expansion units nor gold.
- Palace or Large Caste
- An opulent, beautiful, enormous structure, the worthy seat of a kingdom or empire. Contains personal chambers for the structure's owners, private quarters for up to 200 distinguished guests, and somewhat shabby residences for up to 1,800 servants and soldiers. This structure comes with one free expansion of your choice, so long as the expansion would typically cost only 1 expansion unit. This expansion then costs neither expansion units nor gold.
- Temple
- A large, solemn place carved in the image of a god or gods, decorated to suit their personalities, using whichever materials, forms, and iconography that the associated deities find most pleasing. Contains communal bunks suitable for up to 100 pilgrims or acolytes, and private quarters for up to 25 ranking members of the clergy. Comes with a free chapel that costs neither expansion units nor gold.
- Tower, Fortified
- A large single spire set some where high and remote with an excellent view, fortified towers are typically used as military lookouts, wizard's spires, or immense light houses. Includes private rooms for up to 25 occupants; tightly-packed bunks for up to 100 visitors , acolytes, or staff; and a stables that costs neither expansion units nor gold.
- Trading Post
- A simple but perhaps elaborately and colorfully adorned set of shacks, tents, or shops set up against a harbor, river, or cross roads, each holding wares ranging from astounding to mundane. Comes equipped with private lodging for 5 important persons and bunks or hammocks for up to 45 travelers, traders, or passing merchants. This structure also includes a caravansary that costs neither expansion units nor gold.
Property | Buying Property | Building Property (construction cost) | Expansion Units | Upkeep | Skilled Hirelings | Untrained Hirelings | Labor | Construction Time | Monthly Expenses (Upkeep+ Labor) | References |
Abbey | 75,000 GP | 50,000 GP | 6 | 600 GP | 5 | 25 | 15 GP | 400 Days | 615 GP | DMG 128 |
College or Large School | 75,000 GP | 50,000 GP | 6 | 600 GP | 5 | 25 | 15 GP | 400 Days | 615 GP | N/A |
Cottage or Medium House | 3,750 GP | 2,500 GP | 1 | 30 GP | 1 | None | 2 GP | 30 Days | 32 GP | N/A |
Guild Hall or Lodge | 7,500 GP | 5,000 GP | 2 | 150 GP | 5 | 3 | 10 GP 5 SP | 60 Days | 160 GP 5 SP | DMG 128 |
Keep or Small Castle | 75,000 GP | 50,000 GP | 6 | 3,000 GP | 50 | 50 | 110 GP | 400 Days | 3,110 GP | DMG 128 |
Noble Estate with Manor | 37,500 GP | 25,000 GP | 4 | 300 GP | 3 | 15 | 9 GP | 150 Days | 309 GP | DMG 128 |
Outpost or Fort | 22,500 GP | 15,000 GP | 3 | 1500 GP | 20 | 40 | 48 GP | 100 Days | 1,548 GP | DMG 128 |
Palace or Large Castle | 750,000 GP | 500,000 GP | 10 | 12000 GP | 200 | 100 | 420 GP | 1,200 Days | 12,420 GP | DMG 128 |
Temple | 75,500 GP | 50.000 GP | 6 | 750 GP | 10 | 10 | 22 GP | 400 Days | 777 GP | DMG 128 |
Tower, Fortified | 22,500 GP | 15,000 GP | 3 | 750 GP | 10 | None | 20 GP | 100 Days | 770 GP | DMG 128 |
Trading Post | 7,500 GP | 5,000 GP | 2 | 300 GP | 4 | 2 | 8 GP 4SP | 60 Days | 308 GP 4SP | DMG 128
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Start Expanding Your Building!
In addition to building and buying property you can also choose to expand your properties For those characters looking to spend their gold and want to purchase or create a building in or around the city of Terre Du Reve you now have a way to do so. Similarly to research, before you start building a property get with a Guild Master for approval. Then proceed to complete the following steps:
Step 1: Get approval
Step 2: Pick a building you own and want to expand
Step 3: After you received approval and selected your expansion and building in create an entity note. Include the following information, Character(s) names, Start Date, End Date, Amount Paid, and the expansion they are attempting to build.
*Please note that all properties with have monthly upkeeps charges that you as a player will need to keep track of.
Expansions | Alternative Usage | Expansion Cost | Construction Cost | Construction Time | Benefits |
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Alchemist's Lab | Herbalist's Lab, Witches Hut | 1 | 2,500 GP | 15 Days | While present within this expansion itself, the owners of this structure and their allies cast all transmutation spells as if the spell slots expended were two levels higher, to a maximum spell level of 5th. In addition, alchemist's supplies and an herbalism kit are always considered to be present here, and any checks made with these tools are made with advantage by individuals who have proficiency with them.
| Glass-blown tubes, alembics, piping, andjars line the walls in dusty candle-lit shelves. The air is musky with the smell of dried herbs, as to the side a cauldron bubbles rhythmically atop an open flame.
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Animal Pen | Monster Cage, Griffin Roost, Dragon Trap, Kennels | 1-2 | 2,500-5,000 GP | 15-30 Days |
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Arcanist's Study | Binding Circle, Interrogation Chamber, Mirror Maze | 1 | 2,500 GP | 15 Days |
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Armory | N/A | 1 | 2,500 GP | 15 Days |
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Barracks | N/A | 2 | 5,000 GP | 30 Days |
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Battle Ring | Training Grounds | 1 | 2,500 GP | 15 Days |
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Caravansary | N/A | 1 | 2,500 GP | 15 Days |
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Chapel | Shrine, Spirit Lodge, observatory | 1 | 2,500 GP | 15 Days |
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Defensive Walls | Magical Barrier | 2 | 5,000 GP | 30 Days |
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Dining Hall | Ball Room, Mess Hall | 1 | 2,500 GP | 15 Days |
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Docks, Air | N/A | 2 | 10,000 GP | 30 Days |
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Docks, Water | N/A | 2 | 10,000 GP | 30 Days |
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Escape Tunnel | Escape Portal | 1 | 2,500 GP | 15 Days |
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Garden | Green House, Druidic Groove | 1 | 2,500 GP | 15 Days |
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Graveyard | Crypt, Mausoleum, Necromancer's Laboratory | 1 | 2,500 GP | 15 Days |
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Jails | Prison, Torture Chamber, Sacrifice Pit | 1 | 2,500 GP | 15 Days |
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Library | Archives, Museum | 1 | 2,500 GP | 15 Days |
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Lodgings | Guest Rooms, Spare Cots | 1 | 2,500 GP | 15 Days |
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Magical Enchanter | Altar of Blessings | 1 | 2,500 GP | 15 Days |
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Market Stalls | Shops | 1 | 2,500 GP | 15 Days |
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Moat | N/A | 1 | 2,500 GP | 15 Days |
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Poisoner's Grotto | N/A | 1 | 2,500 GP | 15 Days |
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Ritual Circle | N/A | 1 | 2,500 GP | 15 Days |
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Smithy | Forge | 1 | 2,500 GP | 15 Days |
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Siege Workshop | N/A | 1 | 2,500 GP | 15 Days |
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Stables | N/A | 1 | 2,500 GP | 15 Days |
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Tavern
| Brewery, Inn, public house
| 1 | 2,500 GP | 15 Days |
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Teleportation Circle | A Traveler | 1 | 2,500 GP | 15 Days |
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Theatre | Lecture Hall, Balcony with Adjacent Courtyard | 1 | 2,500 GP | 15 Days |
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War Room | Bureaucrat's Office | 1 | 2,500 GP | 15 Days |
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Hirlings and Soldiers
Any large-scale structure requires constant work and upkeep to remain operational, and roving heroes aren't usually predisposed to building maintenance. Hirelings are individuals you may pay to perform ordinary or skilled tasks at your behest, expecting payment in return. Soldiers are hirelings skilled in the art of combat, who will fight and even possibly die in the defense of your structure, or for the glory of its banner. Hirelings of any sort must be paid to retain their services, and hirelings will typically desert their service after 7 days without pay. If hirelings required by a structure are not paid or desert, the structure and its expansions will cease functioning or providing any benefits
Unskilled hirelings have no special skills to speak of, though they can clean, cook passably, and keep a structure cared for in ways that do not require a particular skillset. Skilled hirelings each come trained in a particular skill or set of tools, and make checks with this skill or set of tools with a +5 bonus that is considered to include both their proficiency bonus and relevant ability modifiers. You determine the skill or tool proficiency the hireling has at the time you first hire them. Slaves are not allowed in the city of Terre Du Reve. It is illegal to own a slave within the city of Terre Du Reve Other cities or areas may have slaves for sale and they are typically worth 75 gp for an unskilled slave or 750 gp for a slave proficient in a skill.
Hirelings and Soldiers |
Cost Per Month |
References |
Unskilled Hirelings |
6 GP
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DMG 128 BR 163 Commoner stats |
Skilled Hirelings |
60 GP |
DMG 128 BR 163 Commoner stats |
Slaves |
Free |
BR 128 Commoner stats |
Guard |
60 GP
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MM 347 |
Scout |
150 GP |
MM 349 |
Thug |
150 GP |
MM 350 |
Spy |
300 GP |
MM 349 |
Berserker
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600 GP |
MM 344 |
Knight |
1200 GP |
MM 347 |
Veteran |
1200 GP |
MM 350 |
Assassin |
3000 GP |
MM 343 |