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Property

THIS PAGE IS IN DRAFT STATUS AND IS NOT YET COMPLETE

At some point every cadre must acquire a place to call home, even if only briefly between voyages. The benefits of a property are many, from providing storage for the loot collected delving ancient ruins, to acting as a a place to rest, train and plan between adventures, embark on business, or even a place to work on new creations that may change the very history of the world.

This content is an optional add-on intended to provide inspiration. These rules shouldn’t replace role play or lower level systems, just supplement them.

Property Types

Properties come in many types, from small apartments and chambers in larger structures, to free standing homes and camps, to large estates, outposts, and even strongholds and fortresses. Smaller properties can typically be rented for a fee, or purchased with enough coin, but larger ones can be more difficult. Unless the property is located outside of the dominion of a major culture obtaining title typically involves both reputation and coin. Below are some example properties.

Apartment or Chamber

An individual or small number of rooms within a shared structure such as an inn, common house, castle, or tower. The most basic and common sort of property within the reach of most, such properties are typically only useful as resting places and require payment of ongoing rent. These small urban properties are great for travelers who may only be in a given locale for a short while but still need somewhere to lay their heads and plot their activities but less than ideal for large groups which may need more than one set of chambers to accommodate the full cadre.

Cottage, Camp or House

A small free-standing property, usually modestly priced, and in the case of the first two outside protection of city or town. Cottages and Camps are rarely subject to oversight as they are often located away from centers of power. Houses on the other hand require owners to be citizens or ingratiate themselves with the local authorities. In either case these structures provide additional opportunities for the character to construct additions, hire staff, and undertake longer term projects. A camp or house can easily evolve into an outpost or estate with enough investment and time.

Estate

An estate refers to any large single or multi-building property purchased or received within a city or town. These always require that the purchaser be a citizen of the culture or in the good graces of the local authorities. Estate prices differ depending on a variety of factors; the culture, the relationship of the characters to the local authorities and previous owner, the quality of the area the estate is located in, the condition of the estate, etc. An estate is a place for even the largest groups of adventurers to call home, a place to rest and relax, to organize their affairs and pursue their own personal interests. Purchasing or accepting title for an estate is also a symbol of a cadres long-term intents and can lead to new contacts and leads. Estates provide ample opportunities to customize and expand, evolving to fit the needs of the occupants.

Stronghold or Outpost

Towns in and of themselves, a Stronghold is a large fortified property, usually multi storey, designed to be relatively self sufficient. The difference between a Stronghold and an Outpost is largely in how far away they are from the nearest major population center. These properties are rarely sold; most who seek one must build one or restore the ruins of one, or be granted control by a local ruler. A stronghold is a place to establish ones own dominance over the land and accepting or acquiring one always comes with more responsibility than simply own property. Strongholds built near existing centers of power must be at both the permission and service of the authorities or they could be seen as a threat. Strongholds are expected to secure their own land and contribute to the defense of their realm and may be expected to raise militias or provide horses and soldiers when requested.

Aspects

Much like a character has aspects, a property also has attributes that define its quality and nature.

Security

How difficult is it to gain access without permission? Can be increased by security features such as walls, secure gates, locks, and guard animals.
Points in this value increase the difficulty check for enemies to gain undetected access.

Defense

How easy is it to defend the property from an attack? Can be increased by defense features such as arrow slits, choke points, traps, guards, guard animals.
Points in this value add a bonus to rolls when defending the property.

Grandeur

How aesthetically pleasing is the property? Can be increased by decorating the property, adding additional cosmetic features, using higher value materials, and hiring servants.
Points in this value add a bonus to rolls when conducting social checks against outsiders within the property.

Comfort

How relaxing and comforting is the property? Can be increased by adding additional comforts and luxuries to the property such as better beds, baths, cooks and food supplies, and religious and entertainment facilities.
Points in this value add a bonus to regeneration and recovery rates for all occupants.

Capacity

How many people can comfortably reside at the property without straining space and resources? Can be increased by increasing the size of the property or increasing the number of beds or guest facilities.
Points in this value determine how many people can live in the property before the bonuses provided by other aspects are impacted.

Structure

How sturdy is the property and how much damage has it sustained? Can be increased by using better construction materials and performing maintenance on damage parts of the property.
Points in this value act as the health of the property. The lower this value the lower the bonus provided by all other aspects.

Cost

How much does it cost to keep the property in order? Can be decreased by adding self-sustaining or commercial modules, reducing wages or taxes, or reducing other aspects of the property. Typically expressed in a monthly fee.

Enhancements

The following are a few examples of enhancements that can be added to a property with the appropriate work, coin, and time. Each enhancement comes in three qualities; low, standard, and high. The higher the quality the greater the bonus each one provides but the higher the cost to construct the enhancement.

General Enhancement

Storage

Adds additional storage to the property, from a supply cupboard to a storehouse, to enable storage of non-perishable supplies.

Cold storage

Adds cooled storage to the property, from a cellar to a coldroom, to enable longterm storage of foods.

Armoury

Adds secure armaments storage to the property, from an arming closet to a full armoury.

Forge

Adds metalworking facilities to the property to enable repair and crafting of gear. Grants a significant bonus to Craft checks made using the property.

Beds

Adds crafted beds to the property, from straw filled pallets to overstuffed feather beds. Increases Comfort aspect.

Guest facilities

Adds additional (and separate) guest rooms and storage to enable guests to remain at the property. Increases Capacity aspect.

Surgery

Adds a medical area to the property, from a dingy cutting room to a sterile operating theatre. Grants a significant bonus to Healing checks made using the property.

Library

Adds book storage and reading areas, from a few mangy books on crooked shelves to a dedicated wing of curated tomes. Grants a significant bonus to Lore checks made using the property.

Fields

Adds agricultural fields to the property, from a small garden to acres. Provides either food or income to the property holders, reducing the cost of the property. Requires someone to maintain and harvest the crops.

Shop

Adds a commercial facility to the property, from a small shop to a grand emporium. Provides income and information to the property holders, reducing the cost of the property. Requires someone to act as shopkeep.

Luxuries

Adds additional luxuries to the property, from a few old rugs to fine fixtures, tapestries, and carved reliefs. Increases Grandeur aspect.

Climate control

Adds heating and cooling to the property, from a simple fire pit to a hypocaust or vents to windcatchers and evaporative coolers. Increases Comfort aspect.

Trophy room

Adds a room for storing trophies from previous expeditions, from a few plaques on a mantle to a dedicated wing. Increases Grandeur aspect.

Stables

Adds facilities for the storage and maintenance of horses and livestock, from short term stalls, to a barn and paddock. Increases Capacity aspect and adds the possibility of income reducing costs.

Materials Upgrade

Improves the quality of the building materials used in the property. Increases Structure aspect.

Tower

Adds a tower overlooking the local area, from a simple guard tower to an enclosed defensive tower. Increases Structure and Defense aspects.

Passive Fortification Enhancement

Barriers

Adds barrier defenses, from short wooden fences to study granite walls with defensive walkways. Increases Security and Defense aspects.

Locks

Adds locks to key doorways, from basic to advanced locks. Increases Security aspect.

Gates

Adds gates to entrances, from simple wooden portals, to iron portculli. Increases Security and Defense aspects.

Defensive Fortification Enhancement

Arrow Slits

Adds arrow slits that can be used to attack enemies outside the structure. Increases Defense aspect.

Choke Point

Configures an entrance or hallway to funnel enemies into disadvantageous combat footing. Increases Defense aspect.

Trap

Adds easily activated traps around the entrances to the structure, from pitfalls and claw traps to projectiles and oil-drops. Increases Defense aspect.

Staff Enhancement

(All of these increase Cost unless other actions are taken)

Guard

A devoted guard to patrol the grounds and man the gates and defenses. Increases Security and Defense aspects.

Cook

A devoted cook to manage food supplies and cook meals. Increases Comfort and at higher level, Grandeur aspects.

Steward

A devoted house manager to coordinate staff, handle administrative duties, and oversee the daily needs of the house. Increases Comfort and Grandeur aspects.

Drudge

A hardy labourer to tend agricultural fields and animals. Needed for farming or rental uses.

Domestic

An attentive house servant to clean, do laundry, and provide other menial services. Increases Comfort and Grandeur aspects.

Guard animal

A trained guard animal appropriate to the climate, from a Clanbar to a Faeles. Increases Security and Defense aspects.

Craftsmen

A trained artisan such as a wood, iron, or leatherworker, who can provide maintenance for gear, construct new modules, or tend to long term projects in the absence of the characters.

Technology Enhancement

Mifo/Proto Fostrian

Labourjack

Battlejack

Medjack

First Age Gate

Massless Barrier

Seed Tower

Property Sheet

Name:
Type:
Location:
Security:
Defense:
Grandeur:
Comfort:
Capacity:
Structure:
Cost:
Staff:
Enhancements:
Description:
Map