Player-Owned Property For 5e [PDF]

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Introduction: I have a bunch of players who want to roleplay building up a home base settlement. There is little in 5e that speaks to owning property, much less a system to build up a settlement. Using various other resources from authors on here, I made these rules for properties and settlement building. Also included is an optional system of gaining favor within a community in order to accomplish all sorts of intrigue.

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Adventurers usually find the coolest gear while adventuring (go figure). Once players become powerful and decked out with the most awesome gear around, their accumulated wealth will probably leave them weighed down (sometimes quite literally). Other players may want to roleplay becoming economic entrepreneurs or at least have a farm to come home to when they retire. Perhaps they aspired to become nobles, with a huge estate, thousands of servants, and political capital to throw around. Yet some other kind-hearted characters may wish to “give back” to the community that supported them. This document seeks to provide options for all player wishes above.

Acknowledgements ..................................................................... 2 Research.................................................................................................... 2

Property Ownership .................................................................... 3 Land Prices .......................................................................................... 3 Farmable Land ........................................................................................... 3 Settlement Districts .................................................................................... 3 Minable Land ............................................................................................. 4

Structure Prices ................................................................................... 4 Acquiring Land ................................................................................... 4 Availability .................................................................................................. 5 Reputation ................................................................................................ 5 Influence ..................................................................................................... 5 Influence Costs and Incomes .................................................................. 5 Garnering Influence ................................................................................. 5 Purchasing Influence ................................................................................ 5 Transferring Influence ............................................................................. 5 Levying Influence ..................................................................................... 6

Morale .......................................................................................... 6 Negative Modifiers ................................................................................... 6 Positive Modifiers ..................................................................................... 6

Settlement Planning .................................................................... 7 Necessary Structures ........................................................................... 7 Village/Hamlet ......................................................................................... 7 Town ......................................................................................................... 7 City/Metropolis........................................................................................ 7

Optional Structures ............................................................................ 7 New Structures .................................................................................... 7 Brothel ........................................................................................................ 7 Fairgrounds ................................................................................................ 8

Settlement Upgrades .......................................................................... 8 Farming Network ....................................................................................... 8 Land Clearance ........................................................................................ 8 Communal Farming................................................................................. 8 Crop Rotation .......................................................................................... 8 Irrigation ................................................................................................... 8 Road Network ............................................................................................ 8 Dirt Roads ................................................................................................ 8 Cobblestone Roads .................................................................................. 8 Paved Roads.............................................................................................. 8 Mining Network ......................................................................................... 8 Cart Hauling............................................................................................. 8 Pulley System ............................................................................................ 8 Air Ventilation ......................................................................................... 8 Smog Clearers........................................................................................... 9 Settlement-Run Buildings .......................................................................... 9

Tenements ................................................................................................ 9 Community Clinics .................................................................................. 9 Aqueducts ................................................................................................. 9 Refugee Camps......................................................................................... 9 Primary Schools ...................................................................................... 10 Orphanages............................................................................................. 10

Determining Profits .................................................................. 10 Change Log ............................................................................... 10

I want to personally thank a few authors who provided me with resources, inspiration, and knowledge to further this project. They laid the groundwork for this document and without them I would have had way more work to do. The following is based on their work, with adjustments. Demand & Dividends: Farming From Leland Andercheck And {WH} Fortresses, Temples, & Strongholds, rules for building and customizing player-owned structures! From Walrock Homebrew I performed extensive research to equate the prices of land to the fantasy economy of the Forgotten Realms. Chiefly I want to acknowledge the work of Kenneth Hodges. I found my math based on his work to almost directly correlate to the prices of trade goods on page 157 of the Player’s Handbook. I think this is more than coincidence, so I am confident in my assessment of the price of real estate.

Sidebar: Medieval Real Estate I want to take time to note that land prices in Earth medieval history is a moot discussion, as there wasn’t a functioning land economy. All land was “owned” by the crown, and for the purposes of our needs is similar to eminent domain of modern times. However, land was typically owned, in the literal sense, by nobles who used the land as income generation. In later centuries, thresholds of income established for titled nobility were common. Knights were given a land grant, a parcel of land for them to work and the harvest was given to the noble, minus what was promised to the Knight. Knights would then hire serfs to work the land and pay them in the bounty, thus dividing up the land even further. Each farmer was responsible for their own land. Land was simply not “for sale”. Taxes (to the Crown) and tithes (to the Catholic church) were not usually paid in coin, but in the harvested crops. Regardless of the harvest, the minimum income demanded by the noble owner of the land must be paid each harvest season regardless of the size of the harvest. A “bad year” fell on the Knight to pay, which in turn, fell on the serfs to pay by 2

literally giving the food off their table. In most medieval villages, this led to little actual coins being passed around and a functional bartering system was used. In the fantasy economy of D&D, we can assume that all goods and services pass through a “monetary filter”, where each trade good is always worth its full price and there are ample coins for each transaction to be made similarly to the modern exchange of cash. In essence, think of the D&D economy as a forced economy, where each good and service has an exact price that does not change overall. This does not mean that the “invisible hand” of capitalism does not apply; for example, in the case of a drought water prices would skyrocket, but these cases are up to the DM to apply. Thus, a DM has total control over the supply and demand in their world. Land prices in a newly discovered continent would logically follow whatever rules the DM wishes to apply. The rules contained in this document follow the same system of set prices as laid out in the Player’s Handbook.

Property is the total value of a given “space” on a plane of existence, usually measured in an area such as square miles. All space above the land, in the three-dimensional prism, is considered part of ownership. Property value is based on three factors. The total value of a property is a sum of the three values. Land Value. This is the value of the bare land itself. There are different types of land based on climate and terrain. Some of it is farmable and some is useless. The one hard-fast rule is: location is everything. Structure Value. The is the value of the structure/building that is utilizing the land. Typically, the greater the amount of livable area, the more expensive the structure. Buildings with several floors can make even a small piece of land have great value. Potential Value. This is the additional value of a property based on how much income it can earn. Some land, such as farmland, has this value included automatically, but much of value can be determined by the quality of the land and structures. This is the only value type that can be negative. Farmland that is currently fallow is still farmland, but with a temporary condition making its value decrease. Other things that can negatively impact value is drought, a struggling business due to a lack of proper employment, bandit raids, damaged structures, murder, climate change, war, and general volatility. This can also be positive, like in the case of name-recognition for brand-name chain restaurants or contracting a worldrenown actor for a theater’s season.

The first major adjustment is the price for land found in the resource books. According to his prices, land is severely undervalued. In what little real estate trading and purchasing existed, land was valued at roughly what it could provide during a five-year period. This does not take into account what was owed in taxes and tithes after each harvest, typically set at 20%, unless during a period of war. Land is sold in acres (⅛th of a mile) and there are 640 acres in one square mile. Pricing of land is always in goldpieces-per-acre (gp/a).

Land that is used expressly for the purpose of farming is known as Farmland. For good soil, an acre of traditional “bread basket” farmland goes for 50 gp/a. However, not all land is grassland/plains and certain land in certain climates can have vastly different prices. Using the resources for various crop yields, the table below contains the prices for farmland based on different terrains. Terrains are broken up not just based on the land itself, but the climate. Not all land is suitable for farming, which requires nitridated soil, ample water, and sunlight.

Terrain Prices Terrain Unsuitable Artic Grassland/Plains Winecountry/Terrace Wetlands/Floodplains Desert (Oasis) Tropical Swamp

Price per Acre 10 gp/a 40 gp/a 50 gp/a 200 gp/a 250 gp/a 500 gp/a 2,000 gp/a 2,500 gp/a

Each settlement is divided into regions known as Districts. Settlements are typically not built on prime farmland, though sometimes near it, and grow upwards rather than outwards. All settlement land is worth as much as unsuitable farmland at base, but the location of the land within a settlement inflates the price greatly. The more expensive the land one lives on within a settlement assumes the greater one’s status, influence, and the less crime one will encounter. In the event of a siege, the more expensive land not only has better fortifications, but is often a priority to protect. Refer to the table below for prices of land (and only the land) within various districts. It is important to note that many structures do not take up whole acres.

District Prices 3

District Slum Labor Middle Merchant Aristocratic

Price per Acre 10 gp/a 30 gp/a 80 gp/a 140 gp/a 200 gp/a

Some settlement types do not have all types of districts, but the prices for land within the districts it does have are always the same.

Land that is used expressly for the purpose of mining is not sold per acre, but sold per the output of the mine itself, regardless of the size of the land the mine occupies. Unlike farmland, which uses a five-year mark to denote income value, a mine is valued at what it can produce over its prospecting lifetime, which is, on average, a century. After a century, a mine still produces ore, but its output drops drastically (by 90%) as the easiest deposits were already extracted. For ease in a fantasy economy, all mines follow the same pattern. A DM that wants to add some flavor can roll on the prospecting table to determine the actual daily output of a mine and its prospecting lifetime.

Prospecting Table d20 1 2-5 6-15 16-19 20

Deposit Size Minor Insignificant Standard Generous Fruitful

Daily Production 10 lbs. 25 lbs. 50 lbs. 75 lbs. 100 lbs.

Lifetime 500 years 250 years 100 years 100 years 80 years

The following prices for a mine of a given ore type follow pricing based on a Standard prospected mine above. DM’s that use the prospecting table for added flavor must remember to use the formula: Mineral Value (per 1 lb.) times Daily Production times Lifetime times 365. A mine that is past its prospecting lifetime cuts its daily production to 10% of what it was and sells based on a prospecting lifetime of 100 years. Mines that have used up years of its lifetime are prorated based on the number of years used up (DM’s choice).

Mine Prices Mineral Salt Iron Copper Adamantium Silver/Mithral Gold Platinum

Price 91,250 gp 182,500 gp 912,500 gp 4,562,500 gp 9,125,000 gp 91,250,000 gp 912,500,000 gp

Now that all that information is given, it is incumbent to note that mines are never for sale. The ruling party, typically the crown, is always in ownership of the mine itself. Prices are given for means of owning a mine through exploration, finder’s fees, taking it over by force, etc. But a mine itself can never be available for “sale”. (And let’s face it, who has nearly a billion gold pieces to afford a platinum mine anyway?)

For the prices of structures, please use the second DM’s Guild resource. It is a wonderful resource. Each structure type has a listed number of “room points”. A structure takes up a number of acres roughly equal to the listed number of available “room points”.

Sometimes acquiring land is as simple as walking into the local steward’s office, finding available listings, and forking over the coin, but this is a rare occurrence. Usually, a plot of land has many strings and hoops a PC must deal with before obtaining it. For example, if the estate lies within a kingdom or similar domain, the character will need a royal charter, a legal document granting permission to oversee the estate in the name of the crown. Similarly, a noble charter works in a similar fashion but for a noble’s land. A king must spend their time ruling, so they usually grant such charters to close relatives. Most income goes to the crown, but the charter holder gets to keep a small portion of the profits, which is usually more than enough to maintain an affluent lifestyle themselves. A different type of ownership is a land grant, a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to the crown. Almost all owned land in feudal nations are granted in this way. The crown does not derive income from such properties, except through variable taxes (again usually 20%). In some settings, such as in republics, the main form of ownership is a deed, a legal document that serves as proof of ownership. Taxes must be paid, but otherwise, a person owns the land and can do with it as they please. In looseaffiliated lands, such as those in a New World, a deed is worth little more than the paper it is printed on; only force keeps ownership of land secure. Land can also be acquired by inheritance or other means. Royal charters and land grants are usually given by the crown as a reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost 5,000 gp or more, if it can be bought at all. Exploration of a New World can lead to 4

ownership of vast stretches of land, nations in their own right, owned only by those with the power to hold onto them.

Sewers (public1) Tavern (public1) Theater (public1)

– – –

1i 1 i4 varries2

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It should be a general rule in pre-industrial civilizations that most land is not available. If it has use, it is typically already being used. Homes are never built unless a person has the upfront costs in hand (there are no mortgages). It should also never be assumed that just because players force a property to become vacated, such as when killing a house of cultists, that the abandoned property goes on the market and becomes available to purchase. Characters can always make an offer to buy a charter, grant, or deed, but they would be wise to refrain from offending the owner by assuming that they are even willing to part with it. Obtaining land through purchase always requires certain minimum thresholds of reputation/renown before a character can obtain land within a region. The minimum can never be less than 0 and has no maximum. The threshold is up to the DM in all cases. For example, if the ruling body is the Royal Family of Tutors, you may have to have a reputation and/or renown of 2 with them before they will allow you to obtain land within their territory.

There is a new arbitrary “currency” that is involved in this system called Influence. A DM can choose to do away with it entirely, but it adds depth to the economic system and allows for careful players to balloon their profits. Influence represents a character’s ability to get other people in a settlement to perform favors for them or use their time to accomplish things. For example, this might involve getting a merchant to change the terms of a contract, convincing a politician to do you a favor, or getting the poor to accept higher costs of certain services. Some buildings in the second DM’s Guild resource require influence to purchase, and others generate it. Use the table below to determine the new influence values.

Influential Buildings Building or Room College/School Outpost/Fort Temple (public1) Bank (public1) Baths (public1) Chapel (public1)

Upfront Cost Monthly Income 12 i varries2 – regional3 3i – 3i – – 1i 6i –

The influence costs and income only apply if the public are able to use the facility. (See settlement planning below.) 2 Influence income depends on the tuition/admission cost in gp. Using sliding scale nets 1 i a month and using a free tuition/admission nets 3 i a month. Charing more nets no influence income. 3 A military outpost or fort is a special building that provides protection to an area. If you are tasked with the protection of the realm, you earn 5 i every year if you succeed. You can transfer this influence to any settlement within the nation you are protecting at a 1:1 ratio. 4 If you take the influence income, the tavern does not dispense rumors nor does it provide persuasion bonuses.

Players can perform a new downtime activity, Garnering Influence. For each downtime day spent on this activity, a player must spend 10 gp, in addition to lifestyle expenses, and earns 1 influence point. If the player pays for an aristocratic lifestyle for 10 days while performing this activity, they earn an extra 1 influence point per 10 days spent on this activity. Garnering influence in this way can be described as a person working with the locals and trying to be a part of the community in order to get things done. It can take a long time, but the locals give a fair price and appreciate the person's honest dealings and lack of arrogance. A player can also purchase 1 point of influence for 50 gp. Think of purchasing influence as a stranger coming to town and throwing lots of money around to make things happen. It's effective, but the locals are inclined to overcharge for their work and may resent the obvious display of wealth. Each type of settlement (pages 16-17 of the Dungeon Master’s Guide) has a limit on the amount of influence points that can be purchased each month. Settlement Hamlet Village Town City Metropolis

Purchasing Limit 2 4 10 15 25

Despite being purchasable, influence cannot be sold; it is an abstract representation of the favor a character has curried within a community. Influence obtained in one settlement is bound to that settlement, specifically the

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community you interact with. Influence with the poor in a city may not transfer to the aristocrats in the same city the same way influence in one settlement doesn’t transfer to another. A DM may rule that transferring is not allowed at all, place certain restrictions, or other minor rules. A generally good place to start is that transferring influence can only occur within the same nation and at a 2:1 ratio. For example, if a character has 30 influence points in Voln and wants to transfer all of it to Kiraz, they end up with 15 influence points in Kiraz and 0 in Voln. Lastly, a character can levy their influence to obtain all sorts of outcomes. Think of it as trading in on favors, or using one’s reputation within a community for them to give you the benefit of the doubt. Not all options below are available in all campaign settings or settlements and it is up to the DM to determine appropriateness. When you levy influence, it is “spent”, subtracting it from your total. • Audience with a Steward/Reeve – For 1 i, you can get a personal audience with the bureaucrat in charge of day to day functions in a settlement. • Change Contract Terms – For 2 i, you can get a merchant, craftsman, noble, etc., to change the terms of a contract in your favor. The change cannot be massive, but minor changes are almost always accepted by levying influence in this way. • Audience with the Noble/Mayor – For 3 i, you can get a personal audience with the ruler of the settlement. • Favor from a Politician – For 5 i, you can attempt to convince a politician (or noble) to do you a favor. This equates to a +10 bonus on a single persuasion check and the influence must be spent prior to making this check. If the check fails or the politician is unable to do the favor, you get a refund of 2 i. • Charge Exorbitant Prices – For 1 i a month, you can charge harsh prices on any one building you have access to. By levying influence in this way, the risk of rioting is decreased to the level of ‘profit seeking’. (See settlement planning below.) • Sowing Rumors – While using the downtime activity ‘Sowing Rumors’, you can spend any number of influence points to gain +1 per point spent on the final Persuasion or Deception check prior to making this check. • Pay Less Taxes – Your influence with the common people can be used to great advantage. For 10 i a month, you can convince the taxman that your charitable works towards the community are worth much more than the taxes they will gain from you. This reduces your tax rate by 5% for that month for all properties within a settlement. Upon DM approval, this option can be taken up to 4 times within the same month within the same settlement.

• Start a Protest/Riot – For 50 i, you can convince a populace that their best course of action is to stage formal, perhaps violent, protests. This option is only available if negative sentiment towards a policy is already present within a community. This equates to a -20 penalty to a morale roll, but you can force this roll at any time. • Running for Political Office – When running for political office, you roll a d100 to determine what percentage of the vote you obtained. If you have 51% or more, you are elected into political office. You can spend any number of influence points to gain +1 to the roll result per point you spent, but you must spend them prior to making the roll. Keep in mind that your opponent(s) will also be spending their influence points as well, and possibly might be attempting to steal the election through force/fear. There are many other ways to levy influence, limited only by player imagination. Encourage players to think of ways to use this ‘currency’ to their advantage. The DM has the final say in whether an option is possible and the pricing.

Morale is a measure of how much a populace is happy with their current rulers. At the end of every year, roll a d20 to see if the population riots. On a result of 1 or below, the people riot. Usually they do not do enough damage to harm anyone in power, but it certainly can damage the homes and businesses of rich folk. On a result of 20 or above, the people willingly pay an extra 5% in taxes. Rioting. If a riot occurs, roll a d20 and multiply the result by 5, to a maximum of 80. This is the percent damage that is dealt to the structures throughout the settlement. A riot is an event that a DM can roleplay, and PCs can certainly use a riot to their advantage. Negative modifiers to morale are added to the yearly morale roll for rioting. There are several things that can affect morale negatively. This list is not complete, and DMs can always add to it as they see fit. • Increased taxes – For every 5% increase to taxes over 20%, the settlement suffers a -1 penalty to morale. • Serial Killer – A -2 morale penalty. • Corrupt City Watch – A -3 morale penalty. • Under Siege – A -5 morale penalty. Positive modifiers are added to the yearly roll for rioting. There are several things than can affect morale positively. This list is not complete, and DMs can always add to it as they see fit. 6

• An expensive holiday party – A +1 bonus to morale per party thrown. • Crop Variety – See the first DM’s Guild resource for morale modifiers for each crop. • Opium Water – Secretly (or not secretly) putting opium in the water gives a +2 morale bonus. • Justice – A judicial system that is applied equally and fairly (at least it is perceived to be), a +3 morale bonus. • Royal Wedding – A royal (possibly high noble) wedding gives a +5 morale bonus that year.

Like modern-day city planning, a player that wishes to roleplay owning or running the civic functions of a city can do use using the Influence system. They can get as involved as a slumlord, run the city as a mayor, own their own town, or use political capital to overthrow a ruling party, just to name a few examples. There are various settlement buildings that are required, provide settlement-wide benefits, and can be used to obtain economic dominion over a region. This system uses both the DM’s Guild resources heavily to determine values and options.

Each settlement has structures that are necessary for the day to day functions of that settlement. Any structure can be built, of course, but certain buildings are necessary. Although the buildings have different names, in parenthesis the name of the building/room from the resource are listed. Any ‘room’ that is listed separately from a larger building is assumed to be contained within a ‘small house’ building, per the resource. Some buildings, such as a keep, castle, or palace, can take the place of a town hall or city hall for political purposes. In highly religious settings, a temple can also serve as the center for politics in a settlement. Council Chambers (Guildhall) Village Militia (Tower, fortified)  Contains (Jails) General Store (Boutique) Inn (Lodgings) Tavern Town Hall (Guildhall) Town Watch (Tower, fortified)  Contains (Jails) General Store (Boutique) Inn (Lodgings) Tavern

Stables City Hall (Guildhall) City Watch (Tower, fortified)  Contains (Jails) General Store (Boutique) Inn (Lodgings) Tavern Stables Aqueduct/Sewers Clinic (Baths)

In addition to the necessary structures of all campaign worlds, some worlds may make use of additional buildings. Also, some may use certain buildings more readily in seafaring locales. Each of these buildings provide +1 to morale if they are built within a settlement, assuming the populace wants them. • Temple/Church • Master Artisans (Smith, Leatherworker, etc.) • Arcane Schools • Public Education Centers • Library • Lighthouse • Docks, water • Docks, Planar • Docks, Air • Bazar (Caravansary) • Siege Works • Theater

There are several new structures and buildings below.

Some settings make much use of the selling of one’s body for profit, still others make use of the selling of other’s bodies for profit. This can lead to problems with the law, religions, and others. Must Be Built In: medium house or large house Room Cost: 1 room or 2 rooms Construction Cost: 2,500 gp or 5,000 gp Construction Time: 15 days or 30 days Benefit: This structure contains several rooms with private chambers, not to be used for living. This structure generates 1d10 times the number of “skilled workers” (they count as skilled workers for the purposes of upkeep) that are housed within the structure. The number of workers is only limited by the number of people that can operate and live within the 7

structure; 25 for a medium house and 50 for a large house. May Also Be Built As. pleasure house

drought, and reduces the chance of any misfortunes that have to do with water.

Made to boost morale and keep a populace entertained, many rulers have also taken to enjoying the spectacles presented here. Size Cost: 3 room points Construction Cost: 7,500 gp Construction Time: 45 days Benefit: The fairgrounds require upkeep only in the form of an award for the winner of games, 100 gp every month. While games are going, there is a permanent +3 to morale for the whole settlement. In addition, the owner earns 4 influence points every month the games are going. May Also Be Built As. jousting arena, carnival, colosseum, zoo

These are upgrades for the roads within and leading out of the settlement.

There are several settlement-wide upgrades that can be purchased to benefit everyone. These fall on the ruling body to build if or when they obtain the funds.

These are the upgrades for farming settlements. Construction Cost: 10,000 gp Construction Time: 1 year Benefit: You now can grow crops as close to each other as possible, maximizing the amount of available land. This equates to a 1% increase to the harvested crops each year. Construction Cost: 5,000 gp Construction Time: starts next planning season Benefit: Your settlement has created a cooperative harvest, and farmers can borrow labor one year if they return the favor the next. Labor costs are reduced by 10% throughout the settlement. Construction Cost: 5,000 gp Construction Time: starts next planting season Benefit: If you now grow a different crop every year, the volatility index is reduced by 2. Construction Cost: 10,000 gp Construction Time: 1 year Benefit: You build a complex network of watering trenches, delivering water throughout your crops. This negates any problems with water, except in cases of extreme

Construction Cost: 2,500 gp Construction Time: 30 days Benefit: Creature movement is increased by 5 feet within the settlement. Req.: Dirt Roads Construction Cost: 5,000 gp Construction Time: 90 days Benefit: Creature movement is increased by another 5 feet within the settlement. In addition, 1 more merchants visit buildings and rooms that have rotating merchants than normal. Req.: Cobblestone Roads Construction Cost: 10,000 gp Construction Time: 1 year Benefit: Everyone can get around the settlement easier and so are more willing to travel. Profits for all businesses with transient clientele increase by 3%.

There are the upgrades for settlements that have mines nearby. Construction Cost: 10,000 gp Construction Time: 1 year Benefit: You build a series of carts on wheels that rolls on tracks. The bonus to efficiency means that the mine’s daily production is increased by 10%. Construction Cost: 10,000 gp Construction Time: 1 year Benefit: You build a system for moving up and down rapidly within a mine. The prospecting lifetime of the mine is increased by 10% and once past the lifetime, the production is now 20% of what it was, instead of 10%. Construction Cost: 10,000 gp Construction Time: 1 year Benefit: You build a complex system to circulate air within the mine. Accidents

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within the mine are rare, if they ever happen at all. In addition, your workers will know you care, earning you 10 influence points a year. Construction Cost: 10,000 gp Construction Time: 1 year Benefit: You build large fans or pollutant condensers designed to clear the air. Morale of all within the settlement is no longer decreased due to air toxicity.

Some buildings and lands are up to the ruling body to provide, usually paid for with taxes. When a ruler no longer believes that they need the influence to provide these services cheaply, they begin to cut corners and pocket the difference, or just charge for services. Rulers that don’t want to be bothered sometimes sell a charter of the below properties for 10% of the total cost of building. Tenements are two story buildings that house 48 people. They are made with the cheapest materials available and the cheapest labor available. They use communal baths and common areas to further reduce the price of residing there. They are usually only constructed in cities or metropolises to save space. They are frequently havens for crime and all manner of strife. Districts: Labor, Slum Construction Cost: 5,000 gp Construction Time: 6 months Fee Consequences: Free Housing. You make no coin, but earn +1 morale for all occupants and 3 influence points every month. Sliding Scale. You charge based on income, earning you 1d10 times 1 gp every 30 days. You also earn 1 influence point every month. Fair Price. You charge an equitable price, earing you 5 gp times 1d10 every 30 days. Profit Seeking. You aren’t charging too much that people can’t afford it, but it still is too much for many; expect some trouble. You earn 15 times 1d10 every 30 days. Morale for all in the building is reduced by 1. There is a 5% chance yearly of a riot. Harsh Price. You are trying to create a monopoly or control pricing to rake in as much money as possible. You earn 25 times 1d10 every 30 days. Morale for all in the building is reduced by 3. There is a 25% chance yearly of a riot. Districts: Middle, Labor, Slum Construction Cost: 5,000 gp Construction Time: 6 months Fee Consequences:

Free Clinics. You make no coin, but earn 3 influence points each month. In addition, your populace lives longer and is stronger in case of a siege. Sliding Scale. You charge based on income, earning you 5 times 1d10 every 30 days. You also earn 1 influence point each month. In addition, your populace is stronger in case of a siege. Fair Price. You charge an equitable price, earing you 10 times 1d10 every 30 days. Profit Seeking. You aren’t charging too much that people can’t afford it, but it still is too much for many. You earn 20 times 1d10 every 30 days. This fee can only be charged in a middle and/or labor district. Harsh Price. You are trying to create a monopoly or control pricing to rake in as much money as possible, earning you 30 times 1d10 every 30 days. This fee can only be charged in a middle district. Districts: All (only one per district) Construction Cost: 5,000 gp Construction Time: 6 months Fee Consequences: Free Water. You make no coin, but earn 3 influence points every month. In addition, if there is also access to a sewer in the district, everyone in a district with both systems has advantage on their first roll for exhaustion due to lack of water. Sliding Scale. You charge based on income, earning you 5 times 1d10 every 30 days. You also earn 1 influence point each month. Fair Price. You charge an equitable price, earing you 10 times 1d10 every 30 days. Profit Seeking. You aren’t charging too much that people can’t afford it, but it still is too much for many. You earn 20 times 1d10 every 30 days. This fee cannot be charged in a slum district. If this fee is charged in a Labor district, there is a 33% yearly chance of a riot. Harsh Price. You are trying to create a monopoly or control pricing to rake in as much money as possible. You earn 30 times 1d10 every 30 days. This fee cannot be charged in a slum or labor district. If this fee is charged in a Middle district, there is a 50% yearly chance of a riot. During a calamity, peasants flock to larger cities bringing only what they could carry with them. They are starving, have no shelter, and little emotional support. A single refugee camp can house 200 displaced individuals. As many of them can be built as necessary, assuming there is land available. Without this support, they tend to resort to crime, and if it gets bad enough will riot. Districts: Slum (or outside the city) Construction Cost: 1,000 gp Construction Time: 6 months 9

Fee Consequences: Free Shelter. You make no coin, but the refuges have all their needs met. There is no chance of a riot and crime is low. If you take this task on yourself, you gain 5 influence points when you build a free camp. Some Baubles. You charge based on what refuges have on them to trade, earning you 5 times 1d20 every 30 days. There is no chance of a riot, but if the result on the d20 roll was 1-5 you will not gain any profits that month due to criminal activity. Take It All. You take everything they have that has trade value, earning you 15 times 1d20 every 30 days. If the result on the d20 roll was 1 a riot starts and destroys the entire camp. If the result on the d20 roll was 2-8 you will not gain any profits that month due to criminal activity. Forced Labor. You take everything they have that has trade value and force the people to work for you as indentured servants, earning you 30 times 1d20 every 30 days. If the result on the d20 roll was 1-2 a riot starts and destroys the entire camp. If the result on the d20 roll was 3-10 you will gain only half profits that month due to criminal activity. Extermination. You take everything they have that has trade value, force the people to work for you as indentured servants, and you work them to death freeing up space. Due to the constant flow of new arrivals, you earn 60 times 1d20 every 30 days. If the result on the d20 roll was 1-4 a riot starts and destroys the entire camp. If the result on the d20 roll was 5 you will gain half profits that month due to criminal activity. If anyone discovers you have done this, it may be considered criminal. Districts: All (only one per district) Construction Cost: 10,000 gp Construction Time: 6 months Fee Consequences: Free Education. You make no coin, but morale for the district gets a +2. You also earn 3 influence points each month. In addition, all children in the district gain +1 to their Intelligence ability scores when they become an adult. Sliding Scale. You charge based on income, earning you 1 times 1d10 every 30 days. You also earn 2 influence points each month. In addition, all children in the district gain +1 to their Intelligence ability scores when they become an adult. Fair Price. You charge an equitable price, earing you 5 times 1d10 every 30 days. You also earn 1 influence point each month. This fee cannot be charged in a slum or labor district. Profit Seeking. You aren’t charging too much that people can’t afford it, but it still is too much for most. You earn 15 times 1d10 every 30 days. In addition, all children in districts that do not have a primary school in this

settlement gain –1 to their Intelligence ability scores when they become an adult. This fee cannot be charged in a slum, labor, or middle district. Harsh Price. You are trying to create a monopoly or control pricing to rake in as much money as possible. You earn 25 times 1d10 every 30 days. In addition, all children in districts that do not have a primary school in this settlement gain –1 to their Intelligence ability scores when they become an adult. This fee can only be charged in an aristocratic district. Districts: Labor Construction Cost: 5,000 gp Construction Time: 6 months Fee Consequences: Free Service. You make no coin, but you earn 5 influence points each month. Sliding Scale. You charge based on income left to the children, earning you 5 times 1d10 every 30 days. You also earn 2 influence points each month.

When all is said and done, you need to determine the amount of income you gained. This process works the same for influence as it does for gold pieces, except there is no tax on influence. Step 1. Roll for all incomes. The total is known as gross profit. If the DM wills, they can let you take 5 on any d10 rolls. Step 2. Add up all expenses, such as upkeep or misfortunes. Step 3. Take your gross profit and subtract your expenses. The remaining amount is known as net profit. Step 4. Pay taxes. Each settlement is different (check with your DM), but typically the rate is 20%. You pay 20% of your net profits to the crown and keep 80%. You can always attempt to ‘fudge’ your books to pay less taxes using the levying influence option.

v002 Minor grammar updates. Reduced amount of money granted by settlement buildings. They produced an excessive amount of gold with no upkeep overhead. v001 Initial release. Yay!

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