Wednesday, February 3, 2021

Domain-Play options for low-level Characters

 

Pictured: The party's base

Cheaper Strongholds

I never got why stronghold building was so expensive. OSE says that a small tower (presumably two floors) costs 15,000 GP to build. That's 1,500 pounds of pure gold. I am no historian, but I find it hard to believe there was that much gold in all of England at the time. That's enough to feed and house 10 labourers for Three and a Half years. I cannot believe it takes so long to build what amounts to a fortified stone hut (even if it was built by the DoT). Even supposing half of it went to material costs (which, there are almost none if you are building a wood keep, which was common) and permission from the lord, that's still 10 labourers for more than a year and a half for something which (according to OSE) takes 30 days to build. Unless making cobble walls (which are all over peasant farms) is much harder than I think, such that those labourers are being paid 50 gp per day (that is, five pounds of gold), this is utterly unreasonable.

 

Firstly, Silver Standard. Secondly, laborers are payed 10 sp per day. It takes 10 labourers a week to build fourty square feet of stone wall on the ground, two weeks if that wall is more than 20 feet above the ground. Half this time and double the height at which it is considered above the ground if you are building in wood. Double the time, the height, and cost if you are building with cut stone. If there is not material available on the worksite (i.e. your wooden tower isn't in a forest, your stone tower isn't on a shale cliff, your cut stone tower isn't in a quarry), you must pay an additional five labourers (per ten labourers) to collect and transport it. Less than this and construction slows. 

 

Players should draw the floorplan of their stronghold. This may then be used (by adding up the surface area of the walls) to calculate costs and time. DM's should put a limit on how many labourers they can hire, based on how many are available and how many would cause overcrowding (i.e. no peasant railgun). Normally 7 can be found in a 1 mile hex on the frontier, and 15 in civilized lands, 30 in populous places. There is a 1 in 20 chance per week of an accident, which may kill 1d4-1 workers and destroy (1d3-1)*40 square feet of wall, but at the least delays the construction another week.

 

Pictured: a 600 sp, 6 week investment.

The Ruins Homestead Act

 

The king and his nobles have become tired of the mismanagement of the land, tired of bandits and goblins hiding out in keeps and waylaying travelers, tired of paying amoral mercenaries large sums and finders-keepers rights just to have the damn ruins fill up again next year. Thus they have approved the Ruins Homestead Act. 
 
If a group of freemen clear out a dungeon with an above ground section, and present half the treasure to the Lord whose land the dungeon is on, give him or his representative a tour of the dungeon to ensure its safety, and swear fealty to him, that group shall be given the land the dungeon occupies and one hide of land around it per fully enclosed room above ground, up to a total of 10 hides, as well as any serfs who live on that land. If this gives one more than 3 hides, one of the company becomes a Gentleman and is a noble. More than 6 hides, one becomes a Knight. Both are expected to render military and other services.
Pictured: guaranteed knighthood


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