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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.

1
Tenements ................................................................................................ 9
Community Clinics .................................................................................. 9
Aqueducts ................................................................................................. 9
Refugee Camps......................................................................................... 9
Adventurers usually find the coolest gear while Primary Schools ...................................................................................... 10
adventuring (go figure). Once players become powerful and Orphanages............................................................................................. 10
decked out with the most awesome gear around, their Determining Profits .................................................................. 10
accumulated wealth will probably leave them weighed Change Log ............................................................................... 10
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
I want to personally thank a few authors who provided me
they aspired to become nobles, with a huge estate,
with resources, inspiration, and knowledge to further this
thousands of servants, and political capital to throw
project. They laid the groundwork for this document and
around. Yet some other kind-hearted characters may wish
without them I would have had way more work to do. The
to “give back” to the community that supported them. This
following is based on their work, with adjustments.
document seeks to provide options for all player wishes
Demand & Dividends: Farming
above.
From
Leland Andercheck
And
Acknowledgements ..................................................................... 2 {WH} Fortresses, Temples, & Strongholds, rules for
Research.................................................................................................... 2 building and customizing player-owned structures!
Property Ownership .................................................................... 3
From
Land Prices .......................................................................................... 3
Farmable Land ........................................................................................... 3
Walrock Homebrew
Settlement Districts .................................................................................... 3
Minable Land ............................................................................................. 4
Structure Prices ................................................................................... 4 I performed extensive research to equate the prices of land
Acquiring Land ................................................................................... 4 to the fantasy economy of the Forgotten Realms. Chiefly I
Availability .................................................................................................. 5
want to acknowledge the work of Kenneth Hodges. I found
Reputation ................................................................................................ 5
Influence ..................................................................................................... 5 my math based on his work to almost directly correlate to
Influence Costs and Incomes .................................................................. 5 the prices of trade goods on page 157 of the Player’s
Garnering Influence ................................................................................. 5
Purchasing Influence ................................................................................ 5
Handbook. I think this is more than coincidence, so I am
Transferring Influence ............................................................................. 5 confident in my assessment of the price of real estate.
Levying Influence ..................................................................................... 6
Morale .......................................................................................... 6 Sidebar: Medieval Real Estate
Negative Modifiers ................................................................................... 6
Positive Modifiers ..................................................................................... 6 I want to take time to note that land prices in Earth
Settlement Planning .................................................................... 7 medieval history is a moot discussion, as there wasn’t a
Necessary Structures ........................................................................... 7 functioning land economy. All land was “owned” by the
Village/Hamlet ......................................................................................... 7 crown, and for the purposes of our needs is similar to
Town ......................................................................................................... 7
City/Metropolis........................................................................................ 7
eminent domain of modern times. However, land was
Optional Structures ............................................................................ 7 typically owned, in the literal sense, by nobles who used the
New Structures .................................................................................... 7 land as income generation. In later centuries, thresholds of
Brothel ........................................................................................................ 7 income established for titled nobility were common.
Fairgrounds ................................................................................................ 8 Knights were given a land grant, a parcel of land for them
Settlement Upgrades .......................................................................... 8
to work and the harvest was given to the noble, minus what
Farming Network ....................................................................................... 8
Land Clearance ........................................................................................ 8 was promised to the Knight. Knights would then hire serfs
Communal Farming................................................................................. 8 to work the land and pay them in the bounty, thus dividing
Crop Rotation .......................................................................................... 8
Irrigation ................................................................................................... 8
up the land even further. Each farmer was responsible for
Road Network ............................................................................................ 8 their own land. Land was simply not “for sale”. Taxes (to
Dirt Roads ................................................................................................ 8 the Crown) and tithes (to the Catholic church) were not
Cobblestone Roads .................................................................................. 8
Paved Roads.............................................................................................. 8
usually paid in coin, but in the harvested crops. Regardless
Mining Network ......................................................................................... 8 of the harvest, the minimum income demanded by the
Cart Hauling............................................................................................. 8 noble owner of the land must be paid each harvest season
Pulley System ............................................................................................ 8
Air Ventilation ......................................................................................... 8
regardless of the size of the harvest. A
Smog Clearers........................................................................................... 9 “bad year” fell on the Knight to pay,
Settlement-Run Buildings .......................................................................... 9 which in turn, fell on the serfs to pay by 2
literally giving the food off their table. In most medieval The first major adjustment is the price for land found in
villages, this led to little actual coins being passed around the resource books. According to his prices, land is severely
and a functional bartering system was used. In the fantasy undervalued. In what little real estate trading and
economy of D&D, we can assume that all goods and purchasing existed, land was valued at roughly what it
services pass through a “monetary filter”, where each trade could provide during a five-year period. This does not take
good is always worth its full price and there are ample coins into account what was owed in taxes and tithes after each
for each transaction to be made similarly to the modern harvest, typically set at 20%, unless during a period of war.
exchange of cash. In essence, think of the D&D economy Land is sold in acres (⅛th of a mile) and there are 640
as a forced economy, where each good and service has an acres in one square mile. Pricing of land is always in gold-
exact price that does not change overall. This does not pieces-per-acre (gp/a).
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. Land that is used expressly for the purpose of farming is
Thus, a DM has total control over the supply and demand known as Farmland. For good soil, an acre of traditional
in their world. Land prices in a newly discovered continent “bread basket” farmland goes for 50 gp/a. However, not all
would logically follow whatever rules the DM wishes to land is grassland/plains and certain land in certain
apply. The rules contained in this document follow the climates can have vastly different prices. Using the
same system of set prices as laid out in the Player’s resources for various crop yields, the table below contains
Handbook. 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
Property is the total value of a given “space” on a plane of requires nitridated soil, ample water, and sunlight.
existence, usually measured in an area such as square miles.
All space above the land, in the three-dimensional prism, Terrain Prices
is considered part of ownership. Property value is based on Terrain Price per Acre
three factors. The total value of a property is a sum of the Unsuitable 10 gp/a
three values. Artic 40 gp/a
Land Value. This is the value of the bare land itself. Grassland/Plains 50 gp/a
There are different types of land based on climate and Winecountry/Terrace 200 gp/a
terrain. Some of it is farmable and some is useless. The one Wetlands/Floodplains 250 gp/a
hard-fast rule is: location is everything. Desert (Oasis) 500 gp/a
Structure Value. The is the value of the Tropical 2,000 gp/a
structure/building that is utilizing the land. Typically, the Swamp 2,500 gp/a
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.
Each settlement is divided into regions known as Districts.
Potential Value. This is the additional value of a
Settlements are typically not built on prime farmland,
property based on how much income it can earn. Some
though sometimes near it, and grow upwards rather than
land, such as farmland, has this value included
outwards. All settlement land is worth as much as
automatically, but much of value can be determined by the
unsuitable farmland at base, but the location of the land
quality of the land and structures. This is the only value
within a settlement inflates the price greatly. The more
type that can be negative. Farmland that is currently fallow
expensive the land one lives on within a settlement
is still farmland, but with a temporary condition making its
assumes the greater one’s status, influence, and the less
value decrease. Other things that can negatively impact
crime one will encounter. In the event of a siege, the more
value is drought, a struggling business due to a lack of
expensive land not only has better fortifications, but is
proper employment, bandit raids, damaged structures,
often a priority to protect. Refer to the table below for
murder, climate change, war, and general volatility. This
prices of land (and only the land) within various districts.
can also be positive, like in the case of name-recognition
It is important to note that many structures do not take up
for brand-name chain restaurants or contracting a world-
whole acres.
renown actor for a theater’s season.
District Prices

3
District Price per Acre
Slum 10 gp/a Now that all that information is given, it is incumbent to
Labor 30 gp/a note that mines are never for sale. The ruling party, typically
Middle 80 gp/a the crown, is always in ownership of the mine itself. Prices
Merchant 140 gp/a are given for means of owning a mine through exploration,
Aristocratic 200 gp/a 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
Some settlement types do not have all types of districts, but nearly a billion gold pieces to afford a platinum mine
the prices for land within the districts it does have are anyway?)
always the same.

For the prices of structures, please use the second DM’s


Land that is used expressly for the purpose of mining is not Guild resource. It is a wonderful resource. Each structure
sold per acre, but sold per the output of the mine itself, type has a listed number of “room points”. A structure
regardless of the size of the land the mine occupies. Unlike takes up a number of acres roughly equal to the listed
farmland, which uses a five-year mark to denote income number of available “room points”.
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 Sometimes acquiring land is as simple as walking into the
extracted. For ease in a fantasy economy, all mines follow local steward’s office, finding available listings, and forking
the same pattern. A DM that wants to add some flavor can over the coin, but this is a rare occurrence. Usually, a plot
roll on the prospecting table to determine the actual daily of land has many strings and hoops a PC must deal with
output of a mine and its prospecting lifetime. 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
Prospecting Table
the estate in the name of the crown. Similarly, a noble
d20 Deposit Size Daily Production Lifetime
charter works in a similar fashion but for a noble’s land. A
1 Minor 10 lbs. 500 years
king must spend their time ruling, so they usually grant
2-5 Insignificant 25 lbs. 250 years
such charters to close relatives. Most income goes to the
6-15 Standard 50 lbs. 100 years crown, but the charter holder gets to keep a small portion
16-19 Generous 75 lbs. 100 years of the profits, which is usually more than enough to
20 Fruitful 100 lbs. 80 years maintain an affluent lifestyle themselves.
A different type of ownership is a land grant, a legal
The following prices for a mine of a given ore type follow document bequeathing custody of the land to the character
pricing based on a Standard prospected mine above. DM’s for as long as he or she remains loyal to the crown. Almost
that use the prospecting table for added flavor must all owned land in feudal nations are granted in this way.
remember to use the formula: Mineral Value (per 1 lb.) The crown does not derive income from such properties,
times Daily Production times Lifetime times 365. A mine except through variable taxes (again usually 20%).
that is past its prospecting lifetime cuts its daily production In some settings, such as in republics, the main form of
to 10% of what it was and sells based on a prospecting ownership is a deed, a legal document that serves as proof
lifetime of 100 years. Mines that have used up years of its of ownership. Taxes must be paid, but otherwise, a person
lifetime are prorated based on the number of years used up owns the land and can do with it as they please. In loose-
(DM’s choice). affiliated lands, such as those in a New World, a deed is
worth little more than the paper it is printed on; only force
Mine Prices keeps ownership of land secure.
Mineral Price Land can also be acquired by inheritance or other means.
Salt 91,250 gp Royal charters and land grants are usually given by the
Iron 182,500 gp crown as a reward for faithful service, although they can
Copper 912,500 gp also be bought. Deeds can be bought or inherited. A small
Adamantium 4,562,500 gp estate might sell for as little as 100 gp or as much as 1,000
Silver/Mithral 9,125,000 gp gp. A large estate might cost 5,000 gp or
Gold 91,250,000 gp more, if it can be bought at all.
Platinum 912,500,000 gp Exploration of a New World can lead to 4
ownership of vast stretches of land, nations in their own Sewers (public1) – 1i
right, owned only by those with the power to hold onto Tavern (public1) – 1 i4
them. Theater (public1) – varries2
1
The influence costs and income only apply if the public are able
to use the facility. (See settlement planning below.)
2
It should be a general rule in pre-industrial civilizations Influence income depends on the tuition/admission cost in gp.
that most land is not available. If it has use, it is typically Using sliding scale nets 1 i a month and using a free
tuition/admission nets 3 i a month. Charing more nets no
already being used. Homes are never built unless a person
influence income.
has the upfront costs in hand (there are no mortgages). It 3
A military outpost or fort is a special building that provides
should also never be assumed that just because players protection to an area. If you are tasked with the protection of
force a property to become vacated, such as when killing a the realm, you earn 5 i every year if you succeed. You can
house of cultists, that the abandoned property goes on the transfer this influence to any settlement within the nation you
market and becomes available to purchase. are protecting at a 1:1 ratio.
4
Characters can always make an offer to buy a charter, If you take the influence income, the tavern does not dispense
grant, or deed, but they would be wise to refrain from rumors nor does it provide persuasion bonuses.
offending the owner by assuming that they are even willing
to part with it.
Players can perform a new downtime activity, Garnering
Influence. For each downtime day spent on this activity, a
Obtaining land through purchase always requires certain player must spend 10 gp, in addition to lifestyle expenses,
minimum thresholds of reputation/renown before a and earns 1 influence point. If the player pays for an
character can obtain land within a region. The minimum aristocratic lifestyle for 10 days while performing this
can never be less than 0 and has no maximum. The activity, they earn an extra 1 influence point per 10 days
threshold is up to the DM in all cases. For example, if the spent on this activity.
ruling body is the Royal Family of Tutors, you may have to Garnering influence in this way can be described as a
have a reputation and/or renown of 2 with them before person working with the locals and trying to be a part of
they will allow you to obtain land within their territory. 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.
There is a new arbitrary “currency” that is involved in this
system called Influence. A DM can choose to do away with
A player can also purchase 1 point of influence for 50 gp.
it entirely, but it adds depth to the economic system and
Think of purchasing influence as a stranger coming to
allows for careful players to balloon their profits. Influence
town and throwing lots of money around to make things
represents a character’s ability to get other people in a
happen. It's effective, but the locals are inclined to
settlement to perform favors for them or use their time to
overcharge for their work and may resent the obvious
accomplish things. For example, this might involve getting
display of wealth. Each type of settlement (pages 16-17 of
a merchant to change the terms of a contract, convincing a
the Dungeon Master’s Guide) has a limit on the amount of
politician to do you a favor, or getting the poor to accept
influence points that can be purchased each month.
higher costs of certain services.
Settlement Purchasing Limit
Some buildings in the second DM’s Guild resource require Hamlet 2
influence to purchase, and others generate it. Use the table Village 4
below to determine the new influence values. Town 10
City 15
Influential Buildings Metropolis 25
Building or Room Upfront Cost Monthly Income
College/School 12 i varries2 Despite being purchasable, influence cannot be sold; it is
Outpost/Fort – regional3 an abstract representation of the favor a character has
Temple (public1) 3i – curried within a community.
Bank (public1) 3i –
Baths (public1) – 1i
Influence obtained in one settlement is
Chapel (public1) 6i –
bound to that settlement, specifically the 5
community you interact with. Influence with the poor in a • Start a Protest/Riot – For 50 i, you can convince a
city may not transfer to the aristocrats in the same city the populace that their best course of action is to stage
same way influence in one settlement doesn’t transfer to formal, perhaps violent, protests. This option is only
another. A DM may rule that transferring is not allowed at available if negative sentiment towards a policy is already
all, place certain restrictions, or other minor rules. A present within a community. This equates to a -20
generally good place to start is that transferring influence penalty to a morale roll, but you can force this roll at any
can only occur within the same nation and at a 2:1 ratio. time.
For example, if a character has 30 influence points in Voln • Running for Political Office – When running for
and wants to transfer all of it to Kiraz, they end up with 15 political office, you roll a d100 to determine what
influence points in Kiraz and 0 in Voln. 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
Lastly, a character can levy their influence to obtain all result per point you spent, but you must spend them
sorts of outcomes. Think of it as trading in on favors, or prior to making the roll. Keep in mind that your
using one’s reputation within a community for them to opponent(s) will also be spending their influence points
give you the benefit of the doubt. Not all options below are as well, and possibly might be attempting to steal the
available in all campaign settings or settlements and it is up election through force/fear.
to the DM to determine appropriateness. When you levy
influence, it is “spent”, subtracting it from your total. There are many other ways to levy influence, limited only
• Audience with a Steward/Reeve – For 1 i, you can get a by player imagination. Encourage players to think of ways
personal audience with the bureaucrat in charge of day to use this ‘currency’ to their advantage. The DM has the
to day functions in a settlement. final say in whether an option is possible and the pricing.
• 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,
Morale is a measure of how much a populace is happy with
but minor changes are almost always accepted by levying
their current rulers. At the end of every year, roll a d20 to
influence in this way.
see if the population riots. On a result of 1 or below, the
• Audience with the Noble/Mayor – For 3 i, you can get
people riot. Usually they do not do enough damage to
a personal audience with the ruler of the settlement.
harm anyone in power, but it certainly can damage the
• Favor from a Politician – For 5 i, you can attempt to
homes and businesses of rich folk. On a result of 20 or
convince a politician (or noble) to do you a favor. This
above, the people willingly pay an extra 5% in taxes.
equates to a +10 bonus on a single persuasion check and
Rioting. If a riot occurs, roll a d20 and multiply the
the influence must be spent prior to making this check.
result by 5, to a maximum of 80. This is the percent damage
If the check fails or the politician is unable to do the
that is dealt to the structures throughout the settlement. A
favor, you get a refund of 2 i.
riot is an event that a DM can roleplay, and PCs can
• Charge Exorbitant Prices – For 1 i a month, you can
certainly use a riot to their advantage.
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 Negative modifiers to morale are added to the yearly
planning below.) morale roll for rioting. There are several things that can
• Sowing Rumors – While using the downtime activity affect morale negatively. This list is not complete, and DMs
‘Sowing Rumors’, you can spend any number of can always add to it as they see fit.
influence points to gain +1 per point spent on the final • Increased taxes – For every 5% increase to taxes over
Persuasion or Deception check prior to making this 20%, the settlement suffers a -1 penalty to morale.
check.
• Serial Killer – A -2 morale penalty.
• Pay Less Taxes – Your influence with the common
• Corrupt City Watch – A -3 morale penalty.
people can be used to great advantage. For 10 i a month,
• Under Siege – A -5 morale penalty.
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 Positive modifiers are added to the yearly roll for rioting.
by 5% for that month for all properties within a There are several things than can affect morale positively.
settlement. Upon DM approval, this option can be taken This list is not complete, and DMs can
up to 4 times within the same month within the same always add to it as they see fit.
settlement. 6
• An expensive holiday party – A +1 bonus to morale per Stables
party thrown.
• Crop Variety – See the first DM’s Guild resource for
morale modifiers for each crop. City Hall (Guildhall)
• Opium Water – Secretly (or not secretly) putting opium City Watch (Tower, fortified)
in the water gives a +2 morale bonus.  Contains (Jails)
• Justice – A judicial system that is applied equally and General Store (Boutique)
fairly (at least it is perceived to be), a +3 morale bonus. Inn (Lodgings)
• Royal Wedding – A royal (possibly high noble) wedding Tavern
gives a +5 morale bonus that year. Stables
Aqueduct/Sewers
Clinic (Baths)

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 In addition to the necessary structures of all campaign
as a slumlord, run the city as a mayor, own their own town, worlds, some worlds may make use of additional buildings.
or use political capital to overthrow a ruling party, just to Also, some may use certain buildings more readily in
name a few examples. There are various settlement seafaring locales. Each of these buildings provide +1 to
buildings that are required, provide settlement-wide morale if they are built within a settlement, assuming the
benefits, and can be used to obtain economic dominion populace wants them.
over a region. • Temple/Church
This system uses both the DM’s Guild resources heavily • Master Artisans (Smith, Leatherworker, etc.)
to determine values and options. • Arcane Schools
• Public Education Centers
• Library
• Lighthouse
Each settlement has structures that are necessary for the
• Docks, water
day to day functions of that settlement. Any structure can
• Docks, Planar
be built, of course, but certain buildings are necessary.
Although the buildings have different names, in • Docks, Air
parenthesis the name of the building/room from the • Bazar (Caravansary)
resource are listed. Any ‘room’ that is listed separately from • Siege Works
a larger building is assumed to be contained within a ‘small • Theater
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 There are several new structures and buildings below.
settings, a temple can also serve as the center for politics in
a settlement.
Some settings make much use of the selling of one’s body for profit,
Council Chambers (Guildhall) still others make use of the selling of other’s bodies for profit. This
Village Militia (Tower, fortified) can lead to problems with the law, religions, and others.
 Contains (Jails) Must Be Built In: medium house or large house
General Store (Boutique) Room Cost: 1 room or 2 rooms
Inn (Lodgings) Construction Cost: 2,500 gp or 5,000 gp
Tavern Construction Time: 15 days or 30 days
Benefit: This structure contains several rooms with private
chambers, not to be used for living. This structure
Town Hall (Guildhall) generates 1d10 times the number of “skilled workers” (they
Town Watch (Tower, fortified) count as skilled workers for the purposes of upkeep) that
 Contains (Jails) are housed within the structure. The number of workers is
General Store (Boutique) only limited by the number of people
Inn (Lodgings) that can operate and live within the
Tavern 7
structure; 25 for a medium house and 50 for a large house. drought, and reduces the chance of any misfortunes that
May Also Be Built As. pleasure house have to do with water.

Made to boost morale and keep a populace entertained, many These are upgrades for the roads within and leading out of
rulers have also taken to enjoying the spectacles presented here. the settlement.
Size Cost: 3 room points
Construction Cost: 7,500 gp
Construction Time: 45 days Construction Cost: 2,500 gp
Benefit: The fairgrounds require upkeep only in the form Construction Time: 30 days
of an award for the winner of games, 100 gp every month. Benefit: Creature movement is increased by 5 feet within
While games are going, there is a permanent +3 to morale the settlement.
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, Req.: Dirt Roads
colosseum, zoo 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
There are several settlement-wide upgrades that can be buildings and rooms that have rotating merchants than
purchased to benefit everyone. These fall on the ruling normal.
body to build if or when they obtain the funds.

Req.: Cobblestone Roads


These are the upgrades for farming settlements. Construction Cost: 10,000 gp
Construction Time: 1 year
Benefit: Everyone can get around the settlement easier and
Construction Cost: 10,000 gp so are more willing to travel. Profits for all businesses with
Construction Time: 1 year transient clientele increase by 3%.
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. There are the upgrades for settlements that have mines
nearby.
Construction Cost: 5,000 gp
Construction Time: starts next planning season Construction Cost: 10,000 gp
Benefit: Your settlement has created a cooperative harvest, Construction Time: 1 year
and farmers can borrow labor one year if they return the Benefit: You build a series of carts on wheels that rolls on
favor the next. Labor costs are reduced by 10% throughout tracks. The bonus to efficiency means that the mine’s daily
the settlement. production is increased by 10%.

Construction Cost: 5,000 gp Construction Cost: 10,000 gp


Construction Time: starts next planting season Construction Time: 1 year
Benefit: If you now grow a different crop every year, the Benefit: You build a system for moving up and down
volatility index is reduced by 2. 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 network of watering Construction Cost: 10,000 gp
trenches, delivering water throughout your crops. This Construction Time: 1 year
negates any problems with water, except in cases of extreme Benefit: You build a complex system to
circulate air within the mine. Accidents 8
within the mine are rare, if they ever happen at all. In Free Clinics. You make no coin, but earn 3 influence
addition, your workers will know you care, earning you 10 points each month. In addition, your populace lives longer
influence points a year. 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
Construction Cost: 10,000 gp each month. In addition, your populace is stronger in case
Construction Time: 1 year of a siege.
Benefit: You build large fans or pollutant condensers Fair Price. You charge an equitable price, earing you 10
designed to clear the air. Morale of all within the times 1d10 every 30 days.
settlement is no longer decreased due to air toxicity. 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
Some buildings and lands are up to the ruling body to charged in a middle and/or labor district.
provide, usually paid for with taxes. When a ruler no Harsh Price. You are trying to create a monopoly or
longer believes that they need the influence to provide control pricing to rake in as much money as possible,
these services cheaply, they begin to cut corners and pocket earning you 30 times 1d10 every 30 days. This fee can only
the difference, or just charge for services. Rulers that don’t be charged in a middle district.
want to be bothered sometimes sell a charter of the below
properties for 10% of the total cost of building.
Districts: All (only one per district)
Construction Cost: 5,000 gp
Tenements are two story buildings that house 48 people. They are Construction Time: 6 months
made with the cheapest materials available and the cheapest labor Fee Consequences:
available. They use communal baths and common areas to further Free Water. You make no coin, but earn 3 influence
reduce the price of residing there. They are usually only constructed points every month. In addition, if there is also access to a
in cities or metropolises to save space. They are frequently havens sewer in the district, everyone in a district with both
for crime and all manner of strife. systems has advantage on their first roll for exhaustion due
Districts: Labor, Slum to lack of water.
Construction Cost: 5,000 gp Sliding Scale. You charge based on income, earning you
Construction Time: 6 months 5 times 1d10 every 30 days. You also earn 1 influence point
Fee Consequences: each month.
Free Housing. You make no coin, but earn +1 morale Fair Price. You charge an equitable price, earing you 10
for all occupants and 3 influence points every month. times 1d10 every 30 days.
Sliding Scale. You charge based on income, earning you Profit Seeking. You aren’t charging too much that
1d10 times 1 gp every 30 days. You also earn 1 influence people can’t afford it, but it still is too much for many. You
point every month. earn 20 times 1d10 every 30 days. This fee cannot be
Fair Price. You charge an equitable price, earing you 5 charged in a slum district. If this fee is charged in a Labor
gp times 1d10 every 30 days. district, there is a 33% yearly chance of a riot.
Profit Seeking. You aren’t charging too much that Harsh Price. You are trying to create a monopoly or
people can’t afford it, but it still is too much for many; control pricing to rake in as much money as possible. You
expect some trouble. You earn 15 times 1d10 every 30 days. earn 30 times 1d10 every 30 days. This fee cannot be
Morale for all in the building is reduced by 1. There is a charged in a slum or labor district. If this fee is charged in
5% chance yearly of a riot. a Middle district, there is a 50% 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 25 times 1d10 every 30 days. Morale for all in the During a calamity, peasants flock to larger cities bringing only
building is reduced by 3. There is a 25% chance yearly of a what they could carry with them. They are starving, have no
riot. 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,
Districts: Middle, Labor, Slum they tend to resort to crime, and if it gets bad enough will riot.
Construction Cost: 5,000 gp Districts: Slum (or outside the city)
Construction Time: 6 months Construction Cost: 1,000 gp
Fee Consequences: Construction Time: 6 months
9
Fee Consequences: settlement gain –1 to their Intelligence ability scores when
Free Shelter. You make no coin, but the refuges have all they become an adult. This fee cannot be charged in a
their needs met. There is no chance of a riot and crime is slum, labor, or middle district.
low. If you take this task on yourself, you gain 5 influence Harsh Price. You are trying to create a monopoly or
points when you build a free camp. control pricing to rake in as much money as possible. You
Some Baubles. You charge based on what refuges have earn 25 times 1d10 every 30 days. In addition, all children
on them to trade, earning you 5 times 1d20 every 30 days. in districts that do not have a primary school in this
There is no chance of a riot, but if the result on the d20 settlement gain –1 to their Intelligence ability scores when
roll was 1-5 you will not gain any profits that month due to they become an adult. This fee can only be charged in an
criminal activity. aristocratic district.
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 Districts: Labor
camp. If the result on the d20 roll was 2-8 you will not gain Construction Cost: 5,000 gp
any profits that month due to criminal activity. Construction Time: 6 months
Forced Labor. You take everything they have that has Fee Consequences:
trade value and force the people to work for you as Free Service. You make no coin, but you earn 5
indentured servants, earning you 30 times 1d20 every 30 influence points each month.
days. If the result on the d20 roll was 1-2 a riot starts and Sliding Scale. You charge based on income left to the
destroys the entire camp. If the result on the d20 roll was children, earning you 5 times 1d10 every 30 days. You also
3-10 you will gain only half profits that month due to earn 2 influence points each month.
criminal activity.
Extermination. You take everything they have that has
trade value, force the people to work for you as indentured
When all is said and done, you need to determine the
servants, and you work them to death freeing up space.
amount of income you gained. This process works the same
Due to the constant flow of new arrivals, you earn 60 times
for influence as it does for gold pieces, except there is no
1d20 every 30 days. If the result on the d20 roll was 1-4 a
tax on influence.
riot starts and destroys the entire camp. If the result on the
Step 1. Roll for all incomes. The total is known as gross
d20 roll was 5 you will gain half profits that month due to
profit. If the DM wills, they can let you take 5 on any d10
criminal activity. If anyone discovers you have done this, it
rolls.
may be considered criminal.
Step 2. Add up all expenses, such as upkeep or
misfortunes.
Step 3. Take your gross profit and subtract your
Districts: All (only one per district)
expenses. The remaining amount is known as net profit.
Construction Cost: 10,000 gp
Step 4. Pay taxes. Each settlement is different (check with
Construction Time: 6 months
your DM), but typically the rate is 20%. You pay 20% of
Fee Consequences:
your net profits to the crown and keep 80%. You can
Free Education. You make no coin, but morale for the
always attempt to ‘fudge’ your books to pay less taxes using
district gets a +2. You also earn 3 influence points each
the levying influence option.
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 v002 Minor grammar updates. Reduced amount of money granted
points each month. In addition, all children in the district by settlement buildings. They produced an excessive amount
of gold with no upkeep overhead.
gain +1 to their Intelligence ability scores when they v001 Initial release. Yay!
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
10

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