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Estate

A Noble’s estate is a nice, well-established property furnished with all the luxuries befitting a nobleperson. Its layout can be determined (within reason) by the player but once the layout has been established, only upgrading the estate can change that layout. A Noble’s estate is staffed by a majordomo (Scholar), who manages the home, and a number of servants (Laborers) equal to the Noble’s Estate value times two, who take care of all chores and tend to the Noble. They will not leave the estate nor enter combat for the Noble, unless convinced. Certain additions will add specific servants to your estate. These servants do not count against the total granted by your Estate value.
 
Additions

A Noble’s estate is located on a large tract of land that holds space for additions. For every point in Estate the Noble has, they can add one of these additions to their estate to gain the associated benefits. Each addition takes a month to build and/or prepare but multiple additions can be made at the same time.
  Barracks: Adding Barracks to your estate not only adds a brick building attached to your estate but also gives you access to ten Guards (use Bandit Stats in the core book). These guards live in the barracks and follow your orders. They will go into combat to defend you or your estate and will report anything strange to you or your majordomo. Their duty is to the estate and they will not leave it to fight elsewhere. If you choose this addition again, you gain five more guards.
Greenhouse: Adding a Greenhouse to your estate gives you access to a number of plant-based Components. When you build your Greenhouse, you can select four Everyday/Common-rarity Components and two Poor-rarity Components that could be grown in a Greenhouse. Every month your Greenhouse generates ten units of each of these. If you find a plant component while away you can return to your estate and cultivate it in your Greenhouse, causing it to provide the same number of units per month. You can cultivate a maximum of ten individual Components in a single Greenhouse. Your Greenhouse is managed by a Gardener with a Base 15 Wilderness Survival.
Hunting Grounds: Adding a Hunting Ground to your estate adds a large area of wilderness within a day’s travel that is stocked with game animals. By spending time hunting in your Hunting Grounds, you can generate beast bones, feathers, and leather (which is cured by your Huntsmaster). For every hour spent hunting, you generate 1d6 units of each component (maximum 3d6). Your Hunting Ground is managed by a Huntsmaster with a Base 15 Wilderness Survival.
Personal Physician: Adding a Personal Physician to your estate gives you access to a physician who will treat you and your guests at no cost. This Physician counts a Scholar with a Healing Hands Base of 15.
Secret Rooms: Each time you add Secret Rooms to your estate you create two hidden rooms and two hidden passages. A hidden passage can connect up to three existing rooms. A DC:16 Awareness check is required to spot the entrances of these secret instalments and each one has a lock that opens with a special key in your possession. You can have this key replicated for free. If someone spots the secret room, they can attempt a DC:20 Pick Lock check to open the entrance.
Security: Adding security to your estate improves the locks on all doors and windows. These locks now have a Pick Lock DC of 18 rather than the standard DC of 15. This does not affect the locks on Secret Rooms or Torture Chambers. Taking this addition a second time raises the Pick Lock DC to 20.
Torture Chamber: Adding a Torture Chamber to your estate creates a subterranean chamber closed off by a DC:18 lock on the outside of the room. The room is furnished with torture devices and five cages locked with DC:18 locks. While using this room, the user gains a +3 to Intimidation but deals 2d6 damage to the target for each attempt. If using Verbal Combat, the Torture Chamber grants a +2 bonus to the benefits gained from torture and torment. The Torture Chamber is maintained by a Torturer with a Base 15 in Intimidation.
Workshop: Adding a Workshop to your estate creates a small building that not only contains all the tools required to perform a craft but also grants a bonus of +2 to any crafting checks made within. When you build your Workshop, you must decide which form of crafting it is dedicated to. Multiple Workshops can be built in your estate, each with their own specialization.
Visiting Your Estate
As a Noble, your estate can be an amazingly powerful source of resources, power, and information. That being said, all the functions of an estate require you to be physically present on your estate. You may choose to visit your estate often or perhaps push to make your estate the base of operations for your party.

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