Property Rules in Verum | World Anvil

Property Rules

Property Types

Property is available to Tier 2 and 3 players only.   Property types are limited based on the provincial location; urban, suburban, rural. A player will be able to build a new property on the land based in a region.   The Rift can NOT be accessed or built upon, it can only be built around.   Provincial location also dictates:
  • Expansion mechanics
    • TBD
  • Availability of sovereign law enforcement - doesn't apply to lawless areas
    • Urban areas have frequent routine patrols, and response times to criminal activity is as fast as possible.
    • Suburban areas have guard squads that patrol on a regular basis, and response time to criminal activity varies.
    • Guard patrols in rural areas are practically non-existent. If the property is located near the World Road, the World Wanderers may respond to criminal activity.
  • Revenue rates from for-profit properties
    • Similar to guard patrols, urban areas have the highest potential customer traffic, followed by suburban with more variance, then rural with hardly any potential at all.
    • Players can track their weekly revenue gained/lost on the retail Revenue Sheet as well as their revenue history and related costs associated with the type and potential of their property. Revenue is calculated monthly, after the first update stream of the month.
  • Upkeep of each property is done after the first update stream of the month.
  When a player buys or builds property, it is assumed that the property comes with enough land necessary for the respective type. Players cannot purchase additional land at this time, though buying land for farms or natural resource properties (ore, timber, etc) might be an option in the future. Using land for the purposes of building an entire incorporated community is even farther off.  

Expansions - Coming in the futuretm

   

Improvements - Coming in the futuretm

   

Signing up for property

Use this form to sign up for property. Make sure to read all the rules regarding property before filling the form.  

Residential

Below is the list of standard housing properties available to players. The details are as follows, but keep in mind that the Standard Rooms is not a hard limit; a player may still be able to reasonably flavor their property that is comparable in overall space to the Standard Rooms, such as making a bedroom smaller to add a new study room to the property.   Note: Future expansions can increase the size of rooms and are subject to similar rules as above.    

Standard Housing

A maximum of 5 days can be used per week to construct any standard house.
  1. Condominium
    • An attached house that is affordable for a small family to live comfortably within the compact spaces of metropolitan areas.
      • Availability: A condominium is normally attached to several others to form a complex. Only available in urban and suburban areas.
      • Occupancy: Up to 2
      • Storage: 1 Magic item
      • Standard Rooms: 1 bedroom, 1 kitchen, 1 living area
      • Cost: 1,250 gp
      • Days to build: 12
      • Upkeep: 10 gp
  2. Townhouse
    • An attached house that is affordable for a modest family to live comfortably within the compact spaces of metropolitan areas.
      • Availability: A townhouse is normally attached to other townhouses and an entire complex is several townhouses attached together. Only available in urban and suburban areas.
      • Occupancy: Up to 4
      • Storage: 1 Magic item
      • Standard Rooms: 2 bedrooms, 1 kitchen, 1 dining area, 1 inventory room, 1 living area
      • Cost: 1,750 gp
      • Days to build: 17
      • Upkeep: 15 gp
  3. Cabin
    • A detached house that is the epitome of minimalism and removal from society. While intended for a single or a couple, it can just about hold a third occupant as well, such as a child.
      • Availability: Can be bought or built in suburban or rural areas.
      • Occupancy: Up to 2
      • Storage: 2 Magic items
      • Standard Rooms: 1 bedroom, 1 kitchen, 1 living area, small to medium yard
      • Cost: 1,500 gp
      • Days to build: 15
      • Upkeep: 10 gp
  4. Bungalow
    • A detached house that is the prime example of a modest home for the typical commoner family in Kalkatesh.
      • Availability: Can be bought or built in suburban or rural areas.
      • Occupancy: Up to 4
      • Storage: 3 Magic items
      • Standard Rooms: 2 bedrooms, 1 kitchen, 1 dining area, 1 living area, 1 inventory room, small to medium yard.
      • Cost: 2000 gp
      • Days to build: 20
      • Upkeep: 15 gp
  5. Cottage
    • A detached house that takes the quaintness of the bungalow, and then adds a second story to make room for an extra occupant or two.
      • Availability: Can be bought or built in suburban or rural areas.
      • Occupancy: Up to 6
      • Storage: 4 Magic items
      • Standard Rooms: 3 bedrooms, 1 kitchen, 1 dining area, 1 living area, 1 inventory room, medium to large yard.
      • Cost: 2,500 gp
      • Upkeep: 20 gp
      • Days to build: 25
  6. Rancher
    • The height of standard housing just before dipping into luxury. To accomodate larger families, the rancher builds out instead of up, covering much wider areas than other homes.
      • Availability: Can be bought or built in rural areas.
      • Occupancy: Up to 12
      • Storage: 4 Magic items
      • Standard Rooms: 6 bedrooms, 1 kitchen, 1 dining area, 2 living areas, 1 inventory room, large yard
      • Cost: 4,000 gp
      • Days to build: 34
      • Upkeep: 30 gp
 

Luxury Housing

  1. Mansion / Manor
    • A detached house that is the ideal home for wealthy owners. Most mansions will have two to three floors with many rooms to accomodate the owner and their family, as well as essential staff directly on the property. The term manor refers specifically to a mansion that is owned by nobility, while an estate is the actual land owned by the gentry. It typically includes all the structures, fields, and villages that reside on the land, with a manor as the heart of the estate.
      • Availability: A mansion can be bought or built in rural areas. A mansion that is owned by a noble family is a manor. You need one prestige to build a Mansion
      • Occupancy: Up to 50
      • Storage: 4 Magic items
      • Standard Rooms: 25 bedrooms, 2 kitchens, 2 dining areas, 3 living areas, 1 inventory room, large yard.
      • Cost: 8,000 gp + 100gp per day spent building
      • Days to build: 70
      • Maximum days per week: 10
      • Upkeep: 185 gp
  2. Fort / Keep - Coming in the futuretm
  3. Castle - Coming in the futuretm
  4. Palace - Coming in the futuretm
 

Mobile Housing - Coming in the futuretm

   

Retail

Retail properties are used by a player to run a business, be it a shop, boutique, or service. Upkeep of the retail buildings is calculated to their income. A maximum of 5 days can be used per week to construct retail buildings.   Note: Revenue calculation is being worked on.    
  1. Shop
    • The typical retail property to run a business of buying or selling wares.
      • Availability: Can be built in urban, suburban and rural areas.
      • Occupancy: 1
      • Storage: 1 Magic item
      • Standard Rooms: 1 sales room, 1 personnel room, 1 inventory room
      • Cost: 2,500 gp
      • Days to build: 15
      • Maximum days per week: 5
      • Personnel: 1 NPC
      • Income: Shops generate monthly income, which can be negative (after costs have been deducted).
  2. Hospitality
    • Hospitality refers to property that leases residency for profit. The typical hospitality property is the tavern, which houses the owner and their family, as well as several rooms for occupant guests.
      • Availability: Can be built in suburban and rural areas.
      • Occupancy: Up to 14
      • Storage: 2 Magic items
      • Expansions: 3 slots, 750 gp each
      • Standard Rooms: 1 master bedroom, 9 guest rooms, 1 kitchen, 1 commons/bar/dining area, 1 inventory room, small to medium yard
      • Cost: 4,000 gp
      • Days to build: 15
      • Maximum days per week: 5
      • Personnel: 1 NPC
 

Civic

  1. Library
    • Library is self-explanatory. It's a repository for books and such similar literature, to store and possibly share its knowledge.
      • Availability: Can be bought or built in suburban and rural areas.
      • Occupancy: 0
      • Storage: 3 Magic items
      • Standard Rooms: 1 commons/library area, 1 study room, 1 personnel room, 1 inventory room, small to medium yard
      • Cost: 2,500 gp
      • Days to build: 20
      • Maximum days per week: 5
      • Upkeep: 50
  2. Studio (Gallery, Museum)
    • The studio is similar to the library in function as a storage facility, but it's greater size and particular floor planning is intended to hold larger objects. As such, most studios are used as galleries for art or historical artifacts.
      • Availability: Can be bought or built in suburban and rural areas.
      • Occupancy: 0
      • Storage: 4 Magic items
      • Standard Rooms: 1 commons area, 3 studio areas, 1 study room, 1 personnel room, 1 inventory room, medium to large yard
      • Cost: 5,000 gp
      • Days to build: 35
      • Maximum days per week: 5
      • Upkeep: 50
  3. Clinic
    • The clinic is a privately owned property that provides medical aid to the injured and sick. Unlike hospitality that is residency for the purposes of living, clinic residency is even more temporary, thus amenities and decor are hardly ever acknowledged, generally having only what is required for a patient to sleep well. Some clinics double as the owner's own residence, while some choose to use that space for more patients.
      • Availability: Can be bought in urban areas. Can be bought or built in suburban and rural areas.
      • Occupancy: Up to 10
      • Storage: 1 Magic item
      • Standard Rooms: 1 clinic area, 1 personnel room, 1 inventory room, small to medium yard
      • Cost: 3,000 gp
      • Days to build: 20
      • Maximum days per week: 5
      • Upkeep: 50
  4. Academy
    • An academy is where citizens go to seek knowledge. There are as many kinds of academies as there are stars in the sky; focusing on one subject out of many or providing varying courses of study in some combination.
      • Availability: Can be built in suburban and rural areas.
      • Occupancy: 1
      • Storage: 3 Magic items
      • Standard Rooms: 1 commons area, 1 teaching room/area, 1 personnel room, 1 inventory room, small to medium yard
      • Cost: 10,000 gp
      • Days to build: 70
      • Maximum days per week: 10
      • Upkeep: 70
 

Entertainment

  1. Arena / Stadium
    • The first main entertainment type available to the public, watching people contend against difficult obstacles or just beat each other up! The two personnel and inventory rooms are to separate arena employees from arena participants. Some bigger establishments are developed so that frequent arena participants can live within the premises.
      • Availability: Can be built in rural areas.
      • Occupancy: 0
      • Storage: 2 Magic items
      • Standard Rooms: 1 arena field/large yard, 1 audience stands area, 1 commons area, 2 personnel rooms, 2 inventory rooms
      • Cost: 10,000 gp
      • Days to build: 60
      • Maximum days per week: 10
      • Upkeep: 70
  2. Theatre / Auditorium
    • The second main entertainment type available to the public, watching people act out fantastical stories or just make fools of themselves!
      • Availability: Can be bought in urban areas. Can be bought or built in suburban and rural areas.
      • Occupancy: 0
      • Storage: 2 Magic items
      • Standard Rooms: 1 stage area, 1 audience stands area, 1 commons area, 1 personnel room, 1 inventory room
      • Cost: 5,000 gp
      • Days to build: 35
      • Maximum days per week: 5
      • Upkeep: 25
 

Religious

  1. Chapel
    • The chapel is the smallest property built for deific worship, and can be considered little more than a glorified cabin.
      • Availability: Can be built in suburban and rural areas.
      • Occupancy: 0
      • Storage: 1 Magic item
      • Standard Rooms: 1 worship area, 1 personnel room, small yard
      • Cost: 1,250 gp
      • Days to build: 20
      • Maximum days per week: 5
      • Upkeep: No upkeep
  2. Church
    • A more well-established property for deific worship, providing more room for followers to participate in more varied activities, and for longer periods of time. An additional area in the back is set aside for residency, which is typically the owner or the head priest to the church.
      • Availability: Can be built in suburban and rural areas.
      • Occupancy: 2
      • Storage: 1 Magic item
      • Standard Rooms: 1 commons area, 1 worship area, 1 personnel room, 1 inventory room, 1 kitchen, 1 dining area, 1 bedroom, small to large yard
      • Cost: 5,000 gp
      • Days to build: 60
      • Maximum days per week: 10
      • Upkeep: No upkeep
  3. Temple
    • A temple is an interchangeable term used in banal conversation, but for the purposes of property, it refers to a place of worship that is strictly private, to an even higher degree than monasteries. As such, secret and deviant creeds, like a cult, would most likely seek to pursue their devotion in a temple - where they won't be found, or recognized, or judged.
      • Availability: Can be built in suburban and rural areas.
      • Occupancy: 2
      • Storage: 1 Magic item
      • Standard Rooms: 1 commons area, 2 worship areas, 1 personnel room, 1 study/library room, 1 inventory room, 1 kitchen, 1 dining area, small to large yard
      • Cost: 25,000 gp
      • Days to build: 90
      • Maximum days per week: 10
      • Upkeep: No upkeep
 

Industrial

  1. Warehouse
      • Availability: Can be built in urban, suburban and rural areas.
      • Occupancy: 0
      • Storage: 5 Magic items
      • Standard Rooms: 1 storage area, 1 personnel room
      • Cost: 3,000 gp
      • Days to build: 30
      • Maximum days per week: 5
      • Upkeep: 20 gp
  2. Workshop
      • Availability: Can be bought in urban areas. Can be bought or built in suburban and rural areas.
      • Occupancy: 0
      • Storage: 5 Magic items
      • Standard Rooms: 1 production area, 1 personnel room, 1 inventory room
      • Cost: 4,000 gp
      • Days to build: 40
      • Maximum days per week: 5
      • Upkeep: 70 gp
 

Other

 

Payment Structure

Once the player submits the form for a property, the Verumese team will review it and inform the player of its approval. All costs are upfront, with some exceptions (luxury and higher cost things), which the player will be informed of. To pay the upfront cost and begin building, the player tags themself as the property owner, and update the day/gold progressions in #trading-log-and-consumables. The property must also be given a name to help distinguish it between other similar properties.
@economy @[yourself]
Spending [upfront cost] to begin construction on [property name], requiring [day amount]
Alternatively for Luxury buildings you can choose to pay in full or put a down payment that leaves the remaining sum of 100gp per day to construct. For example: Mansion 15,000gp with a downpayment of 8,000gp and paying the remaining days 100gp for each of the 70 days to build. 8,000 + (100 * 70) = 15,000gp  

Spending Days

You can contribute your crafting days or downtime days to work on your property or someone else's. Paying the incremental gold when doing so if necessary.   When a player wants to progress a property: Players tag themself as the property owner, and update the day/gold (when applicable) progressions in #trading-log-and-consumables.   If a player other than the property owner submits days towards a property, they must ping themselves, the property owner, and economy.
@economy @[property owner] @[yourself]
Spending # crafting/downtime days on [property name], to a total of # / #
  As property has weekly limits on the amount of days you can spend, you are able to spend days on property while in RP lock  

Private Property

Property you build can be private. This means that you can specify that only people you invite can access your property and staff will give them the required permission to access your property.  

Pets

Your active pet can be stationed there mechanically if it is not brought with you. You cannot store any other pets on a property.  

Item Storage

Similarly to factions, properties have item storage capabilities. This includes limited magic items storing. The amount of magic items one can hold is listed under the type of property seen above. If you wish to store any items at a property you MUST banking log on the Property server to do so. Clearly stating which property it is at. Additionally, you must clearly have it somewhere on your character sheet notated that it is at a specific property.   You may only store items at a property you own. If you give an item for someone to store at their property. They must still be the ones to withdraw it as they are the owner as far as banking is concerned.  
@Banking @[Self] Storing/withdrawing [Item]/[Items] from [Property Name]
 

Shop NPCs

You can have a staff member play an NPC for you or have a Tier 0 player submit an NPC to run it for you. In either case the NPC is strictly for RP purposes and is a non-combatant with no stats. Tier 0 NPCs are subject to all the normal Tier 0 NPC rules.   As shop NPCs cannot have actual inventories, any gold or items they were specifically gifted to the NPC disappears at the next update stream.   NPCs are not to be used as buffers in trading other items between players.  

Shops

Shopping at a players store, such as a general store, fulfills the RP requirement to purchase items without the use of a downtime day.   The shop owner can sell all the normal items found on the player shopping list excluding reagents. Items must be purchased by the shopkeeper from the Shopping Item List at the minimum price. They can be on-sold to the customer for any price but the owner must pay the minimum item price (e.g. lower than Shopping List Item price, shop owner loses gold, above minimum price, shop owner gains gold).   If they want to charge past that baseline it is up to the owner to inform the NPC to do so.   Similarly to Quartermaster, owners can purchase things without the use of a downtime day for anything their shop normally sells. However, they still must pay the full shopping list price.   Non-mechanical items, such as beverages, can be sold with no cost associated to the owner as long as they remain without a mechanical benefit (such as attempting to consider a sandwich as a ration or food token). When trading with a shop NPC please tradelog with the following format so the shop owning player can add the gold to their sheet.  
@Economy @[Self] trading @[NPC] as NPC [items being traded] for [amount of gold] Shop owned by @[Property Owner]
  The NPC then confirms the trade and the player can add what they are being sold and the Shop owner can add the net gold to their sheet.  
@[Customer] Confirmed as NPC, @[Property Owner] receives x gp y sp.

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