Property Rules

Property Types

Property is available to only Tier 2 or 3 players.   Property types are limited based on the provincial location; urban, suburban, rural. This limitation determines whether a player must buy a pre-built property, or they're able to build a new property on the land.
The Rift can NOT be accessed or built upon, it can only be built around.     Provincial location also dictates:
  • Expansion mechanics
    • Case-by-case basis
  • 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 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.
  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 for the future. Using land for the purposes of building an entire incorporated community is even farther off.  

Expansions - Not available at this time.

Expansions come in two default types - occupancy and storage, which each take up 1 expansion slot. Expansions are limited upgrades to a property, so there cannot be more expansions to a property than the type's slot availability. However, a player may change an expansion from one type to the other by spending the requisite resources.   A pre-built property may have these expansion slots already installed on a random basis, while newly built properties always start with free slots.   As the expansion types imply, an occupancy expansion increases how many occupants can live comfortably within the property, while storage expansion increases the property's storage capacity. Where a property is located between urban, suburban, and rural can also modify the details for its expansions.   Other expansions are available as a means to develop a property's flavor beyond the standard structure, while also being a determinable way to increase property value. It can also provide a defined way for players to "upgrade" their properties from one to the next in a linear path, such as a chapel into a church into a temple, or as a gate for players to attain mechanical benefits to the property, such as academies.   These expansions take up slots as normal, thus are a choice between them and the default occupancy or storage increases. Cost is 500 gp for flavor expansions, while the cost for an expansion that gives a mechanical benefit is twice the expansion cost for the respective property type. For example, Historical Archives for flavor is 500 gp, while building one for a Library property to gain research benefits is 1500 gp - doubling the 750 gp for library expansions.   A list of example expansions:
  • Alchemist Lab
  • Altar Shrine
  • Arcanist's Study
  • Archery Range (requires medium or bigger yard)
  • Armory
  • Barracks
  • Caravansary
  • Defensive Wall (requires large yard)
  • Feasting Hall
  • Dock (near water only)
  • Garden (requires yard)
  • Graveyard (requires yard)
  • Historical Archives
  • Jail
  • Kennel (requires yard)
  • Personal Library
  • Lodgings
  • Market Stall
  • Moat (requires medium or bigger yard)
  • Nursery
  • Observatory
  • Smithy
  • Stables (requires medium or bigger yard)
  • Training Grounds (requires medium or bigger yard)
  • Workshop
 

Improvements - Not available at this time.

Improvements are more focused developments of property that represent a more passive, and generally defensive, benefit. Since they're focused, these improvements are tailored to apply to specific locations, rather than an entire property by default. If a player wants one of these improvements, they'll have to officially choose where or how the improvement is constructed.   A list of example improvements:
  • Trapped
    • The player sets a trap somewhere on their property against would-be invaders.
    • For convenience, use the list of traps here.
  • Hidden
    • The player chooses one of the rooms in their property, and that room's entryways are mundanely hidden from perception.
    • The player chooses how hidden the room is from a list of options that shows an increase in cost as the investigation/perception checks to notice increase.
  • Warded
    • The player chooses the property or one of its rooms and a spell they can hard cast. The spell is used to ward the room in a long-term fashion.
    • Warded is the main way to magically defend a property. Instead of adhering to the spells that can be made permanent as dictated by 5e, we just go through the spells and determine for ourselves which spells we're fine with being applicable in this way. Whatever the list, the cost would be dependent on spell level and how long the 'ward' lasts, whether it's a week, a month, three months, a year, permanent, or some other defined time limit.
  For simplicity, the best way to limit the amount of these is to determine that a room can only have 1 trap and 1 ward each, and the entire property can only have 1 separate ward. Since 'Hidden' is only applied once per room (it's either Hidden or not), it inherently limits itself to once per room.   Since these improvements are directly linked to the defense of the property - and thus PvP - there will have to be some system set up to prevent metagaming from property DMs. Off the top of my head, the easiest way to do it is to have the player message a Political DM saying they want X improvement, and the Political DM then settles the process in lieu of the player as the middleman to keep the player and the property its used on anonymous. A DM that is both in political and property is best, or alternatively, only one designated Property DM that is in charge of and tracks improvements themselves, so as to keep information undisclosed and metagaming risks low.   However it's decided, the point is to not lock out Property DMs from being able to participate in PvP in the future when necessary just because they have OOC knowledge of where traps and hidden rooms are. While the same can be said for general floor plans of property, that's not as egregious as these kinds of purposefully secret defenses.      

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. Subsequently, expansions are within the same grey area, such as a player flavoring their occupancy expansion as a new bedroom, as making an existing bedroom bigger, or some other configuration.   The occupancy and storage details are the default numbers that do not take into account expansions.  

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: Can only be bought, not built, as an entire complex is several condominiums attached together. Only available in urban and suburban areas.
      • Occupancy: Up to 2
      • Storage:
      • Expansions: None
      • Standard Rooms: 1 bedroom, 1 kitchen, 1 living area
      • Cost: 1,250 gp
      • Days to build: 12
  2. Townhouse
    • An attached house that is affordable for a modest family to live comfortably within the compact spaces of metropolitan areas.
      • Availability: Can only be bought, not built, as an entire complex is several townhouses attached together. Only available in urban and suburban areas.
      • Occupancy: Up to 4
      • Storage:
      • Expansions: 1 slot, 500 gp
        • Occupancy expansion increases occupancy capacity by 1.
        • Storage expansion increases storage capacity by
      • Standard Rooms: 2 bedrooms, 1 kitchen, 1 dining area, 1 inventory room, 1 living area
      • Cost: 1,750 gp
      • Days to build: 17
  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:
      • Expansions: 1 slot, 250 gp
        • Occupancy expansion increases occupancy capacity by 1.
        • Storage expansion increases storage capacity by
      • Standard Rooms: 1 bedroom, 1 kitchen, 1 living area, small to medium yard
      • Cost: 1,500 gp
      • Days to build: 15
  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:
      • Expansions: 2 slots, 500 gp each
        • Occupancy expansion increases occupancy capacity by 1.
        • Storage expansion increases storage capacity by
      • Standard Rooms: 2 bedrooms, 1 kitchen, 1 dining area, 1 living area, 1 inventory room, small to medium yard.
      • Cost: 2000gp
      • Days to build: 20
  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:
      • Expansions: 2 slots, 500 gp each
        • Occupancy expansion increases occupancy capacity by 1.
        • Storage expansion increases storage capacity by
      • Standard Rooms: 3 bedrooms, 1 kitchen, 1 dining area, 1 living area, 1 inventory room, medium to large yard.
      • Cost: 2,500 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:
      • Expansions: 2 slots, 500 gp each
        • Occupancy expansion increases occupancy capacity by 2.
        • Storage expansion increases storage capacity by
      • 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
 

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:
      • Expansions: 4 slots, 1,000 gp each
        • Occupancy expansion increases occupancy capacity by 2.
        • Storage expansion increases storage capacity by
      • 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
  2. Fort / Keep
    • A detached house that takes the idea of the mansion, but with the intentions of being a defensable structure, increasing the overall size and doubling occupancy for the use of soldiers. A fort that is surrounded by exterior, detached walls is generally called a castle, which then makes the central defensive structure the Keep, though the terms fort and keep are used interchangebly in day-to-day conversation.
      • Availability: Can be bought or built in rural areas. Doing so in sovereign countries requires permission. Not available at this time.
      • Occupancy: Up to 100
      • Storage:
      • Expansions: 5 slots, 1,000 gp each
        • Occupancy expansion increases occupancy capacity by 3.
        • Storage expansion increases storage capacity by
      • Standard Rooms: 50 bedrooms, 2 kitchens, 2 dining areas, 2 living areas, 1 inventory room, large yard
      • Cost: 25,000 gp + 100gp per day spent building
      • Days to build: 100
      • Maximum days per week: 10
  3. Castle
    • A castle is a defensable structure that uses exterior walls to enclose a keep, with the enclosed area between the walls and the keep referred to as a bailey. A castle can have multiple baileys, each one separated by defensive walls, but all are internally connected to the main bailey with the keep. A castle is generally owned by a lord that oversees a sizeable area of land. If a castle is large enough, it can house an entire community, forming a whole village or town within its walls. Providing for such a community requires resources, so castles that need to be self-sufficient are generally built to be surrounded by many fields for farming and other natural resources for harvesting.
      • Availability: Can be built in rural areas. Doing so in sovereign countries requires permission. Not available at this time.
      • Occupancy: Up to 200
      • Storage:
      • Expansions: 6 slots, 2,000 gp each
        • Occupancy expansion increases occupancy capacity by 5.
        • Storage expansion increases storage capacity by
      • Standard Rooms: Keep, plus whatever is included in the baileys
      • Cost: 234,000 gp + 100gp per day spend building
      • Days to build: 160
      • Maximum days per week: 15
  4. Palace
    • A palace is the absolute pinnacle of luxury housing. Whatever the owner needs in life, they need not go outside to attain it, for it's all readily provided within their home.
      • Availability: Can be built in rural areas. Doing so in sovereign countries requires permission. Not available at this time.
      • Occupancy: Up to 400
      • Storage:
      • Expansions: 8 slots, 3,000 gp each
        • Occupancy expansion increases occupancy capacity by 5.
        • Storage expansion increases storage capacity by
      • Standard Rooms:
      • Cost: 475,000 gp + 100gp per day spent building
      • Days to build: 250
      • Maximum days per week: 20
 

Mobile Housing

Mobile housing trades expansion slots for the ability to easily move the house to different regions.  
  1. Wagon
      • Availability:
      • Occupancy: Up to 2
      • Storage:
      • Expansions: None
      • Standard Rooms: 1 bedroom + living area
      • Cost: Refer to the vehicle rules
  2. Ship
      • Availability:
      • Occupancy: The combined crew and passenger capacities
      • Storage:
      • Expansions: None
      • Standard Rooms:
      • Cost: Refer to the vehicle rules
 

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.  
  1. Shop
    • The typical retail property to run a business of buying or selling wares.
      • Availability: Can be bought in urban areas. Can be bought or built in suburban and rural areas.
      • Occupancy: 1
      • Storage:
      • Expansions: 1 slot, 500 gp
        • Occupancy expansion increases occupancy capacity by 1.
        • Storage expansion increases storage capacity by
      • Standard Rooms: 1 sales room, 1 personnel room, 1 inventory room
      • Cost: 2,500 gp
      • Days to build: 15
      • Maximum days per week: 5
      • Income: Shops generate monthly income, which can be negative. You can choose the risk for the shop as low, medium or high. Higher risk gives better potential income, but also larger potential loss.
  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 bought in urban areas. Can be bought or built in suburban and rural areas.
      • Occupancy: Up to 14
      • Storage:
      • Expansions: 3 slots, 750 gp each
        • Occupancy expansion increases occupancy capacity by 2.
        • Storage expansion increases storage capacity by
      • 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
      • Income: Hospitality can generate monthly income based on the occupancy and services provided.
 

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 in urban areas. Can be bought or built in suburban and rural areas.
      • Occupancy: 0
      • Storage:
      • Expansions: 1 slot, 750 gp
        • Occupancy expansion increases occupancy capacity by 1.
        • Storage expansion increases storage capacity by
        • Historical Archives expansion gives X benefits towards research.
      • 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
  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 in urban areas. Can be bought or built in suburban and rural areas.
      • Occupancy: 0
      • Storage:
      • Expansions: 2 slots, 750 gp each
        • Occupancy expansion increases occupancy capacity by 1.
        • Storage expansion increases storage capacity by
      • 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
  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:
      • Expansions: 2 slots, 500 gp each
        • Occupancy expansion increases occupancy capacity by 2.
        • Storage expansion increases storage capacity by
      • 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
  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 bought in urban areas. Can be built in suburban and rural areas.
      • Occupancy: 1
      • Storage:
      • Expansions: 5 slots, 1000 gp each
        • Occupancy expansion increases occupancy by 1, to a maximum of 4. Does not take up an expansion slot. Can only be built if there is at least 1 free slot.
        • Storage expansion increases storage capacity by
        • Building the Arcanist's Study, Armory, Personal Library, Training Grounds, and Workshop expansions upgrades the academy to a Place of Learning, allowing the teaching of courses to players.
        • Fifteen occupancy and one caravansary expansion allows upgrading the Academy property to a University. Only available in rural areas.
      • Standard Rooms: 1 commons area, 1 teaching room/area, 1 personnel room, 1 inventory room, small yard to medium yard
      • Cost: 10,000 gp
      • Days to build: 70
      • Maximum days per week: 10
 

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:
      • Expansions: 4 slots, 1000 gp each
        • Occupancy expansion increases occupancy capacity by 2.
        • Storage expansion increases storage capacity by
      • 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
  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:
      • Expansions: 2 slots, 750 gp each
        • Occupancy expansion increases occupancy capacity by 1.
        • Storage expansion increases storage capacity by
      • 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
 

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 bought in urban areas. Can be bought or built in suburban and rural areas.
      • Occupancy: 0
      • Storage:
      • Expansions: 4 slots, 500 gp each
        • Occupancy expansion increases occupancy capacity by 1, to a maximum of 2.
        • Storage expansion increases storage capacity by
        • Two occupancy expansions, one storage expansion, one Altar Shrine expansion, and an additional 1000 gp allows upgrading the chapel to the church. Only available in suburban and rural areas.
      • Standard Rooms: 1 worship area, 1 personnel room, small yard
      • Cost: 1,250 gp
      • Days to build: 20
      • Maximum days per week: 5
  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 bought in urban areas. Can be bought or built in suburban and rural areas.
      • Occupancy: 2
      • Storage:
      • Expansions: 4 slots, 750 gp each
        • Occupancy expansion increases occupancy capacity by 1, to a maximum of 4. Does not take up an expansion slot. Can only be built if there is at least 1 free slot.
        • Storage expansion increases storage capacity by
        • Fifteen occupancy expansions, one altar shrine expansion, one caravansary expansion, one garden expansion, and an additional 1500 gp allows upgrading the church to a monastery/abbey. Only available in rural areas.
        • Three altar shrine expansions, one historical archives expansion, a Hidden improvement on a room of worship, and an additional 10,000 gp allows upgrading the church to a temple. Only available in suburban and rural areas.
      • 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
  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:
      • Expansions: 4 slots, 2000 gp each
        • Occupancy expansion increases occupancy capacity by 2.
        • Storage expansion increases storage capacity by
      • 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
 

Industrial

  1. Warehouse
      • Availability: Can be bought in urban areas. Can be bought or built in suburban and rural areas.
      • Occupancy: 0
      • Storage:
      • Expansions: 4 slots, 500 gp each
        • Occupancy expansion increases occupancy capacity by 1, to a maximum of 1.
        • Storage expansion increases storage capacity by
      • Standard Rooms: 1 storage area, 1 personnel room
      • Cost: 3,000 gp
      • Days to build: 30
      • Maximum days per week: 5
  2. Workshop
      • Availability: Can be bought in urban areas. Can be bought or built in suburban and rural areas.
      • Occupancy: 0
      • Storage:
      • Expansions: 4 slots, 500 gp each
        • Occupancy expansion increases occupancy capacity by 1, to a maximum of 2.
        • Storage expansion increases storage capacity by
        • Three workshop expansions and an additional X gp gives Y benefits towards Z crafting.
      • Standard Rooms: 1 production area, 1 personnel room, 1 inventory room
      • Cost: 4,000 gp
      • Days to build: 40
      • Maximum days per week: 5
 

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-consuambles. The property must also be given a name to help distinguish it between other similar properties.
[at]economy [at][yourself]
Spending [upfront cost] to begin construction on [property name], requiring [day amount]
   

Spending Days

A player can contribute their own crafting days or downtime days to the work on their property without spending extra gold. The reason being, they wouldn’t need to compensate themselves. Days have a set value that is calculated into the gold cost progress of the property.    To which when a player progress a property: Players tag themself as the property owner, and update the day/gold (when applicable) progressions in #trading-log-and-consuambles. 
[at]economy [at][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


Comments

Please Login in order to comment!