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Player Housing

For a price, characters can build their own homes or set up small bases. Due to financial restrictions, you should not expect to own very large mansions, but you can own a house at mid level and a very nice house at high level.

To simplify the process of getting a house, we have created two possible houses for those who are mostly looking for a place to live. Buying one of these houses is as simple as letting a DM know you want to do it, and they can add it to your sheet.

Alternatively, you may create your own house using the rules below - the two sample houses were built using those same rules.

Simple Player House

There are two basic player houses available, a big house and a small house. The price of each house depends on the location where it is built. The Central Quarter is the most expensive and outside away from the city is the cheapest to live. Note that for all houses, you have to pay taxes to the local government. This is purely for fluff and is included in your cost of living (i.e. your regular income)

Small House A small house contains a living room with chairs and a table, a closet for clothes, a privy and a separate area with a bedroom. Cooking is done over the hearth. A simple house is made of wood, though the chimney is stone. It has only one floor.

A small house uses the Basic Bedroom Suite stronghold component

Cost: 640 gp (outside the city), 800 gp (East, West or South Quarter) or 880 gp (Central Quarter)

Big House A big house is made of stone and contains a large living room with chairs and a big table. Cooking is done over the hearth. The ground floor has a separate study with room for a limited number of books, and it hosts a wooden writing desk.

Upstairs there is a master bedroom with a bed large enough for two, and a spacey closet for clothes. A separate privy area with a bath can also be found on the upper floor. The big house has either an attic or a cellar (players choice) which can be used for storage.

A big house uses 2x Basic Bedroom Suite, 1x Basic Baths, 1x Basic Storage and 1x Basic Study / Office stronghold components.

Cost: 2760 gp (outside the city), 3450 gp (East, West or South Quarter) or 3795 gp (Central Quarter)

Customized Player Housing

This section describes the rules and details surrounding getting ownership of real-estate in Duirt in more detail. We describe the rules for making player housing, how the DM team calculates the cost and the procedures that must be followed, both by players and by DM's, in regards to player housing. For the purposes of this page, player housing is any piece of land that is cultivated or built upon.

Benefits and costs of owning a house

Having a house has many benefits, but also some costs. When buying a house, be sure to consider all factors involved.

By owning a house within the city, you become a Burgher. Burghers have special rights and privileges within the city and they are generally more respected than commoners who rent a place to live. If you were a foreigner then owning a house means you are no longer considered such by law.

As the owner of a house, you have a voice in decisions made about the quarter in which you live. That means you can petition the government for changes or for them to take action, and expect a response. All in all, being a Burger is a good thing.

However, home ownership does not come without a price. Besides buying the house, you are responsible to pay taxes to the government (this is fluff, no actual gold is deduced from your sheet). These taxes are spent maintaining roads, making sure waste gets taken away (rather than piling up), hiring guards to keep your house from being burgled, and defending the city from those who would sack and plunder it in general.

Getting your own house

Getting your own house is simple and takes just 6 steps:

1. Have an idea

The first step in the process surrounding player housing is you getting a desire or idea to build a base, or a DM having an idea of setting up a small building as a reward for a big storyline. For purposes of narrative we will presume that you, the player, want a house.

You should get an idea of what you want, and what scale you want it. Also set out a budget to accomplish this. We use the Stronghold Builders Guide as a source, and though not all rules from it are used, it is a great place to start having idea's!

2. Make a proposal

How much does your house cost?

The price of your house is determined by three things:

Stronghold Components

The prices for stronghold components can be found in the Stronghold Builders Guide. Each component has a set price and no deductions apply. This deviates from the rules in that book.

Walls

Normal houses are built out of wood, which is sturdy and a lot more resistant to fire than most people think. For an additional fee of 1.000 gp, your house can be made of stone instead. Exceptionally large houses may incur additional costs for stone walls, but this should not normally be an issue.

Location

Better locations cost more money. Building in the East Quarter, West Quarter or South Quarter incurs no additional cost. Buildings in the Central Quarter cost an additional 10%. Buildings more than 1 mile outside the city cost 20% less, but do not make you a Burgher.

Houses are counted as commodities for purposes of selling them. This means that you can sell a house for the same price as you purchased it.

Based on your idea, you should make a proposal. Please do not post the proposal on the wiki: the wiki is intended for in-character information only and your house has not yet been approved.

Instead, ask a DM for a place to write the proposal - they will make a page outside of the regular wiki space where you can make notes and put your information! Your proposal should follow the template provided on that page, as it will guide you and make sure everything you want is listed properly.

For the sake of simplicity, here is a list of all the information we need:

  • Stronghold Components used (as per the Stronghold Builders Guide)
  • Is it a wooden (cheap) or a stone (sturdy) building?
  • Location of the Building (i.e. East Quarter or 5 miles north of the city, etc.)
  • Total cost of the building based on the above
  • Full name of the PC (or PC's) who are buying the building
  • Description of the building (may include images if you have them)
  • Map of the building
  • Any special details we might need 1)
  • Your e-mail address so we can contact you

3. Check by a DM

To get your proposal approved, you should contact a DM. They will do a preliminary check to make sure everything was filled out correctly, and they can help you in filling out the template. Don't let them do all the work though, otherwise they get stressed and eat all the cookies ^_^

4. Approval by the DM Team

The DM who looked at your proposal will submit the proposal at the next DM Meeting, where the team discusses it and votes upon it. They will either approve the building or let you know explicitly why a proposal was rejected, so you can adjust it and make a new proposal.

5. Payment

You will be contacted to process the paperwork. A DM will transfer your building to the wiki (since it is now official), deduct gold from your character sheet, and add the building to it.

6. Roleplay

In most cases, your house is yet to be built. Building takes 1 month for every 1000 gp or fraction thereof of the total cost of the building. During the building, some events may happen, if the DMs so choose, giving you the opportunity to roleplay! Once it is completed, you can move in and have fun!

IC Laws regarding Player Housing

Below is a list regarding housing and real-estate that apply in Duirt. These laws are IC laws. That means you can break or bend them, but doing so risks problems with the law.

  • Any person who purchases a building within the city of any kind becomes a Burgher, giving them special rights and privileges within the city.
  • As mentioned, owners of buildings must pay taxes. This isn't deduced from your sheet but is presumed to happen behind the scenes, just like other regular upkeep.
  • You may put up an open, wooden fence around your property to keep in livestock, but the government may order you to remove it at their leisure.
  • No building or group of buildings may have a surrounding wall, be they hedges, wood or stone, taller than 2 feet.
  • No building may be higher than 3 floors, have battlements, barbicans, gatehouses, a portcullis, drawbridges, moats, machicolations, turrets, murder-holes or other fortifications without permission from government, nor may actual defensive walls with or without crenelations be put up.
  • Windmills and watermills may not be built within five miles of other mills and they require a permit.
  • If your building is within city walls and produces stench due to animals or industry practices there (for example, a tannery), you need a permit from the city or you will be fined.
  • Exceptionally large constructs require an Oath of Fealty. 2)

OOC Restrictions

Due to the current level of technology and magic in the setting, as well as the OOC balance of the game, the following restrictions apply:

  • No building may have more than 4 floors, counting all floors, both above and below ground.
  • No building may have more than 2 floors below ground.
  • Magical Architecture, as described in the Stronghold Builders Guide, is not available.
1)
Do you have a close friendship with the masons guild, for example or does an architect owe you a favour? Did a DM give you special options?
2)
As determined by the DM team