Manor Houses

Example of a Minor Aristocrat's House in Rural Countryside

Example of a Minor Aristocrat's House Borderlands

Example of a Minor Aristocrat's House in a Town suitable for a merchant.

Sooner or later many PCs decide they want somewhere to live. These are a few off-the-shelf buildings that are available to them. Costs listed are building costs they still have to buy (or otherwise acquire) the land to build them on. Land in the desirable quarter of a big city might cost 10-20 times as much as the building. Remember to charge for the land if they try to buy a property instead of building one. In the most expensive part of Korvosa (Citadel Ward) a Manor House would cost 160,000gp - and the cheapest (in South Shore) probably cost 50k upwards.

As they are presented, these building work well for towns or other well protected areas. If they are to perform a defensive role, as well as a residential role, many of them will need to have their walls strengthened and fortified.

if the building is out in the countryside the towers probably need Country Manor kits to define the land that comes with them. The basic Kit gives a small palisaded courtyard with a stable and shed, although the The extension kit allows to to double the size of the courtyard, technically, there is no reason you couldn't take the extension more than once. This basic protection os good enough for a small manor in a safe area, however you may wish to add Courtyard Fortifications if you want a more impressive looking building that is more suited to defense.

Courtyard Fortification 1 gives slight higher, stone, walls and makes it more difficult to break into the courtyard. Fortification 2 lets you add a properly defended gatehouse and armed guards, although you still have to pay the guards. Note that you need Fortification 1 before you can get Fortification 2 - and that extensions cost more if you have stone walls.

Light fortification, of this nature, is good against raiders, but it is not to full military standards and won't give much protection against sustained attack in times of war.


Villa.JPG

Villa: A fairly unpretentious dwelling for the moderately wealthy. It is big enough to support a group of up to ten residential employees. Probably found close to a town or city it might be the home of an officer, official or even an adventurer. There is no great scope for a military presence, but some of the staff may well be Militia Auxilliary or Footmen (use Watchmen) as listed on the Military Employee Page. This building is of wooden construction. Cost: 3000gp (3bp)

(Kitchen, Laundry, Storage, Bathroom, Lodgings+furnishings, Lodgings, Stalls, Guard Post)

Rural Upgrade You may upgrade an Watchtower to a Villa for 2BP. However, you must employ at least 5 military personnel. Stability +1, Defence +1. Your troops can only patrol the current hex.

Enhancements: Upgrade to a Large Villa for 1500gp (or 1 BP)

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Large Villa: Built to the same basic plan as a smaller villa, the large Villa has two stories all the way around. This gives better defensive capability and offers more space for the family. However, the study and office space still offer some privacy for the adults of the house. This house has a barracks and might be found further out into the country - perhaps as a country house for a wealthy man or the home of a lesser knight. The barracks allows you to employ a small military unit (up to ten people) as well as domestic staff. The house isn't well suited to cavalry but, if you are prepared to pay the costs, you could employ a unit of foot soldiers as listed on the Military Employee Page. This building is of wooden construction. Cost 4300gp (or 4bp)

Rural Upgrade You may upgrade an Outpost to a Large Villa for 2BP. However, you must employ at a full complement of 10 military personnel (5x Light Foot, 5xSkirmishers). Stability 1, Defence 1 and your troops may patrol adjacent hexes.

Enhancements:

Fortify the outer walls with a stone skin for 1500gp or 2bp (Adds +1 defence point)

Add a bell tower over the gate for a more impressive dwelling. Cost 500gp
Place a statue in the middle of the courtyard. Cost 60gp


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Basic Tower House: A simple four story tower set up as a secure home. The ground floor walls are heavily reinforced and house the Kitchen, laundry and store room. Entrance to the house is via a set of steps to a first floor doorway leading to a large common room. The second floor has a comfortable suite for the house owner while the top floor has more basic accommodation for up to ten residential employees. Cost: 2500gp.

(Kitchen, Store, Laundry, Bathroom, Common Room, Lodgings+Furnishings, Lodgings)

Rural Upgrade You may upgrade a Rural Fort to a Keep by adding a Basic Tower House for 2BP. New Benefits: Loyalty +1, Stability +1; +3 defence for your stronghold.

Enhancements:

Fortify the upper walls for 1500gp or 2BP (Adds +1 to Defence)

Country Manor Kit: Courtyard (35x30ft), Palisade, Stable for 2 horses, and a 10x10 outbuilding. Cost 800gp
Country Manor Extension: Courtyard (35x30ft), Palisade Cost 400gp (upgrade to stone walls +250gp)
Country Manor Fortification 1: Stone Walls & Guard Post. Cost +600gp
Country Manor Fortification 2: Gatehouse & Armory. Cost +600gp


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Strong Tower House: It has a bigger floor plan than the basic Towerhouse, but only has three stories. Entrance is via heavily reinforced 'airlock' doors on the ground floor where the basic utilities are housed. Upstairs to a common room, while the owners apartment is on the top floor. Accommodating for up to ten servants is spread across the upper two floors. It is less impressive than the Basic Tower House but it is a much stronger building, and would be a good choice for someone who lives on a frontier or who might need to sit out a small siege. It would be easy to convert it to a military defensive tower. Cost: 4000gp or 4BP.

Rural Upgrade You may upgrade a Fort to a Keep by adding a Strong Tower House for 3BP. New Benefits: Loyalty +11, Stability +1; +3 defence for your stronghold, although it is ore expensive than the Basic Tower House option and has no extra benefits.

Enhancements:

Country Manor House Kit: Courtyard (35x30ft), Palisade, Stable for 2 horses, and a 10x10 outbuilding. Cost 800gp
Country Manor Extension: Courtyard (35x30ft), Palisade Cost 400gp (upgrade to stone walls +250gp)
Country Manor Fortification 1: Stone Walls & Guard Post. Cost +600gp
Country Manor Fortification 2: Gatehouse & Armory. Cost +600gp


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Monastery: This could be a suitable home for a Cleric, Paladin, Inquisitor or similar sort of character. The monastery has its own self-contained Altar, a house for the PC, a Monks house and scriptorium, all set around relaxing courtyards and gardens. A sub-prior, a lector and two lay-brothers (sisters) come to serve the 'Prior'. They would be able to create holy texts and magical scrolls in the scriptorum, as well as cook, clean and maintain the altar.

The Library, in the Abbot's House, contains a general selection of books, with a specialist section that gives a +3 to knowledge religion rolls. Cost: 4000gp

Enhancements:

Village Chapel: Common Room (attached to the Altar) Cost 500gp
The priory can now employ a Missionary Monk who offer support to the village. The Missionay's wages are cover by the collection plate raises during services, supported by a small bursary establish from the initial costs.


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Caster's Tower House: It might only be spread over two floors but it packs in an awful lot of rooms. A fortified semi-basement holds the cellars and some well appointed rooms especially for performing magic. The main floor has a series of general use rooms, while the upper floor holds the owners apartments and quarters for up to ten servants and apprentices.

The Library contains a general selection of books, with a specialist section that gives a +3 to knowledge (Local)* rolls. The Magic Library contains shelves of books concerning magic and tables for studying and for scribing notes and scrolls. It grants someone who studies there for 1 hour a +3 bonus on Knowledge(arcana) and Spellcraft checks. The Workshop includes a table, chair, and appropriate master-work artisan's tools for one Craft (Alchemy)*. The Scrying Room allows a caster using scrying, locate creature, or a similar targeted divination from here increases the spell's DC by 1. Cost: 6000gp or 6BP

* You can change the field of Knowledge when you build the tower. However, they are then fixed.

Rural Upgrade You may upgrade a Fort by adding a Strong Tower House for 3BP. The fort now has the Benefits: Stability +1; +3 defence for your stronghold.

Enhancements:

Fortify the upper walls for 1500gp or 2bp. (Adds +1 to Defence)

Courtyard Extensions

These Courtyard Kits can be added to any of the properties listed

Country Manor Kit: Courtyard (35x30ft), Palisade, Stable for 2 horses, and a 10x10 outbuilding. Cost 800gp
Country Manor Kit Extension: 2nd Courtyard (35x30ft), 2nd Palisade. Cost 400gp (upgrade to stone walls +250gp)
Country Manor Kit Fortification 1: Stone Walls & Guard Post. Cost +600 (+250gp if Extension Kit 2)
Country Manor Fortification 2: Gatehouse & Armory. Cost +600gp
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