Ruethgar
2014-12-13, 02:12 PM
How much land do you get from a stronghold? I realize that each segment is 20x20x10, so that is easy to calculate the approximate price of a bit of unworked land using a storage area price and adjusting down for all of the things you didn't have to do. 30% less for labor, and about 13% less from work you don't do(normally 3% from site preparation, 5% from fabricating, 5% from working walls). So about 150 to outright buy a 20x20x10 unworked area, but then you can pay 8g on top of that to get arable land enough for a farm. But what size is a farm at minimum? And do you actually own the land or just control it?
Edit: I'm just gona put this here instead of making yet another post on land.
Resources
[SBG]Stronghold Builder's Guide
Dragon Magazine #80(I realize it is old but there were no AD&D elements needed for its use)
[A&EG]Arms and Equipment Guide
[RotD]Races of the Dragon
[DMG]Dungeon Master's Guide
[DMG]Dungeon Master's Guide II
[PHb]Players Handbook
[CS]Cityscape
The Land
How much does it cost? If you want to be fair, untamed land is about 155g per 20x20ft area plus the location adjustments(warm lawless plains are a nice 20% off). This is an extrapolation from the Basic Storage component, removing the need to prepare the land(3%), the labor to build(30%), the walls to make(5%), and furniture to craft(5%). So that's the basic cost of land according to data from just the SBG.
If you want to cheat your way into more land on the cheap, buy potential income sources, let's say a farm, for +5% and 20ha each. Dragon #80 in combination with SBG gives us an approximate hectare per person ratio. It takes 40ha to support a mansion, 20 farmers plus let's say 15, a banquette hall's worth of servants. The hall is a bit on the high end of servants per space, but I'm trying to be a little more reasonable. So we have 40ha to 35 people, lets round it up so it's a nice even 1ha per person. There is a minimum requirement to man an income source of 20 people, but as only a potential and not an established income source you don't actually need the people or their homes there so you can still use your 155g plot +5% per 20ha.
I feel obligated to mention Kelb_Panthera's advice however, that owning land by law does not mean you control it. You need to be able to defend the land you own or some bandit troupe will just take it for their own.
The Home
The cheapest way to make a home is to dig. The Profession Miner skill lets you carve out a rough stone home, but be sure you can also make a DC 20 Knowledge Engineering check to make sure you carve the ceiling to be structurally sound(autohypnosis and a specialize library can net you +6). Also note that Profession Miner is not trained only like most Profession skills, so you don't have to invest anything in being able to use it for sedimentary rock or softer. Plain furniture in A&EG is fairly cheap at a max of 5g/20lb. Without going into the SBG you don't get too many amenities with this method, but it's cheap.
Another cheap home is a caravan. A DMGII inn on wheels is only 1000g(horses included), instantly retire the business and you still have living quarters on wheels.
The most customizable is of course the stronghold, but it is also the most expensive unless you are optimizing your character for buying and building(or your cohort).
The Money
For most people, the craft, perform and profession skills are enough, just take 10 and done. Add on a stronghold and you make 1% back per year per income source that you have staff for. If you want to shoot yourself in the foot, buy a business and lose gold at every turn.
Or be a stickler for detail and determine exactly how much of what you make and how much you can sell it for. I started in on this with grasses since the grass growth side effect can be carried on to a cantrip(Gnomes, Desert and Arctic Templates, Magical Training etc.), it should make farming easy. It takes 13 iterations of grass growth on an area to yield a harvestable crop, this is assuming your DM is a stickler and says the side effect only makes 1 cell of grass but still. This is PC sale price. Sugarcane:5lb sugar/5ft sq 5s/lb, Bamboo:0.5/5ft sq at the least 1c/2 lb, Wheat and Straw:0.01lb/5ft sq each the wheat is 1c/2 lb not sure about the straw.
It should also be noted that tithes and taxes are a thing. Cityscape has more details, but it could take up to about 55% of your gold to be on good terms with god and country or as low as 19%.
Edit: I'm just gona put this here instead of making yet another post on land.
Resources
[SBG]Stronghold Builder's Guide
Dragon Magazine #80(I realize it is old but there were no AD&D elements needed for its use)
[A&EG]Arms and Equipment Guide
[RotD]Races of the Dragon
[DMG]Dungeon Master's Guide
[DMG]Dungeon Master's Guide II
[PHb]Players Handbook
[CS]Cityscape
The Land
How much does it cost? If you want to be fair, untamed land is about 155g per 20x20ft area plus the location adjustments(warm lawless plains are a nice 20% off). This is an extrapolation from the Basic Storage component, removing the need to prepare the land(3%), the labor to build(30%), the walls to make(5%), and furniture to craft(5%). So that's the basic cost of land according to data from just the SBG.
If you want to cheat your way into more land on the cheap, buy potential income sources, let's say a farm, for +5% and 20ha each. Dragon #80 in combination with SBG gives us an approximate hectare per person ratio. It takes 40ha to support a mansion, 20 farmers plus let's say 15, a banquette hall's worth of servants. The hall is a bit on the high end of servants per space, but I'm trying to be a little more reasonable. So we have 40ha to 35 people, lets round it up so it's a nice even 1ha per person. There is a minimum requirement to man an income source of 20 people, but as only a potential and not an established income source you don't actually need the people or their homes there so you can still use your 155g plot +5% per 20ha.
I feel obligated to mention Kelb_Panthera's advice however, that owning land by law does not mean you control it. You need to be able to defend the land you own or some bandit troupe will just take it for their own.
The Home
The cheapest way to make a home is to dig. The Profession Miner skill lets you carve out a rough stone home, but be sure you can also make a DC 20 Knowledge Engineering check to make sure you carve the ceiling to be structurally sound(autohypnosis and a specialize library can net you +6). Also note that Profession Miner is not trained only like most Profession skills, so you don't have to invest anything in being able to use it for sedimentary rock or softer. Plain furniture in A&EG is fairly cheap at a max of 5g/20lb. Without going into the SBG you don't get too many amenities with this method, but it's cheap.
Another cheap home is a caravan. A DMGII inn on wheels is only 1000g(horses included), instantly retire the business and you still have living quarters on wheels.
The most customizable is of course the stronghold, but it is also the most expensive unless you are optimizing your character for buying and building(or your cohort).
The Money
For most people, the craft, perform and profession skills are enough, just take 10 and done. Add on a stronghold and you make 1% back per year per income source that you have staff for. If you want to shoot yourself in the foot, buy a business and lose gold at every turn.
Or be a stickler for detail and determine exactly how much of what you make and how much you can sell it for. I started in on this with grasses since the grass growth side effect can be carried on to a cantrip(Gnomes, Desert and Arctic Templates, Magical Training etc.), it should make farming easy. It takes 13 iterations of grass growth on an area to yield a harvestable crop, this is assuming your DM is a stickler and says the side effect only makes 1 cell of grass but still. This is PC sale price. Sugarcane:5lb sugar/5ft sq 5s/lb, Bamboo:0.5/5ft sq at the least 1c/2 lb, Wheat and Straw:0.01lb/5ft sq each the wheat is 1c/2 lb not sure about the straw.
It should also be noted that tithes and taxes are a thing. Cityscape has more details, but it could take up to about 55% of your gold to be on good terms with god and country or as low as 19%.