Appendix - Land Management
Some characters will stumble their way into land ownership one way or another. Knights naturally have access to a plot of land within an area controlled by their faction at the time once they attain a certain level, but anyone with enough wealth or the favor of nobles will find themselves the proud owner of a stretch of ground they're free to do anything on. The most common thing for a land-owner to do with their newfound symbol of wealth is to erect some kind of building. A home, a palace, an inn, or the like.
In Dunia, an adventurer's house is their stable home in the world, which takes a while and a sum of money to commission the building of, but will reward a high-level player and their allies with adequate bonuses on their adventure.
Building: A home will take a number of days and a sum of money to build depending on its nature and size category, and will be appropriately taxed per year for a 1/5th of its value. Taxes allow for the local lord of wherever the home is built to come to the landowner's rescue in the event of some kind of attack as well as maintaining road infrastructure to and from highways and towns. One can eschew taxes by building in total wilderness, but will have to fend off attacks themselves, and all land surrounding it will be difficult. Free land granted to Knights is exempt from taxation, and Priests can declare their homes as an untaxed place of worship.
Name | Description | Cost (gp) | Yearly Expense | Building Time | |
Cave Dwelling | Dig a hole in the ground and erect some support beams. No specialized room besides a bedroom sheltered from the elements can be made. | 50 | 0 gp | 1 day | |
Small Shack | A single-room home that holds a bedroom-kitchen. Any craft performed at home gains a +10 bonus. | 100 | 20 gp | 2 days | |
Cottage | A living room with space for extra rooms and a second floor. Any craft performed at home gains a +20 bonus. Sleeping here resets all lost stats. | 500 | 100 gp | 1 week | |
Estate | An extravagant villa with up to three floors and a decorated yard. Same bonuses as Cottage. Additionally, it can house up to 10 combined guards and servants. | 1,000 | 200 gp | 2 weeks | |
Keep | A fortified castle with up to four floors, equipped with battlements. Same bonuses as Cottage, with the number of guards and servants rising up to 25. The dining hall in this room allows a priest to cast divine feast with no spell slot or ingredient requirement other than 100 gp of food. Mages can build a study that allows them to turn any spell they can cast into a scroll usable by anyone else. | 5,000 | 1,000 gp | 1 month | |
Palace | Fit for a feudal lord, essentially a more extravagant and wide castle with ceilings high enough to fit an adult Dragon. Same bonuses as the Keep, with the number of guards and servants raised up to 100. Owning a palace raises CHA by +2, and allows the landowner to rent land surrounding their palace to peasants and artisans. A renter receives x5 their level in rent monthly, and can commission any item in the buyable item that has a price at two-thirds of its price. | 10,000 | 2,000 gp | 2 months |