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Strongholds
A stronghold is a place where a character is able to live that they can call their own. They are not necessarily castles or fortifications, though they can be. All strongholds have a rank that represents their size and influence, and must be associated with a given power source (Arcane, Divine, Martial or Primal). The power source of the stronghold does not need to match that of its proprietor. The table below gives several examples of the advancement of strongholds, based on their rank.
All strongholds awarded to players must be recorded on the character's log sheet, and should also be noted in their Wiki entry. Stronghold FurnishingsAll strongholds are considered to be furnished to a degree befitting their rank. Higher ranked strongholds have fancier furniture and trimmings. Stronghold StaffStronghold rooms and services that require staff are automatically provided. At the discretion of the stronghold owner, a room may or may not have staff that create the indicated benefit. For example, a workshop could be a storefront that is staffed, though the benefits remain unchanged. Your staff can be just about anything, from normal humanoids to devils, invisible servants, or even animated furniture, depending on the stronghold. Regardless of their nature, all staff can only be called upon to perform their assigned duty, and nothing more. They will never leave the stronghold, except for personal reasons. Must be union. Designing a StrongholdThe first step in designing a stronghold is to choose a power source from Arcane, Divine, Martial or Primal. This choice will affect the options available to the stronghold as it is upgraded. The chosen power source does not need to match the character that owns it. A starting stronghold may be designed by a game master, if awarded to a player, or designed by the player, if purchased by the player. All strongholds start at rank 1, unless given special approval from campaign staff. Next, you can begin choosing which rooms and services are present in your stronghold. Each addition grants the residents of the stronghold a benefit. Unless otherwise stated, the benefits of a stronghold persist only within the stronghold itself. The following table shows how many construction points a stronghold has for its rank. Table: Stronghold Points by Rank
Player strongholds cannot exceed Rank 5. Titles and StrongholdsAdditionally, the benefits of owning a stronghold and possessing a title go hand in hand. A character with a title gains a bonus number of stronghold points equal to their total base title points in all of their titles (excluding points awarded for having a stronghold). Stronghold RoomsEach section below details various spaces and rooms you can add to your stronghold. Some spaces are easier to purchase for certain types of strongholds, representing the style and feel or your stronghold. For rooms with multiple possible ranks, each additional rank costs the listed price, and is independent of the stronghold rank. Full details on each space can be found below. Basic SpacesThese rooms are found in just about every stronghold. They are easy to manufacture and maintain.
Rooms with a cost of 0 increase to 1 for each room or rank purchased beyond the first. Basic Room [Arcane 0*, Divine 0*, Martial 0*, Primal 0*]The most simple of rooms. Can be easily turned to a different purpose with little effort. Most basic rooms are furnished as a simple bedroom, a meeting room, or some other purpose that has no special benefit associated with it. Courtyard [Arcane 1, Divine 1, Martial 0*, Primal 1]This open air space may be enclosed by walls, hedges, or possibly nothing. It's a good place to train troops. If your stronghold also hosts a dungeon, your courtyard contains a small barracks that staffs soldiers able to guard your dungeon while you're away. Gallery [Arcane 1, Divine 0*, Martial 1, Primal 1]Primarily used for displaying trophies, it can also be used for art, or just general fanciful decoration. If your stronghold also hosts a grand hall, you more easily win the favour of influential individuals on account of your reputation as a host. Garden [Arcane 1, Divine 1, Martial 1, Primal 0*]Generally used for growing things, such as a vegetable garden, a vineyard, or an orchard, it can also be used as a space to store small amounts of livestock. If your stronghold also hosts a workshop, you are able to enhance the quality of the food you consume. Ritual Chamber [Arcane 0*, Divine 1, Martial 1, Primal 1]Cosmic chamber of unparalleled power that grants access to free rituals. For each ritual chamber in your stronghold, you may choose one ritual that can be cast within the room without paying its component cost once per day. If your stronghold also hosts a library, you gain a bonus to all ritual skill checks for rituals performed in your ritual chamber. Dedicated SpacesDedicated spaces are rooms or areas that require specific tools or staff, and have specific roles within the stronghold. They are all equally likely to appear in any stronghold.
Kitchen and Pantry [Arcane 2, Divine 2, Martial 2, Primal 2]A place to cook and store food. Includes dry and cold storage. The production numbers given below are for when the kitchen is at minimal operation. At maximum capacity, it can provide food for up to twenty times the values given, at a cost of 1 silver per guest. Sleeping Chamber [Arcane 2, Divine 2, Martial 2, Primal 2]Comfortable sleeping quarters for one person, or a couple. Vault [Arcane 2, Divine 2, Martial 2, Primal 2]Most people use their vaults for valuables. Vaults range in size from a few cubic feet, to several hundred. Advanced SpacesSometimes you need a room that's very specialized for a purpose, and requires dedicated construction and maintenance. These types of rooms can be uncommon in some types of strongholds.
These sorts of spaces tend to be used for a certain role, or are rather large. Dungeon [Arcane 5, Divine 5, Martial 5, Primal 11]Most often used to store prisoners, a dungeon can also store experimental subjects or similar detainees. Grand Hall [Arcane 11, Divine 5, Martial 5, Primal 5]This large elegant space is used for entertaining guests, such as dining and dancing. Library [Arcane 5, Divine 5, Martial 11, Primal 5]A collective of valuable knowledge, probably used in your ongoing research, or possibly just out of curiosity. Workshop [Arcane 5, Divine 11, Martial 5, Primal 5]You like to work, have ongoing research, or just a really engrossing hobby. Whatever it is, you have a whole space dedicated to it. Specialized SpacesEvery stronghold has a dedicated purpose at its core. Something that makes it iconic, and defines it in more than words. These are the areas that define that role. Unlike other spaces, these rooms serve the same function, regardless of their rank. However, higher ranked strongholds are sure to have more elegant and impressive versions.
Ancestral Stonehouse [Arcane 21, Divine 21, Martial 21, Primal 7]You honour the spirits of your ancestors, and those that are yet to become one. You have grave markers and inscriptions to comfort those that have passed into the world beyond. Divine Sanctuary [Arcane 21, Divine 7, Martial 21, Primal 21]A place of serenity and beauty befitting any grand cathedral. Standing in this space you feel a direct connection with your deity. Exotic Stables [Arcane 21, Divine 21, Martial 7, Primal 21]Exotic beasts abound in your menagerie of mounts. There is no steed so foreign that you cannot command it to your side. Recollection Chamber [Arcane 7, Divine 21, Martial 21, Primal 21]Everything connects to everywhere, it's just a matter of proving it. This room, slathered in arcane rites and powerful iconography demonstrates the might of the universe bound into a single entity. EnhancementsNow that you've got your stronghold built, you may want to enhance it in some way. Strongholds enhancements are a sort of modification that makes the stronghold more awesome at being a stronghold. See the following section for additional details. Aesthetics [Arcane 1, Divine 1, Martial 1, Primal 1]Simply put, your stronghold is pretty. Unfortunately, beauty is in the eye of the beholder. What is elegant to some, is gaudy to others, and what is bold to one, is grotesque to another. Environmental Control [Arcane 3, Divine 3, Martial 3, Primal 3]The direct environment of your stronghold is under your control, including options such as adjusting its temperature, hedging out or shielding it from the surrounding environment, or allowing it to exist in exotic locations. Mobility [Varies; Same cost for all stronghold types]Why restrict your stronghold to a specific location, when you can travel from the comfort of home? Unlike other enhancements, you must choose a specific modality for this enhancement. The cost for mobility enhancements are shown below. All modes of movement must be purchased individually, with the available speed dependent on the level of the character that purchased it. If the owner increases in level, so too does the stronghold speed. Table: Movement Mode Costs
Additionally, you can enhance your stronghold to accept the benefits of rituals that affect movement. This functions like normal ritual casting, except that you do not need the ritual caster feat. The table below details the costs and restrictions of rituals that can be used to this effect. Table: Ritual Movement Modes and Costs
Strongholds are immune to forced movement, as well as being immobilized or slowed. They can never shift, nor can they be knocked prone or affected negatively in any way by meager mortal powers. Siege weapons are a different story. When a stronghold is teleported, it automatically takes all of its contents and support structure with it, and must arrive in a location that can support it. You cannot drop a stronghold on a city, for example. Servants [Arcane 1, Divine 1, Martial 1, Primal 1]You keep staff on hand for no other reason than to serve you and your guests. They could be slaves, paid wait staff, volunteers, initiates, or something else. Either way, they're there to serve you. Hazards and Lair Items [Arcane 1, Divine 1, Martial 1, Primal 1]A lazy walkabout through your home could be more dangerous that your guests realize. For each rank you purchase in this enhancement you may place one hazard or lair item in your stronghold of your level or lower. Optionally, you may increase the level of an existing hazard or lair item by + 2 per point, up to your level + 6. You may fully adjust all components of this enhancement each time you level up (you still need to renovate in order to put your stronghold points elsewhere). Location, Location, LocationThe last step in designing a stronghold is choosing a location for it. Players are free to put their purchased strongholds wherever they like, be it on the top of a mountain, in the depths of a city, under the oceans or even on another plane. Transportation is the responsibility of the proprietor, of course. Stronghold InsuranceAll strongholds have stronghold insurance, no matter what. This means that the stronghold cannot be destroyed, overtaken, or removed from the character in any way. Though it may make for a fun adventure to take back an invaded stronghold, it should always be the players decision to allow it. Mundane items left in a stronghold are likewise protected, however, stronghold insurance does not extend to magical items. RenovatingEach time a stronghold is upgraded, its points can be freely redistributed. It cannot change its power source, however. Optionally, a character may completely renovate their stronghold, including its power source, for the cost of an upgrade. The Final ProductOnce you've completed your stronghold, show it to a campaign staff member to have them sign off on it. Keep in mind that the system for stronghold design allows a huge degree of freedom with substantial potential for abuse, meaning that there is no guarantee what you've designed will be agreed to. It's up to the signing staffer and player to create something believable that fits within the style of the setting. Strongholds and WealthStrongholds do not count against a characters wealth because they do not ever own them; they are purchased and furnished through favours. This is done to prevent players from attempting to sell their strongholds for ridiculous sums of money. The cost of a stronghold cannot be refunded, so players are advised to choose wisely before purchasing a stronghold. Shared StrongholdsPlayers are allowed, and encouraged, to work together to purchase and upgrade a stronghold. A stronghold owned by more than one character has a separate rank and power source for each owner. However, benefits purchased by any one character affect the entire stronghold, and additional owners may pay for upgrades on the spaces of other owners (using their own cost). Shared strongholds cannot have more than five owners. A stronghold with several owners quickly becomes an imposing fortress of power. |