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Strongholds

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  1. Designing a Stronghold
  2. Stronghold Rooms and Spaces
    1. Basic Spaces
    2. Dedicated Spaces
    3. Advanced Spaces
    4. Specialized Spaces
  3. Stronghold Enhancements
  4. Other Notes

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.

BackgroundRank 1 Rank 2 Rank 3 Rank 4 Rank 5
Arcane2-floor Tower3-floor Tower5-floor Tower8-floor Tower + 3 room Base12-floor Tower + 6 room base
DivineShrineLarge ShrineTempleLarge TempleCathedral
MartialBorder TowerBorder KeepHighway KeepProvincial KeepCastle
PrimalWilderness LodgeLarge Wilderness LodgeTribal HallLarge Tribal HallAncient Spirit Hall

All strongholds awarded to players must be recorded on the character's log sheet, and should also be noted in their Wiki entry.

Stronghold Furnishings

All strongholds are considered to be furnished to a degree befitting their rank. Higher ranked strongholds have fancier furniture and trimmings.

Stronghold Staff

Stronghold 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 Stronghold

The 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

RankAdditional PointsTotal Points
11414
21630
31848
42068
52290

Player strongholds cannot exceed Rank 5.

Titles and Strongholds

Additionally, 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 Rooms

Each 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 Spaces

These rooms are found in just about every stronghold. They are easy to manufacture and maintain.

RoomArcaneDivineMartialPrimalDescription
Basic Room0*0*0*0*A simple, multi-purpose space.
Courtyard110*1An outdoor, multi-purpose open area.
Gallery10*11An indoor, multi-purpose trophy hall.
Garden1110*An outdoor, multi-purpose space for plants and animals.
Ritual Chamber0*111An indoor, multi-purpose space for performing rituals.

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.
Benefit (Rank 1): Approximately 20 feet by 40 feet, and 3 level 3 or less humanoid guards, if you have a dungeon.
Benefit (Rank 2): Approximately 40 feet by 80 feet, and 5 level 3 or less humanoid guards, and 1 level 5 or less humanoid guard, if you have a dungeon.
Benefit (Rank 3): Approximately 100 feet by 200 feet, and 10 level 3 or less humanoid guards, 2 level 5 or less humanoid guards, and 1 level 7 or less, humanoid guard, if you have a dungeon.

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.
Benefit (Rank 1): Approximately 10 feet of display space, and if your stronghold also hosts a grand hall, you gain a free minor favour at the completion of every quest.
Benefit (Rank 2): Approximately 30 feet of display space, and two favours.
Benefit (Rank 3): Approximately 80 feet of display space, and three favours.

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.
Benefit (Rank 1): Approximately 10 feet by 20 feet, and if your stronghold also hosts a workshop, you can feed enhanced rations to up to one creature per day. Enhanced rations grant Resist 1 All until the target takes an extended rest, and require a short rest to consume. Enhanced rations quickly go bad, and cannot be stockpiled.
Benefit (Rank 2): Approximately 20 feet by 40 feet, and up to five creatures.
Benefit (Rank 3): Approximately 40 feet by 80 feet, and up to twenty-five creatures.

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.
Benefit (Rank 1): Heroic tier ritual, and if your stronghold also hosts a library, you gain a +2 bonus to ritual skill checks within this room.
Benefit (Rank 2): Paragon tier ritual, and if your stronghold also hosts a library, you gain a +5 bonus to ritual skill checks within these rooms.
Benefit (Rank 3): Epic tier ritual, and if your stronghold also hosts a library, you gain a +10 bonus to ritual skill checks within these rooms.


Dedicated Spaces

Dedicated 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.

RoomArcaneDivineMartialPrimalDescription
Kitchen and Pantry2222Where food is stored and cooked.
Sleeping Chamber2222Room for one person to sleep comfortably, or for two people to share.
Vault2222Secure object storage.

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.
Benefit (Rank 1): Provides free rations or a tasty meal at home for one person each day.
Benefit (Rank 2): Provides free rations or a tasty meal at home for five people each day.
Benefit (Rank 3): Provides free rations or a tasty meal at home for twenty-five people each day.

Sleeping Chamber [Arcane 2, Divine 2, Martial 2, Primal 2]

Comfortable sleeping quarters for one person, or a couple.
Benefit (Rank 1): If you take an extended rest in this room, you awaken with temporary hit points equal to your level.
Benefit (Rank 2): If you take an extended rest in this room, you awaken with temporary hit points equal to your level, or an additional action point.
Benefit (Rank 3): If you take an extended rest in this room, you awaken with temporary hit points equal to your level, and an additional action point.

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.
Benefit (Rank 1): Your vault has a DC 30 lock, and is as secure as one foot thick stone walls.
Benefit (Rank 2): DC 35, and your vault also has a forbiddance effect upon it.
Benefit (Rank 3): DC 40, and your vault is also extradimensional, meaning it can only be accessed via a command word.


Advanced Spaces

Sometimes 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.

RoomArcaneDivineMartialPrimalDescription
Dungeon55511Secure creature storage.
Grand Hall11555A large indoor space for entertaining guests.
Library55115A storehouse for knowledge (not necessarily books).
Workshop51155A dedicated area for plying a trade, or performing research.

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.
Benefit (Rank 1): Your prison has one cell that utilize DC 30 locks. Grants a +2 bonus to Intimidate checks within the stronghold.
Benefit (Rank 2): Your prison has three cells that utilize arcane lock rituals, DC 35. Grants a +5 bonus to Intimidate checks within the stronghold.
Benefit (Rank 3): Your prison has ten cells that utilize arcane lock rituals, DC 40, and contains a permanent forbiddance effect throughout. Grants a +10 bonus to Intimidate checks within the stronghold.

Grand Hall [Arcane 11, Divine 5, Martial 5, Primal 5]

This large elegant space is used for entertaining guests, such as dining and dancing.
Benefit (Rank 1): Your hall is about fifteen feet by thirty feet. Grants a +2 bonus to diplomacy checks within the stronghold.
Benefit (Rank 2): Your hall is about thirty feet by sixty feet. Grants a +5 bonus to diplomacy checks within the stronghold.
Benefit (Rank 3): Your hall is about sixty feet by one-hundred twenty feet. Grants a +10 bonus to diplomacy checks within the stronghold.

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.
Benefit (Rank 1): Your library contains about 100 books worth of information, and grants a +2 bonus on Arcana, Dungeoneering, History, Nature and Religion checks within your stronghold.
Benefit (Rank 2): Your library contains about 1,000 books worth of information, and grants a +5 bonus on Arcana, Dungeoneering, History, Nature and Religion checks within your stronghold.
Benefit (Rank 3): Your library contains about 10,000 books worth of information, and grants a +10 bonus on Arcana, Dungeoneering, History, Nature and Religion checks within your stronghold.

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.
Benefit (Rank 1): You have the right tools for the job. You gain 10% additional income when performing an Income quest.
Benefit (Rank 2): You have the masterwork tools for the job. You gain 25% additional income when performing an Income quest.
Benefit (Rank 3): You have masterwork tools that you don't even know what they're for. Craftsmen the world over are envious. You gain 100% additional income when performing an Income quest.


Specialized Spaces

Every 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.

RoomArcaneDivineMartialPrimalDescription
Ancestral Stonehouse2121217A comfortable home for the spirits of dead allies to gather.
Divine Sanctuary2172121A bastion for divine faith, most notably your own.
Exotic Stables2121721Housing for a number of private mounts.
Recollection Chamber7212121The quickest way to get anywhere, especially home.

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.
Benefit: You may use this space to preemptively cast a Raise Dead ritual on any creature within the room. If that creature later dies, it is automatically raised in this chamber 48 hours later, and suffer none of the ill effects of the ritual. You may also use this area to cast Raise Dead on any creature that you knew personally, without requiring a piece of the corpse, or adhering to the time restrictions. Additionally, all Raise Dead ritual component costs are halved if cast within this room.

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.
Benefit: This room is directly keyed with a specific deity. Any creature that worships the respective deity, and that takes an extended rest in the host stronghold, gains the usage of any one channel divinity power associated with any one domain in the deity's portfolio. This bonus channel divinity power does not count against the normal limit of channel divinity uses or character powers, but is not regained upon a short rest if spent, and lasts only until the target takes an extended rest.

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.
Benefit: You have access to a stable of exotic mounts. You can provide up to five mounts per day for whoever would ride them. These mounts may be any creature with the mount property whose level is equal to, or lower than your own. All mounts from your stables are unerringly faithful to your command. Your stables come equipped with the necessary staff and supplies to care for your mounts.

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.
Benefit: You may use this space to key up to five individuals to its energies. Once per day, an attuned creature may recall themselves to this chamber if they spend a short rest concentrating on doing so. Additionally, anyone keyed to the room, and within it, may spend a short rest there to summon any one creature they know personally. Targets of this summon know who is summoning them and to where, and are free to resist. This ability transcends all barriers and all planes. Once per day you may use this room to cast Planar Portal for no component cost, and without the Ritual Caster feat. Your own Arcana check still applies, and you still need to know a destination.


Enhancements

Now 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.
Benefit (Rank 1): Minor improvements such as sculpted pillars, tiles or hardwood flooring, paint, or shuttered windows. Example, a wealthy house.
Benefit (Rank 2): Moderate improvements, such as carved door frames, extensive improvements to flooring, roof or wall adornments (such as gargoyles), or glass windows. Example, a wealthy inn.
Benefit (Rank 3): Major improvements, such as murals, sculpted metal work, precious metal or even gem adornments, stained glass windows, and extensive visual improvements throughout. Example, a wealthy cathedral.

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.
Benefit (Rank 1): The stronghold has an endless supply of clean air and automatic waste disposal. The owner of a stronghold can vary the temperature of a room by up to 200 degrees Celsius from its natural state as a standard action. The owner and other individuals may do the same as a minor action, but the effect is personal. Example, an underwater stronghold.
Benefit (Rank 2): Your control extends to the objects in your stronghold. The owner of a stronghold can summon any object within your stronghold to their presence as a minor action. Example, a wizard's tower where furniture and supplies can be called upon as needed.
Benefit (Rank 3): Your control over your stronghold extends to the stronghold itself. The owner of the stronghold can reshape the building as they desire, but cannot exceed its original size. This process is quite slow, and allows plenty of time for a guest to attempt to escape though a shrinking door. The owner of a stronghold can reshape their abode over the course of an extended rest. Example, a treetop fortress with mutable foliage.

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

MovementCostHeroic SpeedParagon SpeedEpic Speed
Burrow25Burrow 1Burrow 2Burrow 3
Fly18Fly 6 (hover)Fly 12 (hover)Fly 18 (hover)
Speed and Climb12Speed 2, Climb 1Speed 4, Climb 2Speed 6, Climb 3
Swim6Swim 4Swim 6Swim 10

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

RitualRestrictionsCost
Linked PortalThere is no duration (and no check).8
Planar PortalThere is no duration (and no check).12
True PortalThere is no duration (and no check).25
Water WalkingNone.2

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.
Benefit (Rank 1): A single staff member that tends to your needs. Example, a butler or maid.
Benefit (Rank 2): Between two and five staff members that tend to you and your guests. Example, a household maintenance team, such as a gardener, cook, butler, maid and librarian.
Benefit (Rank 3): You have between six and twenty staff at your disposal at all times, probably with assigned duties, though not necessarily.

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, Location

The 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 Insurance

All 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.


Renovating

Each 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 Product

Once 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 Wealth

Strongholds 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 Strongholds

Players 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.

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