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Do your PCs have homes?
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<blockquote data-quote="kigmatzomat" data-source="post: 2118377" data-attributes="member: 9254"><p>Hmmm, my players have several. They make great "feel good" rewards and provide plot hooks.</p><p></p><p>Their town of birth is a small mountain village they really didn't like that much and have only returned to once. </p><p></p><p>They adopted a mid-sized frontier town as their new home at the end of their 1st year of adventuring (~5th level) since it welcomed them and didn't mind their weirdness. They owned no property at the time but they have a favorite inn.</p><p></p><p>A few months after that they befriend an undead Paladin who'd defeated the dark priests & undead that created him. The party helps rededicate the Paladin's fortress to a good god. They treat the Paladin as their uncle; a little weird but all in all a nice guy. </p><p></p><p>After stopped a half-elf Acolyte of the Skin from unleasing a daemonic invasion during the 2nd year of the campaign (~10th level) and were awarded their first residence as part of their reward. Being in an elven community there are no "manors" as such but it's still a large house with ~8 bedrooms and stables out back. </p><p></p><p>In Year 3 they loan the frontier town money to build a proper wall and in return are granted land to build a manor. The primary structure is complete but much detail work is still to go.</p><p></p><p>Year 4 they help save a sizeable town from mega-undead. The duke grants them each 300-acre farmsteads in an undeveloped area. They have hired stewards and are in the process of clearing land and getting the first buildings completed. </p><p></p><p>So right now my players have their place of birth, two shared properties, an undead uncle's fortress, and their own farms that they can call home. It's like they just can't help but picking up the plot hooks if it's baited with a clod of dirt!</p><p></p><p>The best part is that despite the wealth represented by the land, it generally *costs* them more money to have, at least at this stage in the game. The farms will start generating income before too long. The big thing is that they <em>own</em> land and not some little dowager's cottage which gives them as much prestige as any border Baron. Factor in who gave them the land and why and it's a giant sign that says "I'm not just a hero, I'm a <em>successful</em> hero!"</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2118377, member: 9254"] Hmmm, my players have several. They make great "feel good" rewards and provide plot hooks. Their town of birth is a small mountain village they really didn't like that much and have only returned to once. They adopted a mid-sized frontier town as their new home at the end of their 1st year of adventuring (~5th level) since it welcomed them and didn't mind their weirdness. They owned no property at the time but they have a favorite inn. A few months after that they befriend an undead Paladin who'd defeated the dark priests & undead that created him. The party helps rededicate the Paladin's fortress to a good god. They treat the Paladin as their uncle; a little weird but all in all a nice guy. After stopped a half-elf Acolyte of the Skin from unleasing a daemonic invasion during the 2nd year of the campaign (~10th level) and were awarded their first residence as part of their reward. Being in an elven community there are no "manors" as such but it's still a large house with ~8 bedrooms and stables out back. In Year 3 they loan the frontier town money to build a proper wall and in return are granted land to build a manor. The primary structure is complete but much detail work is still to go. Year 4 they help save a sizeable town from mega-undead. The duke grants them each 300-acre farmsteads in an undeveloped area. They have hired stewards and are in the process of clearing land and getting the first buildings completed. So right now my players have their place of birth, two shared properties, an undead uncle's fortress, and their own farms that they can call home. It's like they just can't help but picking up the plot hooks if it's baited with a clod of dirt! The best part is that despite the wealth represented by the land, it generally *costs* them more money to have, at least at this stage in the game. The farms will start generating income before too long. The big thing is that they [i]own[/i] land and not some little dowager's cottage which gives them as much prestige as any border Baron. Factor in who gave them the land and why and it's a giant sign that says "I'm not just a hero, I'm a [i]successful[/i] hero!" [/QUOTE]
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