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<blockquote data-quote="haakon1" data-source="post: 5910956" data-attributes="member: 25619"><p>This is interesting.</p><p></p><p>In my campaign (IMC), three characters have gone into "homesteading" to some extent.</p><p></p><p>One character took over the village from The Standing Stones as an ecclessiastic fief. That is, it's owned by the Church of St. Cuthbert, but it's run by him. It's an odd place -- very isolated, in the Dim Forest, with the only people nearby being a family that runs a river ferry crossing, a dwarven stead in the mountains, and some wild elves in the Dim Forest itself. All of those are friendly -- the dwarves depend on the village for food and charcoal for their smithing, and the ferry depends on the village and the dwarves (plus subsistence forest agriculture of their own). Technically, the ferry should be "owned" by the lord of the manor, too.</p><p></p><p>What's extra odd -- the people here were animals, transformed into humans and halflings by the old druidic stones here. So I ruled they were Commoner 1 with no skills, and the PC's decided to stay and help them learn some skills. Plus, they've sent war refugees to settle here and teach the locals more. The only two leveled folks here are a Fighter 4 (retired PC, formerly a sergeant in a manorial militia) as the Captain, and a Rogue who's a turned enemy (and was once a cat!).</p><p></p><p>Also, it's isolated -- many days from the nearest Bisselite city, with the edges of the Dim Forest claimed by a few countries (though none of them hostile).</p><p></p><p>How would you do the economics for that? I'm going for "it's just about break even, but nobody starves".</p><p></p><p>The other two holdings are at the Keep on the Borderlands. One PC was made Baronet, the other (a monk) was given the rights and land to build a monestary to Rao next to it -- and he wants it to be a brewery monestary, and has the skills to do it.</p><p></p><p>As you might guess, it's also isolated and underpopulated, and they've also moved in some war refugees (paying for supplies, wagons, tools, seed corn, livestock, etc. to resettle them).</p><p></p><p>The Keep is a real castle, with the outer bailey being a walled village. It's directly on the "North Road", which goes from Thornward (capital of Bissel) along the bottom of the Yatil Mountain foothills to the land of Highfolk. It's the Borderlands because the borders of Veluna and Furyondy (both friendly) come close here, and aren't very well defined or populated, plus it wards against trouble from the mountains.</p><p></p><p>The Baronetcy also owns a stone bridge over a gorge, which carries the North Road out of Bissel. There are no settlements besides the Keep. Unless you count the nearby Caves of Chaos, which are now run by a goblin king the PC's made a deal with. (They killed off the other forces there and pay him 1 cow a week to keep control of the place and not attack the Bisselites or traffic on the road.)</p><p></p><p>The economics of the keep includes farming (particularly cattle), hunting for furs and leather, and supplying merchants on the North Road. There's a warehouse and hostelry for the Merchant's Guild, and a pub/inn for the general public. The population is very small -- probably too small to pay for the upkeep.</p><p></p><p>Any ideas on any of these situations would be of interest to me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="haakon1, post: 5910956, member: 25619"] This is interesting. In my campaign (IMC), three characters have gone into "homesteading" to some extent. One character took over the village from The Standing Stones as an ecclessiastic fief. That is, it's owned by the Church of St. Cuthbert, but it's run by him. It's an odd place -- very isolated, in the Dim Forest, with the only people nearby being a family that runs a river ferry crossing, a dwarven stead in the mountains, and some wild elves in the Dim Forest itself. All of those are friendly -- the dwarves depend on the village for food and charcoal for their smithing, and the ferry depends on the village and the dwarves (plus subsistence forest agriculture of their own). Technically, the ferry should be "owned" by the lord of the manor, too. What's extra odd -- the people here were animals, transformed into humans and halflings by the old druidic stones here. So I ruled they were Commoner 1 with no skills, and the PC's decided to stay and help them learn some skills. Plus, they've sent war refugees to settle here and teach the locals more. The only two leveled folks here are a Fighter 4 (retired PC, formerly a sergeant in a manorial militia) as the Captain, and a Rogue who's a turned enemy (and was once a cat!). Also, it's isolated -- many days from the nearest Bisselite city, with the edges of the Dim Forest claimed by a few countries (though none of them hostile). How would you do the economics for that? I'm going for "it's just about break even, but nobody starves". The other two holdings are at the Keep on the Borderlands. One PC was made Baronet, the other (a monk) was given the rights and land to build a monestary to Rao next to it -- and he wants it to be a brewery monestary, and has the skills to do it. As you might guess, it's also isolated and underpopulated, and they've also moved in some war refugees (paying for supplies, wagons, tools, seed corn, livestock, etc. to resettle them). The Keep is a real castle, with the outer bailey being a walled village. It's directly on the "North Road", which goes from Thornward (capital of Bissel) along the bottom of the Yatil Mountain foothills to the land of Highfolk. It's the Borderlands because the borders of Veluna and Furyondy (both friendly) come close here, and aren't very well defined or populated, plus it wards against trouble from the mountains. The Baronetcy also owns a stone bridge over a gorge, which carries the North Road out of Bissel. There are no settlements besides the Keep. Unless you count the nearby Caves of Chaos, which are now run by a goblin king the PC's made a deal with. (They killed off the other forces there and pay him 1 cow a week to keep control of the place and not attack the Bisselites or traffic on the road.) The economics of the keep includes farming (particularly cattle), hunting for furs and leather, and supplying merchants on the North Road. There's a warehouse and hostelry for the Merchant's Guild, and a pub/inn for the general public. The population is very small -- probably too small to pay for the upkeep. Any ideas on any of these situations would be of interest to me. :) [/QUOTE]
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