Manor Ownership and Operation
Guidelines for characters to acquire and manage a manor as a property.
One seldom-utilized element of long-term campaign play is the characters’ acquisition of land and titles. Roleplaying a group of adventurers engaged in exciting and dangerous expeditions into the wilderness, against maniacal cults and secret societies, or among the cunning and shady machinations of the political class can and should be the focus of any game. But with success comes power—in the form of greater prowess (leveling up), wealth, contacts, and sometimes property.
Such property can exist in many forms, including as a village workshop, a ship, a guild hall, a palace, or even as an underground cavern kingdom, but the traditional medieval fantasy campaign setting practically begs to see the heroes gain title to a rural manor or castle. Of course, not every campaign takes place in a medieval fantasy world. This downtime activity uses the term “manor,” but the idea of the “manor” should be stretched to include other kinds of resource-producing properties set in different regions and climates. A vast swath of open, temperate plains featuring a ranch filled with livestock, a vineyard set among the hills, terraced mountains covered in coffee, or a tropical island teeming with fish, mussels, and rare bird eggs could each easily serve as titled property for characters of status and wealth. Ultimately, it doesn’t really matter what form the manor takes, as long as you and your players have fun putting it together and running it as a lucrative downtime activity.
Creating a Manor
When rewarding your player’s characters with a manor, you must first determine the size and nature of the property. Then you must determine what kind of input and output is possible to maintain and reap from the property. This downtime presents a range of options for various facets of a manor. Though the tables presented here can help you and your players generate a reasonable set of criteria for a manor (or for you to quickly create an NPC’s estate), characters owning property is more fulfilling when you and your players spend time considering and selecting appropriate outcomes that suit both the particulars of the campaign and the players’ goals for their characters.
This system makes several assumptions, but much of the flavor and personality of the manor are left to you and the players to flesh out and make your own. It is up to you, as the GM, to determine the kinds of crops, livestock, and other resources available on a manor’s grounds or in the region where the manor is located.
The Manor Sheet
The Manor Sheet functions very much like a character sheet, where the players can record all the pertinent information regarding the nature of the manor.
[Manor Sheet Table]
Size
This measures the total acreage of the manor as shown in the Manor Size table. The size of the manor determines the total potential yield of its resources, and the size sets the maximum number of structures possible on the property.
As the GM, you determine the size of the plot of land based on the type and flavor of the campaign, your long-term goals for the campaign, the acreage’s location in the world, the characters’ levels and accumulated wealth, and how and why the characters gained possession of the property. Each size description includes examples of properties that fit that size category as well as what might be found on the property.
Manor Size
Size Category
Total Acres
Total Structure Points
Tiny
1–9
1
Small
10–99
3
Medium
100–499
7
Large
500–2,000
12
Huge
2,001+
20
Tiny.
Often a simple cottage and garden with a few animals that can be managed by a single household. It might have one additional structure, such as a chapel or roadside market.
Small.
Primarily a farm tended by a single household with an extended family. As with the Tiny manor, it typically consists of a cottage or larger farmhouse plus a small structure or two.
Medium.
A large plot of acreage for a lord and his or her family plus numerous servants, farmers, and craftsmen. There is often some type of fortified resident structure, plus one or two others.
Large.
The demesne of a well-off lord plus farmers and craftsmen. A fortified structure typically houses the lord and family, and the acreage often includes a small hamlet or village nearby made up of several additional structures.
Huge.
A manor for wealthy nobility that typically includes a sizeable, fortified structure for the lord, family, and staff, plus one or two hamlets, villages, or even a small town comprised of numerous additional structures.
Defense
A manor’s Defense is a measure of its ability to withstand violent events (see the Complications section) with wild creatures or hostile foes. A manor’s Defense is determined by the structures on the manor. If multiple structures provide Defense, add the Defense bonuses together for the manor’s total Defense. A manor without structures has a Defense of 1. Other factors might increase or decrease a manor’s Defense, as described in later sections.
Contentment
A manor’s Contentment measures the serenity and well-being of the residents of the manor. Like the manor’s Defense, Contentment is determined by the structures on the manor. If multiple structures provide Contentment, add the Contentment bonuses together for the manor’s total Contentment. A manor without structures has a Contentment of 0. Other factors might increase or decrease a manor’s Contentment, as described in later sections.
Efficiency Bonus
A manor’s Efficiency Bonus determines how well the manor operates due to the leadership and skill levels of the characters in charge. The manor’s Efficiency Bonus equals half the proficiency bonus, rounded down, of the highest-level character participating in the manor’s upkeep.
Resource Scores
The manor sheet shows a set of resources with an associated score for each. The scores work similarly to a character’s ability scores, quantifying the manor’s innate characteristics in a range of 3 to 18. You can generate these scores randomly by rolling 3d6 to create a unique manor, or you and the players can work together to assign values to the six scores based on the circumstances of the characters gaining the manor, details of the terrain, or other factors unique to your campaign. No resource score can be higher than 18. Once the six scores are determined, each score generates a penalty or bonus (identical to Ability Score penalties and bonuses).
This penalty or bonus is included when rolls are made to determine the Yield of each resource category each season (see the Yield section).
Score
Modifier
3
–4
4–5
–3
6–7
–2
8–9
–1
10–11
0
12–13
+1
14–15
+2
16–17
+3
18
+4
Resource Types and Sizes
The total acreage (size) of the manor is broken down across the six types of resources, with Minerals and Services taking up specific ratios of land area. Divide the remaining resources across the land as you and the players see fit, based on the physical characteristics of the land. Keep in mind, some portion of the total acreage could be barren or otherwise useless land, such as sandy desert, rocky badlands, or similar.
The numbers in parentheses with each score indicate the standard profit per acre each season after all expenses are deducted. This information is also included on the Manor Sheet. This number is modified by the Yield for that resource in a given season, as detailed in the Yield section.
Cropland (2 gp per Acre).
The portion of a manor used for growing harvestable crops, whether they be for food, textiles, or other needs. The Cropland score indicates the relative quality of the manor’s soil and climate and its suitability for growing crops.
Forest (2 gp per Acre).
The portion of the manor that is covered in woodland or wilderness. The Forest score measures the value and quantity of timber, wild game, furs, and exotic foods such as bird eggs, truffles, berries, and mushrooms that can be acquired from that wilderness. For manors in more exotic locations, the Forest score represents any wilderness that can be used for resources, such as a mushroom field underground or a wetland filled with wild game.
Minerals (20 gp per Acre).
The presence of any mines or quarries for extracting precious metals, salt, and stone on the property. The Mineral score represents the presence and purity of minable resources and the ease with which they can be mined. A mine or quarry can take up no more than 5 percent of the total acreage of the manor.
Pasture (2 gp per Acre).
The portion of the manor used for raising livestock. Similar to Cropland, the score indicates the relative quality of the grasses and climate suitability for livestock.
Services (10 gp per Acre).
The specialized labor and goods available on the property due to an inn, a blacksmith, a tannery, a brewery, a tailor, and so forth. The Services score is a measure of the quality and scarcity of such goods and services, along with any trade passing through that benefits the manor. The area required for service buildings can take up no more than 10 percent of the total acreage of the manor.
Water (5 gp per Acre).
Any rivers, lakes, or oceans where the manor is located. The Water score indicates the relative value of resources that can be harvested, such as fish, shellfish, pearls, pelts, or pure spring water, along with the potential for trade.
Reshaping Resources
The characters can’t change the total acreage of a manor without additional titles, deeds, conquering their neighbors, or similar ways of increasing the manor’s size. However, the characters can reshape the distribution of resources with some work if the manor’s distribution of resources isn’t to their liking. For example, characters who want more cropland might spend a season cutting down some trees, reducing the acres of forest and increasing the acres of cropland by the same amount. No resource’s acreage can be reduced below 5 percent of its original, starting acreage without losing all benefits of that resource type (in other words, if the characters cut down all the trees of the forest, they eliminate the ability to harvest any timber, furs, or similar). The acreage distributed to services and minerals can’t be changed.
The number of acres the characters can reshape each season is up to you, but keep in mind the manor’s potential for natural resources and reshaping. The characters might be unable to reshape some resources due to the lay of the land, climate, or other factors. Characters that spend time reshaping the manor’s resources are considered to be participating in the manor for those days (see the Character Participation section).
Structures
A manor’s structures function much like a character’s equipment and magic items, granting bonuses to the manor’s ability to thrive. A manor without structures is merely property with a hamlet, collection of cottages and farms, or other very small gathering of local residents.
Each structure has a structure point cost, which represents the portion of the manor’s property it occupies. A manor’s size determines the maximum number of structure points it can support. Unless noted otherwise, a manor can have only one of each type of structure. For example, a manor can have only one castle, but it can have a tavern and a theater.
The ten structures listed are general types of structures that might exist on a property. If you or your players want to create new structures that don’t fit into one of these categories, go for it! Use these structures as guidelines for building your own unique structures for the players’ characters to own or build.
Structure
Point Cost
Defense
Contentment
Castle
5
+5
+2
Chapel
1
—
+1
Entertainment
2
—
+2
Garrison
1
+2
—
Housing
1
+1
+1
Keep
4
+4
+2
Market
1
+1
+2
Palace
3
+2
+1
Temple
4
+1
+3
Tower
2
+3
—
Castle.
A large defensive structure with multiple layers of fortifications, such as walls made of stone or ice, ditches or crevasses, water barriers, and so forth.
Chapel.
A small place of worship such as a shrine, grove, or menhir. This type of structure can be added to a manor more than once.
Entertainment.
A gathering place where performances occur, such as a tavern, theater, or fighting pit. This type of structure can be added to a manor more than once.
Garrison.
A lightly fortified structure that houses a troop of militia or soldiers, like a fort or outpost. This type of structure can be added to a manor more than once.
Housing.
Homes for the citizenry that goes beyond the bare minimum shelter to include creature comforts such as fireplaces, furnishings, small gathering halls, and similar. This structure represents an increase in quality of housing and community resources for the residents, not a specific building or set of buildings.
Keep.
A smaller defensive structure similar to a castle that includes only a single layer of fortifications.
Market.
A trade hub where goods and services are bought and sold. This could be a covered market hall, guild hall, flea market, business-lined wharf, or similar.
Palace.
Any opulent dwelling with many creature comforts that house lords, their families, and their attendants. It isn’t as fortified as a keep or castle.
Temple.
A large place of worship where holy leaders reside, teach, and hold services.
Tower.
A singular fortified building designed for one or a few residents to conduct research and experiments or for military leaders, such as guard captains, who might train local militia in an adjoining yard.
How it Works
A manor operates as a self-sustaining entity, producing goods and services contributing to the health and well-being of the occupants, maintenance of the structures, and so forth. Thus, good cropland on a manor produces vegetables and grains that feed the lord, family, and tenants, while stone from a quarry contributes to the building of new structures, and furs from creatures trapped in the woodland are made into clothing or sold for coin to further aid in supply and upkeep. In this way, a subsistence cycle continues season after season, with banner seasons producing bumper crops and poor seasons forcing the lord to dig into the financial coffers to cover shortfalls.
To emulate this cycle, take these five steps to determine what kind of production occurs, as follows:
• Determine the season (Winter, Spring, Summer, or Fall). The yield for a season is determined at the end of that season.
• Determine Character Participation by calculating how much time the characters spent at the manor during that season. Note any efficiency bonuses and expertise benefits the manor gained from the characters.
• Determine any Complications that happen that season and their effects.
• Make Production checks (see the Manor Production section) to determine the Yield Percentage of each resource, applying all pertinent modifiers and cross-referencing the result on the season’s Yield table.
• Calculate the total profit for each resource that season using the Yield Percentage, as described in the Manor Production section.
Character Participation
Determine whether the characters have spent enough time at the manor to help in its production efficiency. If no characters spent time at the manor during a season, the manor makes Production checks without the efficiency bonus.
No Participation.
If a full cycle of seasons (typically 1 year) passes without any character participating in the production of the manor, the manor no longer makes Production checks and remains self-sufficient enough to sustain itself for another full cycle of seasons. If a second full cycle of seasons passes without any character participating in the production of the manor, it begins to deteriorate, losing staff, crops, livestock, and other resources. Deteriorating manors make Production checks each season with a penalty to each roll equal to the manor’s efficiency bonus. If a deteriorating manor’s yield percentage for three of six resources is at or below 75 percent for two consecutive seasons, the manor is abandoned and no longer productive. At your discretion, the characters might lose rights to the manor if it is left to deteriorate.
Partial Participation.
If at least one of the characters spent at least 10 percent of the season’s days on the premises, it is assumed the character was overseeing the operations to a limited but significant degree, helping the manor run smoothly. In this case, each of the six Production checks gains the benefits of the manor’s efficiency bonus. The time a character spends on-site doesn’t need to be consecutive days, but it can’t include non-managerial activities, like scribing scrolls, crafting, or recuperating.
Complete Participation.
If at least one of the characters spent at least 25 percent of the season’s days on the premises, then that character has thoroughly overseen operations. In this case, each of the six Production checks gains the benefits of both the efficiency bonus and the character’s expertise benefits, as shown on the Character Expertise Benefits table. Again, the days don’t need to be consecutive, but they can’t include other, non-participating activities. Only characters who each spent at least 25 percent of the season’s days on the premises can contribute expertise benefits to the manor.
Expertise Benefits
A resource listed as an expertise benefit indicates an area where a character class’s particular skills come in handy for improving the production of that resource. For example, a druid is quite useful for tending crops and livestock, a bard of some renown increases contentment in the local inn, and a wizard can use magic to aid any number of efforts.
If a character’s expertise benefit includes a resource, that resource has advantage on the Production check at the end of the season. As versatile spellcasters, wizards are unique and can choose which resource gains an expertise benefit that season.
Any character that had complete participation in the manor that season contributes expertise benefits. If multiple characters contribute Defense and Contentment benefits, add the bonuses together for the total character participation bonuses to Defense and Contentment. These bonuses increase the manor’s base Defense and Contentment for that season, which can lessen the impact of some complications, as detailed in the Complications section.
Character Expertise Benefits
Class
Benefit
Barbarian
+1 Defense and Forest or Pasture
Bard
+1 Contentment and Services
Cleric
+2 Contentment or +1 Contentment and Water
Druid
+1 Contentment and Cropland, Pasture, or Water
Fighter
+2 Defense or +1 D
Source and licence
From Tome of Heroes.
Licence: Open Game Content (OGL 1.0a).