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Estate Package

A noble house may develop an Estate that will produce dividends over time. Estates can have many
benefits, from base monetary gain, to supply stores, to research assistance, and even more esoteric
practices.
Estates initially cost 50 Plat to set up, but provide a base repayment of 25 gold per gather, delivered as
a lump sum to the noble house at the beginning of each gather that takes place at the location of the
noble house (estates will still produce their monetary benefits during events that do not take place at
their location; but, unless explicitly stated, do not accrue any other benefits at events that do not take
place at their location).
Individuals or groups may also establish Estates, but, due to lack of concrete localized recognition of
political strength, the cost of setting up an estate is greatly increased. Any non-noble house may
purchase an estate and the upgrades/add-ons below at double the cost. In addition, unlike with noble
houses any individual or group of individuals may choose to liquidate their estates regaining half of the
initial cost and a quarter of the cost of the upgrades/add-ons. Individually or Group-owned Estates may
be sold or bequeathed at will.
Estates can be upgraded and added on to at base cost; with add-ons and upgrades being able to be
further improved upon. Add-ons and upgrades include, but are by no means limited to:
Treasury: Cost 35/75/150 Plat
As money makes the world go down, many noble houses consider investments to be of utmost import.
That being the case, developing a solid portfolio of investments and passive income are generally the
first thing a noble house works toward when setting up their estate.
Tier 1: The per event payment is increased from 25 gold to 50 gold.
Tier 2: The per event payment is increased from 50 gold to 75 gold.
Tier 3: The per event payment is increased from 75 gold to 100 gold.
Supply Upgrades: All items provided from the supply expire at the end of the weekend they are pulled.
Alchemical Lab: Cost 10/15/25 Plat
Poisons, Elixers, and Oils are produced by resident Alchemists.
Tier 1: Up to 8 alchemical items may be obtained per event at no cost from the Estate’s supply.
Tier 2: Up to 16 alchemical items may be obtained per event at no cost from the Estate’s supply.
Tier 3: Any poison produced by this Lab may be considered to automatically have Potent Poison
applied to it, and up to One Recipe may be stored within the laboratory per event (this Recipe may be
utilized by any member of the noble house).
Weave Distillery: Cost 10/15/25 Plat
Wands, Potions, and Essences are produced by resident Infusers.
Tier 1: Up to 8 infusion items may be obtained per event at no cost from the Estate’s supply.
Tier 2: Up to 16 infusion items may be obtained per event at no cost from the Estate’s supply.
Tier 3: Any Wand produced by the Distillery may be considered to automatically have Overload Wand
applied to it, and up to One Recipe may be stored within the laboratory per event (this Recipe may be
utilized by any member of the noble house).
Runic Forge: Cost 10/15/25 Plat
Armor, Weapon, Flesh, and Portal runes are produced by resident Runesmiths.
Tier 1: Up to 8 runic items may be obtained per event at no cost from the Estate’s supply.
Tier 2: Up to 16 runic items may be obtained per event at no cost from the Estate’s supply.
Tier 3: Any rune produced by this Forge may be consumed as if the person wearing it has the skill
Runic Reinforcement, and up to One Recipe may be stored within the laboratory per event (this Recipe
may be utilized by any member of the noble house).
Research:
High Magic Laboratory: Cost 10/20/30 Plat
Locations of Power may be made or found with the right tools.
Tier 1: One premade set of essences for a high magic ritual may be obtained per event.
Tier 2: Through the use of a stabilized circle, any high magic cast in this laboratory by a member of the
noble house takes one less essence of each type to cast down to a minimum of one.
Tier 3: Utilizing the stores of past magical emissions, one noble house member may cast one high
magic spell they do not know per event.
Library: Cost 10/20 Plat
A well-stocked library contains the knowledge of generations.
Tier 1: While in the library, a noble house member may act as if they have Sage Knowledge of any
type of Scout native to the location of the Estate.
Tier 2: While in the library, a noble house member may act as if they have one knowledge they do not
possess per event.
Miscellaneous:
Stable Portal Room: Cost 25 Plat
Once per event, the Noble House and any they bring with them may use this room to travel as if they
had cast: Fast Travel, To the Marches, or Reveal Door. Upon arrival through To the Marches, all who
traveled this way may be considered under the effects of Haven’s Gift of Planar Protection. Upon
arrival through Reveal Door, all who traveled this way may be considered under the effects of Reveal
Way.
Diplomatic Outposts: Cost 10/20/30/+10etc. Plat
Through the use of diplomatic connections, a noble house can have access to part of their Supply at
locations other than their home location. At the time of purchase, the noble house chooses where their
diplomatic outpost has ties to. Half of the usual amount of items may be drawn from the supply at the
location chosen. In addition to this; a diplomatic outpost can, at plot’s discretion, allow one outside the
camp NPC to be contacted (or even seen in person) per event.

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