NOTE: This system is in Beta and may change radically as Plot observes it in action. Constructive feedback is welcome, and can be sent to Plot@teana.co.za

The Estate System allows Player Characters to purchase land within Arnhelm's borders. The land thus purchased is still operated subject to the authority of the local noble. However the yeoman who purchases land rights gains profit from all businesses on the land.

Most nobles do not sell their profitable parcels of land, so most Bravos purchasing land find that land available for purchase is not the land with profitable businesses. Rather, it is empty land that they are expected to populate with businesses.

Of course, owning lands comes with certain risks. Sometimes there are bandit attacks, sometimes illness or other malady strikes. Alternatively, a land owner could attract the eyes of the law or the Slayers, or even rival landholders. Of course, owning land can also be highly profitable, and fortuitous events can also occur. Occasionally a bumper harvest could double the return from the land, or the local noble could come for a social visit, raising the Bravos status.

Mechanically, PCs may purchase land in acre sized plots. Bordering acres form an Estate, so when purchasing additional land, PCs can specify if they are increasing the size of their existing Estate, or purchasing land for a new Estate in another County. On each acre, a certain amount of businesses can be placed, depending on the amount of land required for a given business. Each sort of business needs a quantity of workers to function, but there is a limit to how many workers any given acre can sustain, which is dependent on the quality of the land. Each month, each business offers a return on investment. Each month, Plot rolls on the event tables for each separate estate to determine what, if any, notable events occur on that estate.

There are also buildings and improvements that can be placed on an acre of land that make the workers happy, help defend the Estate or contribute to the social status of the owner. Soldiers for instance will add to the defence value of the land, combating the damage that violent events can do to an Estate. Taverns can up the happiness of the peasantry, keeping them from rebelling.

What follows below is an in depth look at the available land types and businesses that can be placed on them. Additionally, we will also cover happiness and what happens if your peasant happiness falls below certain thresholds.

There are tables in each section providing a quick reference for what can be bought and how much it gives the owner each month, or costs the owner each month.

If you wish to purchase an estate, contact Plot@teana.co.za . You can also buy additional acres next to your current acres as time passes and you have more coin available to you. Additionally you can buy empty acres and leave them fallow until you wish to develop them. Please remember to specify where (in which Duchy, and ideally which County) you would like to purchase the Estate.

You can purchase an estate collaboratively, however one person must be responsible IC for the estate, as in-game Arnhelm will only recognise one person as the landowner.

You may only take actions once per Estate per month. Most actions will involve building structures or improvements on your land, and are measured in the weeks required to perform the action. There are four weeks in a month, so the most actions you can take in a month is therefore four, if each action only takes 1 week apiece.

Land Purchasing

Land can be purchased in one of three qualities: 1. Poor Land: poor land is less desirable land, perhaps because it is unfertile, rocky, hilly or for other reasons. Poor land can support a maximum of 20 workers. 2. Fine Land: fine land is middle of the road land. It can support a maximum of 40 workers. 3. Exquisite Land: This is the most desirable land of all and can support any sort of business or multiple businesses with ease. It can support a maximum of 80 workers.

Land must be purchased an acre at a time. Each acre of land costs a certain amount of money to maintain each month.

As is ever the case, the location makes a radical difference to land prices. The price of an acre of land is different in each duchy of Arnhelm. This difference is due to safety and social reasons. Please see our campaign guide for details on each duchy.

You must own the land before you can place any businesses on it.

The prices for an acre of each land type in the various duchies:

Thegnheim:

Resources of Thegnheim include cattle, dairy, masonry, woodwork, hunting, fishing, orchards and oil.

Land Quality Land Price (per acre) Mostly Upkeep Cost (per acre)
Poor 40 Gold Crowns 2 Gold Crowns, 4 Silver Shields
Fine 100 Gold Crowns 6 Gold Crowns
Exquisite 200 Gold Crowns 12 Gold Crowns

Sarkland:

Resources of Sarkland include rice, clay, spices, tea, cocoa, coffee and silk.

Land Quality Land Price (per acre) Mostly Upkeep Cost (per acre)
Poor 30 Gold Crowns 1 Gold Crown, 8 Silver Shields
Fine 80 Gold Crowns 4 Gold Crowns, 8 Silver Shields
Exquisite 150 Gold Crowns 9 Gold Crowns

Ragonvaldr:

Resources of Ragonvaldr include gold, silver, copper, lead, zinc, Dwarven trade, glass, paper, sheep, rubies and sapphires.

Land Quality Land Price (per acre) Mostly Upkeep Cost (per acre)
Poor 15 Gold Crowns 9 Silver Shields
Fine 35 Gold Crowns 2 Gold Crowns, 1 Silver Shield
Exquisite 70 Gold Crowns 4 Gold Crowns, 2 Silver Shields

Svaerstein:

Resources of Svaertstein include coal and maize.

Land Quality Land Price (per acre) Mostly Upkeep Cost (per acre)
Poor 15 Gold Crowns 9 Silver Shields
Fine 35 Gold Crowns 2 Gold Crowns, 1 Silver Shield
Exquisite 70 Gold Crowns 4 Gold Crowns, 2 Silver Shields

Rotheim:

Resources of Rotheim include diamonds, sheep, iron and emeralds.

Land Quality Land Price (per acre) Mostly Upkeep Cost (per acre)
Poor 20 Gold Crowns 1 Gold Crown, 2 Silver Shields
Fine 50 Gold Crowns 3 Gold Crowns
Exquisite 100 Gold Crowns 6 Gold Crowns

Langzerund:

Resources of Langzerund include malachite, copper, fishing, vineyards and Sarr Trade.

Land Quality Land Price (per acre) Mostly Upkeep Cost (per acre)
Poor 20 Gold Crowns 1 Gold Crown, 2 Silver Shields
Fine 50 Gold Crowns 3 Gold Crowns
Exquisite 100 Gold Crowns 6 Gold Crowns

Agricultural Industries

Agriculture includes farming, fishing and hunting. Placing a farm on an acre includes buildings required for the farm's operation and housing for the workers.

Each industry has a building cost and a start-up cost. Both must be paid before any income will be yielded. The time in weeks to build is a limit to the amount of actions that can be taken. You may only take actions on an Estate that add up to 4 weeks build time, so if a business takes 4 weeks to build, that is all that you can do on that Estate in the month that you are building it in.

Farms require a full acre in which to operate. All costs and incomes are shown in Gold Crowns.

Type of Industry Available in Pre-Reqs Building Cost Setup Cost Monthly Income Workers Needed Time to Build (Weeks)
Farm (Cattle) (diary and meat) Thegnheim None 25 50 4 10 1
Farm (Sheep) Rotheim, Ragonvaldr None 25 25 3 10 1
Farm (Grain) (rice, maize) Sarkland, Svaertstein Fine Land 25 25 3.5 10 2
Vineyard Langzerund Not Exquisite Land 25 25 2.5 10 2
Farm (Vegetable) Everywhere None 20 20 2 10 1
Farm (Work Animals) (dray horses, oxen, bison etc) Everywhere None 25 25 3 10 1
Fishing Operation Everywhere Suitable Water 50 50 5 20 2
Hunting Operation Everywhere Wild Land nearby 25 25 2.5 5 1
Orchards (fruit) Everywhere (different types) Fine Land 20 50 6 15 2
Plantations (tea, coffee, cocoa, spices) Sarkland Exquisite Land 25 100 12 20 4
Horse Stud Farm Everywhere None 50 125 10 20 1
Timber Plantations Everywhere None 20 50 4 10 1

Mining Operations

Mining includes precious and semi-precious stones as well as mineral wealth. Building a mine includes all the tunnels, open pits and sorting buildings required to operate the mines. There are no prospecting costs or such involved, as they are factored into the costs.

Each industry has a building cost and a start-up cost. Both must be paid before any income will be yielded. The time in weeks to build is a limit to the amount of actions that can be taken. You may only take actions on an Estate that add up to 4 weeks build time, so if a business takes 4 weeks to build, that is all that you can do on that Estate in the month that you are building it in.

Mines require a full acre in which to operate. All costs and incomes are shown in Gold Crowns.

Duchies Pre-Reqs Building Cost Setup Cost Monthly Income Workers Needed Time to Build (Weeks)
Mining Operation (Iron) Rotheim 75 50 8 15 2
Mining Operation (Copper) Ragonvaldr, Langzerund 75 50 8 15 2
Mining Operation (Silver) Ragonvaldr 75 75 10 20 3
Mining Operation (Gold) Ragonvaldr 100 100 13 20 3
Mining Operation (Lead) Ragonvaldr 50 50 6 15 2
Mining Operation (Zinc) Ragonvaldr 50 50 5 15 2
Mining Operation (Coal) Svaerstein 50 25 3 15 2
Oil Refinery (Pitch, Lamp Oil, Trade w. Hoblings) Thegnheim Must be on Bay of Maresco 100 75 10 25 4
Quarry Thegnheim 25 25 2 15 1
Mining Operations (Diamond) Rotheim 100 150 15 30 4
Mining Operations (Malachite) Langzerund 50 50 5 15 2
Mining Operations (Ruby) Ragonvaldr 75 75 8 20 3
Mining Operations (Sapphire) Ragonvaldr 75 75 8 20 3
Mining Operations (Emerald) Rotheim 75 75 8 20 3
Mining Operations (Semi Precious) Anywhere, must specify which type 25 50 3 15 2
Clay Sarkland 25 25 2 10 1

Manufacturing Businesses

Manufacturing business are all businesses that make items. After the table follows a full explanation of each type of business. All business from manufacturing must be built on land owned by the Estate. The land required by the business is given in a portion of acres.

You can only fit as many business on an acre as can fit on that acre, and as can be supported by the maximum number of workers that acre can provide.

Various business add or subtract happiness. Happiness will be fully explained further on, but suffice to say, if your happiness drops too far, you will face poor worker productivity and eventually peasant revolt.

Some manufacturing businesses are restricted to 1 per x number of peasants as per the pre-reqs column. You can only have 1 per that number of peasant workers employed across all the businesses on your Estate. Your number of peasant workers are thus determined by totalling the workers from all the businesses (including Farms and Mines) you have on your Estate.

All costs and incomes are shown in Gold Crowns.

Duchies Pre-Reqs Building Cost Setup Cost Monthly Income Workers Needed Time to Build (Weeks) Land Size Req in acres Happiness
Artisan (Specify) Anywhere, must specify which type Must have suitable source material on estate 25 50 2 5 1 0.125 Acre +2
Blacksmith Anywhere 25 50 3 8 1 0.25 +1
Brewery Anywhere 50 50 2 8 1 0.5 +3
Docks/Piers Suitable water 100 50 7.5 15 2 0.5 -1
Forge Anywhere Must have iron mine 50 50 5 10 2 0.5 +0
Laboratory (Potions) Anywhere 25 75 8 5 2 0.125 -2
Laboratory (Scrolls) Anywhere 25 75 8 5 2 0.125 -2
Laboratory (Alchemy) Anywhere 25 50 6 5 2 0.125 -1
Laboratory (Traps) Anywhere 25 50 6 5 2 0.125 -1
Glassworks Ragonvaldr, Sarkland 50 50 5 10 2 0.25 +1
Silkworms (Caterpillar) Sarkland 50 50 7 10 3 0.5 +1
Silkworms (Spiders) Sarkland 50 125 12 10 4 0.5 +1
Winery Anywhere Vineyard 75 75 5 10 2 0.5 +1
Distillery Anywheretd> Appropriate primary source 75 75 6 10 2 0.5 +0
Sawmill Anywhere Need timber plantation 50 25 4 15 2 0.5 +0
Flour Mill Anywhere Must be near water source 25 25 2 5 1 0.5 (including water source) +1
Bakery Anywhere Need flour mill; 1 per 100 25 25 1 4 1 0.125 +2
Butcher Anywhere Need livestock farm or hunters; 1 per 100 25 25 1 4 1 0.125 +2
Tannery Anywhere Need livestock farms or hunters 25 50 8 8 1 0.5 -2
Shipyard Anywhere Suitable water 75 75 10 30 4 1 +0

Artisans: This is any kind of manufacturing from raw materials, e.g. jeweller, that is not represented by the other items. You must specify what sort of Artisan you have on your estate when purchasing the business. You must also have the right raw materials to support the artisan, e.g. you cannot have a goldsmith without having a gold mine. They money you make from the business represents the tax you gain from the business, not what the artisan makes, which is why (currently) all artisans return the same profit.

Blacksmith: A blacksmith makes horseshoes, hoes, farming implements etc. They are generally not members of the Smiths Guild being largely rural smiths who learn basic techniques from their parents, and they do not make weapons or armour.

Brewery: Beer is made in a brewery. While it does not make much money, it significantly adds to the happiness of the peasant workers to have beer readily available.

Docks/Piers: This allows boats to dock. This is not a fishing operation; rather it represents commercial docks. Although it is profitable, docks bring with it an undesirable element and seediness, thus reducing the happiness of the peasants.

Forge & Laboratories: These are businesses operated by skilled artisans who are generally guild members of their various professions. The magic based businesses reduce the happiness of the peasants most, as many in Arnhelm are superstitious about magic users and fearful of the attention they draw. Traps bring some criminal elements, so also reduce the happiness and alchemy comes with pungent smells that also reduce happiness.

Glassworks: This is the blowing and creation of glass items. They can only be manufactured in Sarkland and Ragonvaldr due to the required quality of the sand.

Silkworks: Silk can be made from caterpillar cocoons or from silk spider webs. The spider silk is much more expensive to set up, but brings rich rewards as it is a favoured cloth of the nobility or the very wealthy. Having a silkworks can also enable you to have an artisan weaver or tailor on your estate.

Winery: Wine is made in a winery. It requires a vineyard before it can be manufactured.

Distillery: Stronger forms of alcohol (brandy, whiskey etc) are made in a distillery. You have to have a primary source farm before purchasing a distillery on the estate (i.e. if you want to make brandy, you need a vineyard; cherry liqueur, you need a cherry orchard, etc).

Sawmill: A sawmill grinds out worked planks from raw timber. You must have a timber plantation in order to purchase a sawmill.

Flour Mill: A flour mill grinds wheat into flour. Given the use of grains as a staple in Arnhelm's diet, there are no pre-requisites for this type of mill.

Bakery: A bakery bakes bread, including basic and sweet breads. You must own a flour mill in order to purchase a bakery. A bakery can only be supported if you have 100 peasant workers on your estate. You can have 1 bakery per 100 peasant workers.

Butcher: A butcher cuts up any meat and sells it in various cuts. You must have a meat source, such as an appropriate farm or hunting operation, for a butchery to be purchased. A butchery can only be supported if you have 100 peasant workers on your estate. You may have 1 butcher per 100 peasant workers.

Tannery: A tannery produces leather and fur from animals. A tannery reduces your happiness due to the smell. You need to have a source of appropriate animals for a tannery to be purchased.

Shipyard: A shipyard produces ships. It is expensive to setup but yields excellent profits once in production.

Services

Services include all industry where a service is sold rather than a product (e.g. merchants selling on already manufactured products). After the table follows a full explanation of each type of business.

All business from services must be built on land owned by the Estate. The land required by the business is given in a portion of acres. You can only fit as many business on an acre as can fit on that acre, and as can be supported by the maximum number of workers that acre can provide.

Various business add or subtract happiness. Happiness will be fully explained further on, but suffice to say, if your happiness drops too far, you will face poor worker productivity and eventually peasant revolt.

Some manufacturing businesses are restricted to 1 per x number of peasants as per the pre-reqs column. You can only have 1 per that number of peasant workers employed across all the businesses on your Estate. Your number of peasant workers are thus determined by totalling the workers from all the businesses (including Farms and Mines) you have on your Estate.

All costs and incomes are shown in Gold Crowns.

Duchies Pre-Reqs Building Cost Setup Cost Monthly Income Workers Needed Time to Build (Weeks) Land Size Req Happiness
Merchant (Specify) Anywhere, much specify which type Must have appropriate source of goods 25 25 3 4 0.125 +0
Inn Anywhere 1 per 100 50 50 6 10 1 0.5 +0
Stables Anywhere 25 25 2 6 1 0.5 +0
Tavern Anywhere 1 per 30 25 25 1 5 1 0.25 +3
Barber Anywhere 1 per 300 25 25 2 3 1 0.125 +0
Guild (Bard) Anywhere 1 per 100 25 10 1 5 1 0.125 +3
Guild (Duellist) Anywhere 1 per 500 50 25 3 5 2 0.5 +0
Guild (Healers) Anywhere 1 per 500 50 50 5 5 2 0.25 -1
Guild (Mages) Anywhere 1 per 500 50 50 5 5 2 0.25 -2
Guild (Smiths) Anywhere 1 per 500 50 25 3 8 2 0.5 +1
Guild (Alchemists) Anywhere 1 per 500 50 25 3 5 2 0.5 +0

Merchant: A merchant sells on items, primarily from the manufacturing industry. You need a source of goods to support a merchant.

Inn: An inn is a place where travellers can rest for the night. It generally offers a food services and some drinks as well.

Stables: These are commercial stables where travellers may put their horses up for the night. Breeding stables are represented by Stud Farms under Agricultural Industries

Tavern: This is quite simply a place to drink alcohol. It is not very profitable, but ready alcohol increases peasant happiness quite significantly.

Barber: A barber offers haircuts and shaves. Generally, only the nobility or the very rich can afford such luxuries.

Guilds (Various): These are official guild houses endorsed by the Arnhelm guilds. The magical guilds bring down peasant happiness due to the low regard in which magic is held in Arnhelm. Other minor guilds may become available at a future date.

Improvements

Improvements are things you can add to your estate to improve your standard of living or the defence value of your Estate. Primarily Improvements effect the Happiness or Defence Value of your Estate. The defence value of your Estate will reduce or even eliminate the damage caused by hostile martial attacks against you. Defence values will be more fully explained further on.

All costs and incomes are shown in Gold Crowns. Please note where negative income is indicated: this represents a monthly upkeep cost.

Duchies Pre-Reqs Building Cost Setup Cost Monthly Income Workers Needed Time to Build (Weeks) Land Size Req in acres Happiness Special Effects
Barracks (sleeps 20) Anywhere 50 0 0 0 1 0.5 +0
Soldiers (20) Anywhere Barracks 0 0 -20 0 0 0 +2 Defence value
Military Outpost (sleeps 40) Anywhere 75 0 0 0 2 1 +0
Roads (infrastructure per existing acre) Anywhere 20 0 -1 4 2 0 +2
Educational Academy (Specify) Anywhere, must specify which type 1 per 500 75 50 2 10 2 0.5 +4
School Anywhere 1 per 200 25 25 0 5 1 0.5 +1
Village Hall (50) Anywhere 1 per 200 50 30 1 8 2 0.25 +3
Town Hall (100) Anywhere 1 per 500 75 30 2 10 2 0.5 +5
Marketplace Anywhere 1 per 100 10 10 0 4 1 0.5 +2
Graveyard Anywhere 1 per 50 25 25 0 2 1 1 +1 Happiness penalty for not having graveyard in large populations (100+)
Manor House Anywhere 50 0 -2 8 2 0.5 0
Summer House Anywhere 25 0 -2 5 2 0.5 0
Protected Well Anywhere Must be inside walls 25 0 0 0 1 0 0 Defence Value
Walls (6' Wood) Anywhere 50 0 -2 3 2 0 +1 Defence Value
Walls (10' Wood) Anywhere 100 0 -4 5 2 0 +1 Defence Value
Walls (6' Stone) Anywhere 100 0 -5 5 4 0 +2 Defence Value
Walls (10' Stone) Anywhere 200 0 -8 6 4 0 +3 Defence Value

Military Outpost / Barracks: These structures house soldiers, including drill yards for the soldiers to practice in. They are required before you can recruit soldiers. Inherently, these structures do not add to your Defence Value as the soldiers are not included with these structures, but the soldiers they can support will add to the Estate's Defence Value significantly

Soldiers: Soldiers are recruited in batches of 20. They cost 1 gold per soldier per month in upkeep. Besides adding to Defence Value, soldiers also add to happiness as your workers feel safer when protected.

Walls: Walls can be made of wood or stone and can either by 6 foot or 10 foot tall. The cost given is per acre to be walled. So if you wish to wall 6 acres in 6' stone walls, it will cost 600 gold Crowns. Walls require a certain amount of Crowns and workers each month to maintain and add to happiness and Defence Value.

Protected Well: This represents a well that is protected from interference during a siege. It must be within a structure contained within walls in order to add to the effective Defence Value (i.e. it must be located on an acre that is walled).

Roads: Upgrading the roads of your Estate make it easier for your peasants to work and thus increase their happiness. The cost is given per acre that you wish to upgrade. Roads cost 1 Crown each month to maintain (per acre).

School: This is a rudimentary educational facility. While rare in Arnhelm, they do exist in larger settlements. Schools teach reading, writing and basic arithmetic.

Educational Academy: This is a more advanced educational facility that also adds significant prestige to an Estate. Such academies are specialised, and you should pick what is taught at the academy when purchasing one for your Estate.

Graveyard: If you have more than 100 peasant workers and you do not have a graveyard, you start suffering peasant happiness penalty of -1 per 50 peasant workers.

Village Hall: This is a hall where the people of the village may gather and trade. It can accommodate up to 50 people.

Town Hall: This is a larger hall where the people of a town may gather and trade. It can accommodate up to 100 people.

Marketplace: This is large open area where peasants can sell their wares to all comers. It does not require much setup and does not yield any profit but add to peasant happiness.

Manor House: This is the main residence of the owner of an Estate. Not having such a structure significantly reduces the prestige of the Estate.

Summer House: This is a secondary dwelling of the owner of the Estate. Having such a structure adds greatly to the prestige of the Estate's owner.

Happiness

Happiness represents the peasant work forces willingness to rebel on one hand, and to be as productive and helpful as they can be on the other hand. The standard happiness is 0. At this level of happiness, the peasants don't really care. They are (mostly) not starving and they have some kind of shelter. They don't really care who their lord is and they will listen apathetically to talk of revolution without paying it much attention and without planning on doing anything about it. However, they will not be willing to put in any extra effort for their lord.

Below 0 is where the trouble starts. First, there will be penalties to the productivity of the Estate as unhappy workers neglect doing their duties fully. The further below 0 peasant happiness falls, the more likely they are to revolt and halt all productivity on an Estate. A revolt will also cause the overseeing noble to be displeased with the Estate owner.

Above 0 is where your peasants start loving you. If you get your happiness high enough and maintain it there, they will go the extra mile for you, and even start telling you of the firebrands who creep around in the night preaching revolution so you can deal with such idiots.

The happiness of your peasant workforce is calculated per month by adding up the value of unhappiness and happiness generated by your businesses. Additionally, there are events that affect your happiness for good or ill. After this number is calculated and sent to you, you have the opportunity to buy happiness by throwing money at your peasants (nothing makes peasants happier), in the forms of bribes, social events or other largesse. However, this is an expensive exercise and it costs 10 gold Crowns per point of happiness you wish to buy in this manner. You will have 1 week to buy happiness after your monthly happiness is mailed to you.

After that week, your happiness for the month is finalized and any arising consequences of your happiness (for good or ill) will be communicated to you.

Defence

Defence Value represents your Estate's ability to defend itself against attack, whether by ambitious neighbours, bandit raids or attacks by the enemies of Arnhelm.

Certain duchies are much more likely than others to see such military action. Ragonvaldr and Rotheim are more likely to see military action, given their position on the southern border of Arnhelm, whereas attacks are almost unheard of in Thegnheim, given the proximity to the Royals.

Depending on the event that causes the attack, the Attack Value of the force is calculated. Each squad or unit in the attack is assigned a number typically ranging between 1 and 5, and then the squads' values are added together.

The estate's Defence Value is then calculated, based on improvements that grant Defence Value to the Estate, such as Soldiers, Walls and Wells.

The results of the battle and any gains or losses are then communicated with the Estate owner.

Copyright All Material Tales of Teana 2011