Home Sweet home. Everyone
has to live somewhere, and FRP characters are no exception. Given
free reign, PCs may adopt nomadic lifestyles, staying in inns
and carrying their possessions on their backs. This is a rootless,
expensive lifestyle which real people would adopt only of dire
necessity. If only to give their PCs one more headache, DMs should
encourage them to establish housholds, somewhere to put up their
feet after a long hard bout of adventuring, a place to hang their
helms and call their own.
Choosing a Place to Live.
Player-Characters do tend to travel, so they may have difficulty
deciding what region to live in, let alone in which town or district.
For most players, a character's birtheplace is a dominant consideration.
Characters with NPC families might want to locate close enough
to stay in touch, or, depending on their Estrangement, as far
away as possible. Another consideration is work. Everyone has
to eat, and even PCs may have to some kind of honest labour to
get by. Many PCs start play as journeymen; this dictates a somewhat
nomadic lifestyle, and a rather low standard of living, but those
with regular jobs should not plan too long a commute. Even those
who prefer "casual" work, only as absolutely necessary,
must still consider local job markets before setting up Households.
Owning and Holding Land.
Despite its relative abundance, land is the ultimate measure of
wealth. In a feudal society, all land belongs to the monarch.
Lesser lords do not own their land, they hold it. This
right of holding can be inherited, delegated, sometimes even bought
and sold (usually with restrictions) but the land remains the
property of the crown which retains mineral, taxation, expropraiation,
and other rights.
Restrictions On Land Transfer.
Feudal land is held in exchange for service/rent, and as long
as the obligations attached to the land are honoured, the grantor
may not care to whom the land passes. Nevertheless, feudal
land grants forbid holders from alienating land without permission
from their lieges. Feudal estates are held in trust. The
lord governsd and subinfeufdates, exercises various delegated
rights and virtually unlimited de facto power, but he is
always beholden to his liege.
Fee Simple and Fee Taile.
Land that is held in fee simple may be "owned"
and/or inherited by anyone, whithout regard to class. The sovereign
retains fundamental rights, but fee simple property can
be bought and sold, more or less freely. This is as close as anyone
other than the monarch can come to outright ownership. Land that
is held fee-taile can only be owned by persons of a specified
class. Many landholders, from great nobles to lowly peasants,
hold their land in fee taile with the restriction that
only an heir of the same clan who takes the appropriate oath(s)
of homage and fealty to the liege can inherit. Institutional land
is usually fee taile with the provision that it be held
by the institution (eg. a church) in perpetuity. Of course, all
grants can be negotiated and modified by mutual consent of liege
and holder. Some clans claim to hold their land in fee simple,
butonly mean that they can choose their own heirs without interference,
provided they honour the succession laws/customs. Even then, the
liege may retain the right to bar an heir from inheritance, and
nearly always requires heriot and/or oaths of fealty/homage
from the clan's chosen heir. Many scolars argue that this kind
of fee simple is really fee taile, although
it does not neccessarily limit inheritance to a specified
class of heir. Fee simple land remains within the
governmental jurisdiction of the fief/etc., where it is located.
Markets, Towns and Charters.
The marketplace is the heart of any successful town. In most jurisdictions,
the right to hold a fair or market can be granted only by the
crown. A town's charter spells out its rights and privileges and
invariably includes the following features:
1: A crenelation licence (replacing any previous
licence) to permit the building of town walls.
2: Transformation of town jurisdiction to fee
simple (instead of fee taile). While this has been
the custom in all Cormyrean towns, there are feudal towns
elsewhere with some or all fee taile land.
3: Provision for government, taxation and defence.
These attributes determine whetheer the town is a freetown
or feudal town.
Freetown charters are
usually granted to associations of guildsmen in exchange for substantial
fees. Frretowns are self-governing. Their charters remove them
from the feudal structure; they owe fealty directly to the king
(or the grantor of their charter). Such arrangements are unpopular
with feudal lords, especially if their land is expropriated for
the purpose. A town with a Feudal charter remains within
the jurisdiction of the lord on whose land it stands, Who makes
his own provisions for taxation, defence and civic government.
Patterns of land ownership in fee simple towns vary a great
deal. In feudal-fee-simple towns, the liege is likely to retain
title to much/most of the property, and to rent/lease it for revenue,
but there are usually other major landlords. These include churches,
the Crown (which usually receives land in part payment for the
original charter) various guilds, and other institutions. The
town government, of a freetown also generally retains title to
significant parcels of land.
Buy, Rent or Lease. Choosing
a household location also depends on whether characters intend
to buy or lease. If the characters want to "buy" they
will probably have to live in a town because that is where nearly
all fee simple land is located. Even there, most urban property
is owned by wealthy gentlefolk or guildsmen who lease or rent
it out for revenue. Fee simple land is almost unheard of in the
countryside where most land is held in exchange for agricultural
labour, military service, or rent. Rural land cannot be alienated
without the consent of the person from whom it is held (liege).
In practice, however, peasants (even unfree) often "trade"
land with the tacit consent of their lords.
Renting. Renting demands
minimal capital, but tenants are at the mercy of the landlords
and can be evicted without notice (although a few days notice
is usually given) if they miss a payement or the landlord simply
wants them out. Laws protecting tenants are few and far between.
Many landlords shamelessly exploit the poor. Rents range from
1 to 3 percent of real property value (as opposed to assessed
value) per month (12-36% per year). Landlords can seize chattels
for non-payment of rent.
Leasing. Leasing is simply
renting with tenure. A lease is a contract. Its terms describe
the duration of the leasehold, the rent, and any other obligations.
Some lease contracts make the tenant responsible for maintenance
and/or taxes (generally at less rent). Seven, fourteen, twenty-one
and ninety-nine years are common leasehold terms. A leaseholder
usually has rights established by municipal bylaw - his landlord
cannot evict without cause. A lease may or may not be transferable;
if it is, the landlord's permission is usually required. Transferable
leases have market value which declines with age (and expiration
draws nearer); the decline is less if there is a option to sub-let
or rent out the property although this does not diminish their
responsibilities. Some urban real estate is sub-let several times
over. Most rural "freeholders" are, in effect, leaseholders
with perpetual, heritable tenure.
Urban Property. Most urban
land is held in fee simple by wealthy gentlefolk or guildsmen.
If the town is not a freetown, its lord usually keeps much of
the land himself. Usurers have a tendency to accumulate urban
property in fee simple or leasehold. They appreciate the security
of local real estate, and are able to obtain property by foreclosure
on mortgages and by investing profits.
The Litigants' Guild.
In large settlements there are often litigants who specialize
in realty, offering a range of services to buyers and vendors.
Litigants act as agents for property sellers, earning commisions
ranging from 5% to 15% when a sale is completed. They can also
aid clients with leasehold and mortgage contracts, transfer of
title deeds, etc. Litigant fees for such services vary by location
and expertise, but are typically 12-26 GP per day. Most real estate
transactions can be completed in a single day.
The Masons' Guild. The
Masons' Guild is a dominant player in the urban real estate market.
In response to guild pressure and public demand for minimal safety
standards, most civic authorities require that all buildings within
their jurisdictions be constructed, repaired, and maintained by
masons who usually subcontract all or part of the work to woodcrafters
or other guildsmen. Some towns permit only stone buildings. Those
who circumvent the Masons´ monopoly, even if they manage
to convince (bribe) a civic official to grant an exception, will
find it almost impossible to get supplies from guildsmen to build
or repair a home. Persistant or flagrant offenders of guild privilege
can expect special attention.
Mortgages. A mortgage
is any loan secured by real property. Most usurers require the
would be borrower to own the real property before it can
be used as security for a loan. The idea of mortgaging a house
one does not yet own has not caught on. In most cases, characters
will have to acquire the full purchase price of a property before
buying it. Once a character owns real property there is no reason
why he should not mortgage it to raise the money to buy additional
properties. Most usurers deem real estate good collateral, so
mortgage interest is usually lower than it would be for unsecured
loans: 1-1½ % (12-18 % per annum) compounded monthly. Persons
of good repute, might obtain rates as low as half a percent per
month (6% per annum). Repayment of the mortgage principal may
be spread over one to ten years, in monthly, quarterly, or annual
payments, but interest on the declining balance must be paid each
month or quarterly. In most civilized jurisdictions, the mortgager
has the right to seize the property (including all goods therein)
if one interest payment is missed. One day's grace is required
by law in most settlements. Obtaining a refund for previous principal
payments or negotiating the return of seized household effects
can prove difficult.
Title Deeds. While it
is not mandatory, characters who are buying will probably want
a deed, provided by the vendor or his designated agent. It is
a good idea to have the deed transfer witnessed and sealed by
an alderman or registrar, depending on local government organization.
These officials charge the buyer a fee for this service, ranging
from 3 SP to 12 SP (perhaps more for fast service).
Finding a House. Whether
the plan is to lease, rent or buy, the way to find a place to
live is to look for signs on buildings, ask residents in the desired
locations, or consult with a litigant. Some buyers want quiet
neighbourhoods; others prefer the hustle and bustle surrounding
markets and city gates.
Neighbourhoods. Large
towns consist of neighbourhoods or quarters. The urban poor, most
of the population, tend to rent multi-story tenements in slum
districts, typically low-lying areas around docks and rivers or
areas further from the market and city gates. Middle and Upper
class neighbourhoods tend to be upwind, in higher parts of town,
closer to public squares and markets, with wider streets. Better
neighbourhoods may have special security: extra town patrols,
private guards, or understandings with the Thieves'
Guild. If the characters can protect themselves, they may not
mind living amid neighbours who earn income by redistributing
other peoples' valuables and body parts.
Lot values. The size and
shape of a lot can be designed by the DM or read of the local
map (if any). Lots tend to be rectangular. Value is based on square
footage and neighbourhood, tending to be highest within walled
towns. Suburban land values outside town walls, but still
within ivic jurisdiction, are 30-70% lower.
Prices: Assume typical Building Quality Factor (BQF) for the neighbourhood.
The high price range applies when property is scarse, the low end when there
is surplus. High quality houses may (DM discretion) exist in poorer areas, and
vice-versa. Home prices are determined by adding lot and building prices.
Availability: The die roll is made per Market Size (MktSz) for each class of real
estate. Hence, in a town of MktSz4, there are 4d8-4 houses available in slum areas.
The DM can modify a town's MtSz to reflect economic, health, political, or
military situations. Such adjustments also affect price.
A lot's basic value per square foot, according to
its neighbourhood, can be read off the Real Estate Value Table.
Inflation is not a major factor in long-term property value, but
prices do fluctuate in the short and medium term, and show gradual,
historical, political, geographical, agricultural, and other factors
into account when haggling over home prices. For reasonable fees
(eg. 12 GP) litigants will proffer advice on the market situation.
While vacant lots within the walls of most towns are hard to find,
PCs may be able to acquire an empty lot to build a house of their
own design. If there has recently been a fire or war, or the town
is fairly new or has recently extended its walls (a natural part
of growth) there may be one or more empty lots here and there.
Older, and poorly made buildings also fall down from time to time,
possibly knocking down a few neighbouring houses in the process.
Demolition & Renovation.
Medieval folk do not move house very often, so cityscapes evolve
slowly. Many of the buildings are centuries old. Characters may
have to demolish or renovate an existing house if they hope for
decent living space. The cost of demolition for any building is
generally about half the cost of constructing a slum of the same
square footage. Renovation, either to improve a building's quality,
or to add space, is rarely cheaper than building. Laws in many
settlements rquire that masons do all demolitions.
Lot Value Fluctuation. Lot
value is not easily changed by the owners alone, although a whole
neighbourhood that uppgrades itself or neglects maintanance can
have an effect. DMs who develop lot values for settlements where
PCs live will produce dynamic, interesting situations: Divide
the town into neighbourhoods and modify lot values for each neighbourhood
according to random factors and known trends.
Lot Value Trend Table.
The DM can use this table to modify neighbourhood lot values by
on a monthly or yearly schedule. Alternately, lot values can be
fluctuated quarterly using eith th Month or Year
column.
The maximum modification i 1 (so boom & bust are always
possible). If positive factors exceed negative ones, add one
to the Trend Roll, if negative factors exceed positive,
substract one from the roll. With this system, the DM can
establish and maintain price per square foot for each
neighbourhood. The folowing factors may affect land prices
(the Trend Roll):
(1) Property values in adjacente neighbourhoods.
(2) Political situation (usually applies to whole town)
(3) Landlord/speculator buying/selling in the area.
(4) Change in building quality and or condition.
Building Size. This typical urban building covers its whole lot, sharing common walls with its neighbours. Gardens are reserved for the wealthy. Local maps do not show building height, which may be set by the DM or randomly generated with the table (below) rolling 1d100 plus the market Size plus or minus 10 for Neighbourhood (poorer areas tend to have more multi-story buildings - rich people are less inclined to climb stairs). A 30x40 foot structure has a footprint of 1,200 square feet; if it has 3 floors, its square footage is 3,600. A "half-floor" can be a 1/4 to 3/4 of a floor, probaly an attic (cellars are rarely lived in). With these data, DMs can easily create floor plans, and knowing the building quality and neighbourhood, the basic building value is easily determined.
The following table describe an average slum building.
Its footprint and lot size are 600 square feet and it has 3½
floors. Inside, it is divided into three 600 square foot dwellings
rented to three families, and a "half-flat" in the attic
occupied by a single person (or very poor family).
The landlord is paying 8 % property tax on an assessed
value of 4950 GP for a total of 396 GP per year. As an average
landlord he sets his total rents to bring in about 3 times his
total taxes (on both the building and lot) in this case 12 GP
more. The total rent for the building is divided among the tenants
roughly in proportion to the size of their flats. In practice,
his assessed taxes would probably lower than the 396 GP
given, and his rent might also.
Rural Properties. Throughout
civilized territories, most rural land is held (fee
taile) by feudal nobility or churches. Buying property in
such situations is usually impossible, but the holders usually
have the right to grant freeholds (leaseholds). If a feudal landlord
is dispossessed, existing leaseholds are usually recognized by
the new lord, but some tenants may be obliged to defend their
right to hold their land in court. In the (most extreme) case
of an invasion, the conqueror may bring in his own people - only
in the event of war or rebellion are there wholesale changes in
landholding.
Freeholds & Yeomanry.
Those who locate beyond civic jurisdiction will likely have to
deal with manorial lords who may be less profit-minded, but who
often wish to imposeservice obligations on tenants. The decendents
of those who contracted to provide service in exchange for land
may find themselves judged bound to the land, and therefore, unfree
a generation or two later. Such lords may need cash rents or labour/service
(to work their demesnes) or both, depending on land use in their
estates. Characters may fancy yeomanry or freeholding, especially
if they want to take advantage of high Agriculture skill.
Homesteading. As a final
option, characters can pioneer in the wilderness. However, few
tracts of wilderness are unclaimed. Tribes inevitably dispute
the intrusion of pioneer households. Tribute of some kind may
be the only alternative to massacre (asuming ther is an alternative
to massacre). Characters who do establish homesteads can avoid
all kinds of irritants - until civilization follows. Construction
costs may be eliminated provided local material are employed and
the characters provide their own labour. Importing materials or
labour to a wilderness site would, of course, be very expensive.
PC Landlords. Despite
the reluctance with which most landholders dispose of their land,
almost anyone with enough money can aquire urban holdings, in
fee simple or leasehold, regardless of their social class, although
it can be more difficult in feudal (non free) towns. Characters
may wish to invest surplus this way. Real estate values do not
increase rapidly, but an earthquake, plague, fire, flood, war,
depression or other upheaval can have dramatic effects on short
term real estate values. Events generated by random event tables
often fluctuate values. Would-be landlords should consider all
the factors. A lightly defended town in the path of an advancing
barbarian horde may have great real estate bargains, but... Landlords
are often unpopular people, feared and hated by their tenants,
envied and sabotaged by their peers. Property "tycoons"
can become involved in all kinds of interesting situations.
Many major landlords protect their anonymity by hiring litigants
or mercantylers to manage their real estate.
Property Taxes. The owner
(landlord) is responsible for payement of urban property taxes.
This is traditionally an annual tax payable on the first day of
Spring. The tax is charged on the assessed value of real estate.
Bribery of civic tax assessors to deflate values is widespread.
Tax rates vary by settlement, but are typically around 6% of assessed
value for a guildsman's place of work (including any residences
attached thereto), and 8% for everyone else. Properties outside
the town walls, but under civic jurisdiction owe the same (or
slightly lower rates) but pay 30-70% less than in-wall taxes because
their property values are that much lower.
Property Tax Assessment. Property
assesment does not usually occur annually. Landholders can expect
visits from the assessors every few years. Some towns assess only
once a decade. Assessments tend to undervalue property. Consequently,
assessments (and taxes) often vary somewhat from market value.
Quality and Condition.
Landlords are responsible for maintenance and most prefer to keep
their investments from falling down. On construction, each building
is given a Building Quality Factor (BQF), reflecting how
well it has been built, what materials have been used, etc. BQF
ranges from 1 (flimsy wooden shack) to 5 (solid, well-built, stone
building). An average townhouse has BQF3. A building's Condition
Factor reflects its current state of repair. A new building has
Condition of 100. Each month, the DM rolls 1d6 to determine building
detoriation. If the roll is greater than BQF, Building Condition
deteriorates by one. The DM may order additional roll(s) if there
is a storm, earthquake, flood etc. If condition drops below 80,
there ae holes in roof/walls, creeping damp etc. If a building's
condition drops below 50, some/all of it may collapse (10% chanse
per month), and if it drops below 25, the market (real) value
of the building is roughly equal to its Original Value x (condition/100).
Hence the value of a building the condition of which has fallen
to 43, is 43% of its original value. Of course, even an exdpert
cannot expect to estimate building value exactly - errors of plus
or minus five to fifteen percent are common.
Maintenance/Repairs. Masonry skill is used to increase Building Condition. Most towns require that masons do the work. For each manday of labour per 1,000 square feet test Masonry skill:
Critical Failure: Reduce Condition by one (1)
Failure: No effect on Building Condition
Success: Increase Building Condition by Skill Index/2
Critical Success: Increase Building Condition by Skill Index.
A member of the Masons' Guild can perform work on his own buildings regardless of his rank. Non-members are obliged to hire master masons.