TEXT:      
   
   
   
   
   
   
   
  Official Rules for Building in the Grand 
  Duchy of Geoff 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Version 1.1 
  July 18, 2005
  
   
   
  2 
  Official Rules for Building in the Grand Duchy of Geoff 
   
  (Version 1.1) 
   
  This document provides players with the opportunity to construct and own shops, taverns, 
  libraries, and other buildings in Geoff. Players must join either the Trevdyn (for businesses) or 
  Ffolk (for farms and steadings) meta-organization before they may utilize these rules. Players 
  may join the Ffolk or Trevdyn by contacting the meta-org Point of Contact (PoC) and paying the 
  requisite cost in gold (gp) and time unit (TU) on an adventure record (AR).  The contact e-mail 
  for all PoCs can be found in the “Meta Org PoCs” database table on the Living-Geoff Yahoo 
  group (http://games.groups.yahoo.com/group/Living-Geoff/database).  
   
  Once players have joined, they are considered to have a nondescript two-room steading, one-
  room farmhouse, or one-room shop. These default buildings are made of packed earth/sod. For 
  the buildings to be more detailed, the player must follow these rules and gain approval from the 
  Building PoC. 
   
  Constructing a building is divided into four steps. The process is designed to allow you to 
  quickly select a building, or if you choose, to devote more time to customize your building. This 
  document uses the rules presented in the Dungeon Master's Guide (DMG) (page 101) and 
  Stronghold Builder’s Guidebook (SBG), modified for the setting in the Grand Duchy of Geoff. 
  Prices in Geoff are lower than you will find in the SBG, in part because Geoff uses cheaper 
  materials and does not tend to have such conveniences as glass windows, hot water, etc.  
   
  Overview: 
  Step I:  Send your idea to the Trevdyn/Ffolk and Building PoCs and receive approval 
  Step II:  Select what you want to build. 
  Step III:  Determine any applicable discounts or increases 
  Step IV: Calculate final cost, pay on your next AR 
  Step V:   Report the final cost, summary of what you built, and AR number to the Building PoC 
   
   
  Step I:  
  Pick a concept and request and receive approval 
   
  Pick a concept for your business, such as a home, farm, ranch, apothecary, miller, papermaker, 
  or wainwright. Describe the concept in two paragraphs or less and pick a location (cantrev plus 
  town or village). It is a good idea for you to skim the rest of this document to ensure you can 
  afford the building. Some buildings, especially at the luxury level, can require many years of 
  adventuring to afford. You should also pick a name for your business or steading. Remember, 
  your PC must already be a member of the Ffolk or Trevdyn before you can begin this process. 
   
  Once you have a location, two-paragraph description, and a name, e-mail this information along 
  with your PC’s name to the Ffolk/Trevdyn PoC and Building PoC. 
   
  The PoCs will respond with approval, or with desired modifications if needed to fit the setting. 
  For example, a saw mill is unlikely to be approved in the town of Preston, where elves are very 
  picky about their forests! 
   
  
   
   
  3 
  Step II:  
  Select what you will construct 
  The rules as presented in the DMG and SBG have been combined and simplified based on the 
  Geoff region. This allows you to quickly purchase a template building. If you desire additional 
  complexity, you may upgrade or add to the basic building options. Terms are defined, followed 
  by the component lists. 
   
  Definitions 
  Basic: 
  Befitting a standard lifestyle. Commonly made in the Downlands out of sod 
  and baked clay bricks with a thatched roof. Commonly of wood and packed 
  earth in Rhwng yr Coed and Cymeravon/Oytwood. Note: Clear Sky Camp in 
  the Downlands is a nomadic camp and buildings must be portable. 
  Fancy: 
  Befitting a rich lifestyle. Commonly made of sandstone or clay bricks in the 
  Downlands. Commonly of wood and stone in Rhwng yr Coed and 
  Cymeravon and of living wood in Oytwood. A PC must select Rich or higher 
  lifestyle in all adventures to be able to build and own a Fancy structure. 
  Luxury: 
  Befitting a luxury lifestyle. In the Downlands, commonly made of sandstone 
  or brick with some granite or wood in parts. Commonly of stone in Rhwng yr 
  Coed and Cymeravon and of rare living wood in the Oytwood. A PC must 
  select Luxury lifestyle in all adventures to build and own a Luxury structure. 
  Substitute: 
  When a description allows substitution, the component specified can be 
  exchanged for another component, as indicated. No gp can be lost or 
  earned via substitution. Unless specifically noted, any substitution must be 
  at the same lifestyle level (fancy for fancy, basic for basic, etc.). 
  Upgrade: 
  After all items have been substituted, a PC may upgrade components by 
  paying the difference between the two prices. For example, a basic chapel 
  comes with a basic stable. The price of a basic stable in the SBG is 1,000 
  gp and a fancy stable is 3,000 gp; a player can upgrade the basic stable to 
  fancy for 2,000 gp. 
  Addition: 
  Any item from the SBG or any building in the DMG on page 101 can be 
  added (unless described in this document as not allowed) at full SBG/DMG 
  cost. 
  Increases/ 
  Discounts: 
  These are always added as the final step, once all building options, 
  upgrades, and additions have been selected. All positive and negative 
  Increases and Discounts are totaled, and the final percent is applied to the 
  cost. 
   
  Building Component Options in Geoff: 
  Component 
  GP Cost 
  Description 
  Basic shop, farmhouse, 
  or home: 
  800 One to three rooms. Equivalent to Basic Shop and either 
  Basic Bedrooms or Basic Bedroom Suite. Shops are 
  considered to contain tools of the trade, but can benefit from 
  additional components (such as a basic library for a basic 
  shop that sells books). 
  Fancy shop, farmhouse, 
  or home: 
  1,200 
  One to five rooms. Equivalent to Fancy Shop and either 
  Fancy Bedrooms or Fancy Bedroom Suite. Includes storage 
  area. Shops are considered to contain tools of the trade, but 
  can benefit from additional components (such as a fancy 
  workplace for a fancy shop that sells jewelry). 
  Luxury shop, farmhouse, 
  or home: 
  5,000 
  One to ten rooms. Equivalent to Luxury Shop and either 
  Luxury Bedrooms or Luxury Bedroom Suite. Includes luxury 
  storage area and hitching post. Shops are considered to 
  contain tools of the trade, but can benefit from additional 
  components (such as a luxury library for a luxury shop that 
  sells books). 
  
   
   
  4 
  Mansion (Luxury) 
  100,000 
  This ten to twenty room residence has two or three stories 
  and is made of wood and brick. It has a slate roof. 
  Considered to contain luxury kitchen, luxury dining hall, 
  guard post, luxury library, luxury study/office, luxury bedroom 
  suite, and 4-9 fancy bedroom suites. May substitute 
  bedroom suites for items of equal or lesser value in the SBG.
  Basic chapel: 
  3,000 
  Equivalent to the basic Chapel with basic stables and either 
  basic bedroom suite or basic bedrooms.  
  Fancy chapel: 
  8,000 
  Equivalent to the fancy Chapel with fancy stables and fancy 
  bedroom suite or fancy bedrooms. Includes basic storage 
  and basic study/office. May substitute study/office for basic 
  library. 
  Luxury chapel: 
  20,000 
  Equivalent to the luxury Chapel with two fancy stables and 
  luxury basic bedroom suite or luxury bedrooms. Includes 
  basic storage and fancy study/office. May substitute fancy 
  library for the study/office. 
  Basic guildhouse: 
  2,000 
  Equivalent to either basic dining hall or throne room, plus 
  two basic workplaces and basic stables. May substitute both 
  workplaces for a training area. May substitute a single 
  workplace for one of the following: alchemical laboratory, 
  armory, barracks, dock, magical laboratory, shop, smithy, or 
  study/office. 
  Fancy guildhouse: 
  6,000 
  Equivalent to either fancy dining hall or fancy throne room, 
  plus two fancy workplaces and a fancy stable. May 
  substitute both workplaces for a basic training area and 
  basic trophy hall. May substitute a single fancy workplace for 
  one of the following (at fancy level): alchemical laboratory, 
  armory, barracks, dock, magical laboratory, shop, smithy, or 
  study/office. 
  Luxury guildhouse: 
  15,000 
  Equivalent to either luxury dining hall or luxury throne room, 
  plus two fancy workplaces, a luxury study/office and a luxury 
  stable. May substitute a single fancy workplace for one of 
  the following (at fancy level): alchemical laboratory, armory, 
  barracks, dock, magical laboratory, shop, smithy, or 
  study/office. May substitute both fancy workplaces for a 
  luxury version of one of those spaces OR for a basic training 
  area and fancy trophy hall.  
  Basic Smithy: 
  600 
  Equivalent to the basic smithy plus basic bedroom suite or 
  bedrooms. 
  Fancy Smithy: 
  2,200 
  Equivalent to the fancy smithy plus fancy bedroom suite or 
  fancy bedrooms. 
  Basic Tavern: 
  1,600 
  Equivalent to the basic tavern (standard capacity of 20) with 
  basic stables. Also includes either basic bedroom suite or 
  basic bedrooms for the proprietor. Does not include kitchen 
  or dining hall, nor places for customers to sleep. 
  Fancy Tavern: 
  4,000 
  Equivalent to the fancy tavern (capacity of 30 people) with 
  two fancy stables. Also includes fancy common room, basic 
  storage, servants quarters, and either fancy bedroom suite 
  or fancy bedrooms for the proprietor. Does not include 
  kitchen or dining hall, nor places for customers to sleep. 
  Luxury Tavern: 
  14,000 
  Equivalent to the luxury tavern (capacity of 40 people) with 
  three fancy stables, fancy common area, basic storage, 
  servants quarters, and either a fancy bedroom suite or fancy 
  bedrooms for the proprietor. Does not include kitchen or 
  dining hall, nor places for customers to sleep. 
  
   
   
  5 
  Basic Inn and Tavern: 
  6,600 
  As the Basic Tavern described above. Also includes 10 
  basic bedrooms, basic kitchen, basic dining hall. All units are 
  sufficient for 20 customers. 
  Fancy Inn and Tavern: 
  15,000 
  As the Fancy Tavern described above. Also includes 15 
  fancy bedrooms, fancy kitchen, fancy dining hall. All units 
  are sufficient for 30 customers. 
  Luxury Inn and Tavern: 
  35,000 
  As the Luxury Tavern described above. Also includes 15 
  fancy bedrooms, luxury kitchen, luxury dining hall. Choose 
  two from the following list: extended dock, guard post plus 
  fancy courtyard, fancy library, fancy study/office, fancy 
  trophy hall. All units are sufficient for 40 customers. 
  Dock 
  500 
  Per the SBG, for two small vessels. Can be added at this 
  price to any building component above. You can have more 
  than one dock unit. 
  Dock, extended 
  1,500 
  Per the Dock, but for two large vessels or four small boats.  
   
  Limited units: 
  The following units are limited, and can only be purchased with the approval of the Geoff Triad 
  (who the Building PoC will contact for you if you have a request. This request is unlikely to be 
  approved, as the Regent is unlikely to grant the necessary writ of crenellation). 
  Component 
  GP Cost 
  Description 
  Tower 
  50,000 
  This round or square, three level tower is made of stone.  
  Keep 
  150,000 
  This fortified stone building has fifteen to twenty-five rooms.  
  Castle 
  500,000 
  A castle is a keep surrounded by a 15-foot stone wall with 
  four towers. The wall is 10-foot thick.  
  Huge Castle 
  1,000,000 
  Particularly large keep with numerous associated buildings 
  (stables, forge, granaries, and so on)and an elaborate 20-
  foot-high wall with four towers. The wall is to feet thick.  
  Army Base 
  18,000 
  As in the SBG. For one hundred infantry, includes drill yard, 
  armory, etc.  
  Cavalry Base 
  25,000 
  As in the SBG. For one hundred cavalry, includes drill yard, 
  armory, etc. 
  Moat with Bridge 
  50,000 
  The moat is 15 feet deep and 30 feet wide. The bridge may 
  be a wooden drawbridge or a permanent stone structure. 
   
  Additional Notes: 
  • 
  Buildings come with simple wooden doors and simple wooden shutters (as many as you 
  would like). The front door comes with a Very Simple lock. You may purchase additional 
  Doors, Windows, and Locks per the SBG.  
   
  Door Type 
   
   
   
  Game Information 
   
   
  Cost 
  Door, simple wooden  
   
  1 in thick, hardness 5, 10 hp  
  0 gp 
  Door, good wooden 
   
   
  1 ½ in. thick, hardness 5, 15 hp 
  20 gp 
  Door, strong wooden  
   
  2 in. thick, hardness 5, 20 hp  
  40 gp 
  Door, stone 
   
   
   
  4 in. thick, hardness 8, 60 hp  
  300 gp 
  Door, iron 
   
   
   
  2 in. thick, hardness 10, 60 hp 
  500 gp 
  Door, secret (Search DC 20)  
  as normal for door type 
   
  +100 gp 
  Door, secret (Search DC 25)  
  as normal for door type 
   
  +150 gp 
  Door, secret (Search DC 30)  
  as normal for door type 
   
  +200 gp 
  Door, secret (Search DC 35)  
  as normal for door type 
   
  +300 gp 
   
  
   
   
  6 
  Window 
   
   
   
  Game Information 
   
   
  Cost 
  Shutters, simple 
   
   
  1 in. thick, hardness 5, 10 hp  
  0 gp 
  Shutters, good  
   
   
  1 ½ in. thick, hardness 5, 15 hp 
  15 gp 
  Iron bars 
   
   
   
  2 in. thick, hardness 10, 60 hp 
  60 gp 
  Glass  
   
   
   
  1/8 in. thick, hardness 1, 1 hp  
  10 gp 
  Stained glass, fancy  
   
  1/8 in. thick, hardness 1, 1 hp  
  600 gp 
  Stained glass, deluxe  
   
  1/8 in. thick, hardness 1, 1 hp  
  3000 gp 
   
  Lock  
   
   
   
  Open Lock DC 
   
   
  Cost 
  Very Simple 
   
   
   
   
  20 
   
   
   
  20 gp 
  Average 
   
   
   
   
  25 
   
   
   
  40 gp 
  Good  
   
   
   
   
  30 
   
   
   
  80 gp 
  Amazing 
   
   
   
   
  40 
   
   
   
  150 gp 
   
  • 
  Special note on magical laboratory: requires membership in Cyvrin, Peer of the Realm, 
  or Subject of the Grand Duke and spend two level A favors (Enosi will be handled 
  separately, please contact your Enosi PoC). If at any time the PC gains the disfavor of 
  any member of the High Court of Geoff or Army of Liberation, this reverts to either a 
  library, trophy hall, or study/office (player's choice). 
  • 
  You may not purchase SBG Mobility options, Portals, or other magic options. You may 
  not install traps or weapons. There is no current access to Wondrous Architecture items. 
  • 
  You may not fortify/crenellate your building for war in any way without Triad approval 
  (unlikely). 
   
  Calculations for Step II: 
   
  Add up the price of all selected Components:  __________ 
   
  If you decide to upgrade any Components, show your math and note the cost of upgrades: 
  ____________ 
   
  If you decide to make additions using the DMG/SBG, show your math and note the cost: 
  ___________ 
   
  Add these together to derive your total cost: _____________ 
   
   
  Step III:  
  Calculate and apply Increases or Discounts 
  These rules are a simplification of the SBG rules, taking into account various factors in Geoff.  
   
  Certain building choices can increase the cost. Likewise, membership in organizations or having 
  talented followers or access to magic can reduce costs. Total all the positive and negative 
  percents together. There is no limit to a final positive value. A final negative value may not 
  exceed 60%. 
   
  Increases/Discounts: 
  Type 
  I/D 
  Description 
  Cantrev 
  Arweth (Hochoch): 
  NA
  Due to the recent change in stewardship, building in 
  Arweth is no longer possible for PCs. 
  
   
   
  7 
  Oytwood (Preston): 
  +2%
  Preston is a city near its maximum capacity and further 
  building may offend the elves. Ffolk are very few in 
  number. 
  Downlands - cantrevi of Daden Bryd 
  (Aberglain), Blodyn Cain (Pelyth 
  Cove), Rhad Derwyth (Caer Glys): 
  +4%
  Building is encouraged in the Downlands, but there are 
  limited resources. Flan and Old Faith Gyri are 
  encouraged. 
  Rhwng yr Coed (Midwood) 
  -2%
  Materials are readily available. Building is not possible 
  beyond the immediate vicinity of Midwood at this time, 
  but will become possible if the Giants move back from 
  their current positions. 
  Cymeravon 
  -2%
  Materials are readily available. Building is not possible 
  at this time, but will become possible if the Giants move 
  back from their current positions. 
  Other Locations 
  Permission is not likely to be granted at this time. More 
  cantrevi will be added as the campaign continues. 
   
  Building Materials 
  Standard: 
  0%
  (see definition of Basic, Fancy, Luxury) 
  Upgrade materials: 
  +5%
  each
  Cost is incurred each time base materials are increased 
  from sod/clay to sandstone/brick, sandstone/brick to 
  wood/earth, wood/earth to wood/stone, wood/stone to 
  granite. Thus, the maximum is +20% from sod/clay to 
  granite. 
  Living Wood walls: 
  +2%
  (In Preston this requires spending a favor with Gyri 
  elves, for other cantrevi requires spending a favor with 
  Gyri elves and being a Laymember or higher of the 
  elven pantheon.) 
   
  Height 
  Building has a basement 
  0%
  Building has a second or third story 
  +5%
   
  Building has four or more stories 
  Not available without Triad approval 
   
  Meta-orgs 
  Subject of the Grand Duke: 
  -2%
  Chosen of Calisse: 
  -1%
  Enosi, Evro Lygadi, Midnight 
  Ravens: 
  -2%
  Don't ask why… 
  Member of demi-human church 
  -1%
  And PC is in good standing with the High Court of Geoff 
  Peer of the Realm or Griffon Guard: 
  -2%
   
  Ffolk or Trevdyn in previous year: 
  -2%
  Must have been a Ffolk or Trevdyn for the entire 
  previous year 
  Clear Sky Camp: 
  -5%
  When building in Clear Sky only. (Clear Sky is a mobile 
  camp; buildings must be mobile).  
  Building in Rhwng yr Coed 
  (Midwood) and have their favor 
  -5%
  Any PC qualifies if they played GEO4-07 Return to the 
  Barrier Peaks and earned the Favor of both Ghanadar 
  and Arglwyth Talvan in GEO2-01 Wise Man’s Son. 
  Building in Downlands and member 
  of traditional organizations: 
  -5%
  Old Faith (or any Old Faith Church), Old Lore Bards, 
  Prydythi, Shining Beacons, Olwythi, Longbowmen. 
  Building in Downlands and a Flan or 
  demi-human: 
  -3%
  Flan must be in good standing with High Court of Geoff. 
  Demi-human must in addition spend a favor with the 
  High Court or with demi-humans of Geoff. 
  Building in Downlands and member 
  of Wayfarer's Union or PC owns a 
  -4%
  (Effectively negates the +4% of building in the 
  Downlands, as you can move materials more easily) 
  
   
   
  8 
  boat: 
  Building in Downlands and a Knight 
  of the Watch: 
  +2%
  PC has ever been arrested in Geoff: 
  +2%
  Unless found “not guilty” 
  Member of Church of a disliked god: 
  +2%
  Applies to any PC who is a worshipper of a disliked 
  church as defined in the Geoff Metaorg Sacred 
  document. This includes Wee Jas, Pholtus, Istus, 
  Zagyg, Zuoken, etc. 
   
  Followers 
  Followers help build: 
  -2% 
  to -
  10%
  A PC with the leadership feat may assign 9 followers 
  appropriate craft or profession skills and assign an 10th 
  that has the profession-foreman skill. For every such 
  group, a PC receives a 2% discount. A PC may have 
  multiple groups, applying the discount for each such 
  group of 10. The maximum discount achieved is 10% for 
  a PC with 50 or more such followers. 
  Followers as employees: 
  -2%
  Components include the prerequisite employees. You 
  may instead employ 5 or more followers as employees. 
   
  Interactives 
  Reward from Patriot Games 
  Interactive, A New Home in the 
  Downlands 
  If the PC is already a Ffolk or Trevdyn and has not used 
  the reward to join, the reward may instead be used to 
  receive one or both of these: 1) Get a free basic home 
  (800gp) value. (This is of no use to you if you don't want 
  a basic home). 2) Get 200 gp of upgrades (for the basic 
  home or anything else you are building). 
   
  Magic 
  Possess Lyre of Building: 
  -5%
  Summon Nature's Ally or Monster III 
  or higher 
  -2%
  Only one discount applied, regardless of how many 
  spells can be cast. 
  Air Walk, Fly, Levitate, Telekinesis 
  Eliminates the additional cost for Height 
  Fabricate, Limited Wish 
  -5%
  Only one discount applied, regardless of how many 
  spells can be cast. 
  Move Earth, Stone Shape, Wall of 
  Stone, Wood Shape 
  -4%
  Only one discount applied, regardless of how many 
  spells can be cast. If the spell Wall of Stone is cast, gain 
  additional benefit: maximum ‘upgrade materials’ cost is 
  +5%, regardless of the number of upgrade steps (thus, 
  upgrading sod directly to granite is +5%, not +20%). 
  Plant Growth or multiple Quall's 
  Feather Token Tree 
  Provides free Courtyard matching the lifestyle of the 
  main building. 
  Diminish Plants plus member of Old 
  Faith 
  Allows PC to bring a family steading tree from Arweth to 
  the Downlands, if PC previously had such a tree. 
   
  Additional rules for magic and spellcasting: 
  A PC may benefit from spellcasting which they, their cohort, their followers, or members in their 
  Adventuring Company can provide. They may benefit from spellcasting from other PCs only if 
  both this PC and the PC casting the spells spend 1 additional TU on their next AR. The AR 
  number for each player/PC must be provided to the Building PoC. 
   
  Additional rules for building an Adventuring Company hall: 
  
   
   
  9 
  In addition, an Adventuring Company may split the cost of building amongst the members when 
  they are building their guildhall. This hall may be any type of building, including a steading, 
  residence, or shop. One PC (the primary, must be a member of the Adventuring Company) 
  follows the process in this document. When it comes time to pay for the building, other members 
  may share the cost, dividing the cost however they wish. Each member and the primary must 
  spend 1 TU to do this, representing the time spent planning and securing resources together. 
  This TU expenditure is in addition to that for magic and spellcasting. An Adventuring Company 
  can only share costs for one building.   
   
  Calculations: 
  Calculate the total % change: ________  (If negative, it may not exceed -60%) 
  (Please note the increases/discounts in your e-mail to the Building PoC) 
   
  Total TU cost and PC and player names (if any): ___   ____________________ 
   
   
  Step IV:  
  Calculate final cost 
  Apply the final Increase/Discount value to the total from Step II. 
   
  Total cost from step II:  
  ____________ 
  % Change from step III:  
  ____________ 
  Multiply together:  
   
  ____________ 
   
  If negative (overall discount), subtract the number from the Total Cost from step II. 
   
  If positive (overall increase), add the number to the Total Cost from step II. 
   
  Final Cost: 
   
   
  ____________ 
   
   
   
  Pay this cost (and any TU, if applicable) on your next AR. Provide the AR number to the 
  Building PoC, along with the calculations for each step. If building an Adventuring Company 
  hall, all players must provide the AR numbers and the way costs were divided. 
   
  Congratulations! You may now use your building on the Geoff Online list. You may not use your 
  building in modules or interactives unless they specifically mention that you may do so. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Geoff/Geoff Building Rules v1.1 7-18-05.pdf