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Homesteads

Homesteads provides rules for how a party of adventurers can build a small homestead ideal for farming, producing goods, recruiting retainers, and building a community.

This section includes rules for:

  • Alternate xp: Advance your PCs by improving the homestead
  • Farming: Cultivate and harvest land, produce crops, improve adventuring
  • Town life: Expand into a town with specialists and beneficial structures
  • Hooks & tools: Generate quick hooks, problems, and motivators for the party

The Homestead

A Homestead is a small farm and collection of related buildings. An independent village located on a rugged frontier (with nearby dungeons, ruins, and wilderness) that hosts the party of player characters.

In the context of a Five Torches Deep game, the Homestead is a combination of home, town, and motivator. It gives the party a sense of ownership and camaraderie, generates hooks, and gives them something to spend their hard-earned gold on (which, in turn, gives them greater opportunity for more outlandish adventures).

Tangibly the Homestead produces CROPS, which can be used as rations that benefit the PCs while out on adventures. It provides rest and healing; access to better trade; specific GOODS such as tools or services; and the chance to build relationships with NPCs and retainers. The PCs can be seen as patrons, owners, or benefactors of the Homestead.

XP for Improvement

A PC earns 1 XP for each 1 gp spent to improve the Homestead or benefit its NPCs. This can stack with other forms of xp. These investments don’t demand literal gold spent, but equate any value the PCs provide (spending a week to build a forge, cutting down an obstinate tree, tilling a field, throwing a party, hosting a festival, etc).

Ultimately the GM decides what constitutes an “improvement,” however each of the next sections provide examples (namely IMPROVEMENTS).

The Farm

A Homestead is a farm, first and foremost, which produces CROPS: Consumable material such as fruit, vegetables, or meat. The quantity and quality of CROP produced is based on the land, its seeds, the weather, and the methods used to cultivate it.

Player characters don’t directly manage the farm or its land. Instead, they assist the NPC farmers in the Homestead, and in exchange, have access to an ample supply of CROPS. Most parties assume the Homestead feeds the PCs without expense given their overall generosity in helping the Homestead, however this may vary with the fiction.

Plots of Land

A farm is broken up into PLOTS of land, an area roughly equal to 5 acres (and each acre is an area about 200’ x 200’). Each PLOT yields 1 supply (SUP) worth of CROP per day. This means that a single PLOT of land can feed one adult per day with good efficiency. It takes one laborer to cultivate and harvest a PLOT per day, but improves with the aid of beasts of burden (such as oxen) or superior tools (a plow). This provides a sense of scale to how many PLOTS a typical Homestead can support (ex: A homestead with 20 adults and 5 PCs would need 25 PLOTS to be self-sufficient).

300 PLOTS fit in a typical six mile HEX. This assumes that 10% of the HEX is arable land capable of being tilled. All Homesteads fit easily in a single HEX. A more developed HEX might be able to hold up to 1,000 PLOTS (or roughly 33% of its land being arable).

A Land’s Characteristics

Every PLOT has CHARACTERISTICS, or traits that describe the land. These are freeform adjectives that define its fertility, irrigation, landmarks, and materials (ex: Luscious, rocky, swampy, wooded, arid). A CROP is more or less viable given the PLOT and its CHARACTERISTICS. This can affect the narrative of what must happen to improve the Homestead (such as removing boulders or laying down irrigation); and can grant modifiers to CROP QUALITY.

Crops

Crops can be any consumable material, usually some form of plant or animal byproduct. CROPS are not meant to be too specific, granular, or detailed. Certain CROPS can only be grown on certain types of land (based on CHARACTERISTICS), and during the appropriate season. This gives some nuance to the Homestead, and informs what can be done to improve yield.

Rather than a list or table of specific plants and animals, GMs define CROPS with the same style of CHARACTERISTICS as PLOTS (ex: Spring swamp fruit, winter root vegetable).

In addition to providing food (a PC requires 1 SUP of rations per day), CROPS can grant other benefits. GMs, consider how factions, monsters, and NPCs might look for specific ingredients that can be used as barter, spell components, or alchemical reagents.

Crop Quality (Q)

The QUALITY (Q) of a CROP defines its fictional and mechanical value to the Homestead, and is a number listed between 1 and 10:

  • 1: Typical, acceptable, edible
  • 2-5: Above average, tastier, filling
  • 6-9: Highly coveted, elite, delicious
  • 10: Borderline supernatural, divine

A CROP of 0 or less QUALITY isn’t a CROP any more than mud or stone is. The GM can quickly assign QUALITY as befits the larger narrative, however there are certain elements that can help improve CROP QUALITY:

  • The land: Its fertility, irrigation, any blessings or magic, and other traits. This also applies to grazeland.
  • The seed: Its origin, unique properties, rarity of the progenitor plant, and any magical alterations.
  • The method: Proper cultivation techniques, crop rotation, prevention of pests, and appropriate harvesting.

Only a CROP on the best LAND, sourced from the finest SEED, and managed with the most expert METHODS will yield 10 QUALITY.

Crop Uses

Aside from feeding the Homestead, PCs and their retainers can use CROPS to gain certain advantages and benefits. These benefits typically last a day, but may vary. Any half numbers are always rounded down. Each CROP applies only one of the below benefits: BOLSTERING gain a modifier = Q/2 to a specific type of check (ex: Gain +3 mod [7/2] to athletics checks)

Comforting ignore Q modifier in penalties (injury, poison, etc.)

Empowering deal Q/2 extra damage

Healing restore HP = Q/2

Restoring restore RESILIENCE = Q

Warming ignore extreme weather effects for Q hours

Crops with 10 QUALITY can do extraordinary things, and are treated as magical items or potions that grant spell or supernatural effects. Regrow limbs, heal damaged ability scores, bestow superstrength, and similar. Ultimately the GM should grant benefits as they make sense for a particular type of CROP and the PLOT that it comes from.

The Town

As a Homestead evolves, the handful of small buildings expands into a TOWN (really more like a village or hamlet). This little slice of civilization is nothing close to an urban center, and likely has fewer than 20 buildings. Think Wild West frontier town rather than walled medieval stronghold. The TOWN serves as a place for the PCs to rest, to collect specialist retainers who can help manufacture GOODS, attract merchants, and carve out a home in the wilds.

Structures

Structures are specialized buildings in the TOWN in which the PCs can invest their time and gold. Each STRUCTURE can be improved to a higher TIER (T) (1,000 gp x T each; takes 1 week x T each upgrade). A higher TIER yields better quality GOODS. T5 is usually the limit.

Ex: Improving a T3 structure to T4 requires 4,000 gp and takes 4 weeks of work.

  • Smithy: A workbench operated by a skilled crafter specializing in tools
  • Lodge: Combination hunting lodge, wilderness guide, and tannery
  • Tavern: A place for entertainment, food, rest, rumors, and recruitment
  • Market: A general store with outdoor stalls stocked by traveling merchants
  • Oddities: Any assortment of unique or atypical shops (herbalist, temple, etc.)

Smithy

The SMITHY is a forge that focuses on making tools (but can also make simple armor, weapons, and repairs). To start, the GM should pick a specific type of craft the smith specializes in (such as tools, wood, leather, armor, textiles, or something else).

Use

Repair any mundane sundry, item, or tool up to Durability (DUR) per day per TIER. Repairing items within the specialized craft cuts the time (or cost in gp) in half.

The SMITHY can manufacture one specific tool or mundane item per week per TIER. This only takes two days for its specialized craft. The SMITHY can’t manufacture heavy armor or martial weapons unless it specializes in that specific type of craft.

Upgrading TIERs

At each TIER above the first, the smith can select a craft in which they specialize in. This usually comes in the form of another expert NPC hired to work the SMITHY.

Mastery

If the SMITHY specializes in the same craft twice and has hit TIER 3 then it can produce masterwork items, which may grant mods (ex: A masterwork harness gives +2 to climb).

Lodge

The LODGE houses an expert at hunting, foraging, and butchery. The lodgemaster is often a retired adventurer, or one who has taken interest in rendering monsters. Similar to a ranger or wilderness guide, but the lodgemaster focuses on gentler quarries.

Use

Convert any monster or animal corpse into food, bones, leather, and other materials for spells or crafting. Up to 10 SUP of conversion occurs per TIER per week. If no creatures are brought to the LODGE then its master goes hunting 1 day per week, which yields 10 SUP per TIER of mixed food and components. The LODGE can hunt one specific mundane creature or plant at the party’s request, which takes a week minus TIER days (e.g. a T2 LODGE takes 5 days to bring a banana slug).

Upgrading Tiers

At each TIER above the first, the LODGE picks one local creature or ingredient. It always has >1 SUP worth of this ingredient per day.

Mastery

If the LODGE is upgraded to TIER 3 or higher, the lodgemaster is able to retrieve rare or distant creatures or plants (GM determines how long this takes, usually 1-3 weeks).

Tavern

The TAVERN is more than a bar; it’s where the community gathers to enjoy the fruits of their labor; discuss the latest gossip; and celebrate holidays, festivals, and weddings.

Use

Eat good food, rest, collect information, and recruit retainers. Any night in the TAVERN is a safe rest, and healing is doubled per TIER beyond the first (e.g. T3 is 4x healing). The innkeeper collects 1 rumor per week per TIER, and will share it with the PCs for free. The PCs can CAROUSE at the TAVERN, spending gold for a raucous party with random repercussions and XP gain.

Upgrading Tiers

At each TIER above the first, the TAVERN expands one of its rooms or amenities: Add bedrooms, add a stage, improve the kitchen, add a brewery, or similar. Increasing the TIER attracts 1 new retainer per week per TIER (the retainers must still be recruited).

Mastery

If the TAVERN has been upgraded to TIER 3 or higher, then nights spent resting there will start to heal even grievous wounds (e.g. ability score damage or corruption). This still takes 1 week per ability point restored.

Market

The MARKET is a front for merchants and traders to sell their goods in a consolidated location. This can take the form of a general store or an open-air bazaar.

Use

Buy and sell GOODS. Exotic traders who sell specialized or expertly crafted products (including maps, potions, magical trinkets, rare ingredients, weapons, etc) arrive with a 1 in 6 chance per TIER per week. Limited to 1 such trader per TIER per week. A certain trader’s presence can be requested, but this takes a week minus TIER days (e.g. a T3 market’s requested trader arrives in 4 days).

Upgrading Tiers

At each TIER above the first, the MARKET expands with one additional stall or source of GOODS. A PC can invest money in the MARKET and gain a 5% profit per TIER per 1d6 weeks, rolling again each time the PC is paid (ex: A T4 market gets a 1,000 gp investment by a PC. After 2 weeks (the result of 1d6) the PC earns 200 gp in profit from the guilder).

Mastery

If the MARKET achieves TIER 3 or higher, one exotic trader maintains a consistent weekly presence even if not requested.

Oddity

Your Homestead might have a unique STRUCTURE: A wizard’s tower, a witch’s hut, a druid’s grove, a holy temple, a strange portal, a dark tomb, or another ODDITY. These STRUCTURES (usually) can’t improve.

Create your own ODDITY as befits the campaign. Here are some ideas below:

  • Tower: A solitary tower constructed of alien materials and surrounded in an arcane aura. The tower houses a wizard who can identify magical items and will sell (or more likely trade) for scrolls.
  • Temple: A shrine, cave, or church that can generate divine magical effects, such as healing, removal of curses, and the like. Often requires a sacrifice or the stewardship of a divine caster.
  • Specialist: A stable for horses, a mill for processing flour, a mine with veins of copper, or anything else mundane (but useful) that a town would build on.
  • Esotera: A supernatural or fantastical element that gives your Homestead personality and something to fight for. A sentient, walking castle; a portal to the plane of water; a well that draws cats; a statue of a toad that speaks lies.

Improvements

PCs can make IMPROVEMENTS to the Homestead per the fiction. Investments made to farming, structures, and the town cause the Homestead to change.

Farm Improvements

Anything that can alter or improve the FARM’s characteristics or the farmer’s ability to harvest it will increase yields. Some IMPROVEMENTS for the FARM:

  • Irrigation: Diverting a source of water closer to the plot; creating a well; digging trenches; installing tools for watering (e.g. magic sprinklers)
  • Fertility: Adding fertilizer; planting “feed” crops; buying livestock to produce fertilizer; buying animals or structures to reduce pests or sickness
  • Tools: Better plows, scythes, shovels, hoes, or other farm equipment; larger yokes and tools for beasts of burden; lattices, pots, fences, or vines; any items that help the farmer
  • Labor: Hiring farmhands; providing them better food or facilities; giving them additional knowledge or training; granting them magical capabilities; raising their morale (carousing, etc) or helping their family life, etc.

Structure Improvements

Each type of STRUCTURE has some example IMPROVEMENTS listed in its respective section, but in general there are things that the PCs can do to improve any STRUCTURE:

  • Construction: Upgrading materials or techniques used to build the structure (mud to wood, wood to stone, etc); improving the actual architecture for utility and performance
  • Expansion: Simply increasing its size; adding new rooms or chambers; adding a second floor; constructing specialized workstations or areas of the structure
  • Amenities: Specialists do better work when they’re comfortable, protected from the elements, and able to focus on their work (with the occasional bit of entertainment). Improving insulation, ergonomics, rest areas, and similar
  • Tools: Upgrading hand tools for the workers or larger stationary tools (like bellows or windmills) can significantly increase the productivity and comfort of the experts in the structure

Town Improvements

Sometimes the party wants to help out the TOWN as a whole and not necessarily focus on a single STRUCTURE. These IMPROVEMENTS don’t always directly affect mechanics or grant specific benefits, but can be useful in the fiction and grant XP.

  • Roads: A naturally trod path can be improved with gravel, or cobblestone, or more permanent forms of pavement. This helps prevent street-flooding and structural erosion, as well as overall inhabitant satisfaction with the town
  • Wall: This converts the town into a minor stronghold capable of slowing or repelling invaders, giving a means of collecting taxes, and grants guards better visibility. These can be a simple picket line, a mound of dirt, or a complex well-masoned fortification
  • Utilities or works: Wells, sewers, game yards, watchtowers, lanterns, awnings, leveling, paths, baths, public kitchens, cemeteries, or structures that serve no production benefit but still benefit the people’s daily lives
Farm Hooks & Events
Roll Result
1 A prized plot has withered; its crop dead and emitting noxious fumes. A profane totem is found buried within.
2 Unusual rain or natural moisture has flooded 1d6 plots, potentially ruining the crop. It must be drained and dried.
3 Crops have begun to mutate, some with harmless effects, but others are troubling (full of human teeth, etc).
4 A plague of hungry rodents infests 1d6 plots, eating roots and burrowing into the soil. They must be dug out.
5 One plot produces a highly addictive crop. The townsfolk fervently obsess over eating it, nearly mindless.
6 An ancient burial barrow is uncovered in the tilling of a plot. If desecrated, the dead seek vengeance.
7 A meteor impacts, destroying the crop but scattering skysteel and alien ore. Raiders saw it land.
8 A brushfire threatens to spread; farmers urgently build firebreaks and fill pails of water to stop it.
9 A herd of grazing creatures moves carefully through the farm, causing minimal damage (but eat the crop).
10 The harvest is especially bountiful, the quality and quantity is twice what it would normally be for this plot.

HOOKS

Town Hooks & Events
Roll Result
1 There’s an unexpected death of a well liked NPC in the town. The homestead plans a funeral and a wake.
2 The weather is awful, causing minor damage to buildings and instability throughout the entire homestead.
3 A rival gang of adventurers comes to town in the PC’s absence, demanding tribute amid a violent raid.
4 An ancient prison dungeon is dug up during construction. Locals swear they saw the skeletons move.
5 A new merchant sells highly potent alcohol; the town gets increasingly drunk, violent, and addicted.
6 There’s an uptick in violence between various NPC families and factions. There are calls to elect a sheriff.
7 A beleaguered caravan, military unit, or refugees arrive in town in desperate need of food, care, and supplies.
8 People are getting sick. It’s subtle at first, but then escalates into something terrifying and… unnatural.
9 The townsfolk want to throw a festival (harvest, solstice, marriage). They need help decorating and funding it.
10 One STRUCTURE’s expert has a week of incredulous productivity. Any items acquired here are masterwork.
NPC A feels [1d8] toward B
Roll Result
1 Deeply hurt, betrayed, and scornful
2 Distaste, disgust, or overall dislike
3 Strong, fundamental disagreements
4 A bit annoyed or holds a slight grudge
5 Respectful at a professional distance
6 A great relationship (friends, allies)
7 Complete trust and admiration
8 An undying bond of strong intimacy
Because B [1D12]
Roll Result
1 Stole something unique and valuable
2 Has a dark and dangerous past
3 Is a crude, indulgent, hedonistic brute
4 Loves to pick (and usually win) fights
5 Is sullen, mysterious, and quiet
6 Just doesn’t feel… “right”
7 Is dutifully committed to [faction]
8 Is vivacious, has great sense of humor
9 Has a true love of their craft and skill
10 Is a precious naive cerebral scholar
11 Is pure and good, innocent and kind
12 Saved A’s life from a horrific incident

PCs can throw a raucous party, called CAROUSING, full of great food, feats of strength, rivers of ale, and other delights. Gold spent CAROUSING counts as improving the town (gain XP), however it might have other repercussions if it gets out of hand.

For each 1,000 gp spent CAROUSING, every PC involved rolls d% on the CAROUSING Table (multiple thousands of gp mean multiple rolls, min. 1 roll). The GM should try to make sense of the bizarre combinations of results.

Carousing Table
Roll Result
1 1d6 random STRUCTURES burn down
2 One random STRUCTURE is damaged
3 One trusted NPC unfortunately dies
4 One trusted NPC is seriously wounded
5 One trusted NPC is greatly offended
6 1d6 PLOTS are burned to ash
7 One prized PLOT is badly damaged
8 You’re knocked into a deep coma
9 Go to 0 HP, roll for serious injuries
10 Headache: Disadvantage on all checks
11 Sore: Treat STR as 4 (-3) for the day
12 Sick: Treat CON as 4 (-3) for the day
13 Dizzy: Treat DEX as 4 (-3) for the day
14 Badly blurred vision for the day
15 Ears ringing to deafness for the day
16 Sick: Lose RES at 2x, disadv STR, DEX
17 All NPCs in town are terrified of you
18 Your non-combat tools are missing
19 All of your armor is missing
20 All of your weapons are missing
21 You embarrass or humiliate yourself
22 Lose all gold and treasure carried
23 The livestock got loose, is roaming
24 An NPC thinks you stole their tools
25 2+ NPCs fought, now hate each other
26 Provoke an impending raider attack
27 Ruin the reputation of a trusted NPC
28 A prized steed or pet runs off
29 Your house/room/camp is trashed
30 Your stuff is scattered around town
31 Wake up buried neck deep in soil
32 Wake up with amnesia (1d20 days)
33 Wake up with a stolen item in hand
34 You insult an important traveler
35 A fire starts in a nearby wilderness
36 You inexplicably stink like a corpse
37 Gain a severe (now healed) mutilation
38 You’re betrothed to a deplorable NPC
39 You committed to an annoying event
40 You traded a weapon for a bit of junk
41 Wake up 1d6 miles away from town
42 Wake up in the stocks or restraints
43 Wake up sleeping amid livestock
44 Wake up somewhere underground
45 Wake up in a slaver’s caravan
46 Wake up covered in blood and gore
47 Wake up in a crudely made disguise
48 Wake up amid a pile of rotten food
49 Wake up in the aftermath of a battle
50 Nothing interesting to be honest
51 You have a new strange tattoo
52 You’ve signed a dubious contract
53 Wake up in an unflattering situation
54 Wake up with embarrassing partner
55 You bought a boat (lose/owe 1,000 gp)
56 You invested 1d6 x 500 gp in a venture
57 You gain a funny, foolish nickname
58 NPC fan obsesses and follows you
59 NPCs congratulate you; not sure why
60 Wake up well rested and entertained
61 Gain a weird, mysterious, locked box
62 Identify one magic item you possess
63 Learn about a coming threat
64 Learn a particular enemy’s plan
65 Learn a particular faction’s goal
66 Learn a certain monster’s weakness
67 Win a unique or magical weapon
68 Win a wagonload of quality GOODS
69 Win a mysterious ring; it tingles
70 Learn how to avoid a specific hazard
71 Hear about an unguarded treasure
72 Get a good lead for a potential quest
73 Smooth: Treat CHA as 16 (+3) today
74 Sharp: Treat INT as 16 (+3) today
75 Calm: Treat WIS as 16 (+3) today
76 Limber: Treat DEX as 16 (+3) today
77 Refreshed: Treat CON as 16 (+3) today
78 Vitalized: Treat STR as 16 (+3) today
79 HP restored to full, injuries healed
80 Blessed, advantage all checks today
81 Acquire 1 new class/archetype feature
82 +1 to a random ability score (max 16)
83 One STRUCTURE improves a TIER
84 Well-stocked traders come to market
85 All STRUCTURES improve one TIER
86 NPC pays for it, get your gold back
87 A powerful NPC owes you a favor
88 Access a hidden part of a dungeon
89 Make an alliance with a former enemy
90 Discover a valuable ODDITY in town
91 Acquire a highly detailed loot map
92 An exotic animal tamely follows you
93 You bond meaningfully with an NPC
94 Your exploits spread far and wide
95 All homestead NPCs adore you
96 Learn the location of a valuable relic
97 Learn of a disguised treasure in town
98 Acquire a precious historic heirloom
99 Acquire a powerful magical artifact
00 Learn an infamous, invaluable secret

Generator

The GM can use a standard, six-color puzzle cube to generate the topography, organization, and layout of the Homestead.

Region & Farm Generator

Scramble the puzzle cube and roll. The top face is the result, and defines the shape of the region. Record on paper or similar. Roll multiple times and adjoin as necessary.

Each smaller square within the cube’s result defines a PLOT of land, with the color and position representing its relation to the rest. Refer to the list of colors below:

  • White: Neutral land that’s typical of the wider region. It’s wild but capable of being converted to farmland.
  • Blue: A body of water that aligns with the terrain (lake, river, coastline, etc).
  • Green: Prime, highly fertile, ideal land. If cultivated it is highly productive. If not, it requires little work to make it so.
  • Yellow: Land that’s easy to work and till but doesn’t output to GREEN levels.
  • Orange: Rough land, needs significant work in order to cultivate.
  • Red: Dense, rugged land. Hardly worth the effort needed to make it arable.

Town Generator

Using the larger region map from the last step, the GM can randomly or arbitrarily place the TOWN in or on the edge of the PLOTS. If unsure, place it on a WHITE square. Repeat the scramble and roll method. Each smaller square within the cube’s result defines a district, with the color and position indicating its relation to the rest. Refer to the colors below for each district:

  • White: A flat clearing, plaza, or other open area likely with few buildings.
  • Blue: A strong, natural landmark that the town has to build around (such as a body of water, a cliff, ancient tree, etc).
  • Green: Largely unsettled and untamed wilderness, forest, or pasture. Likely the area nearest to the FARM PLOTS.
  • Yellow: A residential, low density, or otherwise secluded suburban area.
  • Orange: Industrial, productive, or full of unpalatable smells and byproducts (latrine, tannery, butcher, etc).
  • Red: Dense urban center of town, where most STRUCTURES are located.

Region Map

Town Map

Blue Red Yellow

Green White Orange

Red White Blue

Blue

White

White

Red

Orange

Yellow

Yellow

Yellow

Green

Back Home

The Homestead might have changed since the party last visited. Work carries on, relationships evolve, and the frontier is an unforgiving place for a little village. Roll once on the table per week the party is away:

Returning Home Events
Roll Result
1 A project that was close to completion has collapsed or been abandoned.
2 A work-in-progress project is finished earlier than the party expected.
3 The population grew (relatives, travelers, births, guests, whatever).
4 The farm has unprecedented harvest productivity, doubling output.
5 A mysterious stranger has arrived in town; nobody is sure of their motive.
6 A trade route has opened with another outpost 10 miles away.
7 The town barely repelled a hostile force; they’re still repairing damages.
8 The tone or beliefs of the town has shifted (new cult, magic, etc).
9 Bounty hunters (or similar) came to town to scare up info on the PC party.
10 Roll on one of the HOOKS or CAROUSING tables, adjusting as needed.

Alterations

Homesteads can be altered to your group’s preferences. This book assumes a low-fantasy frontier of rugged farmers, but not every campaign need be so mundane.

Crops

Don’t necessarily have to be edible fruits, vegetables, grains, or meats. The GM can change their Homestead to instead produce lumber, ore, precious metals, quarried stone, fish, monster eyes, pixie dust or any other “consumable” that makes sense.

Plots

Don’t have to be physical acreage, and instead can be mutation chambers, piers, nomadic prairies, clouds, sailing ships, or any other easy-to-keep-track-of area that can reasonably produce some kind of CROP.

Structures

Can take alternate forms too; wagons or ships, behemoth riding beasts, sentient tree golems, rooms in a larger structure or compound or vehicle. Even simpler, a nomadic Homestead’s “structure” is wherever its expert sets up camp.

Other Uses

Homesteads can be used to create random villages and towns the party passes through; mapping the terrain of a region; building NPC relationships and connections; and producing unexpected outcomes to portals or potions (through CAROUSING).

A Neighborhood

These rules can easily be repurposed to represent a neighborhood in a massive fantasy city that the PCs call home (replace CROPS with natural resources to produce GOODS, or simply double the amount of STRUCTURES).

A City

Taking it a step further, an entire city can be mapped out and scaled up.

All STRUCTURES produce 5-100x the amount of GOODS listed in these rules; NPCs are replaced by factions. A GM that wants to punish themselves can knit together multiple Homesteads to create a neighborhood, and multiple neighborhoods stitched together to make a city.