Player Holdings in Aurikesh 1


My Aurikesh campaign has 149 sessions under its belt at this point. Fourteen of those sessions are in 2024, which is more than we’ve had in some whole years. The highest-level characters are 11th to 13th level. Because my personal “old-school” is AD&D 2e, as the players reached 9th level (“name level”), I started introducing a few more rewards that were estates and similar holdings.

It would be great to have some coherent rules for these extraordinary assets. It’s just that 5e’s bastion rules from Unearthed Arcana were… how to put this… inside-out from what they needed to be, so I’m largely ignoring them and building my own thing. Also, the things my PCs are receiving don’t necessarily expand in the way that system proposed. So I’m going to write about current player holdings and things I envision as future holdings, as a way to develop this idea.

(If you’re a high-level player in my game and your character isn’t part of this list, perhaps specifically a 13th-level ranger, I haven’t forgotten you. I have an idea or two that might or might not be a direction you want to go. This is a topic for future conversation.)

Vindeferra Estate

My wife’s fighter was granted an estate by a noble who had been neglecting the house for most of her life. The estate includes a manor house, a village with a mixed population of humans, kagandi, and veytikka, and a new village of goblins and goblin-fey. (In Aurikesh, goblins and goblin-fey are unusual but not objectionable neighbors or tenants.) The estate is about three hours’ ride from Chardecum, over poor-quality roads.

Main Building: Misericordia House (manor houses must have fancy names)

Named NPCs:

  • Caretaker: Annacol Kinsteel. Young and inexperienced, but hardworking.
  • Groundskeeper: Carmen Aldana. A woman of very few words.
  • Steward (manages tenant obligations): Oridana Kinsteel. Annacol’s aunt, very influential in the village. Firing her would cause significant problems.
  • Eventually, Lanth’s family

Barracks: Lanth has laid plans to construct a barracks, stable, and training yard for the Sapphire Banner, so that they can be stationed somewhere that can take better care of them than the grounds outside Chardecum.

Named NPCs: Lady Sapphire, captain of the Sapphire Banner

Village: Colina Seca

Population: 98 – humans, kagandi, veytikka
Products: Rent, grain, fodder, cattle for beef and leather. Potential for vineyards suited to sherry and fortified wine.

Village: Doimhneacht (pronounced Devnacht)

Population: 55 – earthen goblins, goblin-fey, hobgoblins, bugbears
Products: Alchemical wire. Potential for memory trade, pottery, fey wine, and rent.
Named NPCs: Twistmouth. Twistmouth is a powerful fey creature that lives in a well in the village, able to grant incredible boons and gifts.

That’s basically the narrative foundation. From that, I want to build some mechanics that support potential growth and change. I need the system to accept narrative inputs (ways the story can modify dice rolls) and create narrative outputs (adventure hooks and story outcomes), as well as resource costs and resource generation. I’m going to toss some stuff out and see what it looks like when mapped to other holdings.

Holding: Large, level 2 (after the barracks are built)
Personnel: 153 civilians, 200 cavalry, 200 support staff
Common Assets: Arable land with water access (grain, cattle)
Rare Assets: Fiercely defended
Unique Assets:
Common Drawbacks: Neglected infrastructure (roads, bridges)
Rare Drawbacks: Quartering a large military force
Unique Drawbacks:

The Dock Ward

This is one of the five districts of the city of Chardecum, primarily populated by the working classes of humans, kagandi, and beruch. For a long time the beruch were found here only in tiny numbers, as they chiefly lived on the great (but dilapidated and overcrowded) exodus ships in the harbor. Thanks to the actions of PCs, the beruch have now moved out of the ships and into the city, especially the Dock Ward. One of the PCs, Honnen, represents them on the city’s revolutionary council and has largely displaced their previous leader, the Amiraali.

Named NPCs:

  • Amiraali Dakkost Toriva (lives in the High Ward, but influential here)
  • Captain Anvalo Siyye – the last surviving ship’s captain from the beruch exodus
  • Retiuwa Lachon (lives in the High Ward, but influential here)
  • Santos Coinsteel – surviving leader of Alcande Silvergrove’s criminal organization; still influential with human and kagandi street gangs.

Residents: 3,500 (40% humans, 35% kagandi, 15% beruch, 8% veytikka, and 2% goblinkind)
Products: Services (sailors, longshoremen, laborers, hospitality and entertainment)Ship’s goods (netmaking, sailmaking, etc.)
Brewing, baking
Shipping

Holding: Large, level 1 (reflecting the general poverty of the Dock Ward — Alcande had extracted huge amounts of wealth from the Ward for over a decade)

Personnel: 3,500; 520 beruch
Common Assets:
Rare Assets: Loyal and unified beruch populace
Unique Assets: The Sorrow of Ychirra (beruch evacuation ship)
Common Drawbacks: Disorganized criminal gangs
Rare Drawbacks: Cults in open conflict with one another
Unique Drawbacks:

The Sorrow-Born Path

One of the PCs, LoThal, is going to be tasked by his warlock patron to eliminate the current leadership of this cult, Calcand the Gravedigger, and to lead the cult in a new direction. This hasn’t happened yet, but it’s the next step in that branch of the story.

Named NPCs:

  • Calcand the Gravedigger
  • Hratak the Beast
  • Nicassah, Mighty Lord of the Feast (the cult reports to him)
  • Enri-mun the Bound

Members: 15 (5 humans, 2 kaganti, 7 veytikka, 1 hobgoblin)

Products: Transformations
Revelations
Espionage
Carrion

Holding: Small, Level 0 (automatically increases to 1 if a PC takes control)
Common Assets: Keeps a low profile
Rare Assets: Access to the Outer Chancel of the Dark
Unique Assets:
Common Drawbacks: Lack of leadership
Rare Drawbacks: Bound to Nicassah
Unique Drawbacks:

Arashnai House, in the Pyraculum of the City of Brass

After overthrowing the Flame in the Bronze, an efreeti noble and Tyrant of the City of Brass, the PCs returned control of the city to a named fire elemental, and were awarded (among many other things) the deed to a townhouse in the Pyraculum. Three azer smiths are attached to the house and their right to continue dwelling there is stipulated, but also fully acceptable to the PCs. Vasco, a Forge cleric/Diviner wizard, has shown particular interest in using Arashnai House.

Named NPCs:

  • Dallo
  • Wenden
  • Shard

Residents: 3 (azer)

Products: Finished metal goods (weapons, armor, tools)

Holding: Small, Level 1
Common Assets: Excellent workshop
Rare Assets: Access to the City of Brass’s markets
Unique Assets:
Common Drawbacks: Difficult/expensive to expand or upgrade – it’s functionally a townhouse with a basement
Rare Drawbacks: Planar access is inconvenient
Unique Drawbacks:

Ileskku’s Grove

Ileskku is a warlock of the Archfey. Shortly after she joined the Gallant Shields of Chardecum, she built a small shrine in an out-of-the-way corner of the guildhall. Then she planted some oak saplings. When Reynard Ironbane (the Good Fellow) took over the guildhall for a time, he reshaped the guildhall and its courtyard to be overgrown and threatening, as a defense against intruders, and Ileskku’s trees became a mist-cloaked grove. Then the grove was larger on the inside than the outside. Then it led to the Hidden World (Feywild). It has now gotten a lot bigger and weirder.

Named NPCs:

  • Lekka
  • Alquin, former servant of the Night Collector
  • Char, a goblin-fey

Residents: 10 (satyr, goblin-fey, poison-fey, sprites) + additional unknown residents

Products: Nuts, berries (some enchanted)
Flowers
Wood (primarily oak)

Holding: Small, level 1
Common Assets: Inaccessible without Ileskku’s permission
Rare Assets: Free passage between the Guildhall and the Hidden World
Unique Assets: Mist-maze
Common Drawbacks: Inaccessible without Ileskku’s permission
Rare Drawbacks: Unexplored areas, potentially unsafe
Unique Drawbacks:

Las Estrellas Amatista

The PCs freed Felix, a member of the Gallant Shields’ Council of Honor, from a long imprisonment. He granted them his controlling interest in a long-defunct casino in the High Ward. There are some oddities and mysteries around who has been using that space as a casino in Felix’s many years of absence, but the PCs haven’t had a chance to follow up yet.

Named NPCs: Unknown

Employees: None? (minimum 8 needed)

Products: Money
Espionage
Debts owed to the owner

Holding: Small, level 0 (increases to 1 when explored and staffed)
Common Assets: Upscale location
Rare Assets:
Unique Assets:
Common Drawbacks: Unexplored
Rare Drawbacks:
Unique Drawbacks:

Mechanics

So what does all of this mean? I’m trying to keep the system strongly narrative-forward, while still costing and granting resources. Let me go ahead and warn you that I won’t be solving all of my problems within this post; it’s a work in progress and some things I’ll figure out in the course of play.

The essential piece is that holdings have sizes and levels, and these determine income rolls. The Products list is a key part of what that income looks like – so for instance, the Sorrow-Born Path doesn’t pay its leader in cash. What it gives you can be converted into cash, instead.

Holdings make progress toward gaining levels when their Assets and Drawbacks feature in the story (it’s important to me that having Drawbacks is good, even if the Drawback itself is also a problem), when you Create an Asset, when you Resolve a Drawback, and when you invest cash or other resources in upgrading your holding. For example, Lanth is spending 5,000 silver to build a barracks and training yard for the Sapphire Banner, and the estate has been the center of several adventures. That moves the holding toward level 2.

Holding Progression

Creating a level 1 holding from nothing costs money based on the tables in DMG Chapter 6. Some kinds of holdings can only be created through adventuring, or received as rewards (DMG Chapter 7: Marks of Prestige). Larger holdings make a lot more money, so they’re more costly to advance. The amount of progress you gain from Assets and Drawbacks is still completely up in the air.

Current Level Small Holding Medium Holding Large Holding
0 500 1,000 1,500
1 1,000 2,500 5,000
2 2,500 5,000 10,000
3 5,000 10,000 20,000
4 10,000 20,000 50,000
5 20,000 50,000 100,000

Monthly Income

(Please understand these dice expressions as placeholders. I need more brains working on this than my own to figure out if these are good, bad, or ugly.) At the end of each game month, a holding makes an income roll. That income is expressed in sp (Aurikesh uses a silver baseline rather than gold, so other campaigns should treat these numbers as gp), but consider whether it makes sense for that holding to produce coin, or to save up that value to yield in some other format. Magical holdings should look to DMG Chapter 7: Supernatural Gifts.

Start with a d6 roll, modified by circumstances in the story. If things are going well for the holding, gain a +1 to +2. If things are going poorly, gain a -1 to -2. On a result of 2 or less, use the Poor dice value. On a result of 3 or 4, use the Average dice value, On a result of 5 or more, use the Prosperous dice value. With three consecutive Poor rolls, you also create a new Common Drawback: Fallen on hard times, which also imposes a -1 to this d6 roll.

Small Holding Income

Level Poor Average Prosperous
1 (2d6 – 1d12) x 10 sp 2d6 x 10 sp (2d6 + 1d12) x 10 sp
2 (4d6 – 2d12) x 10 sp 4d6 x 10 sp (4d6 + 2d12) x 10 sp
3 (6d6 – 3d12( x 10 sp 6d6 x 10 sp (6d6 + 3d12) x 10 sp
4 (2d6 – 1d12) x 50 sp 2d6 x 50 sp (2d6 + 1d12) x 50 sp
5 (4d6 – 2d12) x 50 sp 4d6 x 50 sp (4d6 + 2d12) x 50 sp

Medium Holding Income

Level Poor Average Prosperous
1 (2d6 – 1d12) x 50 sp 2d6 x 50 sp (2d6 + 1d12) x 50 sp
2 (4d6 – 2d12) x 50 sp 4d6 x 50 sp (4d6 + 2d12) x 50 sp
3 (6d6 – 3d12) x 50 sp 6d6 x 50 sp (6d6 + 3d12) x 50 sp
4 (2d6 – 1d12) x 200 sp 2d6 x 200 sp (2d6 + 1d12) x 200 sp
5 (4d6 – 2d12) x 200 sp 4d6 x 200 sp (4d6 + 2d12) x 200 sp

Large Holding Income

Level Poor Average Prosperous
1 (2d6 – 1d12) x 100 sp 2d6 x 100 sp (2d6 + 1d12) x 100 sp
2 (4d6 – 2d12) x 100 sp 4d6 x 100 sp (4d6 + 2d12) x 100 sp
3 (6d6 – 3d12) x 100 sp 6d6 x 100 sp (6d6 + 3d12) x 100 sp
4 (2d6 – 1d12) x 500 sp 2d6 x 500 sp (2d6 + 1d12) x 500 sp
5 (4d6 – 2d12) x 500 sp 4d6 x 500 sp (4d6 + 2d12) x 500 sp

The rates for converting this coinage into things other than common gear or magic items is TBD, but I’d expect boons, political favors, secrets, and so on to be priced like consumable magic items, with a broadly similar conception of “rarity.” They may or may not be transferable.

Holding Actions

At the start of each month, you can declare an action for your holding.

Build: This action covers things that create something new that isn’t a standard product, but doesn’t make sense as an Asset or resolving a Drawback. It’s covering a lot of indistinct ground, basically. Building costs money or other resources, and draws on the labor pool of your holding’s Residents or Members.

Create Asset: This action covers developing a new Asset, adding a new form of product to the holding’s options, and changing an Asset’s rarity. Changing rarity generally requires rewriting it to be something appropriate to its new rarity. Creating an Asset probably costs money or other resources, and may require some amount of adventuring. It may draw on the labor pool of your holding’s Residents or Members.

Resolve Drawback: This action covers removing a Drawback or changing your Drawback’s rarity. Changing rarity generally requires rewriting it to be something appropriate to its new rarity. Resolving a Drawback probably costs money or other resources, and may require some amount of adventuring. It may draw on the labor pool of your holding’s Residents or Members.

Complications

The Birthright boxed set has a random events table that I really like for pushing some complications into the lives of regents, so I’m going to adapt it to holdings. The table below resembles it, with changes to suit monthly rather than quarterly event rolls.

At the start of each month, roll 2d10. If you roll an event (anything other than No Event), you skip the next two months of rolls. The DM is free to replace the die result with any event closer to the 8-13 No Event band than your roll. An event that isn’t addressed within a month imposes a -1 penalty to your holding’s fortune roll.

2d10 Roll Event
2 Rival Claimant. Your control of the holding faces a serious challenge.
3 Assassination, or Nemesis Arrival. An enemy comes after you on your home turf, or prepares a grim greeting for you the next time you go home.
4 Festival. Your attendance is strongly requested at a festival or celebration. Skipping it would look bad.
5 Natural Event. An unusual weather event brings unexpected harm or benefit. This may impose a penalty to your holding’s next fortune roll.
6-7 Crime. Your property or the residents/members of your holding are the target of a crime.
8-13 No Event.
14-15 Long Arm of the Law. A lawful authority takes an increased interest in your holding, for taxation or law-enforcement purposes.
16 Trade Complication. Your holding’s products have an unexpected result, either due to quality issues or a change in the markets.
17 Notable Visitor. Someone comes to visit, and you would profit from making a good impression upon them.
18 Internal Conflict. The Residents or Members of the holding look to you to resolve a conflict or matter of justice.
19 Political or Cultic Conflict. Another holding of similar strength clashes with yours on political, religious, or occult grounds.
20 Magical Event. A spell goes awry, the planets align to guide the fates of mortals, or Sechir’s Curse works its evil upon your holding. This often creates a new Unique Drawback.

So that is a lot of stuff. I would appreciate feedback. I’m not sure what, if anything, should happen for players to have multiple holdings, or if that kind of thing is even a problem. There are some substantial known issues that I haven’t had a chance to resolve; ideally there will be several more drafts of this over the next few months.


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One thought on “Player Holdings in Aurikesh

  • Craig W Cormier

    I think domain/manor/estate/holding level play is where mid-level D&D really starts to take off, especially in a long-form game. So this is a cool set of mechanics to see.

    Unfortunately, I don’t have much to say about the specific implementation here. I would have to see it in play to make helpful comments. I am excited to hear how any of this progresses in your game though.

    That said, you might want to look at the Kobold Press book “Tome of Heroes”. Chapter 5 of that book features some greatly expanded options for downtime activities, including several options that would be a good basis for adaptation to your specific circumstance. “Managing a Trade Company”, “Manor Ownership”, and “Criminal Enterprise” are all very nicely detailed for long-term, repeatable play.

    Another book that might be worth a look for a slightly lighter mechanical touch is the recently released Vault 5e product “A Life Well Lived”. I just got that in the mail from its successful Kickstarter last week and have been really impressed with its contents.