Keeps, Temples and Raising Followers

By GalaxyUC, in Warhammer Fantasy Roleplay

Hey all,

Does anyone know, whether in this current edition or any previous ones if there are guidelines or rules for characters to buy their own lands and begin building keeps or Temples of their own? I know way back in the day D&D had a lot of optional rules for things like this, which even included costs associates with upkeep and retainers. I don't have Lure of Power or Omens of War yet, but maybe those supplements dive into this a little more. I mean, they can't just be general "adventurers" their whole lives can they? I know getting into things like this runs the risk of bogging things down, but played the right way can create some very interesting scenarios. Im just wondering if any supplements in the warhammer system over the years has tried to address this. Maybe it doesn't even have to be a warhammer product...what are you guys ding about this? Characters to begin to obtain land, title and wealth...

The Border Princes book had some stuff along that line. You can buy it says PDF now. In current edition, the retainer cards in Lure of Power are a small step in that direction. Myself, I would not focus much on such thingsexcept as basis for adventure and story.

Old world armoury has prices of land and hovel.

This gamee is not well suited towards this approach though compared to other games like runequest, chivilry & sorcery, D&D and the like though..that is unless you want to write up rules for points for battle armies (warhammer fantasy battles).

1st edition WFRP may have had rules,but I doubt it.

jh

Indeed, I recommend using the organization card and tracker type approach to such things and not getting hung up on counting coins.

Own Keeps and Temples?

This sounds like D&D not Warhammer.

Well to be fair - you do have Noble Lord as a career .... so you could play a higher level of political intrigue and backstabbing I guess ....with all the rules of social combat coming to the fore ....

Lautrer said:

Own Keeps and Temples?

This sounds like D&D not Warhammer.

I think you're missing my point. My chracters will eventually reach higher levels, and a couple of them are nobles or may become nobles. So instead of wandering the Old World indefinitely, we would like to persue and game of political intrigue. Second, what's wrong with it sounding like D&D? How could it not, every RPG's based on D&D. We enjoy coin counting sometimes, I've got a great group of players since 1995 and we're still playing, though this is our first forway into Warhammer 3rd, though we've owned armies and played the table-top game on and off for years. I'm not trying to be condescending, I'm just saying.

Lautrer said:

Own Keeps and Temples?

This sounds like D&D not Warhammer.

Considering that WFRP is based on a game in which you command huge armies, I think it sounds very much like Warhammer.

I don't know why people insist on exploring only one aspect of the setting (down and out adventurers). The world is rich enough to provide all kinds of adventures, not just the same ones you've been playing since the 80's.

--

As a side note, owning keeps and temples sounds more like Pendragon than D&D. If being like Pendragon is wrong, then I don't want to be right.

So, you are all right. It's not my thing to tell you how to play.

And even in our playing group I think there will be a time and a rank, when the first PC has not only his followers but his own keep.

Some of my players are planning to buy or build a Coach Inn. I won't make it easy for them, but if they endure I will let them do it.

Emirikol said:

Old world armoury has prices of land and hovel.

This gamee is not well suited towards this approach though compared to other games like runequest, chivilry & sorcery, D&D and the like though..that is unless you want to write up rules for points for battle armies (warhammer fantasy battles).

1st edition WFRP may have had rules,but I doubt it.

jh

Old World Armory give the following prices for land purchases (I left some of the land types out):

Land - Cost per Acre - per Sq Yd. - Rent per year

Poor Rural - 45 gold - 2 1/4 brass - 4 gold/acre

Good Rural - 270 gold - 1 silver - 27 gold/acre

Common Urban - 450 gold - 2 silver - 45 gold/acre

etc...

and dwelling costs are as follows:

Type - Cost - Rent/year

Rural House - 270 gold - 13 gold/year

Farmstead - 450 gold - 23 gold/year

Good Urban House - 1,500 gold - 75 gold/year

Opulent House w/ Garden - 4,800 gold - 240 gold/year

Rich Town House w/Court - 21,600 gold - 1,080 gold/year

Etc.

I've found that dividing the above list by 8 has been an effective conversion to WFRP3.

jh

Sounds like the Old World Armoury is what I need to get.