1. Notes

Real Estate

Everyone has to live somewhere, and PCs are no exception. Given free reign, characters adopt nomadic lifestyles, staying in inns and carrying their possessions on their backs. This is a rootless, expensive lifestyle that real people would adopt only in dire necessity. If only to give PCs one more headache, GMs should encourage them to establish households, somewhere to hang their sword and helm after a long hard bout of adventuring, a place to call their own.

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. Landholders 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, expropriation, and other rights.

Restrictions on Land Transfer

Feudal land is held in exchange for service and/or rent and, as long as these obligations are honored, 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 governs and subinfeudates, and exercises various delegated rights and virtually unlimited de facto powers, but he is always beholden to his liege.

Fee Simple and Fee Taile

Land that is held in fee simple may be held by anyone without 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 held by persons of a specified class and can only be transferred within that 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 oaths 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 (such as a church) in perpetuity. Of course, all grants can be negotiated and modified by mutual consent of liege and holder.

Some clans claim their land in fee simple, but this simply means that they can choose their own heirs without interference, provided they honor the succession laws and customs. Even then, the liege may retain the right to bar an undesirable heir from inheritance and nearly always requires heriot and oaths of fealty or homage from the clan’s chosen heir. Many scholars argue that this kind of fee simple is really fee taile, although it does not necessarily limit inheritance to a specified class of heir.

Fee-simple land remains within the governmental jurisdiction of the fief in which it is located.

Choosing a Place to Live

Player characters do tend to travel, so they may have difficulty deciding where to live. For most Hârnian character’s, birthplace is a dominant consideration. Characters with NPC families might want to locate close enough to stay in touch, or, depending on their estrangement, be as far away as possible.

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Another consideration is work. Everyone has to eat, and even PCs may have to resort to some kind of labor in order to get by. Many PCs start play as journeymen, which dictates a somewhat nomadic lifestyle and a rather low standard of living. 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.

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Markets, Towns & 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. While this right is held by every keep, castle, and town on Hârn, in Shorkyne, for example, the right to grant crenelation licenses and town charters is retained by the Malnir (count). A town charter spells out its rights and privileges and invariably includes the following features:

  • A crenelation license to construct town walls.
  • Transformation of town jurisdiction to fee simple instead of fee taile. While this has been the custom in all Hârnic towns, there are feudal towns elsewhere with some or all fee taile land.
  • Provision for government, taxation, and defense. These attributes determine whether the town is a freetown or feudal town.

Freetown charters are usually granted to associations of guildsmen in exchange for substantial fees. Freetowns 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. The only Hârnic freetowns are Aleath [E8], Golotha [D7], and Thay [M7]. 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, defense, 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 or most of the property and to rent or lease it for revenue but there are usually other major landholders as well. These include churches, the crown (which usually receives land in partial 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.

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Buy, Rent or Lease

Choosing a household location also depends on whether characters intend to buy, rent, 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 then, most urban residential property is held or 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 labor, military service, or rent. Rural land cannot be alienated without the consent of the person from whom it is held (liege). In practice, peasants (even the unfree) often “trade” land, with the tacit consent of their lords.

Renting

Renting demands minimal capital, but tenants are at the mercy of landlords and can be evicted without notice (although a few days notice is usually given) if they miss a payment or if 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% 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). Lease terms run from a year to perpetuity. Seven, 21, and 99 years are common terms. A leaseholder usually has rights established by municipal bylaw and his landlord cannot evict without cause. A lease may or may not be transferable; if it is, the landlord’s permission is usually still required to make the transfer. Transferable leases have market value, which declines with age (as expiration draws nearer); the decline is less if there is a renewal option included in the lease.

Leaseholders usually have the option to rent out or sub-let 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

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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 Guild of Litigants

In large settlements, there are usually litigants who specialize in realty. They can offer a wide range of services to buyers and vendors. Litigants act as agents for property sellers, earning commissions 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 12–36d 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 a public demand for minimal safety standards, most civic authorities require that all buildings within their jurisdictions be constructed, repaired, and maintained by masons, who often sub-contract all or part of the work to woodcrafters or other guildsmen. Some towns allow only stone buildings. Anyone seeking to circumvent the masons’ monopoly, even if they manage to convince (bribe) a civic official into allowing an exception, will find it almost impossible to get supplies from guildsmen to build or repair a home. Persistent or flagrant offenders of guild privilege can expect special attention.

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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 or those well known to and trusted by the lender 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.

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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. A 3–12 pence fee is usual, 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 neighborhoods; others prefer the hustle and bustle around markets and gates.

Neighborhoods

Larger towns consist of neighborhoods or quarters. The urban poor, who make up most of the population, tend to rent rooms in multi-story tenements in slum districts, typically low-lying areas around docks and rivers or areas farthest from the market and city gates. Middleand
upper-class neighborhoods tend to be upwind, in higher parts of town, closer to public squares and markets, and with wider streets.

Better neighborhoods have special security, such as extra town patrols, private guards, or understandings with the Lia-Kavair. If the characters can protect themselves, they may not mind living amid neighbors who earn a living by recycling other peoples’ valuables and body parts.

Lot Values

The size and shape of a lot can be designed by the GM or read off the local map (if any). Most lots are rectangular. Values are based on square footage and neighborhood and tend to be highest within walled towns. Suburban land values outside town walls but still within civic jurisdiction, are 30–70% less.

A lot’s basic value per square foot, according to its neighborhood, can be determined using the Real Estate Values table. Inflation is not a major factor in long-term property value. Prices do fluctuate in the short and medium term and show gradual gains over decades and centuries. GMs should take historical, political, geographical, agricultural, and other factors into account when haggling over home prices. For reasonable fees (about 3d), litigants will give advice on the market situation.

While vacant lots within town walls 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 if the town is fairly new or has just 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 neighboring houses in the process.

REAL ESTATE VALUES TABLE

Neighborhood
Lot per Sq.Ft.
Building per Sq.Ft.
BQF
Availability per Mkt Sz
Slum
2f-1d
1f-2f
0,5
1d8-1
Poor Quarter
1d-2d
2f-1d
0,8
1d6-1
Middle Class
2d-4d
1d-2d
1,0
1d4-1
Good Area
4d-6d
2d-3d
1,2
1d3-1
Best Area
6d-8d
3d-4d
1,5
1d2-1
Prices: Assume typical Building Quality Factor (BQF) for the neighborhood. The high price range applies when property is scarce, the low end when there is surplus. High quality houses may (GM 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 (Mkt Sz) for each class of real estate. Hence, in a town of Mkt Sz 4, there are 4d8–4 houses available in slum areas. The GM can modify a town’s Mkt Sz to reflect economic, health, political, or military situations. Such adjustments also affect price.

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 require that masons perform all demolitions.

Lot Value Fluctuation

The value of a lot is not easily changed by the owners alone, although a whole neighborhood that upgrades itself, or neglects maintenance can modify its lot values. GMs who develop lot values for settlements where PCs live will produce an dynamic, interesting situations.

The GM can use the Lot Value Trends table to modify neighborhood lot values by on a monthly or yearly schedule. Divide the town into neighborhoods and modify lot values for each neighborhood according to random factors and known trends.

LOT VALUE TRENDS TABLE

1d100
Lot Value Trend
Month
Year
01-02
Bust (Collapse in Prices)
-1d3%
-3d6%
03-10
Rapid Decline (Mild Panic)
-1d2%
-2d6%
11-30
Slight Decline
-1%
-1d6%
31-69
Little or No Change
---
+/-1d3%
70-90
Slight Improvement
+1%
+1d6%
91-98
Major Improvement
+1d2%
+2d6%
99-00
Boom (Rampant Speculation)
+1d3%
+3d6%
Trend Roll Modifications: Maximum modification is 1 (boom and bust are always possible). If positive factors exceed negative ones, add 1 to the Trend Roll, and vice versa. With this system, the GM can establish and maintain price per square foot for each neighborhood. The following are some factors that may affect land prices (the Trend
Roll):
1. Property values in adjacent neighborhoods.
2. Political situation (usually applies to whole town).
3. Landlord or speculator buying or selling in the area.
4. Decline or improvement in building quality or condition.

Building Size

The typical urban building covers its whole lot and shares common walls with its neighbors. Gardens are reserved for the wealthy. Local maps do not show building height, which may be set by the GM or randomly generated on the Building Height table. Roll ldl00 plus Market Size, plus or minus 10 depending on neighborhood (poorer areas tend to have more multi-story buildings, rich people are less inclined to climb stairs).

A 30×40 foot structure has a footprint of 1,200 square feet; if it has three floors, its square footage is 3,600. A “half-floor” can range from a quarter to three quarters of a floor, probably an attic (cellars are rarely lived in). When the shape, footprint, and number of floors are known, GMs can easily create floor plans. Knowing the neighborhood and building quality, the basic value of the building can be easily determined.

The tables below 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).

Description
Area
Value
Taxes
Lot
600,0
450,0d
N/A
Building
2100,0
787,5d
N/A
Total
N/A
1237,5d
99d
Rent Summary
Area
Rent
Ground Floor
600
80d
First Floor
600
96d
Second Floor
600
82d
Attic
300
42d
Total
2100
300d

The landlord is paying 8% property tax on an assessed value of 1237.5d, for a total of 99d per year. As an average landlord, he sets his total rents to bring in about three times his total taxes (on both the building and lot), in this case, 3d 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 be lower than the amount given, as would rents.

Rural Properties

Throughout civilized western Lythia, most rural land is held in 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, although 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 and 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 impose service obligations on tenants. The descendents 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 labor/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 ML.

Homesteading

As a final option, characters can pioneer in the wilderness. However, very few tracts of wilderness are really unclaimed, and human or gargun tribes inevitably dispute the intrusion of pioneer households. Tribute of some kind may be the only alternative to massacre (assuming there 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 materials are employed and the characters provide their own labor. Importing
materials or labor to a wilderness site would, of course, be very expensive.

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PC Landlords

Despite the reluctance with which most landholders dispose of their land, almost anyone with enough money can acquire 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 the HârnMaster Random Event Table often cause values to fluctuate. Would-be landlords should consider all the factors. A lightly defended town in the path of an advancing barbarian hoard 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 payment of urban property taxes. This is traditionally an annual tax payable on the first day of Savor. 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

Propery assessment 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) that reflects 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 a Condition of 100. Each month, the GM rolls 1d6 to determine building deterioration. If the roll is greater than BQF, Condition Factor deteriorates by one. The GM may order additional roll(s) if there is a storm, earthquake, flood, etc. If Condition drops below 80, there are holes in the roof or walls, creeping damp, or other effects.

If a building’s condition drops below 50, some or all of it may collapse (10% chance per month). If it drops below 25, the chance of collapse increases to 20% per month. The market (real) value of a building is roughly equal to its Original Value × (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 expert cannot expect to estimate building value exactly; errors of plus or minus 5–15% are common.

Maintenance and Repairs

Masonry skill is used to increase Building Condition. Most towns require that masons do the work. For each manday of labor per 1,000 square feet, the mason tests Masonry ML with the following results:

CF: Reduce Condition by one.
MF: No effect on Building Condition.
MS: Increase Building Condition by SI÷2,
CS: Increase Building Condition by SI.

A member of the Masons’ Guild can perform work on his own buildings regardless of his rank. Nonmembers are obliged to hire master masons.