Castles & Ruins

The following chart allows a GM to quickly determine the cost for some standard buildings or castles that may be found in his world. These costs are in-line with the costs for similar structures built by the construction charts found in Castles & Ruins. I have also calculated a rental rate for the same structures based on modern rental expectations. Without going into too much detail, I have calculated the rental rate for a structure by dividing the construction cost by 10 (followed by creative rounding). The difference in the rounding is based on the quality of the improvements along with the likely demand for such structures. The GM should feel free to modify these numbers to fit his world. These rental rates are not historically researched, but loosely based on modern techniques for calculating rent. I say loosely, because I am a real estate appraiser and I do not wish to reveal all of the secrets of my profession.

The land values listed below are an even looser guide for prices. Land will range in value based on a number of considerations including: supply, demand, proximity to water, proximity to protection or market, amount of danger associated with occupying the land, natural resources (timber, minerals, etc),and other factors too numerous to mention here. Use the land prices below as a general guideline. They are arbitrary, but reasonable compared to the construction costs.

Let's use farmland as an example. Assuming that the average acre of farmland is only one day's travel to market, farmland located within a half-day's walk of market could be 1.5 times as valuable, or 135 bp per acre. Based on this same rationale, farmland located more than a day's travel to market may only be worth 0.5 times, or 45 bp per acre. Again, these adjustments are arbitrary, but well rationalized and should reflect the concerns of the typical buyer.

Unless noted otherwise, the coin for the cost is the same as the coin for the rent.

The rent term is one year.

Under the notes section I have noted the construction material for the walls/roof. W=Wood, T=Thatch, S=Stone, D=Wattle & Daub. The wall thickness is the minimum allowed, unless noted otherwise.

To determine a quick cost for a castle, the GM may quickly add the cost for each piece from the base structures included above. This allows rapid cost assessment, but should not be used in place of costs derived from the construction section of **Castles & Ruins**.

Land/Structure | Cost/ Rent | Size(Base) | Size2 | Notes |
---|---|---|---|---|

Wasteland | 45/5 bp | 1 acre | - | Poor Farmland |

Cityland | 15 sp/15 bp | 1000 SF | - | - |

Farmland | 9/1 sp | 1 acre | - | - |

Timberland | 14 sp/15 bp | 1 acre | - | - |

Barracks | 35 sp/38 bp | 1250 SF | 10' tall | W/W |

Cityhouse | 55/6 sp | 750 SF | 20' tall | W/W |

Farmhouse, Sm. | 100/11 bp | 500 SF | 6' tall | W/T |

Farmhouse, Lg. | 320/36 bp | 1000 SF | 10' tall | W/T |

Hovel | 12 bp/17 cp | 150 SF | 6' tall | D/W |

Inn, Sm. | 145/16 sp | 2000 SF | 20' tall | W/W |

Inn, Sm. | 90/10 gp | 2000 SF | 20' tall | S/W |

Inn, Lg. | 400/45 sp | 6000 SF | 20' tall | W/W |

Inn, Lg. | 260/29 gp | 6000 SF | 20' tall | S/W |

Keep, Sm. | 270/30 gp | 2500 SF | 20' tall | S/W 6' thick |

Keep, Md. | 2100/233 gp | 10,000 SF | 30' tall | S/S 8' thick |

Keep, Lg. | 16,500/1,834 gp | 40,000 SF | 50' tall | S/S 10' thick |

Stable/Barn | 18/2 sp | 600 SF | 10' tall | W/T |

Tower, Round, Sm. | 375/42 sp | 300 SF | 30' tall | S/W 3' thick |

Tower, Round, Lg. | 215/24 gp | 700 SF | 50' tall | S/W 6' thick |

Tower, Square, Sm. | 340/38 sp | 300 SF | 30' tall | S/W 3' thick |

Tower, Square, Lg. | 180/20 gp | 700 SF | 50' tall | S/W 6' thick |

Wall, Sm., Stone | 65 sp/6 bp | 10' long | 30' tall | 6' thick |

Wall, Md., Stone | 110/10 sp | 10' long | 40' tall | 8' thick |

Wall, Lg., Stone | 165/15 sp | 10' long | 50' tall | 10' thick |

Warehouse | 80/9 sp | 1500 SF | 16' tall | W/W |

Key: W= Wood, T= Thatch, S= Stone, D=Wattle & Daub |