6. Strongholds and Homes


The goal of the stronghold rules is to give players an easy way to build a base that has functions that enhance play and give some unique bonuses. The importance of a home can not be understated. The strongholds and home system are a means to develop a tangible attachment to a specific area, while also providing unique bonuses for the investment of the characters.

What is a stronghold?

A stronghold is a place that serves as a base and home to the adventurers and their allies. It is a place of healing, crafting, and power within the lands. The stronghold is crafted by the adventurers with the gold found on their adventures. It gives bonuses but may also serve as a beacon to the surrounding area as a place of wealth and influence, for better or worse.

Stronghold Level

A stronghold gains bonuses based on the number and type of rooms that are built within its confines. Every Stronghold gains Stronghold Level dependent on the number of unique specialty rooms (See SagaBorn BRP 009 Strongholds) that it contains.

Stronghold LevelPrerequisitesAverage Cost*Bonuses
13 Rooms900+1 Saga Point, +1 Renown, Bonus Horror Recovery
26 Rooms18001 Diplomat, Bonus Horror Recovery
39 Rooms2700+1 Saga Point, +1 Renown, Bonus Horror Recovery
412 Rooms36001 Knowledge Keeper, Bonus Horror Recovery
518 Rooms5200+1 Saga Point, +1 Renown, Bonus Horror Recovery
  • Average costs are based on strongholds consisting of half basic rooms and half specialty rooms.

Saga Point

When the adventurers spend downtime in the stronghold, they gain additional Saga Points, based on stronghold level, to spend when they next leave on an adventure.

Diplomat

Your stronghold employs one Diplomat with no upkeep cost.

Knowledge Keeper

Your stronghold employs one Knowledge Keeper with no upkeep cost.

Bonus Horror Recovery

Players lose 1 extra horror point per Stronghold level for each week of downtime, even if doing other activities.

Stronghold Types 

In addition to a Strongholds Level, a Stronghold gains Ranks according to specific Types of rooms that are built within it, representing the stronghold’s ability to support specific types of tasks. As a stronghold gains Ranks, characters with residence at those strongholds gain benefits..

Keep

The home of warriors, a keep is a strongly defended home.

Keep RankKeep Rooms RequiredBonus
142 Guard Allies, +5% to a Combat or Physical Skill
26+2 AV to Stronghold
384 Guard Allies, +5% to a Combat or Physical Skill, +1 to a Characteristic

Rank 1

2 Average Guard Allies

Your Stronghold supports 2 Average Guard Allies as hirelings at no cost.

+1 Expertise

All characters who possess a warrior talent with residence at this stronghold gain +5% to a Combat or Physical Skill of their choice (See SagaBorn BRP 003 Skills and Talents, for Skill Categories). This applies only one time, when a stronghold reaches the 1st level of Keep.

Rank 2

+2 AV to Stronghold

You have built your stronghold with an eye for defense, and all rooms, walls, and doors gain +2 AV

Rank 3

2 Trained Guard Allies

Your Stronghold supports an additional 2 Trained Guard Allies as hirelings at no cost.

+1 Expertise

All characters with a residence at this stronghold gain +5% to a Combat or Physical Skill of their choice (See SagaBorn BRP 003 Skills and Talents, for Skill Categories). This applies only one time, when a stronghold reaches the 3rd level of Keep.

+1 Ability Modifier

All characters who possess a warrior talent gain +1 to a Characteristic of their choice. This applies only one time, when a stronghold reaches the 3rd level of Keep.

Mage Tower

Filled with books and artifacts, a mage tower gives it bonuses to those who use the Arts.

Mage Tower RankMage Rooms RequiredBonus
141 Knowledge Keeper Ally, +5% to a Mental or Perception Skill
26Identify Artifacts, Create Spells
382 Knowledge Keeper Allies, +5% to a Mental or Perception Skill, +1 to a Characteristic

Rank 1

1 Knowledge Keeper Ally

Your Stronghold supports 1 Knowledge Keeper as a hireling at no cost.

+1 Expertise

All characters who possess a mage talent with a residence at this stronghold gain +5% to a Mental or Perception Skill of their choice. This applies only one time when a stronghold reaches the 1st level of Mage Tower.

Rank 2

Identify Artifacts

A mage tower can identify Artifacts. A mage within the tower must use the identify spell after a week’s worth of research and a successful Spellcraft or Arcane Knowledge check.

Create a Spell

A mage may create a spell (with SG approval) with 300 gp worth of materials, a Study, and a successful research check. It takes three weeks to craft and scribe/learn this spell.

Rank 3

2 Knowledge Keeper Allies

Your Stronghold supports a total of 2 Knowledge Keeper Allies as hirelings at no cost.

+1 Expertise

All characters who possess a mage talent with a residence at this stronghold gain +5%  to a Mental or Perception Skill of their choice. This applies only one time when a stronghold reaches the 3rd level of Mage Tower.

+1 Ability Modifier

All characters who possess a mage talent with a residence at this stronghold gain +1 to a Characteristic of their choice. This applies only one time when a stronghold reaches the 3rd level of Mage Tower.

Hideout

A hidden safe house, the back room of a well known tavern, or a building in plain sight can hide many secrets. A cabin far out in the woods, a hunting lodge, or a watch tower high in the mountains. The hideout is the stronghold of experts, giving them a stronghold to call home.

Hideout RankHideout Rooms RequiredBonus
141 Infiltrator or 2 Guard Allies, +5% to a Dexterous or Communication Skill
26Gain useful knowledge
382 Infiltrator or 4 Guard Allies, +5% to a Dexterous or Communication Skill, +1 to a Characteristic

Rank 1

1 Average Infiltrator or 2 Average Guard Allies

Your Stronghold supports 1 Infiltrator or 2 Guards as a hireling at no cost.

+1 Expertise

All characters who possess an expert talent with a residence at this stronghold gain +5% to a Dexterous or Communication Skill to an expertise of their choice. This applies only one time, when a stronghold reaches the 1st level of Hideout.

Rank 2

Gain useful knowledge

With a week’s research an expert can find out useful information about a person or place as long as the expert can physically go there to spy. An Awareness or Thievery check will determine how much information the StoryGuide gives. 

Rank 3

2 Infiltrator or 4 Guard Allies

Your Stronghold supports a total of 2 Infiltrator or 4 Guard Allies as hirelings at no cost.

+1 Expertise

All characters who possess an expert talent with a residence at this stronghold gain +5% to a Dexterous or Communication Skill of their choice. This applies only one time, when a stronghold reaches the 3rd level of Hideout.

+1 Ability Modifier

All characters who possess an expert talent with a residence in this stronghold gain +1 to an ability modifier of their choice. This applies only one time, when a stronghold reaches the 3rd level of Hideout.

Trade and Craft

Some stronghold rooms can be used to generate passive income for the adventurers based on size, capability, and the proficiency of the operator. These rooms are counted as unique rooms for stronghold level, but do not give additional bonuses towards rank unless specifically listed.


Each 10×10 trade or crafting space must have its own worker to produce income. Crafting and trade rooms requiring more than one worker will calculate their income based on the lowest level of worker in the space (ex. Tavern.)  Strongholds that have multiple of the same type of 10×10 crafting or trade room should calculate each of their incomes independently.

Operating Level Trade Room Income:

LevelIncome per 10×10 (weekly)
Green (25%)15 gp
Average (50%)50 gp
Trained (60%)75 gp
Expert (75%)150 gp
Legendary (90%)300 gp


For rules on hireling acquisition and advancement, see SagaBorn BRP 9.5 Allies and Enemies

Building your Stronghold

Stronghold Rooms

Strongholds are built with rooms. While some rooms may only have a basic function, specialty rooms allow items to be crafted, or may count towards creating a certain type of stronghold. A room has a minimum size, but they can be expanded as much as the builder wishes. The larger a stronghold, the more noticed it may become by others in the area.

Only one ally or hero can work during a week in most crafting or specialty rooms. Therefore, if you want three allies or heroes to be crafting alchemical goods, you will need three separate alchemy labs.

NameCostBonusSize in feetSquares(sq)Type
Alchemy Lab200 gpAllows Alchemical crafting.10×104Mage
Animal Pen100 gp10×104Basic
Archery Range200 gpAllows Warriors or Experts to gain an extra Saga Point for a week’s training5×204Keep, Hideout
Armory200 gp10×104Keep
Artificer’s Laboratory200 gpAllows Artifice crafting.10×104Mage
Barracks200 gpHousing for up to 4 people.10×104Keep
Bell Tower200 gp10×104Keep
Brewer or Distiller’s Room200 gpAllows for the crafting of beer, wine, or liquor.10×104Trade
Carpenter’s Room200 gpAllows Carpentry crafting.10×104Craft
Common Room25 gp x sqA common room used for various activities.VariesVariesBasic
Courtyard100 gp10×104Basic
Defensive Walls100 gp10 x 10 x 5 fortified wall. 50 HP, AC 12, DR 4 per 5×5 Square.10×52Keep
Dock100 gp5×204Basic
Drawbridge400 gpA retractable bridge that spans an excavated channel10×208Keep
Escape route200 gpA Hidden exit from the building10×104Hideout
Farm200 gpGenerates food and leather based on worker.10×104Resource
Front200 gp10×104Hideout
Gambling Hall200 gp10×104Hideout, Trade
Gatehouse200 gpA space to trap intruders.10×104Keep
Graveyard25 gp x sqVariesVariesMage
Greenhouse200 gpGenerates alchemical and poison resources based on worker.10×104Mage, Resource
Guard Checkpoint200 gp10×104Keep
Hunter’s Blind200 gpGrants 10% bonus to hunting, elevated, and hidden5×51Hideout
Hunting Post200 gpAllows for the hunting and dressing of game.10×104Resource, Hideout
Infirmary200 gpGives a +10% to all skills checks involving healing or curing of disease or poisons.10×104Keep, Mage
Kitchen200 gpAllows Cooking.10×104Craft
Lapidary Craftroom200 gp10×104Mage
Leatherworker’s Room200 gpAllows Leatherworking.10×104Craft
Library200 gpAllows research and grants +5% to knowledge checks while at the stronghold.10×104Mage
Lumber Yard200 gpGenerates wood resources based on worker.10×104Resource
Meditation Room200 gpAllows an extra point of Corruption to be healed per week.10×104Mage
Mine200 gpGenerates ore resources based on worker.10×104Resource
Moat50 gp x sqVariesKeep
Personal Bedroom50 gpHousing for 1 person5×102Basic
Pet Room100 gpHousing for 1 pet.5×102
Poisoner’s Room200 gpAllows Poison Brewing.10×104Hideout
Practice Ring200 gpGives a Warrior an extra Saga Point for a week’s training.10×104Keep
Prison200 gpA Prison contains cells for holding up to three captives.10×101Keep
Sanctuary200 gp10×104Mage
Smithy200 gpAllows Blacksmithing.10×104Keep
Smokehouse200 gpAllows Cooking10×104Craft
Spyroom200 gpGives spy allies +10% to their skills during tasks.10×104Hideout
Stables100 gpUpkeep of mounts halved.10×104Basic
Storefront200 gp10×104Trade
Study200 gpThis room allows you to gain +2% to a Knowledge expertise during downtime.10×104Mage
Tavern400 gp10×208Trade
Throne Room25 gp x sq10×104Basic

Room Descriptions

Alchemy Lab

An Alchemy Lab contains instruments such as flasks, alembics, and hand-mills useful for the creation of Alchemical goods.

Animal Pen

An Animal Pen is an Enclosure built to support one Large Sized Creature Comfortably or the equivalent in other sizes. It features a fence and a feeding trough.

Archery Range

An Archery Range is typically an open Area with targets used typically by Archers set at a range to practice on.

Armory

An armory contains custom made shelves, displays, and mannequins for storing various types of weapons, armor and gear.

Artificer’s Laboratory

A mage’s lab for the creation and enchantment of items. 

Barracks

Communal Living Space containing beds and a small trunk for personal Items.

Bell Tower

A Tower housing a bell that can be heard at a great distance.

Brewer or Distillers Room

A place to craft alcohol.

Carpenter’s Room

A Carpenter’s Room contains A woodworking bench, various saws and axes, and a place to store scrap wood.

Common Room

A room for many basic needs.

Courtyard

A place to greet visitors.

Defensive Walls

A fortified wall that guards a stronghold. 

Dock

A structure extending from a piece of land outward to a body of water. 

Drawbridge

A retractable bridge that spans an excavated channel

Escape Route

As minimal as a rock covering a cavern or as complex as a hidden switch in a bookshelf with a hallway behind, an escape route contains some sort of hidden tunnel as a way to escape your stronghold without alerting your enemy to your whereabouts.

Farm

A place to grow food or raise animals.

Front

A false common room made to disguise a hideout stronghold’s true purpose.

Gambling Hall

A gathering place for gaming and betting.

Graveyard

A burial place for honoring the dead.

Greenhouse

An indoor space to grow plants year round.

Guard Checkpoint

A place for guards to examine those approaching along a thoroughfare.

Hunting Post

A hunter’s shed near hunting grounds.

Infirmary

A place to care for the wounded.

Kitchen

A room for cooking and preparing food.

Lapidary Craft Room

This room contains a tumbler, polisher, grinder, and metalworking tools for the creation of jewelry and refining of gemstones.

Leatherworker’s Room

This room contains tanning racks, shaping tools, and chemicals used in the creation of leather hides and leather goods.

Library

A collection of books and tomes. 

Lumberyard

A processing post for gathering wood.

Meditation Room

A small quiet space that allows for mental healing. An adventurer who spends one week of downtime meditating here heals one extra point of Ravaging or Horror.

Mine

A processing post for gathering ore or gems.

Moat

A ditch filled with water, typically for the purposes of defense.

Personal Bedroom

A living space set aside for a specific person. Includes a bed, a washing basin, and a chest for personal items. This can be used as a resident or a guest.

Pet Room

A room for a pet. Pets help reduce their owners horror by 1d4 points per week of downtime.

Poisoner’s Room

A room filled with vials of natural venom and poisonous materials ready to be crafted into toxic concoctions.

Practice Ring

A place to practice martial skills.

Prison

A prison contains cells for holding up to three captives.

Sanctuary

A room for worship or meditation.

Smithy

A smithy contains an anvil, cooling bath, and various tools used to assist in the creation of metal objects.

Stables

A place to keep mounts and other animals.

Storefront

The storefront is a place to sell items, be it crafted or looted.

Study

The study is a place for study.

Tavern

An establishment to have a drink and a meal. Depending on its renown, a bar open to the public can attract commoners, adventurers, and even nobility.

Throne Room

A room to greet those you rule.

Tinker’s Room

This room contains various tools for making and repairing tools, traps, and kits.

Trapped Room

A room with traps to impede intruders.

Training Room

Allows a place for an expert to train and gain an extra SagaPoint if used for a week.

Trophy Room

A place to house trophies representing successes in the careers of adventurers.

Vault

A room with thick walls and a heavily secured entrance used to keep unwanted hands off of important things.

War Room

A room to plan large scale warfare.

Writing Room

A room containing a desk, ink, and scroll parchment dedicated for the creation of magical scrolls, deciphering magical texts, or writing mundane pamphlets.

Cost for Stronghold Rooms

A stronghold is normally constructed of premade rooms with specific purposes and sizes, which are listed in the chart above. These rooms follow basic guidelines, which allows for the Player and Storyguide to create and use any number of rooms not already listed or allows for an expansion of any room. For upgrading a room from a Basic Room to a Specialized Room, see the next section. 

A basic stronghold room costs 25 gp per 5’x5’ square (sq, 1 square combat space, average height 8’) to build, and costs 1% (round down) of the building cost to maintain per month. Specialty rooms, which give various bonuses, cost 50 gp per 5×5 square foundation. A speciality room is any stronghold room that is not a Basic room. A masterwork speciality room costs 150 gp per 5×5 foundation. To repair an abandoned or damaged stronghold costs 1 gp per hit point lost.

Example: Jace has a small stone building he owns outside of Trelucca. It is 25’x30’ (30 foundations). He found it abandoned so he did not have to spend the 750 gold to build it, instead spending 375 gold to repair it to a livable condition. He spends 7 gold per month to keep it in good condition. This is only upgrading it to livable Basic Rooms (such as bedroom, kitchen, or common room).

Upgrading foundations that are already built

If the heroes are upgrading a base room that has already been built, the upgrade cost is minus the original build cost. Build time is halved.

Example: Jace wants to upgrade a 10×10 Common Room to a Smithy. The Common Room is already worth 100 gp, so it will only cost 100 gp more to upgrade to a Smithy (worth 200 gp and a component to a Keep). The upgrade time would be a little less than a day.

Resource Posts

Resource gathering is done by a worker and brought back to the post for processing. Workers gather resources based on their skill (green, average, etc). The resource post is used to process the raw materials for use. A post needs a source of the resource nearby; a farm needs tilled land, a lumberyard needs a forest, and a mine needs ore deposits. The SG should decide the abundance of the resource, such as an ore vein has 10,000 gp worth of ore, meaning after that threshold, the mine runs dry. Renewable resources like the farm and wood could be seen as having unending resources. Each worker needs their own post space to process the raw materials, meaning if you have 3 workers gathering lumber, your lumber yard must be at least 10’x30’. 

Furnishings

Tables, chairs, sofa, shelves, beds, etc. 

Common: Included

Fancy: 5 gp per 5×5 

Extravagant: 10 gp per 5×5

Building Factors

Environmental building factors can make a dwelling cost more.

On Difficult Terrain x1.5 (Ex. Sand, Swamp, Steep Elevation)

Fortified x2

Hidden x2
Above Ground Floor x2

On/In Water x3

Mobile (Caravan, boat or other) x4
Underground x4

A stronghold can have as many building factors as necessary. To get the total you add each multiplier together and multiply that by the original cost. Different parts of your stronghold can have different factors, and that is best worked out with your GM.

Masterwork Rooms

Rooms built with the highest quality are considered Masterwork. A masterwork room grants a discount of 75% to crafting (25% more than the standard 50%) . A masterwork room costs 3x the amount of the standard room cost (150 gp per 5×5 square) to build, and costs 2x the base cost to upgrade a current room (100 gp per 5×5 square).

Build Times

It takes 1 week per 1000 gp build cost to complete a stronghold project. While this can seem very unrealistic, the goal is for the heroes to have a stronghold to use, not one to retire in. 

Upkeep

A Stronghold costs 1% of its build cost per month of operation. If a Stronghold is not maintained, it will fall into disrepair. A Storyguide may dictate the effects of neglect, or a basic loss of 10% of Stronghold HP per month if it is not maintained.

A general story rule is if the Stronghold is left as is with hirelings left inside, they continue to work and produce money to upkeep the Stronghold, but do not produce materials for the adventurers while the Stronghold is on “autopilot”. This is also a source of future stories and struggles the Storyguide can use in the campaign plot.

Siege Warfare

Stronghold Hit Points

Strongholds have 25 HP per 5×5, 50 HP per 5×5 if fortified. Strongholds have a Base AC of 10 and BASE DR of 2.

Stronghold Examples

Pieni Keep

This small keep was built originally as a map, and then given stats based on what the players wanted it to be. The goal was to provide housing for many guard allies, as well as giving bonuses for tactics and warfare. This small stronghold has 4 Keep rooms, making it a level 1 Keep (there are 2 Barracks even though they are not divided, 1 Armory, and a War Room).

Mingus’ Tower

This Mage Tower was built room by room on a Stronghold Sheet, with no map as reference. The goal of this book is to allow for the creation of a Stronghold however the Storyguide or Players find easiest. 


Mingus’ Mage Tower

Level: 2

HP: 800

Damage

AC: 10

DR: 2

RoomTypeSizeSQWorthSpecial
1st Floor:
Chymistry LabMage10×10 4200 gpAllows Alchemical crafting, 50% discount
Artificer’s LaboratoryMage10×104200 gpAllows Artifice crafting, 50% discount
LibraryMage10×104200 gpAllows research and grants +1 to knowledge checks while at the stronghold.
KitchenBasic10×104100 gp
2nd Floor:
Meditation RoomMage10×104200 gpAllows an extra point of Ravaging to be healed per week.
BedroomBasic10×104100 gp
Common RoomBasic10×208200 gp
Total Rooms:7
Total Worth:1220 gp
Total Upkeep:12 gp
Total Profits:0
Stronghold TypeRankBonus
Mage11 Knowledge Keeper Ally, +1 Expertise

All Stronghold Bonuses:

+1 Saga Point, +1 Renown, Bonus Horror Recovery