Lordship Part 3

Barony:

To become a Baron; you must have the following built. These must be listed by coordinates in your forum application for Countship. 

  • 3 Player Houses
  • Market Shop
  • Smithy
  • Stables
  • Barracks
  • 5 NPC Houses
  • Active Player; You must be active on Discord and the Server; absence over 3 months will result in rank and title being stripped.

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  • Benefits;
    [Baron] In chat
    Hire up to 3 [Knights]
    Generate 2500 silver ~30 minutes
    Unlocks Baron-Level Buildings
    Unlock One Specialized Industry

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Baron Buildings:

Benefits are only accessible by Barons, their Counts and their Knights! After you become a Baron you unlock these and can build them. Once built you must Apply for approval on the building to receive its benefit. If the building has no benefit; it does not need to be approved.

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Residential:

The following buildings can be constructed by Barons:

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Abbey: 33x33 building size; [Only 1 Per Baron]

    A larger more elaborate Church.

    Benefit: Upgrades the Priest into an Abbot [Blessing Giver], Each blessing gives one of the following. Speed, Strength, Healing, Haste, or Night Vision. You can only have One of these effects on.

    Upgrades: Cathedral [65x65].

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Bath House: 33x33 building size;

    A public area for your npcs to clean up and enjoy.

    Benefit: 1 LotR.NPC Spawner [Non-military if possible]

    Upgrades: None

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University: 33x33 building size; [Only 1 Per Baron]

    Large Library with connected rooms

    Benefit: 1 CNPC Scholar [Quest Giver]

    Upgrades: None

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Commercial:

Trade House: 33x33 building size; [Only 1 per Baron]

    Built at the edge of your biome or region. If possible, near a road. This should also have a road leading to your base.

    Benefit: 2 Wandering Traders; Chosen from your alignment. [Good/Evil]

    Upgrades: None

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Exotic Stables: 33x33 building size; [Only 1 Per Baron]

   Area designed for exotic or unique mounts.

    Benefit: 1 CNPC Trader [Exotic Mount]; Will have one of the following: Elk; Wild Boar; Mirkwood Spider; Mordor Spider; Wargs; Camel; Giraffe; Rhino; Zebra

    Upgrades: None

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Banker: 17x17 building size; [Only 1 Per Baron]

    A small lobby, Teller area, staff room, and a secure room for coin.

    Benefit: 1 CNPC: Teller

    Upgrades: None

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Fletcher & Bowyer: 17x17 building size; [Only 1 Per Baron]

    Commercial Building to sell arrows & bows.

    Benefit: 1 CNPC Trader [Bows & Arrows]; Sells a selection of modified bows and crossbows.

    Upgrades: None

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Industrial: [Unspecialized]

Orchard: 33x33 building size; [Only 1 per Baron]

    Small Orchard; NPC home, and must contain a single type of fruit or Nut bearing tree.

    Benefit: 1 CNPC Orchard Worker [Trader and Item Giver]

    Upgrades: None

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Vineyard: 33x33 building size; [Only 1 Per Baron]

    Vineyard, NPC home, and full of grapes and vines.

    Benefit: 1 CNPC Vineyard Worker [Trader and Item Giver]

    Upgrades: None

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Glass Blower: 9x9 building size; [Only 1 Per Baron]

    NPC home with a designed forge to make glass

    Benefit: 1 CNPC Glass Blower [Trader and Item Giver]

    Upgrades: None

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Specialized Industrial:


Barons may choose from the following 4 Specialized Industry;

Stone & Mining | | Alcohol & Trading | | Foresters & Shepherds | | Mercenaries & Smithers

Stone & Mining

Quarry: 17x17 building size;
>>Can make multiple in the same area all stacked up. The larger the quarry, the more workers that will be spread around.

    Built on the surface, with a system to bring the stone up to the ground level. Storage area. NPC home [for the Miner]

    Benefit: 1 CNPC Stone Miner [Trader & Item Giver]; Gives about 16/stone every 5 minutes. Trader will sell various stones but will only give the local stone from the area.

    Upgrades: None

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Mason: 17x17 building size;
>>Can make multiple

    NPC Home, area to cut and shape bricks

    Benefit: 1 CNPC Mason [Trader & Item Giver]; Gives about 16/Brick every 5 minutes. Trader will sell various bricks but will only give the local brick from the area.

    Upgrades: None

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Guild of Stone Smiths: 65x65 building size; [Only 1 Per Baron]

    Requirements: 2x Quarry, 1x Mason

    A designated enclosed area; [see Guilds from medieval times, sort of operate like small towns]

    Benefit: 2 CNPC Mason [Trader], 2 CNPC Stone Miner [Trader]; These will be of Stone and Bricks outside your area; ex: Gondor Masons or Sarullian Masons

    Upgrades: Master Mason Guild [Duke]

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Surface Mine: 17x17 building size;
>>Can make multiple in the same area all stacked up. The larger the Mine, the more workers that will be spread around.

    Built in the upper layers of the caves. Basically, before Gold-Level

    Benefit: 1 CNPC Miner [Trader & Item Giver]; Gives about 8/ore [4 Iron, 2 Tin, 2 Copper] every 5 minutes. Trader will sell various Ores.

    Upgrades: None

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Deep Mine: 17x17 building size;
>>Can make multiple

    Mineshaft that delves deeper than the Gold-Level. Should have some way to 'lift' materials to the surface. Like a crane of some sort, or minecarts.

    Benefit: 1 CNPC Deep Miner [Trader & Item Giver]; Gives about 14/ore [2 Gold, 6 Niter, 6 Sulfur] every 5 minutes. Trader will sell various Ores.

    Upgrades: None

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Guild of Miners: 65x65 building size; [Only 1 Per Baron]

    Requirements: 2x Surface Mine, 1x Deep Mine

    A designated enclosed area; [see Guilds from medieval times, sort of operate like small towns] This should include a massive Smelting Area

    Benefit: 2 CNPC Smelter [Trader], 1 CNPC Deep Miner [Trader], 1 CNPC Miner [Trader]; Smelters will sell all Ingots [Except Mithril]. They will however be expensive since Player Markets should regulate it.

    Upgrades: Expert Miners Guild [Duke]

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Alcohol & Traders

Alehouse: 17x17 building size;
>>Can make multiple

    Small place for customers to visit and drink your brews. Generates and sells several brews of your choice [Nonspecial; IE: Dwarf Brew or Athelas]

    Benefit: 1 CNPC Ale Tender [Trader & Item Giver]; Gives a random Tankard of Alcohol every minute. Trader will sell various Drinks.

    Upgrades: None

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Brewery: 17x17 building size;
>>Can make multiple

    Building made for refining and brewing into Barrels

    Benefit: 1 CNPC Brewer [Trader & Item Giver]; Gives about 1 random Barrel every 5 minutes.

    Upgrades: None

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Guild of Brewers: 33x33 building size; [Only 1 Per Baron]

    Requirements: 1x Alehouse, 1x Brewery

    Decorative area with a Garden. Looking inviting and pleasant to drink at.

    Benefit: 2 CNPC Brewer [Trader & Income], 2 CNPC Ale Tender [Trader & Income]; Each NPC will generate about 100s every 10 minutes.

    Upgrades: Master Brewers [Duke]

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Fishing Hut: 17x17 building size;
>>Can make multiple in the same area all stacked up. They can also be a pier with a boat out in the water

    Small CNPC house near a pier. Boat nearby or within sight.

    Benefit: 1 CNPC Fisher [Trader & Item Giver]; Generates 16/Fish every 5 minutes.

    Upgrades: None

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Docks: 17x17 building size;
>>Can make multiple.

    Ship docked at a Pier. Can just be a ship nearby a Harbor like area.

    Benefit: 1 CNPC Ocean Fisher [Trader & Item Giver]; Gives about 3/Pearls and 16/Other Fish every 5 minutes.

    Upgrades: None

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Shipping Centre: 33x33 building size; [Only 1 Per Baron]

    Requirements: 2x Docks, 2x Fishing Hut

    Several Market stalls placed around the Docks and Harbor-like area. [10] Where traders can come and sell items.

    Benefit: 2 CNPC Wandering Traders [Pair of Traders] Choose those that would visit you normally [Good or Evil], 1 CNPC Transporter [Transports to All other Shipping Centers of other Barons].

    Upgrades: Trade Center [Duke]

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Forestry & Shepherds

Logger’s Cabin: 17x17 building size;
>>Can make multiple

    Small NPC house surrounded by woods

    Benefit: 1 CNPC Forester [Trader & Item Giver]; Generates about 32/wood every 5 minutes. These logs will be 3 selected from your area. Trader will sell various Logs.

    Upgrades: None

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Logger’s Mill: 17x17 building size;
>>Can make multiple

    A larger structure that saws and processes the trees nearby.

    Benefit: 1 CNPC Forester [Trader & Item Giver]; Generates about 32/wood every 5 Minutes. These logs will be 3 selected from your nearby area. Trader will sell various Logs.

    Upgrades: None

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Woodsman’s Guild: 33x33 building size; [Only 1 Per Baron]

    Requirements: 2x Logger’s Cabin, 1x Logger’s Mill

    See how Medieval Guilds used to be set up, much like a small town. Should have housing and kitchens for the workers.

    Benefit: 2 CNPC Forester [Trader & Item Giver], Generates about 64/wood every 5 minutes. These logs will be from 6 selected from your nearby area.

    Upgrades: Forestry Guild [Duke]

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Game Lodge: 17x17 building size;
>>Can make multiple in the same area all stacked up.

    Small CNPC house near some natural woods.

    Benefit: 1 CNPC Hunter [Trader & Item Giver]; Generates 16/Game Meat every 5 minutes. Trader will sell various Game Meat.

    Upgrades: None

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Shepherds: 33x33 building size;
>>Can make multiple.

    Several pens with various domestic animals

    Benefit: 2 CNPC Sheppard [Trader & Item Giver]; Each Generate about 32/Wool and other Domestic products every 5 minutes.

    Upgrades: None

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Hunter’s Guild: 33x33 building size; [Only 1 Per Baron]

    Requirements: 2x Game Lodge, 2x Shepherds

    A larger lodge and area away from your town proper. With a road leading to there.

    Benefit: 6 CNPC Wilds men [Guards: Better Archers, Place-able], 2 CNPC Hunter [Trader & Income], generates about 100s every 10 minutes.

    Upgrades: Wilderness Guild [Duke]

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Military & Smiths

Armorer’s Workshop: 17x17 building size; [Only 1 per Baron]

    Secure Area to store various Armors, Forge, and NPC House.

    Benefit: 1 CNPC Armorer [Trader]; Sells modified Faction-Armor

    Upgrades: None

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Weaponsmith Workshop: 17x17 building size; [Only 1 per Baron]

    Secure Area to store various Armors, Forge, and NPC House.

    Benefit: 1 CNPC Weaponsmith [Trader]; Sells modified Faction-Weapons.

    Upgrades: None

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Guild of Blacksmiths: 33x33 building size; [Only 1 Per Baron]

    Requirements: 1x Weaponsmith Workshop, 1x Armorer’s Workshop

    Impressive Forge area, with a Guild-Hall

    Benefit: 1 CNPC Specialized Smith [Trader]; Sells 1 set of Baron-Unique Armor [Either Speed Modified or Health Modified; will have a Detriment] and 1 Baron-Unique Weapon; Max Modifiers and +1 Damage at a detriment to Speed and Health.

    Upgrades: Master smith Workshop [Duke]

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Sell-sword Guild: 33x33 building size; [1 per Baron]

    Should have an individual training area, and barracks to sleep in.

    Benefit: 1 CNPC Recruiter [Sell-Swords]; Sells Sell-Sword [100s to 500s] Fighters. One-Time use and will disappear after being killed or unloaded. 1 LotR.NPC Warlord or Faction Unit Seller.

    Upgrades: None

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Adventure’s Guild: 33x33 building size; [1 per Baron]

    Should have an individual area to train, and a several small rooms to sleep in.

    Benefit: 1 CNPC Contractor [Adventurers’]; Can buy Healer, Berserker, Archer, and Heavily Armored. Each will just have a specific trait. [500s Each]
    Healer will heal, Berserker has damage, Archer has good range, Heavily Armored will have high health.
    But will be weak. Healer will be overall weak, Berserker will have low health, Archer is prone to melee, and Heavily Armored will have low attack.
    Each are One-Time buys.

    Upgrades: None

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Mercenary Guild: 33x33 building size; [Only 1 Per Baron]

    Requirements: 1x Sell-Sword Guild, 1x Adventure’s Guild.

    Several Market stalls placed around the Docks and Harbor-like area. [10] Where traders can come and sell items.

    Benefit: 1 CNPC Recruiter [Sells Soul-Gems], Sells Unique-Champion [2,000s]. Powerful Champion which will disappear after being killed or unloaded.

    Upgrades: Hill Fort [Duke]

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Military:

Garrison: 65x65 building size; [Only 1 Per Baron]

    52 beds, training area, armory, 3 Offices, Mess Hall, Kitchen, Storage. Larger and just more impressive.

    Benefit: 16 CNPC Warriors [Guards] in Soul gems; Placed down to defend your Lands from all manner of dangers! [Respawn in 10 minutes when killed]

    Upgrades: None

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Guard Tower: 9x9 building size;

    Tower with basics; Beds, room to cook and eat; Lookout post; defensible.

    Benefit: 2 CNPC Guard [Archer] at the place. 1 LotR.NPC Spawner [10 Faction Basic Military] to be spawned in the area.

    Upgrades: None

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 Knights Estate: 33x33 building size; [Only 5 Per Baron] [Requires: Knight's Guild]

Different than your [Knights] these knights are CNPCs who do nothing but practice their skills and defend their Area.

    A larger CNPC house; that consists of basic living, bedroom, storage, cook, and a servant's quarters with a bed.

    Benefit: 1 CNPC Warrior [Knight]: Given in a Soul Gem for you to place for the defense of your Lands! Knights are far stronger than guards. [Respawn in 30 minutes when killed]

    Upgrades: None

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Archery Range: 33x33 building size; [Only 1 Per Baron]

    A small CNPC barracks and nearby range to practice at.

    Benefit: 8 CNPC Archer [Guard]; Given in a Soul Gem for you to place for the defense of your Lands!

    Upgrades: None

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