Improvements

Wishing Door Real Estate · Property Development & Improvements

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The Wishing Door — Property Development & Improvement Guide

“Every kingdom begins with a foundation. Every home begins with a wish.”

Throughout the vast and varied lands of Lumeris, property ownership offers more than shelter. It provides a place to establish a legacy, practice a trade, raise a family, or build a stronghold worthy of a noble house.

Whether your character dreams of a humble woodland cottage, a secluded lakeside retreat, a towering mage's residence, or a fortified castle overlooking the mountains, The Wishing Door can help bring that vision to life.

The Wishing Door serves as Lumeris's real estate and property development office, overseeing land purchases, construction approvals, renovations, and improvements.

All prices listed below use CL (Copper Lumens), replacing the former MHL designation. Original prices have been retained without conversion.

I. Land Features & Natural Improvements

Land throughout Lumeris varies considerably. Some plots rest within enchanted forests, others overlook the sea, and still others occupy mountain slopes or fertile river valleys.

Natural features may be purchased as additions to an existing plot, provided the terrain supports them.

Land FeaturePrice
Seaside Property400 CL
Sea View350 CL
Private Beach350 CL
Waterfall350 CL
Natural Hot Spring300 CL
Lake250 CL
River Frontage250 CL
Underground Cavern200 CL
Pond200 CL
Stream200 CL
Natural Cave150 CL
Creek150 CL
Irrigation Canal150 CL

Feature descriptions and requirements

Seaside Property

A coastal plot overlooking the ocean, often positioned along dramatic cliffs or rugged shores. These properties are located beyond the primary settlement maps.

Sea View

A property within approximately one or two miles of the coastline, offering a distant view of the ocean.

Private Beach

A stretch of accessible shoreline reserved for the property owner. Requires the Seaside improvement.

Waterfall

A cascading natural water feature requiring hilly or mountainous terrain and an existing creek or stream.

Hot Spring

A naturally heated pool, commonly found in volcanic or geothermally active regions of Lumeris.

Lake or Pond

A standing body of freshwater requiring access to a creek, stream, or river.

Cave

A naturally occurring underground chamber requiring hill or mountain terrain.

Cavern

A larger underground formation, typically consisting of multiple chambers. Requires mountainous terrain.

Irrigation Canal

A constructed channel directing water toward farmland, gardens, or agricultural estates. Requires a creek, stream, or river.

If the water source lies on neighboring property, the owner must provide written permission before construction. If the neighboring land is unclaimed, purchasing that land is recommended.

Moats

Moats

Require a suitable creek, stream, or river capable of supplying the surrounding defensive channel.

II. Residential Construction

The Wishing Door works alongside skilled builders from across Lumeris, including Dwarven stonemasons, Elven woodcrafters, and independent construction guilds.

A property's appearance may reflect the cultural traditions of its owner, provided its structure follows the approved construction requirements.

Rural and wilderness residences

ResidenceBase PriceBasement AdditionBedrooms
Earthen Hut200 CL+100 CL1
Woodland Treehouse (Flet)300 CLNot permitted2–3
Timber Cabin350 CL+200 CL2–3
Multi-Tree Residence400 CLNot permitted3–4
Stone Cottage500 CL+250 CL3–4
Two-Story Stone Cottage1,250 CL+250 CL4–6
Three-Story Stone Cottage2,000 CL+250 CL5–7
Brick Residence650 CL+350 CL4–5
Two-Story Brick Residence1,625 CL+350 CL5–7
Three-Story Brick Residence2,600 CL+350 CL6–8

Cultural architecture of Lumeris

Earthen Huts

Often found in isolated villages, agricultural settlements, and Orcish tribal lands. Constructed from clay, packed earth, and timber supports.

Woodland Flets

Elevated dwellings built into living trees, favored by Fae, Elven communities, and forest-dwelling Beastkin. Their construction must preserve the supporting tree whenever possible.

Timber Cabins

Popular among hunters, Rangers, Druids, and frontier settlers. These homes offer practical protection from the wilderness.

Stone Cottages

Common throughout established rural communities, particularly among Dwarven artisans and those seeking durable homes.

Brick Residences

Frequently seen within prosperous settlements and merchant communities, offering larger interiors and additional architectural possibilities.

Magical decoration, cultural ornamentation, and aesthetic customization are permitted, although structural alterations require approval.

III. Stone Towers & Arcane Residences

Stone towers are particularly popular among Mages, scholars, wealthy merchants, and those wishing to establish private observatories or research sanctuaries.

Tower construction costs 50 CL per five feet of tower diameter, per floor, including basement levels.

Tower DiameterCost Per Floor
10 feet100 CL
20 feet200 CL
30 feet300 CL
40 feet400 CL
50 feet500 CL

The maximum permitted diameter is 50 feet.

Construction restrictions

  • ◆Every new tower must contain at least one basement level and one aboveground floor.
  • ◆Additional basement levels constructed after the original building are charged at 1.5 times the normal cost.
  • ◆All levels must maintain the same diameter.
  • ◆No more than three aboveground floors are permitted per basement level.
  • ◆The maximum tower height is nine aboveground floors, supported by three basement levels.

Arcane towers may contain libraries, observatories, laboratories, ritual chambers, or magical study rooms. Such rooms remain subject to Lumeris's magical safety regulations.

IV. Keeps, Fortresses & Castles

Across Lumeris, fortified structures serve as military residences, ancestral strongholds, and symbols of authority.

Because these buildings may influence local politics, trade, and territorial control, their construction requires additional oversight.

Small Keep — 5,000 CL

Description

A fortified residence suitable for an established landowner, knightly household, or recognized military commander.

Includes

Four aboveground stories and two basement levels. A stable accommodating six horses. A courtyard measuring 50 × 50 feet. A surrounding defensive wall 12 feet high. Small corner turrets. A fortified gate turret opposite the central keep. A moat and drawbridge, provided a suitable water source exists.

Construction requirements

96 worker-weeks, equivalent to eight workers laboring for twelve weeks. The construction crew must include at least one stonemason, one blacksmith, and one carpenter or woodcrafter. Plans must be approved by The Wishing Door before construction begins. Labor costs are not included in the base price.

Noble and Warlord Strongholds: These structures are restricted to recognized nobles, warlords, or characters granted equivalent building rights through approved roleplay.

Minor Castle — 15,000 CL

Details

Four-story central keep, two basement levels, ten-horse stable, 100 × 100-foot courtyard, 16-foot walls, corner turrets, fortified gate, moat and drawbridge.

Construction

144 worker-weeks • Minimum crew: 2 stonemasons, 1 blacksmith, 2 carpenters

Major Castle — 30,000 CL

Details

Five-story central keep, three basement levels, twenty-horse stable, 200 × 200-foot courtyard, 20-foot walls, corner turrets and double-turreted gatehouse with inner and outer portcullises.

Construction

192 worker-weeks • Minimum crew: 3 stonemasons, 2 blacksmiths, 2 carpenters, 1 leathercrafter

Stronghold regulations

  • ◆Fortified properties must occupy at least five acres, although ten or more acres are strongly recommended.
  • ◆A suitable water source is required for a functional moat. Creek-fed moats may experience seasonal drying during periods of drought.
  • ◆Approved warlords may purchase materials at half the listed construction price and oversee their own building projects.
  • ◆Construction must be roleplayed, documented, and approved. Worker payments remain separate from material costs.

Warlord materials-only prices

StrongholdMaterials-Only Price
Small Keep2,500 CL
Minor Castle7,000 CL
Major Castle15,000 CL

V. Construction Guilds & Professional Services

The Wishing Door maintains relationships with builders, craftsmen, and transporters throughout the kingdoms.

Known guilds and companies

The Sylvan Boughwrights

Specialists in living-tree architecture, elevated woodland residences, and Fae-inspired dwellings.

The Six Hammers Consortium

A respected Dwarven construction company specializing in stone, brick, timber, and traditional residential construction.

Grimstone Renovations

A discreet guild handling additions, remodeling, private chambers, and unusual specialty work.

The Ironvein Masonry Guild

Master stonemasons responsible for foundations, fortifications, walls, and elaborate stonework.

The Wayfarer's Wagon Company

Provides transport for furnishings, construction materials, supplies, and household possessions.

Professional labor rates

ProfessionCost
Stonemason50 CL per week
Carpenter / Woodcrafter40 CL per week
Blacksmith30 CL per week
Leathercrafter25 CL per week
General Laborer20 CL per week
Wagon Driver5 CL per load

Any qualified Dwarven craftsperson may fill a stonemason position under the traditional guild rules. Player-character craftsmen should receive priority when available. When no suitable player-character professionals are available, The Wishing Door may arrange NPC labor and provide an estimate of the required time and cost.

VI. Rural Property Improvements

Beyond the primary residence, landowners may develop facilities for agriculture, livestock, trade, and personal comfort.

Bathhouses

ImprovementPrice
Stone Bathhouse — 3 Rooms200 CL
Stone Bathhouse with Columned Porch250 CL

The larger bathhouse includes three rooms and a spacious front porch supported by stone columns.

Barns and stables

ConstructionPrice
Wooden Barn50 CL per 2 horses
Stone Barn100 CL per 2 horses

Both designs include storage for animal feed and tack.

Each shed includes a door leading to an underground cellar of matching dimensions.

Storage sheds and cellars

SizeDimensionsPrice
Small10 × 10 ft100 CL
Medium14 × 14 ft150 CL
Large20 × 20 ft200 CL

Smokehouses preserve meat using carefully directed smoke from an external stove and chimney system. Different woods may produce different flavors. Smokehouses are restricted to properties outside established towns.

Smokehouses

DimensionsPrice
10 × 10 ft100 CL
15 × 15 ft150 CL
20 × 20 ft200 CL

Greenhouses use translucent, oil-treated fabric across the roof and upper portions of the walls, allowing sunlight to warm the interior. They may be naturally heated or fitted with a supplemental heating system. These buildings are especially useful for herbalists, apothecaries, Druids, and agricultural households cultivating delicate plants.

Greenhouses

DimensionsPrice
10 × 10 ft150 CL
15 × 15 ft250 CL
20 × 20 ft350 CL

Rural gardens use hedges rather than constructed walls or fences.

Rural gardens

Garden SizeShort Hedge (3 ft)Tall Hedge (5 ft)
Small50 CL100 CL
Medium100 CL200 CL
Large150 CL300 CL

Corrals are built using split-rail fencing with removable drawbars rather than solid walls. Normal fencing stands three feet high; tall fencing stands five feet high. Properties exceeding ten acres are classified as off-map estates.

Livestock corrals

Property SizeCapacityNormalTall
Up to 1 acre3 animals50 CL75 CL
2–5 acres5 animals100 CL125 CL
5–10 acres9 animals150 CL175 CL

Large-estate corrals

Animal CapacityNormalTall
10 animals100 CL150 CL
20 animals200 CL250 CL
30 animals300 CL350 CL

Additional capacities may be approved through The Wishing Door.

VII. Town & City Property Improvements

Within the bustling settlements of Lumeris, space is more limited and construction must accommodate neighboring structures, established roads, and local regulations.

Urban residences are ideal for merchants, craftsmen, scholars, healers, and families seeking access to markets and public services.

Urban housing

PropertyBase PriceBasementBedrooms
Small Brick House400 CL+200 CL1–2
Two-Story Small Brick House600 CL+200 CL2–3
Small Shop with Living Quarters400 CL+200 CL1–2
Large Brick House650 CL+325 CL2–4
Two-Story Large Brick House975 CL+325 CL2–6
Large Shop with Living Quarters650 CL+325 CL2–4

Shops with living quarters include commercial space on the ground floor and residential rooms above.

Additional urban improvements

ImprovementPrice
Stone Bathhouse — 2 Rooms200 CL
Wooden Stable Space — 2 Horses50 CL
Stone Stable Space — 2 Horses100 CL
Small Greenhouse — 10 × 10 ft150 CL
Town Garden — 3 ft Fence/Wall50 CL
Town Garden — 5 ft Fence/Wall100 CL
Wooden Dock Berth50 CL
Stone Dock Berth150 CL

Urban stable spaces are rented or purchased within communal stables rather than attached directly to the residence. Likewise, dock improvements within towns represent assigned berths at communal marinas.

VIII. Caves, Caverns & Underground Residences

Lumeris contains vast underground formations, from naturally carved mountain caves to ancient tunnels beneath forgotten settlements. While some races have adapted to subterranean living, underground property requires special consideration.

Types of underground properties

Cave

A single underground chamber connected to the surface by a natural or constructed tunnel.

Cavern

A series of three or four chambers connected through underground passageways.

Finished Chambers

Underground rooms may be improved for residential use at a cost of 150 CL per room. Most owners finish bedrooms and private living quarters while leaving surrounding stone formations in their natural state.

Construction and magical safety

  • ◆Excavation should be performed by experienced professionals. Unskilled alterations may weaken the surrounding stone and result in structural collapse.
  • ◆Earth Mages and geomancers may shape stone through magic, but magical talent alone does not guarantee structural stability.
  • ◆Extensive alterations increase the risk of collapse, even when accomplished through magical means.

Underground living conditions

Moisture and Temperature

Natural caves are often damp and cold. Surface-dwelling residents may experience discomfort or hypothermia without proper insulation and heating.

Lighting

Underground rooms require torches, lanterns, candles, or magical illumination. Sustained magical lighting may consume LFE or require periodic recasting, depending on the spell.

Food Preservation

Moisture may cause foodstuffs, grains, and stored provisions to spoil more rapidly.

Animals and Familiars

Creatures unfamiliar with underground environments may become distressed. Horses and many livestock animals may refuse to enter.

Uneven Terrain

Natural cavern floors are rarely level and may require professional finishing before furnishings or buildings can be installed.

Dwarves, subterranean Orcish communities, and other underground-adapted peoples may possess cultural building techniques that make these environments more practical.

IX. Islands & Coastal Properties

The waterways and oceans surrounding Lumeris offer opportunities for secluded estates, maritime businesses, fishing settlements, and hidden sanctuaries.

Island ownership

River Islands

Located beyond standard settlement maps and purchased at the normal land cost. A dock improvement is mandatory.

Ocean Islands

Require the Seaside and Private Beach property features, as well as a dock or ship dock. Island properties must remain accessible by water and may require additional arrangements for transporting construction supplies.

Marine improvements

ImprovementPrice
Ocean Ship Dock300 CL per ship capacity
Hidden Cove or Sea Cavern300 CL per ship capacity
Wooden Dock50 CL
Stone Dock150 CL
Boathouse150 CL
Houseboat150 CL base
Additional Houseboat Bedroom+50 CL each

Marine regulations

Ocean Ship Docks

Require an off-map coastal plot with Seaside and Private Beach improvements.

Hidden Coves

May replace a conventional ship dock. Such locations are often associated with secretive merchants, smugglers, and pirates, subject to applicable roleplay rules.

Wooden Docks

May be constructed along ponds, lakes, streams, or rivers.

Stone Docks

Require a lake, stream, or river frontage.

Boathouses

Require a pond, lake, stream, or river frontage.

Houseboats

Require appropriate waterfront access and a dock. They may contain up to four bedrooms. Houseboats are considered permanent property fixtures and may not travel beyond the owner's property boundaries.

X. Residential Expansions

As a character's household grows, existing residences may be expanded with additional rooms.

Room expansion regulations

  • ◆A property may support up to three additional rooms per acre, with an overall maximum of nine added rooms.
  • ◆For example, a five-acre property may accommodate the full nine-room expansion, while a property smaller than one acre may receive no more than three additional rooms.

Expansion prices and construction times

Residence TypePrice Per RoomTime Per Room
Timber Cabin50 CL5 days
Stone Cottage60 CL6 days
Brick Residence70 CL7 days

During active construction, the entire residence is considered temporarily uninhabitable. Winter construction may require additional roleplay considerations, especially in colder regions.

XI. Land Expansions

Owners of rural properties may purchase adjoining acreage to increase the size of their estates.

Land expansion rules

  • ◆Property size may be increased by no more than 25% of its current acreage per approved expansion.
  • ◆The maximum resulting property size is ten acres.
  • ◆Land expansions apply only to out-of-town properties.
  • ◆Additional acreage costs 100 CL per acre.
  • ◆All expansions require approval from The Wishing Door.
  • ◆Larger estates must be handled through separate off-map property arrangements.

XII. The Wishing Door — Property Regulations

Regulations

Ownership and Approval

Land purchases, structural improvements, and major renovations must be documented and approved through The Wishing Door.

Roleplay Requirements

Significant construction projects, particularly fortified buildings and castles, must be represented through roleplay. Players are encouraged to involve other characters who possess relevant crafting or construction skills.

Building Restrictions

Natural terrain, available acreage, neighboring properties, and regional laws determine which improvements may be constructed.

Magical Construction

Magic may assist with construction but does not automatically eliminate material costs, safety requirements, or approval procedures.

Payment

All listed prices are expressed in Copper Lumens (CL). The established Lumeris currency exchange system remains: 100 Copper Lumens = 1 Silver Lumen; 100 Silver Lumens = 1 Gold Lumen.

Final Approval

The Wishing Door retains authority over property registration, building permissions, and compliance with the established land development system.

The Wishing Door — Where every parcel of land holds a possibility, and every home becomes part of the living history of Lumeris.

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