
Wishing Door Real Estate · Property Development & Improvements
“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.
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 Feature | Price |
|---|---|
| Seaside Property | 400 CL |
| Sea View | 350 CL |
| Private Beach | 350 CL |
| Waterfall | 350 CL |
| Natural Hot Spring | 300 CL |
| Lake | 250 CL |
| River Frontage | 250 CL |
| Underground Cavern | 200 CL |
| Pond | 200 CL |
| Stream | 200 CL |
| Natural Cave | 150 CL |
| Creek | 150 CL |
| Irrigation Canal | 150 CL |
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
Require a suitable creek, stream, or river capable of supplying the surrounding defensive channel.
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.
| Residence | Base Price | Basement Addition | Bedrooms |
|---|---|---|---|
| Earthen Hut | 200 CL | +100 CL | 1 |
| Woodland Treehouse (Flet) | 300 CL | Not permitted | 2–3 |
| Timber Cabin | 350 CL | +200 CL | 2–3 |
| Multi-Tree Residence | 400 CL | Not permitted | 3–4 |
| Stone Cottage | 500 CL | +250 CL | 3–4 |
| Two-Story Stone Cottage | 1,250 CL | +250 CL | 4–6 |
| Three-Story Stone Cottage | 2,000 CL | +250 CL | 5–7 |
| Brick Residence | 650 CL | +350 CL | 4–5 |
| Two-Story Brick Residence | 1,625 CL | +350 CL | 5–7 |
| Three-Story Brick Residence | 2,600 CL | +350 CL | 6–8 |
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.
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 Diameter | Cost Per Floor |
|---|---|
| 10 feet | 100 CL |
| 20 feet | 200 CL |
| 30 feet | 300 CL |
| 40 feet | 400 CL |
| 50 feet | 500 CL |
The maximum permitted diameter is 50 feet.
Arcane towers may contain libraries, observatories, laboratories, ritual chambers, or magical study rooms. Such rooms remain subject to Lumeris's magical safety regulations.
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.
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.
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
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 | Materials-Only Price |
|---|---|
| Small Keep | 2,500 CL |
| Minor Castle | 7,000 CL |
| Major Castle | 15,000 CL |
The Wishing Door maintains relationships with builders, craftsmen, and transporters throughout the kingdoms.
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.
| Profession | Cost |
|---|---|
| Stonemason | 50 CL per week |
| Carpenter / Woodcrafter | 40 CL per week |
| Blacksmith | 30 CL per week |
| Leathercrafter | 25 CL per week |
| General Laborer | 20 CL per week |
| Wagon Driver | 5 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.
Beyond the primary residence, landowners may develop facilities for agriculture, livestock, trade, and personal comfort.
| Improvement | Price |
|---|---|
| Stone Bathhouse — 3 Rooms | 200 CL |
| Stone Bathhouse with Columned Porch | 250 CL |
The larger bathhouse includes three rooms and a spacious front porch supported by stone columns.
| Construction | Price |
|---|---|
| Wooden Barn | 50 CL per 2 horses |
| Stone Barn | 100 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.
| Size | Dimensions | Price |
|---|---|---|
| Small | 10 × 10 ft | 100 CL |
| Medium | 14 × 14 ft | 150 CL |
| Large | 20 × 20 ft | 200 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.
| Dimensions | Price |
|---|---|
| 10 × 10 ft | 100 CL |
| 15 × 15 ft | 150 CL |
| 20 × 20 ft | 200 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.
| Dimensions | Price |
|---|---|
| 10 × 10 ft | 150 CL |
| 15 × 15 ft | 250 CL |
| 20 × 20 ft | 350 CL |
Rural gardens use hedges rather than constructed walls or fences.
| Garden Size | Short Hedge (3 ft) | Tall Hedge (5 ft) |
|---|---|---|
| Small | 50 CL | 100 CL |
| Medium | 100 CL | 200 CL |
| Large | 150 CL | 300 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.
| Property Size | Capacity | Normal | Tall |
|---|---|---|---|
| Up to 1 acre | 3 animals | 50 CL | 75 CL |
| 2–5 acres | 5 animals | 100 CL | 125 CL |
| 5–10 acres | 9 animals | 150 CL | 175 CL |
| Animal Capacity | Normal | Tall |
|---|---|---|
| 10 animals | 100 CL | 150 CL |
| 20 animals | 200 CL | 250 CL |
| 30 animals | 300 CL | 350 CL |
Additional capacities may be approved through The Wishing Door.
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.
| Property | Base Price | Basement | Bedrooms |
|---|---|---|---|
| Small Brick House | 400 CL | +200 CL | 1–2 |
| Two-Story Small Brick House | 600 CL | +200 CL | 2–3 |
| Small Shop with Living Quarters | 400 CL | +200 CL | 1–2 |
| Large Brick House | 650 CL | +325 CL | 2–4 |
| Two-Story Large Brick House | 975 CL | +325 CL | 2–6 |
| Large Shop with Living Quarters | 650 CL | +325 CL | 2–4 |
Shops with living quarters include commercial space on the ground floor and residential rooms above.
| Improvement | Price |
|---|---|
| Stone Bathhouse — 2 Rooms | 200 CL |
| Wooden Stable Space — 2 Horses | 50 CL |
| Stone Stable Space — 2 Horses | 100 CL |
| Small Greenhouse — 10 × 10 ft | 150 CL |
| Town Garden — 3 ft Fence/Wall | 50 CL |
| Town Garden — 5 ft Fence/Wall | 100 CL |
| Wooden Dock Berth | 50 CL |
| Stone Dock Berth | 150 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.
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.
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.
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.
The waterways and oceans surrounding Lumeris offer opportunities for secluded estates, maritime businesses, fishing settlements, and hidden sanctuaries.
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.
| Improvement | Price |
|---|---|
| Ocean Ship Dock | 300 CL per ship capacity |
| Hidden Cove or Sea Cavern | 300 CL per ship capacity |
| Wooden Dock | 50 CL |
| Stone Dock | 150 CL |
| Boathouse | 150 CL |
| Houseboat | 150 CL base |
| Additional Houseboat Bedroom | +50 CL each |
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.
As a character's household grows, existing residences may be expanded with additional rooms.
| Residence Type | Price Per Room | Time Per Room |
|---|---|---|
| Timber Cabin | 50 CL | 5 days |
| Stone Cottage | 60 CL | 6 days |
| Brick Residence | 70 CL | 7 days |
During active construction, the entire residence is considered temporarily uninhabitable. Winter construction may require additional roleplay considerations, especially in colder regions.
Owners of rural properties may purchase adjoining acreage to increase the size of their estates.
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.