Strongholds (CPaH)

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Like fighters and rangers, paladins may establish and maintain castles, forts, temples, and other types of strongholds. But a paladin's stronghold is more than a residence. It serves as a monument to his principles, a tribute to his deity, and a symbol of his lifetime of service. It can function as a military base, administrative office, religious sanctuary, prison, treasure house, or training center. It may also generate a modest income from agricultural products, taxes, or rents.
A paladin may acquire land at any point in his career, but he must be at least 9th level before he can establish a stronghold. Paladins of lower levels lack reputation and contacts, and rarely have the monetary resources needed for construction costs and upkeep.
Even at 9th level, however, a paladin should proceed with caution. A stronghold requires an enormous commitment of time and money. Often, a paladin must oversee a staff of workers and a garrison of soldiers, most of them expecting regular salaries. A paladin may face staggering costs for routine maintenance, which he dare not neglect—a shabby building reflects badly on his reputation and may also be a punishable violation of his ethos (see Chapter 3).
If a paladin decides to take the plunge, he must determine the location of his intended stronghold, its size and design, and its purpose. Will it be his main home or an occasional residence? Is the generation of income a primary consideration? Will the general public have access, or will it be open only to a select few? How much can he afford to invest? Are the officials of his government and church supportive or discouraging? Will they help with manpower, loans, or supplies?
There is no fixed procedure for establishing a stronghold, but the following steps are usually involved. For more information, particularly regarding costs and layouts, consult DMGR2 The Castle Guide.
== Permission ==
If a paladin has strong ties to a government or church, he must petition the proper officials for permission to build a stronghold. In most cases, the officials want to know the paladin's plans in detail, particularly the proposed stronghold's size, design, and function. The officials may demand an accounting of the paladin's economic status, including his net worth, projected income, and current debts.
If the paladin has a solid reputation and answers their questions satisfactorily, the officials usually grant permission, contingent on a few conditions. For instance, the paladin may have to agree to live in the stronghold for a minimum number of months per year or pay an annual maintenance tax (in addition to his normal tithing requirements). He may be held personally responsible for the debts of all workers in his employ. Further, the officials may demand the right to use his stronghold for military purposes in times of war. Finally, they may insist on a signed statement that permanently turns the stronghold over to them should the paladin violate the conditions of their agreement.
== Land Acquisition ==
Paladins usually acquire the land for their strongholds through grants or charters awarded by government or church officials. A charter allows the paladin to administer the land more or less as he sees fit, with the officials retaining ownership. Chartered land often lies outside the jurisdiction of the government or church, meaning that the paladin may have to defend against ownership challenges from other claimants.
Monarchs sometimes award property in the form of a benefice; that is, the paladin manages the property as he sees fit in exchange for a promise of military service. Though the monarchy technically retains ownership of the property, the paladin keeps all the money from farming and other profit-making endeavors. The charter remains valid as long as the paladin meets his military obligations. Additionally, the monarchy agrees to provide soldiers to help defend the stronghold, and to refrain from interfering in the paladin's management decisions.
A grant transfers legal ownership directly and unequivocally to the paladin. The best grant is an outright gift, given to recognize a noteworthy career, or as a reward for a military victory or some other act of exceptional service. A homestead grant gives ownership of a piece of land to the paladin after he's lived and worked there for a predetermined period (typically, 5–10 years). When a monarch awards a grant, he also specifies what will happen to the land when the paladin dies. A reversion arrangement returns the property to the king (or to whomever the land previously belonged). A perpetuity grant entitles the paladin to name an heir to inherit his land, usually his successor.
In the case of charters and grants, a paladin usually takes whatever land he can get. A paladin wanting more say in the type and size of his land should consider other options. He may, for instance, petition his liege for ownership of a conquered land; that is, a portion of a territory confiscated from an enemy army or a property liberated from a heretical priesthood. Affluent or well-connected paladins may buy their land or negotiate a lease, paying a fixed sum each month that goes toward the purchase price. Land values vary wildly, but a paladin can expect to pay from 50-200 gold pieces per acre for undeveloped property in a good climate within reasonable distance of a civilized community.
A paladin may also be responsible for a regency or trust, a locale that he neither owns nor occupies. As directed by his government or church, the paladin oversees the locale and makes all management decisions, including hiring employees and maintaining defenses.
== Site Location ==
Paladins should choose the site of their strongholds with an eye towards defensive advantages, convenience, and hidden costs. A stronghold in a valley is more difficult to defend that one at the top of a hill. Access to a river makes a moat easier to fill. Forests provide lumber for buildings and fruit for nourishment. Land in a city may be more expensive than in a small village, but labor and materials may be easier to procure. If the paladin wants to farm, or if he eventually plans to expand, he should buy as much land as he needs at the outset, rather than waiting until he builds his stronghold and drives up the value of the adjacent property.
Paladins lacking the resources to buy land or the patience to wait for a grant may wish to settle in an unclaimed wilderness. If the paladin has strong ties to a government or church, he may be required to claim such land for his superiors. However, if the land is sufficiently remote and has no obvious military or economic value, the claim may just be a formality; his superiors may let him have it without any conditions. Of course, if the paladin has no ties to a government or church, he may be eligible to claim the land for himself.
Though wilderness strongholds bring independence, they also bring problems. Should an enemy army lay siege, the paladin can't turn to his government for help. He's on his own to defend against monsters and claim-jumpers. He may have a hard time finding medicine, food, and other supplies. Damage from forest fires and other natural disasters may be difficult to contain.
== Design ==
Stronghold designs range from small fortresses (essentially, fortified houses) to ornate castles with multiple buildings and elaborate defenses. Budgetary and ethical considerations, however, usually restrict paladins to modest layouts. If a paladin wants to spend more than 150,000 gp or so on a stronghold (see "Time and Money below), he must petition his deity for permission. If the paladin's intentions are honorable—for instance, if the stronghold is intended to honor the deity or to provide jobs for destitute peasants—permission will probably be granted. Because of his commitment to austerity (discussed in Chapter 3), a paladin will never establish a dominion or empire.
Whenever practical, a paladin's stronghold includes the following components:
Bailey. This is an open courtyard surrounded by a protective wall. The bailey is usually circular or rectangular, although the exact shape depends on the terrain.
Keep. The stronghold's primary structure, a keep is a rectangular or cylindrical building with thick stone walls, rising 50–80 feet high. The keep is the main residence of the paladin, his family, and his closest aides. It also serves as a storage area and as emergency housing for workers and soldiers should intruders breech the stronghold wall.
Other stronghold buildings may include warehouses, barracks, barns, and workshops. These buildings are made of wood or stone, ranging in size from 20 feet ¥ 20 feet to 40 feet ¥ 80 feet. Most are ground level; a few may have two stories. The buildings may be arranged in small clusters or linked by covered passageways to form one continuous structure.
Moat. This is a ditch filled with water or mud that encircles the stronghold wall. To deter intruders, a moat should be at least 10 feet wide and 10 feet deep.
Protective Wall. Typically, the outer wall of the stronghold is 15–50 feet tall and at least 10 feet thick. The wall is made of stone, often reinforced with sections of metal or wood. A protruding entryway, called a barbican, consists of two stone towers, about 20–30 feet high and spaced 20–40 feet apart. A wooden gate reinforced with metal bars sits between the towers. A small building called a gatehouse may be positioned next to the gate; gatehouse guards monitor the comings and goings of stronghold visitors. To allow passage over the moat, the guards lower a drawbridge, consisting of a broad wooden platform connected by chains to a crank. The entry may be further protected by a sliding metal lattice called a portcullis, raised and lowered by pulleys and ropes.
An open parapet called a battlement rises from the outer wall. Defenders of the stronghold stand behind the battlement to protect themselves from enemy missiles. Some battlements extend over the protective wall, allowing defenders to hurl stones or splash hot oil on invaders through holes in the floor.
Temple. Next to the keep, the temple (or shrine, cathedral, or church, as appropriate to the paladin's faith) is the stronghold's most imposing structure. The temple is usually made of stone, cylindrical or rectangular in shape, and adjacent or directly attached to the keep. Paladins prefer ornate temples, and any surplus funds in the budget usually go towards additional furnishings, decorations, and architectural flourishes. Rock gardens and friezes are typical; statuary, fountains, and ornamental roofs are less common but highly desirable.
Towers. Several stone towers stand along the walls, each about 30 feet or so tall. Square towers are less sturdy and more costly than round towers, but are easier to build. Soldiers stand on the tower roofs, protected by parapets, and throw spears and rocks at invaders. From inside the tower, they fire arrows through narrow slits in the walls. 
== Time and Money ==
Paladin strongholds aren't cheap. The costs of three configurations are listed below; the prices include labor but exclude the land.
Small. A fortified tower (which serves as a keep) enclosed by a protective wall, along with one or two small storage buildings and worker dormitories. Cost: 40,000-60,000 gp.
Medium. A modest villa or fort consisting of a 50-foot keep, surrounded by a moat and a protective wall, with a small temple, one or two stone towers, and a few auxiliary buildings. Cost: 80,000-120,000 gp.
Large. A modest castle, including an 80-foot keep, an attached temple, a 50-foot protective wall (with a battlement), a moat, three or more towers, and several auxiliary buildings (barns, worker dormitories, storehouses). Cost: 130,000-170,000 gp.
Ornate designs (including high-quality materials or works of art), difficult working conditions (a lack of adequate workers or excessive rain), and unexpected setbacks (a wall collapses or a rot mold infects the local lumber supply) can increase the price from 50-100%. On the other hand, a good break can lower costs. For instance, a sympathetic monarch may donate labor, or a mine owner may make a deal on stone purchased in quantity. In any case, the DM has the final say on construction costs, as well as any circumstances that affect the final price.
To estimate the number of days required to build a stronghold, divide the total cost of the stronghold by 1,000 and multiply the result by 1d4. For example, building a castle costing 100,000 gp takes 100–400 days. Keep in mind, however, that a production schedule seldom proceeds without interruption. Supply shortages, bad weather, sick and injured workers, and monster attacks can double or even triple the time required. Even a modest castle may take several years to complete.
== Staff ==
Running even the smallest stronghold requires more attention than the paladin alone can supply. A loyal staff—composed of workers, soldiers, and a few trained specialists—is necessary to handle the stronghold's day-to-day operations and provide a strong defense.
Securing a staff is especially complicated for a paladin, since he doesn't attract a body of followers like other fighters. Further, a paladin may hire only persons of lawful good alignment, limiting the pool of potential hirelings.
Because of these restrictions, a paladin may be tempted to skimp on his staff. But he does so at great risk. The stronghold may fall into disrepair without a sufficient number of workers, devaluing the property and inviting reprimands from the paladin's liege or church. An inadequate defense encourages raids from bandits, monsters, and hostile armies. Without a skilled steward, the paladin must supervise the stronghold's daily routines.
A paladin may begin his search for employees by making inquiries in local inns, posting notices, and asking for referrals from other landlords. Though interest may be limited at first, the number of applicants is likely to increase as word spreads of the paladin's reputation for honesty and generosity. In general, a suitable candidate for a particular job may show up every week or so; a paladin can expect to spend at least two or three months to hire a staff of 12.
It's up to the paladin to screen all applicants, weeding out incompetent workers and potential troublemakers. Most important, he must ascertain each applicant's alignment by asking pointed questions (Have you ever been arrested? Have you ever been reprimanded by your church?), requesting references (military service records and recommendations from previous employers), and conducting simple tests of honesty (the paladin leaves a gold coin on the floor, then leaves the room; will the applicant pocket the coin or return it?). If the paladin doubts the applicant's alignment for any reason, it's in his best interests to reject the applicant on the spot. If an employee later reveals an alignment other than lawful good, the paladin must dismiss him; additionally, the paladin may face penalties for violating his ethos (see Chapter 3).
If convinced of the applicant's integrity and skills, the paladin then makes a formal offer, spelling out the duties of the job, the salary, all benefits, opportunities for promotion, and the term of employment. If the terms are agreeable to the applicant, he accepts the job. Alternately, the DM may roll secretly for the applicant's reaction on Table 26. If the interview went exceptionally well for both parties, modify the roll by +1. If the paladin made an unusually generous offer, modify the roll by another +1.
 Table 26: Job Applicant's Reaction
D10Roll	Reaction
1 	The applicant flatly refuses the offer.
2 	The applicant asks for a 1d10 x 10% increase in the offered salary (or asks for a comparable perk). If the paladin declines, the applicant turns down the job. If the paladin agrees, roll again.
3 	The applicant asks for a 1d10 x 10% increase in the offered salary (or asks for a comparable perk). If the paladin refuses, the applicant accepts the job anyway.
4-5 	The applicant asks for 1–2 weeks to consider the offer. If the job remains open after this time, roll again.
6-10 	The applicant accepts the offer.
How big a staff is needed? That depends on the size of the stronghold, the type of operation (farm workers are needed if the stronghold produces crops), and its location (more soldiers may be necessary in hostile territory). The paladin must also consider his financial health; workers won't stick around if he can't meet the monthly payroll. It may take a bit of trial and error before the paladin settles on the optimum size and composition of his staff. Table 27 lists suggested staff sizes for small, medium, and large strongholds.
 Table 27: Staff Sizes for Strongholds
Position 	Small	Medium	Large
Chaplain 	1 	1-2 	1-3
Engineer 	— 	1 	1-2
Guard Captain	— 	1 	1-3
Soldiers 	2-10 	10-50 	50-70
Stable Master	— 	1 	1-3
Steward 	1 	1 	1-2
Laborers 	2-10 	10-20 	10-50
Artillerist 	— 	— 	1-2
Chamberlain 	— 	1 	1-4
Physician 	— 	— 	1-2
Scribe 	— 	— 	1-2
Weaponsmith 	— 	1 	1-4
Following are descriptions for the positions listed in Table 27, along with class and level recommendations. A suggested monthly salary is also given; the paladin must also supply room and board.
Chaplain. A cleric who shares the paladin's faith, the chaplain takes responsibility for the stronghold's religious needs. He conducts church services, consoles the ailing and the distraught, and provides spiritual guidance. Some chaplains ensure that tithings are collected and properly distributed. (3rd- to 5th-level cleric; 100-500 gp, depending on experience and duties.)
Engineer. The engineer handles repairs, supervises new construction, and maintains equipment. He anticipates structural problems and suggests ways the paladin might improve his property. In time, a good engineer should pay for himself. (2nd- to 4th-level wizard with Engineering proficiency; 100-200 gp.)
Guard captain. This is the commander of the paladin's armed forces, usually a combat veteran with some administrative experience. Generally, it's to the paladin's advantage to hire the highest-level captain he can afford. However, a paladin with a small contingent of soldiers may not need an exceptionally experienced (and expensive) guard captain. (3rd- to 5th-level fighter; 300-500 gp.)
Soldiers. These include archers (0- to 1st-level fighters; 4 gp), cavalry men (1st- to 2nd-level fighters; 5-10 gp), and foot soldiers (0- to 1st-level fighters; 1-2 gp). Typically, soldiers comprise the bulk of a paladin's paid staff; a minimum of 50 soldiers is usually necessary to defend a large castle.
Stable master. The caretaker of the paladin's horses and stable. He sees that the animals are fed, watered, groomed, and exercised. He also cares for sick and injured mounts. The paladin still cares for his bonded mount personally. (1st- to 2nd-level fighter; 10-30 gp.)
Steward. This is an administrator in charge of food preparation, cleaning, and general household management. (Wizard, warrior, or cleric of at least 1st level; 100-200 gp.)
Laborers. These are workers trained as harvesters, herdsmen, gardeners, stonecutters, cooks, seamstresses, and groundskeepers. (0-level fighters; 1-4 gp.)
The paladin may also wish to consider filling the following positions. None of these are vital for small strongholds, but may be necessary if the paladin operates a large castle or if his holdings expand.
Artillerist. If the stronghold uses siege weapons or similarly complex devices for defense, the artillerist is responsible for their maintenance and operation. (2nd- to 5th-level fighter; 100-400 gp)
Chamberlain. An assistant to the steward, the chamberlain cares for the wardrobe and living quarters of the paladin and his closest aides. He also sees to the needs of guests and may assist with cleaning and food preparation. (0- to 1st-level fighter or cleric; 5-20 gp.)
Physician. A medical practitioner who cares for wounded and sick employees. (1st- to 3rd-level cleric; 100-200 gp.)
Scribe. A clerk in charge of the stronghold's bookwork, including accounting and tax logs, tithing records, inventories, payrolls, and official communications. (1st- or 2nd-level cleric with the Reading/Writing proficiency; 10-50 gp.)
Weaponsmith. This person is responsible for the repair and upkeep of the stronghold's weaponry. If the paladin furnishes the necessary materials, a weaponsmith can often design and forge weapons from scratch. (1st- or 2nd-level warrior; 100-200 gp.)