Housing Guide: Sites

* Return to the Grand Designs: Luskan Edition page.

First, decide on the climate and terrain type that surrounds your stronghold, using the types listed below. Choose one climate type (cold, temperate, or warm) and one terrain type (aquatic, desert, plains, forest, hill, mountains, marsh, or underground). For underground terrain, don’t choose a climate type.

Underground strongholds are usually dungeons, but occasionally a traditional palace will be built in a particularly large Underdark cavern.

The price modifiers reflect the relative ease of using the terrain as a foundation, how productive workers are in that environment, and how available construction materials and finished goods such as furnishings are. This affects all costs involved in construction from here on out, apart from hiring staff. In some cases, a particular terrain type might be good for some strongholds but not others. Mountains, for example, can be expensive places to build a traditional castle, but the availability of natural caverns makes them efficient sites for dungeon strongholds.

Strongholds built in particularly unusual places such as the swirling chaos of Limbo or the hazy mists of the Astral Plane use the exotic entry on the table below. The high price modifier reflects the special precautions required to keep workers productive and the under-construction stronghold safe in such strange environments.

If you’re constructing a mobile stronghold (one that walks, flies, or otherwise moves), choose mobile terrain. This reflects your ability to move your under-construction stronghold from place to place. Rather than bring raw materials to your construction site, you can bring your site to the source of the raw materials.

Your stronghold need not have the native terrain as its actual foundation—you’re defining the surrounding landscape. For example, a stronghold that covers a small island would be in aquatic terrain even though it’s not underwater. A castle constructed in a forest clearing would be in forest terrain, and so would the elven treetop stronghold made from the forest itself.

*Note: In the vicinity of Luskan is Cold/Hills which cancels out to 0% cost modifier.*

## Mobile Strongholds

The most fantastic of strongholds, these incredible creations can take flight into the skies, sail across the seas, submerge below the oceans, or even tunnel down into the hard earth. Of course, such wonders are exceedingly rare, and with good reason. They don’t come cheap.

You can tie your stronghold’s mobility to a single object within the stronghold (which may be activated by anyone touching the object and uttering a command word), a location within the stronghold (which may be activated by anyone standing within the location and uttering a command word) or to a single creature within the stronghold (who can activate the movement from anywhere within the stronghold with a command word).

Add the below costs to the above ones to discern your method and speed of travel.

 Crawling/Walking
 Flying
 Sailing
 Submersible

## Stronghold Planar Mobility

Generally these modifications will require a quest or special task to acquire the exotic materials required.

#### Astral

**Cost:** 15,000 gp

The stronghold can shift into the Astral Plane and back again. Without locomotion, it cannot move once in the Astral Plane (though its occupants may exit and move about the plane).

#### Ethereal

**Cost:** 7,500 gp

The stronghold can shift into the Ethereal Plane and back again. Without locomotion it cannot move once in the Ethereal Plane (though its occupants may exit and move about the plane).

#### Inner/Outer Plane-Linked

**Cost:** 15,000 gp

The stronghold can shift to a specific location in one of the Inner or Outer Planes, determined at the time of the stronghold’s construction, and back again. Without locomotion cannot move once in the plane (though its occupants may exit and move about the plane). In addition, this provides the stronghold with basic protection against any specific environmental dangers or weather effects posed by conditions within the plane (for instance, extreme heat from the elemental plane of fire), though this doesn’t extend to other, similar effects.

#### Plane-Shifting

**Cost:** 25,000 gp

The stronghold can shift from one plane to another as per the plane shift spell. A plethora of tuning forks will still be required in order to select a specific destination plane. Without locomotion it cannot move once on the new plane (though its occupants may exit and move into the plane).

#### Shadow-Shifting

**Cost:** 5,000 gp

By infusing the walls with umbral ichor (found in pools in the shadowfell), you can create a stronghold that shifts between the Material Plane and the Shadowfell.

#### Teleporting

**Cost:** 50,000 gp

The stronghold can teleport without error as a whole once per day. In a single round, it disappears from one location and appears in another.