A manor is a family's seat. You build it of stone, you keep it with stone, and while it stands, the region it stands in is home to your household: you work and train there for less, duel and fight there better, the plague reaches you there less, and your line's children are born there. You will find it under Account ▸ Manor.
A manor costs 1000 stone, taken from your own store. Stone you have put up for sale on the goods market is not in your store and does not count. Stone comes from a quarry, or from the goods market.
Any character of 18 or older may build, whether or not they already belong to a household with a manor; a child may not. You build where you stand, in any region, whoever holds it and whether or not a war is being fought there. A new manor begins at a condition of 100.
You hold one manor. Building again, somewhere else or in the same place, costs the full 1000 stone and removes the manor you had. The chronicle records the old one as abandoned and the new one as raised.
A manor's condition falls by 2 every world day. When it reaches nothing, it collapses and is gone. Left alone, a manor built at 100 stands for 50 days.
Any member of the household standing in the manor's region can restore it, at 5 stone a point, from their own store, up to 100. Ask for more points than are missing and you are charged only for those that were missing, and told so. A full restoration from nothing costs 500 stone, half a build; keeping a manor full costs 10 stone a day. The Manor tab shows the cost, the stone you hold and what the condition will be before you repair, and if you cannot, it says why: most often, that you must be standing in the manor's region.
A repair is written in your own log and nowhere else.
A manor's household is:
You belong to one household at most: your own manor's if you hold one, otherwise your spouse's, otherwise a parent's. A child who builds a manor heads a household of their own and leaves their parents'. When a holder dies, their widow or widower is not part of the household the manor passes into, unless they are the new holder.
Every member may repair. A grown spouse or child who builds a manor of their own heads a new household and leaves this one; only the holder's own build is a rebuild that removes this manor.
Standing in your household's manor region, and only there:
| away | at home | |
|---|---|---|
| a work day | 10 health | 7 health |
| a training | 10 health | 7 health |
| a duel | your prestige as it is | 10% more effective |
| a swing on a front | its damage | 5 more damage |
| catching the plague | the ordinary chance | half the chance |
The duel raise is added to the same share your injuries take away, so a wounded character at home fights at exactly their whole strength. It changes the odds and the prize, never the prestige you hold; see dueling. The war amount is separate from the camp amount, and a household fighting at home inside its own warband's camp gets both; see war.
A rooted character pays 2 less again for work and training at home, so 5. A restless character pays 3 less for every move, anywhere. See what you carry. Nothing ever costs less than 1.
Away from that region you are exactly as you would be with no manor at all. Nothing is taken from anybody who never builds one.
A child is born in the manor region of the parent whose house they join, and begins life standing there. Where that parent holds no manor, a child is born where their mother stands, as always. A manor abroad changes where a child is born and nothing about whose citizen they are: a child is a citizen of their own people. See dynasties.
A manor does not pass with your estate to your next character. It follows the blood, to the first of:
If there is nobody, the manor collapses. Whoever takes it holds it whether or not anybody plays them, at the condition it had. A seat nobody plays decays and falls, and the chronicle says so.
An heir who already holds a manor holds both for 7 days. In that time both decay and both may be repaired, home counts in both regions, and the line's children are born at the inherited one. On the Manor tab the holder keeps one, and the other collapses at once. If the seven days pass without a choice, the inherited manor is kept and the heir's own collapses. If either falls to nothing first, the other is simply held.
A manor raised, a manor that collapsed, and why (fallen to ruin, abandoned, or with nobody to inherit it), and a manor passed, to whom and by which rung, are all written in the chronicle of the region it stands in. Every manor's holder, house and condition are public: the map's region panel lists the manors standing there, and a house's page shows the manor of each member who holds one.