Well, the classic answer was building a keep or temple or what have you. As players move up through the tiers, they build a legacy and gain followers and retainers and start wielding power on a different scale. When two of my players hit fifth level, they invested in a construction company (which was meta-gaming or insider trading or something since they suspected I was going to bomb the city flat). At 10th level I said "Okay, you're Lords of the City, your construction business has the potential to be huge. Do you want the next campaign to be you fighting the nobility and the Thieves' Guild to take control of the city or would you rather go bounty hunting for orcs? At level 10, one of the players' druids was encouraged by the Archdruid to maybe settle down in a certain expanse and put down roots there. Some players respond to that and some don't, of course, but it's something I try to encourage.
Charity was also, I think, encouraged for RP purposes.
In my current Planescape campaign, I have been a little more liberal with having magic shops available for the players to potentially buy and sell magical items and gear. However, I mostly wanted to be able to roleplay them through encounters with A'kin at the Friendly Fiend (and the resulting deviousness that results from said interactions).
Outside of that specific campaign, I tend to strongly limit how much magic can be bought (and sold) in the market place. Yes, a magic shop might exist but only in highly populated areas, where spellcasting types would have enough prevalence to warrant selling difficult to craft items. Plus, I tend to restrict buyable magical items primarily to consumable things like potions and scrolls, which the characters could probably make themselves if time and resources permit. Basically, if it's on the common or uncommon minor magical item lists from Xanathar's Guide, then it might be available to buy. Most everything else has to be found via adventuring.
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Well, the classic answer was building a keep or temple or what have you. As players move up through the tiers, they build a legacy and gain followers and retainers and start wielding power on a different scale. When two of my players hit fifth level, they invested in a construction company (which was meta-gaming or insider trading or something since they suspected I was going to bomb the city flat). At 10th level I said "Okay, you're Lords of the City, your construction business has the potential to be huge. Do you want the next campaign to be you fighting the nobility and the Thieves' Guild to take control of the city or would you rather go bounty hunting for orcs? At level 10, one of the players' druids was encouraged by the Archdruid to maybe settle down in a certain expanse and put down roots there. Some players respond to that and some don't, of course, but it's something I try to encourage.
Charity was also, I think, encouraged for RP purposes.
In my current Planescape campaign, I have been a little more liberal with having magic shops available for the players to potentially buy and sell magical items and gear. However, I mostly wanted to be able to roleplay them through encounters with A'kin at the Friendly Fiend (and the resulting deviousness that results from said interactions).
Outside of that specific campaign, I tend to strongly limit how much magic can be bought (and sold) in the market place. Yes, a magic shop might exist but only in highly populated areas, where spellcasting types would have enough prevalence to warrant selling difficult to craft items. Plus, I tend to restrict buyable magical items primarily to consumable things like potions and scrolls, which the characters could probably make themselves if time and resources permit. Basically, if it's on the common or uncommon minor magical item lists from Xanathar's Guide, then it might be available to buy. Most everything else has to be found via adventuring.