Professional Documents
Culture Documents
Campaigns
Medium Cavalry (lance, sword, shield, lamellar, medium warhorse) 11 ss - - - -
Heavy Cavalry (lance, sword, shield, plate armor, chain barded medium warhorse) 15 ss - - - -
Cataphract Cavalry (composite bow, sword, shield, plate, chain barded medium warhorse) 2 gc - - - -
Wolf Riders (spear, short sword, shield, leather armor, dire wolf) - - - 3 ss -
Strongholds by Class
Class Stronghold Followers Special Rules
Assassin Hideout 2d6 1 level assassins
st
see Hideouts and Hijinks section (p135)
Bard Hall 1d3+1x10 0th level mercenaries -
1d6 1st–3rd level bards
Bladedancer Temple 5d6x10 0th level mercenaries cost of building stronghold reduced by 50%
1d6 1st–3rd level bl. dancers followers never need to check morale
Cleric Fortified Church 5d6x10 0th level mercenaries cost of building stronghold reduced by 50%
1d6 1st–3rd level clerics followers never need to check morale
Dwarven Craftpriest Vault 3d6x10 1st level dwarves must be underground, may not be in human or elven
civilized or borderlands area
Dwarven Vaultguard Vault 3d6x10 1st level dwarves must be underground, may not be in human or elven
civilized or borderland area
Elf Nightblade Hideout 2d6 1st level nightblades see Hideouts and Hijinks section (p135)
Elf Spellsword Fastness 3d6x10 1st level elves may not be in human or dwarven civilized or borderland
area, all animals within 3 miles of fastness become
friendly
Explorer Border Fort 1d3+1x10 0th level mercenaries must be in borderlands or wilderness
1d6 1st–3rd level explorers
Fighter Castle 1d3+1x10 0th level mercenaries -
1d6 1st–3rd level fighters
Mage Sanctum 2d6 0th level apprentices see Sanctums and Dungeons section (p141)
1d6 1st level mages
Thief Hideout 2d6 1st level thieves see Hideouts and Hijinks section (p135)
Campaigns
*Upgrade a structure to include these at time of construction for Civilized 8d6 x 10 per 9-km hex
25% of the accessories’ base cost Borderlands 3d6 x 10 per 9-km hex
Wilderness 1d3+1 x 10 per 9-km hex
In addition to the building costs, the adventurer will need to
hire at least one engineer (5 gc/month) per 1.000 gc cost
of the stronghold. The time required to construct a The character’s followers will also begin arriving during
stronghold depends entirely on its total price. For every 20 stronghold construction. One half of the character’s followers
gc it will take one day of game time. The construction time (rounded up) will arrive when the stronghold is halfway
can be reduced by 25% by paying 50% additional completed. An additional one quarter of the character’s followers
construction costs, or reduced by 50% by paying 100% (rounded up) will have arrived by the time the stronghold is
additional construction costs. The construction time finished. The remainder of the followers will arrive within the
cannot be reduced by more than 50%. first month following the completion of the stronghold.
Use the Followers Type and Equipment by Class table, below,
Minimum Stronghold Value to determine the arms and equipment of the arriving followers.
Roll once for every 10 followers.
Classification Minimum Value
Civilized 600 gc per 9-km hex Apprentices (such as 1st level assassins, elven nightblades,
Borderlands 900 gc per 9-km hex mages, and thieves) and leader types (such as 1st-3rd level bards,
Wilderness 1.200 gc per 9-km hex bladedancers, clerics, explorers, or fighters) can be quickly
created using the pre-generated templates for their class, or the
Judge may allow the adventurer to generate and equip them
using the Character Creation rules in Chapter 1.
Campaigns
average domain produces 6 cp of land revenue per
Population to their domains. Provided a peasant, but not all land is equally valuable. The domain’s
(families) Increase
character actively adventures at land revenue will have been determined with a roll of 3d3
1–100 +25% least once per month and keeps his when the domain was first secured – this value is the monthly
101–200 +20% domain secure from threats, his land revenue per peasant family.
201–300 +15% domain’s population will grow by
301–400 +10% an additional amount each month, EXAMPLE: Marcus has secured a domain in the wilderness
401–500 +5% determined by the number of across the Mirmen River. He rolls 3d3 to determine what his land
500+ +1% families already present. revenue will be. He rolled a 3, 2, 3, for a total of 8. Each peasant
family that settles there will generate 8 cp of land revenue
Elven domains always increase in population as if they were per month. The Judge determines the land is so valuable
two population categories larger. Dwarven domains increase because of an abundance of timber and fur.
in population as if they were one population category
larger. Services revenue derives from the services of skilled tradesmen,
such as baking, carpentry, lumbering, milling, and smithing.
EXAMPLE: An elven domain of 1-100 families increases in Most of these services are provided by freemen who offer a
population as if it were 201-300 families in population, at 15% per portion of their labor to the adventurer in exchange for the right
month. to practice their trade on his domain. Monthly service revenue
Note that if a domain ruler is not actively adventuring, does is 2 cp per family.
not make agricultural investments, and does not have very
Tax revenue is coin paid directly to the adventurer by his peasants.
high domain morale, the gain and loss in population each
As ruler of the domain, the adventurer has the right to collect
month will tend to equalize and domain population will be flat.
fees upon marriage, inheritance, birth and death, harvest, and
other occasions; to levy fines and fees for administering justice;
Limits of Growth
to charge tolls for the roads; to charge a duty on merchants in
The classification and size of a domain determine its maximum
his markets; and to levy a rent and tax on those working the
population. A wilderness domain cannot exceed 4
land. The sum of these constitutes the domain’s monthly tax
families per 1,5 km² or 125 families per 9-km hex. A
revenue of 1 cp per family. Tax revenue can be increased above
borderlands domain cannot exceed 8 families per 1,5 km²,
this amount, but doing so damages the peasant’s loyalty. Lower
or 250 families per 9-km hex. A civilized domain cannot
taxes, on the other hand, can improve the domain’s morale.
exceed 25 families per 1,5 km², or 780 families per 9-km
hex. For the domain to grow past this limit, the
adventurer must secure an additional area of land (such as an Growing the Domain 129
Vassal revenue is income received from vassal domains be conquered, or granted in a treaty. However, an
controlled by the adventurer but managed on his behalf by adventurer can only directly manage one domain, known as
henchmen. Vassal revenue is generally 20% of the monthly his personal domain. Other domains in the realm are
income of the vassal domain. See Realms and Vassals, below. considered vassal domains, and must be assigned to a
henchman, called a vassal, to manage. The henchman is
PAYING EXPENSES responsible for collecting the revenue and paying the expenses
Garrison: In order to maintain the security of his domain, of the vassal domain, and will pay 20% of the vassal domain’s
the adventurer must have a large enough garrison of troops. monthly income to the adventurer.
Depending on the classification of the domain, this can Since the number of henchmen any character may employ is
cost 2-4 cp per family per month. The adventurer should limited to between 1 and 7 (depending on his Will), very
specify the exact make-up of the garrison, hiring an powerful characters may find that they have more domains
appropriate number of mercenaries (see Chapter 3, under their control than can be managed even with all of
Equipment, for details on mercenaries). their henchmen. In this case, multiple vassal domains will be
The silver piece value of a cleric’s assigned to trusted henchmen, who will themselves have to
Classification Garrison Cost or bladedancer’s followers can sub-assign vassal domains to their own henchmen. A group
Civilized 2 cp / family be applied against the garrison of domains ruled by a vassal is called a vassal realm. An
Borderlands 3 cp / family cost of their domain, even adventurer may himself be a sub-vassal, either to another
Wilderness 4 cp / family though the cleric or bladedancer adventurer, or to an NPC that he has sworn fealty to
does not actually have to pay their faithful followers for (usually the lord who granted him the land to build his
their services. domain).
Stronghold Upkeep: In addition to maintaining a EXAMPLE: Quintus rules a realm of thirteen domains. He
garrison, the adventurer must pay for the upkeep of his has six henchmen. He manages one domain directly, and
stronghold. Strongholds cost 0.5% of their total value in assigns two vassal domains to each of his six henchmen.
upkeep each month. For example, a 5.000 gc keep costs 25 Each of his six henchmen thus has a vassal realm of two
gc per month to maintain. domains. Each manages one of their domains directly, and
sub-assigns the other as a vassal domain to one of their own
Taxes: If the adventurer has established his stronghold in henchmen
a civilized realm, he will owe a tax of 20% of his domain’s
gross monthly income to the lord who granted him the Detailed rules for developing the complete structure of all of
domain. In borderlands, this tax might be reduced if the a campaign’s realms and vassals can be found under
adventurer is spending money to defend the borders of the Constructing the Campaign Setting in Chapter 10.
realm. Adventurers who have established their stronghold in In addition to owing taxes to his lord (as described above),
the wilderness owe no taxes unless they have chosen to a vassal ruler must roll once per month on the Favors and
become vassals to the ruler of a civilized realm. Duties table to see what favors are granted or asked by his
Tithes: The adventurer will owe a tithe of 10% of his lord. These events can serve the Judge as the basis for
domain’s gross monthly income to the church of the domain’s adventures for the player character. Adventurers with vassals
dominant religion. If the domain ruler is a bladedancer or may choose to offer favors and demand duties to their own
cleric, the domain’s dominant religion is the ruler’s. vassals, either in response to favors and duties they receive, or
Otherwise, the domain’s dominant religion is the independently.
prevailing religion of the region (Judge’s discretion). If the During any month, each vassal can be safely asked to
tithe is not paid, the loyalty of the population to the perform one ongoing duty, plus an additional ongoing
adventurer will be reduced, and the adventurer may be duty for each ongoing favor given. If an adventurer
declared a heretic or excommunicated by the church. The demands duties in excess of this total, the vassal’s loyalty
domain ruler may change the domain’s religion, but doing so must be checked on the Henchman Morale table for each
causes substantial penalties to domain morale. extra duty. An irrevocable favor only offsets a duty during
Festivals: At least four times per year (the date will vary based on the month it is first given (such gifts a re q uickly t aken f or g
the culture, but one per season is common), the adventurer will be ranted…) C harters o f m onopoly count as one favor, even if
expected to hold a festival for the domain’s peasant granted to cover multiple types of merchandise.
families. The cost of a festival is 5 cp per peasant family. If EXAMPLE: Marcus demands that his henchman Cadom
this tradition is not honored, the loyalty of the population to Wynn pay a special tax of 1 cp per each of his 500 peasant
the adventurer will be reduced. If more than the requisite families (one duty). No roll on the Henchman Loyalty table is
number of holidays is held, the population’s loyalty will increase. required. The next month, Marcus maintains the tax (one
duty), and calls Cadom to arms (a second duty). To avoid a
REALMS AND VASSALS roll on the Henchman Loyalty table, he offers Cadom his
An adventurer may control more than one domain. Multiple niece in marriage (an irrevocable favor). The next month he
domains under the control of one ruler are called a realm. The maintains both the tax and the call to arms, but offers no
additional domains of a realm may be established by securing favors. Cadom must roll on the Henchman Loyalty table.
land and constructing additional strongholds, or they may
Titles of Nobility
Personal Domain Number of Overall Realm Argollëan
(families) Domains Ruled (families) Common Auran Empire (Elven) Somirean Jutlandic
12,500 5,461–55,987 1.5M–11.6M+ Emperor Tarkaun Ard-rí Maharaja High King
12,500 1,365–9,331 364K–2,000K King Exarch Rí-ruirech Raja King
Campaigns
7,500 341–1,555 87K–322K Prince Prefect Rí Deshmukh Prince
1,500 85–259 20,000–52,000 Duke Palatine Diuc Zammin Duke
780 21–43 4,600–8,500 Count Legate Iarla Mansab Jarl
320 5–7 960–1,280 Marquis Tribune Ard-tiarna Sardar Reeve
160 1 120–200 Baron Castellan Tiarna Jagir Thane
Domain Morale
Adjusted Die Roll Result
2– Morale reduced by 2 (min -4)
3–5 Morale reduced by 1 (min -4)
6–8 Morale shifts by 1 towards base
9–11 Morale increased by 1 (max +4)
12+ Morale increased by 2 (max +4)
Seasonal Events Morale Roll Adjustment
Defiant means that the domain’s inhabitants have become Ruler is of different alignment -2
violently unhappy with their ruler. This unhappiness manifests Garrison below normal last season -1/cp/family increase
in banditry, tax evasion, and disloyalty. An extra 6d6 families Garrison above normal last season +1/cp/family decrease
per thousand are lost to illness, casualties, and emigration each No festivals last season -1
month. Tax, land and service income is reduced to half. One Extra festivals last season +1/extra festival
able-bodied man per two peasant families becomes a bandit, as Population grew 5+% last season +1/5% increase
above. Population shrank 5%+ last season -2/5% decrease
Taxes below normal last season +1/cp decrease
Turbulent means that the domain is in a state of dissatisfaction
and unrest. An extra 4d6 families per thousand are lost to Taxes above normal last season -1/cp increase
illness, casualties, and emigration each month. Tax, land, Tithes not paid last season -2
and service income is reduced by one quarter (rounded New religion introduced last season -4
down). One able-bodied man per five peasant families
EXAMPLE: Marcus, a 7th level fighter, is ruler of a
becomes as a bandit, as above.
borderlands domain with a morale score of +1 (Loyal). But after
Demoralized means that the domain’s populace sees their accidentally donning a helm of alignment change, Marcus
ruler as worse than average. An extra 2d6 families per becomes chaotic (-2) and starts running his domain with an
iron fist. He offers no festivals (-1), and raises taxes from 1
thousand are lost to illness, casualties, and immigration each
cp to 2 cp per peasant (-2), while increasing his garrison
month. troops from 1 cp/family to 2 cp/family (+1). The
Apathetic means that the domain’s populace sees their ruler as dominion’s population grows only 2.5% (no modifier). At
the end of the season, he rolls 2d6-5+1 for his domain’s
just another petty noble. They work the land, pay their
loyalty and scores a 2. That means his domain morale
taxes, and do their duty, but have no special love for their ruler. drops by 2 point, from +1 to -1. His domain has become
Loyal means that the domain’s ruler is respected and Demoralized, as his peasants lose their confidence in their
ruler. If he continues in his tyrannical ways, Marcus may find
popular with his subjects. Spies and thieves operating against
that the tighter he grips, the more peasants slip away…
the domain suffer a -1 penalty to their proficiency throws
(see Hijinks, below). The population grows by an extra Garrisons and Morale
1d10 families per thousand each month. As indicated on the Domain Morale Roll Adjustments above,
Dedicated means that the domain’s populace has been the size of a domain’s garrison has a dramatic effect on the
inspired to strong nationalist sentiment by their ruler. Spies domain’s morale. Normally the mere existence of the garrison
and thieves operating against the domain suffer a -2 is enough to count for morale purposes. The garrison does not
penalty to their proficiency throws. The population grows need to be physically in the domain. A ruler who takes his entire
by an extra 4d6 families per thousand each month. 2 cp/family garrison on raid into an enemy’s domain still counts
Campaigns
Each month, an urban settlement must pay a garrison cost of
directly manage both his domain and the urban settlement 2 cp/family. In addition to maintaining the garrison, the
within the domain. An adventurer cannot directly manage a adventurer must pay for the upkeep of the urban communities.
domain and an urban settlement located in a different
Upkeep of urban settlements cost 1 cp/family each month.
domain, however.
Expense Monthly Cost
Growing the Settlement
Garrison 2 cp/family
As with a domain, the adventurer will make two die
Upkeep 1 cp/family
rolls of 1d10 per 1,000 families in the urban settlement
each month to determine the change in the Taxes 20% of urban revenue
settlement’s population. So long as the character actively Tithes 10% of urban revenue
adventures at least once per month and keeps his urban Festival 5 cp/family/season
settlement secure from threats, the settlement’s population
will grow by an additional amount each month from If the adventurer has established his urban settlement in a
immigration, using the Domain Population Growth table. civilized realm, he will owe the usual 20% tax on his settlement’s
Unlike domains, the limits of an urban settlement’s growth gross monthly income. He will also owe a tithe of 10% of the
are not based the available land. Instead, the limits are settlement’s gross monthly income to the church of the domain’s
based on the extent of urban investment. Initially, the dominant religion. And, as with a domain, four times per year
urban settlement is limited to less than 250 families. When (the date will vary based on the culture, but one per season is
the Total Investment shown on the table below is reached,
common), the adventurer will be expected to hold a festival for
the urban settlement expands to accommodate a greater
maximum. the settlement’s urban families, costing 5 cp per family.
The Villages, Towns, and Cities table, below, shows the average
Total Investment Maximum Population (families)
monthly income, after expenses, of urban settlements of various
500 gc 249
sizes. This table can be used to quickly determine the value of
1.250 gc 624
an urban settlement located within a domain. Detailed rules
3.750 gc 2,499
for developing the complete urban demographics of all of
8.500 gc 4,999
a campaign’s realms can be found under Constructing the
25.000 gc 19,999 Campaign Setting in Chapter 10.
100.000 gc 100,000
DWARVEN VAULTS
ESTABLISHING STRONGHOLDS BEFORE 7TH LEVEL
A dwarven vault may not be built in the civilized or
Through good luck or careful play, adventurers may sometimes borderland area of a human or elven realm, only in a
acquire or build a stronghold before they are eligible to gain dwarven realm, or wilderness area. Additionally, a dwarven
followers. If this occurs, the adventurer does not gain any vault must be an underground structure. While it may
automatic followers, families, or other benefits of possessing include above-ground gates, walls, or structures as necessary
the stronghold until he reaches the appropriate class level. This for defense or commerce, these cannot constitute more than
does not prevent him from hiring mercenaries to defend his 25% of the gc value of the stronghold. Any above-ground
holdings, or making investments to attract peasants, should he structures must be of earth or stone.
desire to, or from managing peasant families that already live on Dwarves usually live in clans, so dwarves of the vault builder’s
the domain. If he does reach the appropriate class level he will clan will be the first to live under his roof, but dwarves
be able to attract his followers and peasant families at that time. from other clans will also come and live nearby to be ruled
by the character. A total of 3d6x10 1st level NPCs of the same
The adventurer will be responsible for the upkeep of the race will move in to help maintain and defend the vault at no
stronghold and security of any families present. Because of cost to the character. If additional defenders are needed, a
his relatively low level, an adventurer might have to defend his dwarven ruler is expected to employ only soldiers of dwarven
stronghold from NPCs who consider him too weak to maintain descent. He may hire members of other races for other tasks.
his grip on his domain. Swearing fealty to a high-level NPC lord
Dwarven vaults are otherwise maintained like
is very helpful in preventing this! human domains.
HIDEOUTS
Campaigns
Assassins, elven nightblades, and thieves can build a
secret stronghold called a hideout. Being secret, hideouts
do not secure domains and do not attract peasant families.
However, when an adventurer has established a hideout, he
will become the boss of a syndicate of 2d6 1st level
followers of his own class. Each time the adventurer gains a
level thereafter, he will attract an additional 1d6 1st level
followers to his syndicate. All followers must be paid
standard rates for ruffians. In addition, the syndicate boss
may hire ruffians to increase the size of his syndicate
(similar to how a fighter hires mercenaries to increase the
size of his garrison). See the Hirelings, Henchmen,
Mercenaries, and Specialists rules in Chapter 3 for details
on ruffians.