At certain times, characters gain enough power to take command of Keeps and Armies. This chapter provides general instructions on managing such assets and the mechanics for large-scale combats.
A stronghold is a fortified structure serving as a residence for a lord. It provides protection and symbolizes political and military power. Strongholds serve as centers of authority, where titles are bestowed, alliances are formed, and armies are commanded.
Strongholds contain various rooms to support commanders, armies, and residents. Each room has specific functions and costs to maintain.
Type | Bonus | Cost |
|---|---|---|
Alchemy Room | Produces alchemical essences at 50% discount | 14,000 |
Barracks | Stations 10 Units | 2,500 |
Blacksmith | Produces weapons at 50% discount, +1 Army Defense | 12,000 |
Enchanter Room | Provides Runecraft services at 50% discount | 20,000 |
Farm | Provides provisions for 100 People | 1,000 |
Granary | Stores provisions for 500 People | 1,000 |
Great Hall | Hosts gatherings and visitors | 8,000 |
Healer Room | Provides free healing services | 5,000 |
Library | Provides Skillbooks & Spellbooks | 20,000 |
Prison Room | Hosts prisoners | 10,000 |
Siege Room | Produces Siege Weapons | 5,000 |
Stables | Provides mounts and sustains horses | 15,000 |
Storage | Stores Items (500 slots) | 500 |
Tavern | Provides entertainment, rumors, and attracts people | 6,000 |
Temple | Increases morale, generates 1D10x100 gold weekly | 10,000 |
Torture Room | Extracts information from captives | 10,000 |
Tower | Provides fortification, +5 Defense to units | 5,000 |
Training Room | Increases Grit of units by +20 | 8,000 |
Wall | Provides fortification, +5 Defense to units | 30,000 |
Arena | Increases population by 50%, generates revenue | 50,000 |
Armory | Grants +2 Defense to units | 5,000 |
Cemetery | Prevents diseases | 500 |
Chambers | Provides Well-Rested Condition | 500 |
Greenhouse | Provides herbs & herbalism | 2,000 |
Guild Hall | Allows recruitment of mercenaries | 7,000 |
Market | Provides adventuring items, +50% population | 5,000 |
Museum | Increases local reputation by 1, generates revenue | 8,000 |
Spire | Tall tower offers view of surrounding hexes | 4,000 |
Treasury | Stores wealth | 2,000 |
Trophy | Increases national reputation by 1, generates revenue | 10,000 |
Wine Cellar | Generates revenue | 3,000 |
Workshop | Access to special constructions, produces revenue | 3,000 |
Keep Type | Rooms | Population | Cost |
|---|---|---|---|
Small | 10 | 100 | 50,000 |
Medium | 20 | 200 | 75,000 |
Large | 30 | 300 | 100,000 |
Huge | 40 | 400 | 150,000 |
Grandeur | 50 | 500 | 200,000 |
Each Provision sustains 100 people for 1 week.
Military units do not consume provisions (their wages cover costs).
Units are groups of 10 troops with distinct combat stats.
Units vary by culture and can be equipped differently.
Units can be led by Officers who grant War Traits.
Each Adventurer can lead a Unit, becoming an Officer.
Multiple Adventurers in a single Unit combine their War Traits.
Name | Effect |
|---|---|
Luck | +1 Reroll per round |
Might | +1D10 Attack |
Reach | +1 Melee Range |
Recovery | 1D10 Healing per round |
Resolve | +10 Grit |
Roots | +3 Defense |
Sight | +3 Missile Range |
Swiftness | +2 Speed |
War Experience
Battles | Traits earned |
|---|---|
1 | 1 |
5 | 2 |
10 | 3 |
Type | Properties | Speed | Range | Cost |
|---|---|---|---|---|
Battering Ram | 1D20 Damage vs Gates | 2 | 1 | 2,500 |
Ballista | 3D20 Damage vs ground/flying units | 1 | 10 | 3,000 |
Catapult | 4D20 Damage vs Fortifications/Units | 1 | 20 | 7,000 |
Ladder | Allows 1 Unit to approach a wall | 3 | 1 | 500 |
Siege Tower | Allows 5 Units to approach walls | 1 | 1 | 20,000 |
Trebuchet | 4D20 Damage vs Fortifications/Units | 1 | 30 | 15,000 |
Type | Properties | Durability | Cost |
|---|---|---|---|
Gate | Can sustain 100 Siege Damage Points | 100 | 1,000 |
Moat | Prevents units from approaching (5 tiles wide) | 5,000 | |
Palisade | Can sustain 50 Siege Damage Points | 50 | 500 |
Tower | Sustains damage, allows placement of 5 units | 1,000 | 5,000 |
Wall | Can sustain 1,000 Siege Damage Points | 1,000 | 30,000 |
Each unit is represented by a miniature and placed on a grid.
Damage depletes Grit, 0 Grit = unit destroyed.
Defense absorbs damage.
Units can recover in 1 week (if stronghold allows) or 1 month otherwise.
Roll to determine faction acting first.
Each faction moves one unit per turn.
Unit actions:
Simple: Move
Combo: Move + signature action
Rounds continue until all units have acted.
Occur once per combat, before a unit’s action.
Based on skills of the commanding character.
Spellbook | Action |
|---|---|
Wind | Action that pushes another Unit within 10 Tiles 1D10 Tiles away towards any direction (must overcome Defense). |
Death | Action that drains 1D20 Grit for a Unit and adds it to the Unit led by said Character (must overcome Defense). |
Fire | Deal 1D20 damage to unit within 10 tiles |
Ice | Trap a unit for 2 rounds within 10 tiles |
Thunder | Deal 1D20 damage to Unit within 10 tiles, armored units take x2 |
Core | Control 1 action of enemy unit (within 10 tiles, overcome Defense) |
Blood | Grant bonus action to a unit within 10 tiles |
Theurgy | Restore 1D20 Grit to unit within 10 tiles |
Time | Teleport officer’s unit within 10 tiles |
Nature | Summon animal unit (battle must be in forest) |
Illusion | Create Phantom Unit, redirects attacks for 1 round |
Water | Unit within 10 tiles can walk on water for the battle |
Earth | Raise stone wall within 10 tiles, blocking 2 spaces; disperses units |
Arcane | Create magical horses within 10 tiles, Speed = 10 for battle |
Domain | Action |
|---|---|
Bardic Combat | Perform Action or Reaction once per battle; Action allows unit to roll Strong Dice |
Necromancy | Curse enemy unit within 4 tiles, -2 Grit this round |
Tactics | Grant unit 1 extra movement or 1 extra action this round |
Action | Effect |
|---|---|
Offense | Action that Deals x2 Melee Damage |
Defense | Reaction that negates 1 Attack |
Mobility | Charging Action that allows 1 Attack with movement. Combo Units get x2 Movement for that Action. |
Range | Action that deals x2 Ranged Damage to a unit. |
Technique | Action that deals Melee Damage and allows full Movement afterwards. |
Stealth | Action that allows any type of attack (Melee or Ranged) to forfeit the Defense of a Unit. Attacking an already occupied Unit inflicts x2 Damage. |
Units with ≤20 Grit suffer Low Morale.
Low Morale units act at the end of each round.
Type | Effect |
|---|---|
Darkness | 2 Grit to Ranged Attacks |
Forest | Protects units from Ranged & Mounted attacks |
High Ground | +1D10 Ranged Attack, x2 Range |
Loot | Defeated armies generate 1D10/12/20 thousand gold |
Mud | 1 Grit to Mounted units |
Storm | 1 Grit to all units |
Wind | 1 Grit to Ranged attacks |
Cover | +5 Defense |
Flank | +1D10 Attack |
Rain | Melee units 1-3 Risk |
Snow | Melee units 1-5 Risk |
Swamp | 50% Speed penalty |
Fog | Ranged units cannot attack |
Map Type | Travel Time |
|---|---|
Region Hex | 1/6 hour per hex |
World Hex | 1/36 hour per hex |
Taxes | Income | Riot Roll (d20) |
|---|---|---|
Low | 1 gold/person/week | 1 |
Medium | 2 gold/person/week | 1-3 |
High | 3 gold/person/week | 1-5 |
Deplete 10% treasury
Destroy 1D10 units
Reduce population by 10%
Type | Income/Week | Duration |
|---|---|---|
Copper | 10,000 gold | 1D20 weeks |
Silver | 25,000 gold | 1D20 weeks |
Gold | 50,000 gold | 1D20 weeks |
Wealthy individuals providing weekly contributions in exchange for protection.
Cost depends on agreement.
Target | Difficulty |
|---|---|
Hostile | 17 |
Neutral | 12 |
Friendly | 8 |
Type | Function | Cost/Week |
|---|---|---|
Diplomat | Negotiate alliances, trade routes, social bonuses (+1D10) | 200 |
Spy | Gather info on enemy units, wealth, buildings | 1,000 |
Assassin | Attempt to kill enemy Officer | 2,000 |
Mercenary | Hire military units at double cost | Variable |
Provides passive income based on room establishments.
Requires safe Trade Routes, secured by 1 unit each.
Room | Income/Week |
|---|---|
Alchemy | 500 |
Arena | 5,000 |
Armory | 100 |
Blacksmith | 300 |
Enchanter | 500 |
Farm | 50 |
Greenhouse | 100 |
Healer | 100 |
Library | 400 |
Market | 500 |
Museum | 500 |
Siege | 100 |
Stables | 100 |
Tavern | 50 |
Temple | 200 |
Trophy | 1,000 |
Wine Cellar | 200 |
Workshop | 200 |
Item | Cost/Unit | Effect |
|---|---|---|
Flame Arrows | 100 | +1D10 Fire Damage for Archers for 1 battle |
Smoke Bombs | 150 | Create smoke, disables enemy ranged attacks for 1 round |
Healing Salves | 200 | Restore 1D20 Grit once per battle |
Rallying Horn | 50 | Restore lost morale once per combat |
Poisoned Blades | 300 | Adds poison to melee attacks, 1D10 Grit loss over 3 rounds |
Attack: +1 die per Unit merged
Defense: Unchanged
Grit: Doubles per Unit merged
Speed: Unchanged
Range: Unchanged
Mobility: Unchanged
Type: Unchanged
Flank: Applies only once
Auto-Guard: +1 die per Unit merged
Units cannot split during combat, and all merges must be declared before deployment.