Keeps & Armies

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.


Strongholds

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.

Rooms

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


Stronghold Capacity

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


Provisions

  • Each Provision sustains 100 people for 1 week.

  • Military units do not consume provisions (their wages cover costs).


Units & Officers

Units

  • Units are groups of 10 troops with distinct combat stats.

  • Units vary by culture and can be equipped differently.

Officers

  • 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.


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


Siege Engines

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


Fortifications

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


War Mechanics

Grid

  • 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.

Turns & Actions

  • 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.


Hero Actions

  • Occur once per combat, before a unit’s action.

  • Based on skills of the commanding character.

Spellbooks

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

Domains

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

Warrior Actions

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.


Morale

  • Units with ≤20 Grit suffer Low Morale.

  • Low Morale units act at the end of each round.


Terrain & Weather Effects

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


Army Mobilization & Travel Time

Map Type

Travel Time

Region Hex

1/6 hour per hex

World Hex

1/36 hour per hex


Taxes & Riots

Taxation

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

Riots

  • Deplete 10% treasury

  • Destroy 1D10 units

  • Reduce population by 10%


Assets & Income

Mines

Type

Income/Week

Duration

Copper

10,000 gold

1D20 weeks

Silver

25,000 gold

1D20 weeks

Gold

50,000 gold

1D20 weeks

Sponsors

  • Wealthy individuals providing weekly contributions in exchange for protection.

  • Cost depends on agreement.

Alliances

Target

Difficulty

Hostile

17

Neutral

12

Friendly

8

Agents

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


Trade

  • 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


Workshop Items

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

Merging Units

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.