Building Strongholds

Strongholds are important for protecting settlements or income sources. 

A stronghold may be part of a domain.  A domain is based on, and made up of, 24 mile map hexes.

See the <u>Stronghold Builder’s Guidebook</u> for building costs for various units of a stronghold.

Staff

Strongholds generally require staff.  The Stronghold Builder's Guidebook provides costs for staff and employees needed to run different types of structures.  However, additional staff might be required depending on the size and activities of the stronghold:

Architect/Engineer (75 gp/mo) – 1 required for each 100,000GP or more in construction costs.

Smith/Armorer – 1 required for every 100 soldiers under employ.

Bailiff (30 gp/mo) – required for every section of a stronghold serviced by more than 10 workers.

Castellan (200 gp/mo) – required if stronghold has more than 300 professional solders.

Chaimberlain (30 gp/mo)– required when a stronghold has more than 10 servants

Equerry (30 gp/mo) – required when a stronghold has more than 10 horses

Magistrate (200 gp/mo) – typically required if the ruler intends to be absent for an extended period or for every 10 hexes of the domain.

Reeve (50 gp/mo) – required for a domain larger than 10 hexes

Sheriff (30 gp/mo) – required for every 3 hexes of the domain

Steward (100 gp/mo) – required when a stronghold has a population greater than 500.

Servants

5% of a domain’s peasants may be conscripted as servants.  They are not provided wages.

Base Population

Population is important to every domain, as your landholding’s population can provide a tax base, food and men of fighting age to be hired into your army or serve as a militia.

Each 24-mile hex type starts with a base population, which varies depending on whether it is:

Civilized: 250-2500 families

Borderland: 100-600 families

Wilderness: 5-50 families

Generally, an area 1-6 hexes from a City is Civilized, 1-3 hexes from a Civilized hex is Borderlands and further hexes are Wilderness.

However, terrain type might also affect population.  Jungles, mountains, swamps and deserts are likely to be Borderland or Wilderness.

Each peasant family consists of 5 persons.

Population Growth

At the end of each year, the DM calculates growth in population for each 24 mile hex in their domain.  If multiple terrain types exist within the 24 mile hex, the growth can be a weighted average of those terrain types.

Base Growth by hex type:

Plain, Grassland: +10%

Hills, Forest: +5%

Mountains, Marsh: +1%

River: +5% to base

Coast: +5% to base

Road: +1D4% to base

Civilized: x1

Borderland: x.75

Wilderness: x.50

Tax Modifier: low or onerous taxes may have an impact on settlement growth – see Tax Rates.

Buildings: Some buildings may provide a modifier to growth at the discretion of the DM. E.g. a temple or church with a famous artifact or a well-run tavern could attract settlers.  A foreboding wizard’s tower could keep settlers away.

Charisma/Proficiency Modifiers: A hex’s growth rate is increased by the lord’s Charisma modifier plus their proficiency modifier if have they Persuasion Skill.  Characters with a “Folk Hero” background gain +2% when leading a friendly population.  This modifier can also be increased or decreased by a character’s actions that increase or decrease their reputation in the eyes of their followers.

Other:  Players may be creative in how they encourage settlements in their domain.  E.g. a player with a surplus of gold could offer a cash bonus to settlers.

Events: Events may also impact population growth in a domain.

Settlement Size

The size of a settlement will have an impact on certain aspects of income, such as taxation.  Population determines settlement size.

Hamlet                 21–60

Village                   61–200

Small town         201–2,000

Large town         2,001–5,000

Small city             5,001–10,000

Large city             10,001–25,000

Metropolis          More than 25,000

Domain Income

Dominion Natural Resources – A new domain will begin with randomly determined resources.

     Animal – equal to 2 gp/month per peasant family

    Vegetable – equal to 1 gp/month per peasant family

    Mineral – equal to 3 gp/month per peasant family

Standard Income – Equal to 10 gp/month per peasant family.  Not cash, but may be invested in improvements, such as buildings and roads, etc.

Tax Income – Equal to 1 gp/month per peasant family.  Tax income is paid in cash.  (Taxes may be set higher or lower by the ruler).

Business Resources – A wise ruler invests in business that can increase a domain’s income and rate of settlement, such as docks, roads, or taverns.

Tax Rates

Incorporated settlements may permit higher monthly tax income.  This reflects the growth of commerce in the settlement.  The lord may set taxation rates in accordance with the table below:

Tax Rate Per Family        Population Growth Modifier

0 gp                                       +5%

½ gp                                       +2.5%

1-2 gp                                 +/-0% [2gp only in Large Town or larger]

3-4 gp                                   -2.5% [3gp only in Small City or larger; 4gp only in Large City or larger]

5 gp                                       -5% [only in Metropolis or larger]

Feudal Obligations

A feudal lord will request a payment of a “Salt Tax” equal to 20% of income.  It may be spent by a ruler on troops to be sent to defend the realm along with the domain’s peasant militia.

Dominion Confidence

The confidence of a dominion's citizens in its leader can be critical to the peace and well-being of the domain.  The DM will inform you of any issues relating to Dominion Confidence.

Military

Recruiting guards, soldiers and raising militia in a domain depends on the number of men or women of fighting age in a population, unless a lord recruits mercenaries or is able to recruit soldiers from a more distant settlement.

Population Fit for Fighting

15% of a settlement’s population consists of troops fit for military service in the settlement’s militia.

Fighting aged men may be used for free militia if armed and trained monthly.  If not armed by the lord, militia fight with no armor and simple wooden weapons or farm implements like staves or pitchforks.

Raising the militia takes 1 day. Travel time may also be required if militia is called from hex other than rallying point.

Militia cannot be called for more than 12 weeks consecutive per year.  Militia cannot serve on active duty for more than 16 weeks per year.

A Captain or other officer is required to lead the militia in the lord’s absence.  1 officer is needed for every 40 troops.

Mercenaries

Mercenaries provide and maintain their own equipment.  Costs below reflect that and do not require the hiring party to provide equipment.

Cost is in GP/month

 

Human

Dwarf

Elf

Orc

Goblin

Archer (leather, shortbow, sword)

 

6

-

7

4

3

Longbowman (chain, longbow, sword)

10

-

20

--

--

Bowman, Mounted (light horse, shortbow)

12

-

25

--

--

Crossbowman (chain, heavy crossbow)

8

10

--

4

--

Crossbowman, Mounted (mule, crossbow)

-

12

--

--

--

Guard (Leather, Spear, Shortsword)

6

 

 

 

 

Footman, Light (Leather, Shield, Longsword)

6

--

10

3

2

Footman, Heavy (chain, shield, sword)

8

10

12

5

--

Horseman, Light (leather, lance/spear, shortsword)

8

--

14

--

--

Horseman, Medium (chain, lance, shortsword)

12

--

--

--

--

Horseman, Heavy (plate, longsword, lance)

18

--

--

--

--

Wolf-Rider (leather, spear)

-

--

--

--

6

Officer (2nd Level Fighter)/ + 10GP per add. level

18

16

25

6

5

Peasant (Militia)

2

--

--

--

--

Ship’s Captain

175

--

--

--

--

Navigator

100

--

--

--

--

Sailor

8

--

--

--

--

Rower

4

--

--

--

--

Building Strongholds

Fury of the Immortals DNDENCDM