Domains, Strongholds and Settlements

scarik
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scarik
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Domains, Strongholds and Settlements

#1 Post by scarik »

List of Known Domains

Vizmark Hex 50,18
Borderlands (75% Human, 20% Dwarf, 5% Others)

Springvale Hex 34,10
Borderlands (100% Human (religious)

Ravenswell Hex 44,17
Wilderness (100% Ravenfolk)

Eastfort Hex 41,19
Wilderness (90% Human, 10% Dwarf)

Atwood Hex 47,18
Borderlands (80% Human, 20% Others)

Vornhill Hex 27,18
Borderlands (75% Hill Dwarf, 25% other Dwarves and Gnomes)
scarik
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Re: Domains, Strongholds and Settlements

#2 Post by scarik »

Domain of Vizmark

Lord: Sir Kelemer Margrave of Vizmark
Stronghold Value: 135,000p
Major Settlement: Borderton (624 families)
Domain Size: 6.5 Hexes (50/17-19, 49/18-20, 48/18-19)
Rural Families: 763
Domain Value:
50/17: Mountain (half) - 6p
50/18: Hills (Settlement, Stronghold) - 7p
50/19: Mountain (half) - 6p
49/20: Forested Mountain (half) - 7p
49/19: Grass - 6p
49/18: Forest - 7p
48/19: Grass - 6p
48/18: Forest - 7p
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Leitz
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Re: Domains, Strongholds and Settlements

#3 Post by Leitz »

Domain of Jing

Lord: Sir Ji-ho of Jing
Stronghold Value: 15500p
Stronghold Upkeep: 77.5p/mo
Major Settlement: None
Domain Size: 1 hex (15.5sqmi)
Rural Families: 34 (max 62)
Domain Value: 0
41,19: Grass (Stronghold, high value) - 8p/family/mo
Service Revenue: 2
Tax Rate: 4
Garrison: 4p/fam/mo
Liturgies and Festivals: 2p/fam/mo
Improvements: Chapel (4000p)
scarik
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Re: Domains, Strongholds and Settlements

#4 Post by scarik »

Domain of Ravenswell

Lord: Morwen of Ravenswell
Stronghold Value: 18000p
Stronghold Upkeep: 90p/mo
Major Settlement: None
Domain Size: 1 hex (15sqmi)
Rural Families: 17 (max 60)
Domain Value: 187p/mo
41,19: Grass (Stronghold, high value, water) - 8p/family/mo
Service Revenue: 1
Tax Rate: 2
Garrison: 4p/fam/mo min.
Improvements: Magical Library (11014p), Magical Workshop (10973p)
scarik
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Re: Domains, Strongholds and Settlements

#5 Post by scarik »

Domain of Atwood
Lord: Sir Tylar Atwood
Stronghold Value: 15,000p
Major Settlement: None
Domain Size: 0.5 Hexes (47/18)
Rural Families: 25
Domain Value:
47/18: Forest - 7p
Garrison: ~1300p!
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Re: Domains, Strongholds and Settlements

#6 Post by scarik »

Domain of Springvale

Lord: Reverend Elder Tomas St. Virtas
Stronghold Value: 65,000p
Major Settlement: None
Domain Size: 2 Hexes (34/10, 35/10-11)
Rural Families: 500
Domain Value:
34/10: Grass (Stronghold, high value, water, shrine) - 9p/family/mo
35/10: Grass - 6p
35/11: Grass - 6p
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Leitz
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Domains Math

#7 Post by Leitz »

This is my understanding of Domain Math for anyone wanting to run a settlement.
  1. Land Value (LV) is set by the DM and is a known quantity for the area. LV can be improved over time.
  2. Services (Svs) income is based on the number of service businesses such as bakers, blacksmiths, etc.
    1. Svs can grow from a default 0 to a max of 4, over time.
    2. Increased population may speed this up.
  3. Tax (T) is set by the lord over that domain.
    1. 2p/family/month is standard.
    2. Lower for a higher Domain Morale, Higher reduces Domain Morale.
    3. A family is averaged out as two parents and three minors.
  4. Per Family Income (PFI) is the total of Land Value, Svs, and T:
    PFI = LV + Svs + T
  5. There are Families (Fam) in place, default 0.
  6. Calculate Gross Profit (GrossP).
    PFI * Fam
  7. Fortifications (Fort) includes towers, defensive works, and other securing measures.
  8. A Garrison (G) must be maintained.
    4p/family/mo
    1. Henchmen count towards this.
    2. More than 4p gives a Domain Morale bonus.
  9. Stronghold Upkeep (SU):
    Fort * 0.005
  10. The Net Profit (NetP) is:
    GrossP - ( G + SU )
  11. The Area Controlled (AC) is 1000th of the value of the
    AC = Fort / 1000
  12. The Domain Environment (DE) is the sort of "land" the sit is in.
    1. Domain Environment examples are Wilderness (4) and Borderlands (8).
    2. In the current game, newly acquired hexes are Wilderness.
    3. When the entire hex falls into the AC, then the Domain Environment is Borderlands.
  13. A domain can have a Maximum Family (MaxFam) number:
    MaxFam = AC * DE
  14. Family counts can increase (FamInc). As long as the number of families is less than MaxFam, each of Spring, Summer, and Fall seasons. Roll a number of d6 equal to Character Level plus modifiers per die. Modifiers include:
    1. (Heroic, etc) Leader
    2. Charisma
    3. Heroic status
    4. Recent exploits as adjudicated by the game master.
To process this in order:
  1. Get LV. Watchfort areas are 8, Forest or Hills are likely different.
  2. Get Svs. 0 unless scarik says otherwise.
  3. Set T. Default is 2
  4. Calculate PFI.
    PFI = LV + Svs + T
  5. Get Fam.
  6. Calculate GrossP.
    PFI * Fam
  7. Get Fort.
  8. Hire G.
  9. Calculate SU.
    Fort * 0.005
  10. Calculate NetP.
    GrossP - ( G + SU)
  11. Calculate AC.
    AC = Fort / 1000
  12. Get DE.
  13. Calculate MaxFam.
    MaxFam = AC * DE
  14. If Fam less than MaxFam then next viable season Fam += FamInc, to a max of MaxFam.
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