What Is a Stronghold?
A stronghold is a player-controlled base of operations. Each PC may eventually gain access to their own stronghold, which:
- Produces tangible benefits for the Barony
- Grants the character unique mechanical advantages
- Evolves over time through player choices
Strongholds vary based on the PC and their faction: martial bastions, arcane enclaves, religious shrines, etc.
Stronghold Turns
Each Stronghold operates on a turn system. You may issue 1 Stronghold Action per turn.
When Do Turns Occur?
- Every 3 sessions, each PC may issue a Stronghold Order
- GM may grant extra orders after major narrative time jumps
✉️ How Do I Issue an Order?
You may issue an order if you are at:
- Your own Stronghold
- Elder Pool
- Another PC’s Stronghold (if they’ve allowed it)
If you’re cut off (e.g. in a dungeon), you cannot issue a new order—but your default order applies.
Default Orders
- Each player sets a “default” Stronghold Order
- If no order is issued during a turn, the default is followed automatically
- Changing the default requires being present or sending a specific instruction
- This can accompany a Stronghold Order
- It does not consume a Stronghold Order
- Both can be accomplished in a single Stronghold Turn
Barony Benefits
Each Stronghold contributes to the Barony in a concrete way:
- Training soldiers
- Generating income
- Restoring trade
- Producing food or magical goods
These contributions are tracked and will influence the prosperity and security of Darkmoor.
Character Benefits
Each PC gains unique subclass-adjacent bonuses based on their Stronghold:
- These are optional extensions of their core class features
- Typically one feature from an alternate subclass, with tier-based limits
- Improve as the character levels up
Examples:
- Kog (Martial): May select one Fighter subclass feature from another path
- Hammond (Religious): May gain a domain feature from another cleric domain
These benefits should reflect the PC’s identity and their influence as a leader.
Stronghold Actions (General Examples)
These vary by stronghold, but often include:
- Train: Improve personnel or capabilities
- Recruit/Garrison: Call new members or units to the stronghold
- Deploy: Assign personnel for defense or income
- Fortify: Improve defenses or infrastructure
- Research: Unlock magical, historical, or political insights
- Trade/Harvest: Generate materials or revenue
Further details are specific to each stronghold (separate documents to be provided).