Stronghold Rules – Circle of Darkmoor Campaign

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).

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