Monday, 14 March 2022

Courana Family

 Courana Farm

"Well you'd have to ask them. I believe the Courana sisters have several brothers and cousins. I'm sure with the right offer, they'd be happy to help. Oh, and Courana Farm is mostly sheep, but the dell there is one of the few places in these parts sheltered enough to make growing wheat worthwhile, so they'll have the expertise you need." - Barbara D'Ashe to Goltho Bearchaser, 1360 DR

The D'Ashe region is mostly sheep farming, but there is some barley farming, plus turnips and other root vegetables, mostly for diet variety. 
Debek Courana, Patriarch
Nestled in the sheltered woods four miles or so south of D'Ashe Manor, four miles from Dwarfstead, lie a small collection of farms surrounded by a rough palisade - the beginnings of a hamlet. Younger women and girls tend flocks of sheep, while sturdy men and boys bring in the last of the harvest.  Most of the people here are Couranas by birth or marriage, with the distinctive red hair of the family.  Draft Horse: Strawberry roan mare from Meryem (end M10 1360 DR).

Korin Courana, nephew of Debek
Maddis Courana, wife of Korin

Gathil Courana, Half-Elf, son of Debek

Tirie Courana, grand daughter of Debek

Lesley Courana, youngest child of Debek, shepherdess
Beverly Courana (concubine at Solanna Bael, herbalist)

Geradile Courana (concubine at Solanna Bael, shepherdess)

A younger man with a half-elven look comes over. "Hail there!" Debek: "This is Gathil, one of my boys. He's a fine thresher." Debek: "Oh, and before you say it - his mother was a half-elf, bless her soul."

Tirie takes the flower, beaming. "Wow! Magic flower!" She looks up. "I want to be a Druid when I grow up - just like you!"
Bearchaser: "Oh, I'm afraid I am not a druid. That is about the extent of my magics, unfortunately. As for faith, that is a difficult question."
Debek's smile fades a little. "Ah. We're followers of the Old Faith here. Always have been, since my ancestors came up from the south, hundreds of years ago."
Gathil: "I reckon I'll go check in on Beverly and Geradile while we're up there - though I heard they moved to an Elf tower?"
Debek to Goltho: "You know my nieces?"

Korin: Say, let me introduce my wife, Maddis..." He calls over a dark-haired young woman, who nods in greeting. "She's from down Malthlyn way... terrible trouble down there - her family had to flee north, which is how I met her. I heard Ranger Queale sorted it, though."

Friday, 4 March 2022

DuLac & Ducaris Families


In northern Arcata lies the Barony duLac under Baron Brandis DuLac, father of Arifia DuLac and uncle of Barbara d'Ashe. The DuLac are allied with the DuCaris family across the river in Brandiar.

Lord Brandis DuLac - Brandis's estate lies at Ostra; ca M4 1359 DR his daughter Arifia travelled to visit her cousin Barbara d'Ashe (nee DuLac) in the south. During the war much of northern Arcata was occupied by the Witch-King, who raised soldiery from the territory. Lord Brandis DuLac shielded his family by permitting this levy and giving tribute, though he never took the field against King Virdin himself, or allowed Vaasan inhuman forces within Ostra's stout stone walls. Consequently the DuLac are not in good favour with some - but Duke William Hogarth of Arcata is himself known as a quisling following the Battle of Goliad, and prefers such men stay in power.

M10 1360 DR: Baron Brandis DuLac has six offspring, two sons and four daughters, all of whom live, five of whom are married, plus his niece Barbara, wife of Norrin. The five are well married to knights and ladies across the Barony DuLac centred on Ostra, and beyond across northern Arcata, creating a strong power base. 


In recent months (1359 DR) it's rumoured that Friar Dugald has been courting Jane Ducaris (Noble), a noble Lady of Goliad town & now Baroness Ducaris (though the Barony Ducaris itself in SW Brandiar is largely in ruins), with a view to marriage. While unrelated to the old Dukes of Brandiar, the Ducaris lineage is impeccable - Jane Ducaris is a distant cousin of Duke Gareth Dragonsbane himself! The Ducaris are also related to the noble Dulac family of Ostrav in Arcata.

Brandi Ducaris 1335-, Baroness Ducaris fr. 1361
Brandis DuLac, the Baron DuLac 1305-

Lady Maria DuLac (nee Ducaris) 1306-

Barbara D'Ashe-Norrin (nee DuLac) 1333-

Ages at end of 1360 DR
Brandis DuLac, the Baron DuLac 55
Maria DuLac, the Lady DuLac 54
Barbara D'Ashe-Norrin (nee DuLac), the Lady D'Ashe 27
Brandi Ducaris, the Baroness Ducaris 25
Arifia DuLac-Edercast, wife of Malied Edercast 22
Jane Ducaris, the Baroness Ducaris 26 RIP M2 1361 DR

Arifia DuLac-Edercast 1338-

Baroness Jane Ducaris 1334-1361

Saturday, 26 February 2022

Norrin & Barbara D'Ashe Wedding List 15/10/1360 DR

Narcissa, Daughter of Nentyarch Rheligaun

Rexx Vartal (with his wife Gwendolyn)

Tenho Isotalo (with Baroness Liria Beaumaris)

King Fraener and Queen Mirna of Dwarfhome


Kevan Blackguard

Meryem Bloodletter

Goltho Bearchaser

Strohm of Leth

Malied Edicast

Lady Rebecca Ramvira

Elmo, the Ranger of Hommlet

Jane Poole

Shukura of Rauthil

Corporal Gundred

Sir Glendor

Ted of Goblintown (I'm not even going to try the proper spelling)

Gruffyd ap Durgeddin

Jyrdani of Jiyyd & party

Afrafa of the Yellow Rose

Lady Jane, Baroness Ducaris

Brandi Ducaris & Sir Palador DeVir

Sir Brandis, Baron DuLac (Barbara's uncle) & his daughter Arifia DuLac.

Friday, 4 February 2022

Impiltur Locations - adapted from FR9 Bloodstone Lands

Map of the Bloodstone Lands 

Cities & Towns

Bay Town Population: 11,750. Bay Town is the community that the twelve Lords of Imphras II would most like to forget. Dominating Traders Bay in central Impiltur, Bay Town shelters thieves and pirates, smugglers and other unseemly types of every profession. The leaders of Impiltur acknowledge that thieves and rogues will carve a niche for themselves somewhere, so they simply turn their eyes away from the goings-on. In truth, they prefer to keep the scum confined to one area, preferrably one of minimal importance, and Bay Town fits that bill. PCs wandering into the town are likely to be "invited" to serve as slaves on one of the many pirate ships - an offer they may find difficult to refuse!

Dilpur Population: 35,000.  For a very long time, Dilpur was the smallest and least important of the Impilturian city-states. When trade from Damara declined, and Sarshel fell, many of the refugees from Sarshel settled in Dilpur, the next closest city. The population nearly doubled. Dilpur quickly expanded its docks, and a new wall is under construction to encompass the sprawling additions built onto the city over the last few years. The three lords who rule Dilpur are concerned for the future of their city. The Lords Imbraun, Soargilm, and Sambrar recognize the potential for renewed trade with Damara. While Impiltur as a whole would benefit greatly, a renewed flow of bloodstone from the north might prove disastrous for Dilpur. The lords must wonder how many citizens might return to Sarshel if trade resumes. Therefore, when planning new additions to the city, the lords are proceeding cautiously. Their efforts focus on improving areas like the docks, areas that will prove useful even if the new arrivals do not remain.

Dunfee Population: 3,100 Dunfee is Impiltur's most important mining town. Located in the southeastern corner of the Earthspurs, Dunfee is barely a stone's throw from the Damaran border. The people of Dunfee have close ties with their neighbors: their fellow miners in Sudrav and the Carmathan nobles in Ravensburg. Dunfee's proximity to Damara brings watchful eyes and ears into the town. One or more of the Lords of Imphras II are almost always present. If not one of them, then their Heralds are here. They watch the continuing political struggle in the north and patiently gather information.

Hlammach Population: 41,000 Like all the important Impilturian cities, Hlammach is a major seaport. Walled and compact, the city is home to merchants, tradesmen, and sailors. Her docks are extensive and always filled with laden ships, for Hlammach is the final stopover before the village of Uthmerg and the trade road going east. Before the reunification of Impiltur, Hlammach was second only to Lyrabar in importance, because the city controlled the entire northwestern corner of the Sea of Fallen Stars. Hlammach's principal rival was Sarshel, and relations between the two cities were never friendly. Even today, under the united banner of Impiltur, relations between the people of Hlammach and Sarshel remain cool. (This partly explains why those who deserted Sarshel when trade fell off settled in small, unimportant Dilpur.) Hlammach retains great importance today as the center of Impilturian economic planning, being the location of the kingdom's mint. War-Captains Imbra, Silmgar, and Lashilaun work to maintain a level of currency proportionate to the true wealth of the kingdom.

Ilmwatch (Citadel) Population: 3,060 - 500 military, 2,560 civilian.  More a fortress than a city, Ilmwatch stands on the north bank of the infamous Buzzard Beak Harbor. It protects merchants traveling to and from Damara, and those who cross the Easting Reach to Uthmerg. Patrols from Ilmwatch regularly visit Uthmerg and the string of small villages that dot the road north. Mulltown, Guidodale, Maracrath, and Cairnpur are overnight stops along the Merchant's Run, part of the Herald's Road. Contingents from the garrison often accompany merchants journeying south.

Lyrabar Population: 62,000 The great port of Lyrabar is the largest city in the Bloodstone Lands. Impiltur's capital, the city is ruled by the twelve Lords of Imphras II. The castle of Kyrlraun stands within its walls, as does Tower Pureheart. The rising spire of the Tower can be seen for many miles. The most beautiful and dominant structure in the city is the golden-domed palace of Queen Sambryl. Lyrabar is long and narrow, a strip city arrayed along the waterfront. Her docks are extensive and her fleet is the envy of all the region, floating numerous warships and merchant vessels. Westernmost of the major cities of Impiltur, Lyrabar maintains good relations with the independent city-state of Procampur.Good relations also exist with the nations bordering the Dragon Reach, and those on the western banks of the Sea of Fallen Stars.

Mulltown Population: 1,250 Typical of the larger Impilturian villages is Mulltown, the first stopover for caravans moving south down Merchant's Run from Damara. Many of the smaller cities in Impiltur support the trading routes to and from the four major city-states. Defensible Mulltown offers well-managed inns and skilled smithies, and is a perfect example of a community whose role is service to visitors.

New Sarshel Population: 3,500 The recently-completed structures of New Sarshel stand across the water from the city of Sarshel. Built out of defiance for the old city, New Sarshel does its utmost to steal merchants and sailors away from its namesake. The construction of New Sarshel was financed by a committee of fifteen merchants, disgruntled by the city's apparent indifference to its decline in the wake of the Damaran disaster. The founders of New Sarshel have an aggressive hunger for trade from the east. But convincing trade to come to the new city is not an easy task. Certainly the great port of Hlammach will offer no assistance! Bettors get even odds that the new city will not survive the next winter.

Sarshel Population: 26,000 Sarshel is a walled city with extensive dock facilities. Seaside Palace is the city's main structure and governing house; the palace houses Lords Rilaunyr and Silaunbrar. The 200-room complex includes a covered wharf complex, which harbors Rilaunyr's Warship, the flagship of the extensive Sarshel fleet. Sarshel is the largest Impilturian city close to Damara and points east, and for many years it served as the primary port for Damaran merchants. Since the Witch-King's rise halted Damaran trade, the city has suffered. Once a flourishing city of 48,000, Sarshel has shrivelled to only a half its former size. Lately Sarshel has been eclipsed by Hlammach, a city better equipped to handle the east-west trade routes. Still, the people remaining in Sarshel are proud and stubborn. They sail onto the Sea of Fallen Stars often enough to bring them an ample piece of the trading pie.


Buzzard Beak Harbor Buzzard Beak Harbor is a sheltered arm of water jutting into Impiltur from the Easting Reach. Weedy and full of treacherous reefs, the place has long offered a treacherous sanctuary to the smugglers and pirates of the region. These evil sailors know Buzzard Beak Harbor like their own back yard, and are always quick to flee there when pressed by a superior vessel such as Rilaunyr's Warship. The pirates and smugglers have come to know the dangerous harbor out of necessity. No sane captain would take the risks to follow them unless he absolutely had to.

The Easting Reach The Easting Reach is a broad, sheltered harbor located on the northeastern shore of the Sea of Fallen Stars. The waters are deep and usually calm, with few reefs and predictable currents. The harbor is the best tradeport for goods coming into and out of the Bloodstone Lands. The city of Sarshel guards the harbor's mouth, and provides extensive docks; many merchant vessels fly Sarshel's banner. The fortress-city of Ilmwatch keeps an alert navy afloat from further up the reach. 

Earthfast Mountains This small range of mountains marks the western border of the Kingdom of Impiltur. Not as high as the Earthspurs, the Earthfast Mountains are equally difficult to traverse, with steep slopes and sudden gorges. Mines in the Earthfasts have yielded moderate amounts of iron and silver in the past. However, none of the mines were productive enough to balance the hardships miners endured. Today, only a few dozen stubborn, solitary prospectors roam the rocky peaks.

Forests of the Great Dale. Collectively known as the Forests of the Great Dale, Rawlinswood and the Forest of Lethyr comprise one of the largest tracts of woodland in the Forgotten Realms. The forests encompass nearly 70,000 square miles. Rawlinswrood is the larger, but the Forest of Lethyr is 'small'only by direct comparison! These forests once provided lumber for buildings in Impiltur and Damara, but few woodsmen travel here today. Thickly packed with firs and huge, ancient oaks, these woods are darkened by a thick canopy and a pervading aura of doom. Fireside tales speak of the woods as remnants of a past age, and legends tell of sentient trees that stubbornly hold onto the Forests of the Great Dale as their last stand in a world of shrinking woodlands. Outsiders consider these tales to be fanciful superstitions, but the people living near the woods take the stories seriously, and rarely venture under the thick boughs. Druidic Nar folk reside here in large numbers, and the priests of their ancient order do not welcome strangers - particularly strangers bearing axes. In the heart of Rawlinswood lies Dun-Tharos, the imposing home of the mighty Nentyarch. It is not known if he is a wizard or druid, or even if he is a man or something dire. Few doubt his disdain for trespassers, however. Hardy souls have ventured into the gloom of Rawlinswood, but only a handful ever came out. These few have expressed no desire to return!

Great Imphras River The Great Imphras River network is comprised of three major rivers. The Great Imphras River itself flows out of Lake Mogador, and the two Sidewinders stream along the Damara-Impiltur border. The rivers are rough, with many dangerous stretches of white water, especially along the southeastern fringes of the Galena Mountains. The rivers end at Traders Bay, a series of connecting lakes that lead into the Easting Reach halfway between Sarshel and Ilmwatch. The river is frequented by Damaran merchants anxious to beat those who use the more conventional land route down the Merchants Run. The southern stretch of the rivers, and Traders Bay particularly, are much used by smugglers and thieves. The waterway enables these miscreants a route to the Sea of Fallen Stars, and a chance to escape the fleets of Impiltur.

Sidewinder River The Sidewinder is actually two rivers: the River Lench flowing west from Rawlinswood; and the original Sidewinder, rushing east from the Earthspurs, Both feed into the Great Imphras River network, and are considered part of that network. Little shipping is done along the Sidewinder. Nothing comes out of Rawlinswood, and the river from the Galenas is too wild and treacherous. The Sidewinder's primary importance is to mark an indisputable, easily defensible border between Impiltur and Damara. The border has gone unchallenged throughout history. When Zhengyi had conquered Damara, Impiltur massed its forces not know which way the Witch-King would turn. They could only be sure Zhengyi could not cross the Sidewinder. Had he chosen to invade Impiltur, the Witch-King would have had to march west and pass through the difficult Earthspurs, or go far to the east, braving the dangers of Rawlinswood and Dun-Tharos. Clearly, the Sidewinder provided a measure of security to the people of Impiltur in that dark time. 

Traders Bay Traders Bay is more commonly known as Traitor's Bay. The boats riding out over the Bay usually carry fugitives or pirates seeking an easy escape out into the Easting Reach beyond the attention of Sarshel and Ilmwatch. Traders Bay is the only interior waterway in the Kingdom of Impiltur. It encompasses the southern stretches of the Great Imphras River system and two large lakes, Bluefang Water and the Old Water. The only settlement on Traders Bay, Bay Town, has never gained prominence. The town cannot compete with the major cities located on the seacoast. The harbor of Easting Reach meets the legitimate needs of caravans coming from Damara and through the Great Dale. Bay Town survives by serving best those who do frequent the area: the scum.


Dun-Tharos Buried in the ever-evening of the depths of Rawlinswood is a tree-lined fortress known as Dun-Tharos. Knowledge of the place remains more rumor than substantiated fact, but one thing is known: the Nentyarch dwells there. Little more than that is known about this powerful wizard, for he does not take kindly to intrusion. Even the centaurs of the fringes of Rawlinswood take great pains to avoid him. Dun-Tharos itself is said to be a hundred square miles of permeating evil. Local Nar druids are quick to point out that darkness and evil may go together symbolically, yet they are not one and the same. Still, even the druids agree that the Nentyarch should be viewed with suspicion. Whispers through the trees speak of grim beasts, perverted creations, and horrid slaves of the mighty wizard. Neighboring nations view the place with suspicion. Impiltur keeps a wary eye on the region, and the Nars of Narfell will not go anywhere near the forest. With all that has happened in Damara recently, Dun-Tharos remains unexplored by any of that nation's heroes. The twelve Lords of Imphras II would eagerly hire any adventurer willing to delve into the forest and enlighten them on Dun-Tharos and its suspicious and powerful ruler.

Ephran's Skinny Tower It starts when a thirty-foot high pole appears mysteriously on the outskirts of a city somewhere in Impiltur. A yellow banner flies over it, emblazoned with a picture of a stick man. A few years ago, the people would have scratched their heads and wondered what this was. Now, almost everyone in Impiltur recognizes the home of Ephran, an incredibly thin, cheerful, and eccentric magic-user. The tower is actually a dimensional trick. What appears to be a pole just inches in diameter is actually a comfortable home on the inside of a cylindrical tower. Fifty guests could congregate without bumping elbows! Ephran's story is an odd one. While still a simple apprentice, Ephran was ensorcelled by the Red Wizards of Thay, forced to make a harrowing journey through the planes of existence. Sometime during this ten-year trip, Ephran stumbled into a world between the planes, a place where everything and everyone was distorted into nothing more than a series of connecting lines. In this home of 'stick-men' Ephran found a means to escape the wrath of the Red Wizards. He returned home bringing his pole-tower, a gift from the friends he made in the stick-world. Apparently, however, Ephran was personally affected by his stay there! His waist measures a scant ten inches around, his shoulders no more than twelve, and his neck only four! Those who know him say these measurements decrease month by month. But Ephran retains his jollity, the same gift of mirth that got him into the soup with the grim Red Wizards in the first place. He takes his tower around the land of Impiltur in a cycle of unending parties and merry-making. People smile and nod whenever they wake to the sight of the yellow banner.

Rilaunyr's Warship. Now in dry dock at Sarshel, Rilaunyr's Warship was once known as the scourge of the Easting Reach. Swift and strong, it patrolled the length of the Reach and out into the Sea of Fallen Stars. In the heyday of the Impilturian port city, the ship protected merchant vessels putting into or out of Sarshel. Then the shipments of bloodstone bars stopped flowing down from Damara, and Sarshel's importance waned. The Lord Rilaunyr could see how the winds were blowing, and brought his pride into dry-dock for refurbishing. Rilaunyr longs to get back to sea. He hopes that the flow of bloodstone will soon resume, and restore his city to its former prominence. When trade is restored, Impiltur's crossed wand and sword banner will once again fly proudly above the deck of this formidable vessel, to the dismay of pirates hungry for merchant prey. The ship herself is a three-masted ninety-footer. She carries a sailing crew of thirty, and a hundred fighting marines. Mini-ballistae line her ironbound sides; a catapult shoots from the flying deck in the rear, and two massive ballistae are directed over the prow. The real power of Rilaunyr's Warship lies in magic. When fully manned, she carries six wizards, levels 5-8, and a complement of twelve sea clerics, one of whom is a 9th level war priest. Three of the magic-users possess rings of air elemental control; they keep the sails filled with enchanted wind. The other three handle the offensive and defensive chores, surrounding vulnerable areas in globes of invulnerability, and laying low pirate ships with fireballs and lightning bolts. The clerics provide supplies and heal the crew when they are ill or wounded. Daily, they commune with their deity to keep Lord Rilaunyr informed of the fickle attitude of the god of waters, and of his domain.

Laviguer-Sudrav at 10 miles/hex


Sunday, 21 November 2021

5e Faerun Adventures Campaign Rules

 Playing on Roll20

1. To make any kind of check, roll a d20. Type  /roll d20 or tap the d20 icon. To roll with advantage or disadvantage, /roll 2d20. To roll weapon or spell damage /roll the indicated type and number of dice, eg /roll d8+5 or /roll 3d6.
2. Outside of combat, players may move their character on the Virtual Tabletop a distance up to the PC's Speed, at any time. Wait for the GM to post before moving again.

Speed #Squares Distance
25'         5
30'         6
35'         7
40'         8
5e Jump Calculator

3. Text chat gaming: type your words and actions to speak and act. Use "" for spoken words. Use OOC for out of character speech. In the presence of NPCs please avoid using OOC speech to prevent the NPCs hearing you make plans! :)

D&D 5E Basic Rules: https://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf
Basic Rules HTML Version
5e Starter Set Characters - background descriptions will need adapting to the Damara 14th century DR setting - see notes below. Other official pregenerated characters.

Characters: Primary PC Start Level is half the highest PC level rounded up, created using 5e Player's Handbook or Basic Rules; Multiclassing only where it makes sense in-universe, and no more than one caster class per casting Attribute (INT, WIS, CHA).
Attributes: 15 13 12 10 8 assign as desired to STR DEX CON INT WIS CHA. Alternatively a player may use Point Buy as per the 5e Player's Handbook.

Permitted Sources: Player's Handbook, Xanathar's, Volo's, Fizban's. Prohibited Sources: Tasha's.
Multiclassing is permitted as above, with a maximum of one spellcasting class per PC.
Feats are permitted. Polearm Master feat requires the polearm be used two-handed.
Maximum To-Hit Bonus and Save Bonus is +20. Maximum AC and Save DC is 30.

Permitted Races: all 5e PHB races except Dragonborn are permitted. There are no Dragonborn in Faerun at this time (1359 DR, ca 140 years before the official 5e time period).
Human: The most common race. 
Dwarf: Many Dwarves hail from Hillsafar Hall under Lord Garumbelly Hillsafar. Some Dwarves, descended from refugees fleeing the fall of Carak Nur (now Goblin Town), dwell in scattered mining and steading communities by the western mountains.
Half-Elf: Half-Elves are not too rare in human society.
Gnome: The reclusive Wenders gnome clan dwell by the Gnomarsh, near Hommlet.
Elf: The Wood Elves of Leth dwell deep in the Rawlinswood, ruled by a small Sun Elf nobility led by the Elf-Queen, Rylintara. The evil Drow are believed to dwell in the Lands of Deepearth, beneath south-western Damara. They are likely to be attacked on sight.
Halfling: Most Damaran Halflings hail from the Shire of Halfling Downs, in Carmathan.
Half-Orc: There are several Half-Orc dominated settlements around Damara, such as goodly Palischuk, and evil Goblin Town.
Tiefling. Tieflings have the blood of the ancient demon-haunted Empire of Narfell, and are much feared and hated by the common folk. They appear human, with one unusual or eye-catching feature such as mis-matched eye colours, an oddly coloured streak of hair, a cloven hoof, taloned fingernails, or even a small tail.
Other permitted races: Aasimar, Goliath (from Giantspire Mountains)

Classes: Any PHB class is permitted.
Barbarian - Most Damaran Barbarians are Nars from the wild forests and tundra of Soravia, or from the green depths of the Rawlinswood.
Bard - Bards are relatively common, and their entertainments are popular throughout Damara. Many goodly Bards are members of Spysong, a spy network in service to the Paladin-Duke Gareth Dragonsbane of Bloodstone. Evil Bards may be members of the Thieves' Guild, or even spy for the Citadel of Assassins.
Cleric - Most Clerics in Damara revere Ilmater, god of suffering and endurance, and one of His patron saints, such as St Sollars (protection), St Dionysus (wine, roistering) or St Cecilia (redemption).
Druid - While the Old Faith of the Druids still lingers across rural Damara, its great centre of worship is the Druids' Grove under Jaroo Ashstaff in the north-western Rawlinswood, near Tellerth.
Fighter - Many Damaran Fighters are soldiers, veterans of the long wars with Zhengyi the Witch King. With the wars finally at an end, some have turned to freelance adventuring. Other Fighters are noble knights determined to restore peace and order to their beleaguered land.
Monk - Monks are moderately common in Damara. They almost exclusively trained at the Monastery of the Yellow Rose dedicated to St Sollars, high in the Earthspur mountains.
Paladin - Most Damaran Paladins revere Ilmater, and belong to the chivalrous Order of the Golden Cup. Duke Dragonsbane of Bloodstone is a famous Knight of the Order.
Ranger - The Rangers of Damara divide into loose-knit followers of the Old Faith, and the Knights of the Golden Thorn, dedicated to Ilmater.
Rogue - Most Damaran Rogues are members of the Thieves' Guild of Heliogabalus. The new King Dimian is said to have close relations with the Guild. Some evil Rogue Assassins are agents of the Citadel of Assassins.
Sorcerer - Sorcerers are very rare in Damara, and often confused with Warlocks. Most claim draconic ancestry.
Warlock - Most Warlocks in Damara continue the dark traditions of ancient Narfell, dealing with the Demon Lords of the fell Abyss. Popular Warlock patrons include Graz'zt, Prince of Desire, and Fraz-Urb'luu, Prince of Deception. Warlocks, if they are wise keep their nature secret, often claiming to be Wizards or Clerics.
Wizard - Wizards in Damara are for the most part reclusive loners, who have studied for long years under a single master to master their craft. Powerful wizards include Sylvia the sinister Baroness of Ostel, Myrddin Viligoth the Twilight Rider, and Emelyn the Gray, one of the famed Heroes of Bloodstone.


Battle Sister of St Cecilia (Cleric) 
War Domain.
Starting Equipment: a Halberd or Glaive, a Chain Shirt, (a) 4 Javelins & a quiver or (b) any Simple weapon or (c) a Light Crossbow & 20 bolts or (d) 2 Shortswords or (e) a Longsword and a Shield, a Priest's Pack, a holy Symbol

Experience: Experience is awarded to surviving PCs at end of session. Training is needed for advancement - see below.
XP awards for level 11+ PCs (Tier 3 & 4) are halved.


Level Tiers
1-4: I: Low Level - Novice or Local Hero
5-10: II: Mid Level - Hero
11-16: III: High Level - Paragon Hero
17-20: IV: Very High Level - Epic Hero

Typical Noncombat XP Awards by Achievement
Tier Minor/Major Award (per PC)
1       100/200
2       200/500
3       500/1000
4      1000/2000

XP awards tend to increase over time, as the scale of achievements increase.
Acquiring significant Treasure is usually worth some XP, as is rescuing prisoners, infiltrating a guarded keep, exploring a cavern network, etc. A typical session award for non-combat achievements might be 100 XP at Level 1-4, 200 XP at Level 5-10, 500 XP at level 11-16, 1000 XP at level 17-19.

Monster XP
XP for defeating monsters is divided between all characters who took part. 
Example: 4 PCs defeat an Ogre, a powerful foe (Challenge 2, 450 XP). Each PC receives 450/4=112 XP. If a single PC had defeated the Ogre, this would be an exceptional achievement, worth 450 XP.
XP for high level monsters - these normally take a team of experienced adventurers to defeat.
CR 3 700 XP - eg Manticore, Hook Horror, Yeti, Minotaur, Wight
CR 4 1,100 XP - eg Ettin, Red Dragon Wyrmling, Shadow Demon
CR 5 1,800 - eg Troll, Hill Giant, Wraith, Gorgon, Flesh Golem, Elemental
CR 6 2,300 - eg Chimera, Wyvern, Young White Dragon, Vrock Demon
CR 7 2,900 - eg Stone Giant, Young Black Dragon
CR 8 3,900 - eg Frost Giant, Hezrou Demon, Young Green Dragon
CR 9 5,000 - eg Fire Giant, Glabrezu Demon, Young Blue Dragon
CR 10 5,900 - eg Stone Golem, Young Red Dragon

Level   XP Needed & Primary PC Start Level
1                   0     (+0) - PC start level from August 2020.
2               300 (+300)
3               900 (+600) - PC Start Level from July 2021.
           2,700 (+1,800) - PC Start level from November 2021. Max level for Normal NPCs. 
5             6,500 (+3,800) - PC start level from March 2022. Max secondary PC start level.
          14,000 (+7,500)  
7           23,000 (+9,000) 
8           34,000 (+11,000) 
         48,000 (+14,000)  'Lord' level.
10         64,000 (+16,000)  
Max primary PC start level. Max level for Heroic NPCs.
11*         85,000 (+21,000)

The maximum start level for a player's Primary PC is 10.
The maximum level for Player Characters (and rare Epic NPCs) is 20. 

Highest PC Level/Primary PC Start Level/Secondary PC Start Level
1-2  / 1 / -
3-4 / 2 / 1-2
5-6 / 3 / 2-3
7-8 / 4 / 2-4
9-10 / 5 / 3-4
11-12 / 6 / 3-4
13-14 / 7 / 4
15-16 / 8 / 4
17-18 / 9 / 5
19-20 / 10 / 5

Player Characters of Tier I (Novice) & Tier II (Heroic) (Level 1-10) normally earn full adventuring XP. 
*Level 11 (85,000 XP) ('Paragon Level') in Faerun Adventures is a soft cap; characters of Tier III (Paragon) & Tier IV (Epic) (Level 11-20) earn reduced (normally half) XP, and most such Paragons retire or semi-retire from active adventuring to engage in territory development, rulership, politics, warfare, and other high level pursuits. Level 20 (355,000 XP) is a hard cap; such characters have reached the summit of mortal endeavour, and normally retire from adventuring, perhaps to oversee the birth of a new generation of heroes.

The Chosen
A Level 20 Faerun PC may become the Chosen of their god. While Chosen, the PC typically receives the Boon of Immortality (You stop aging. You are immune to any effect that would age you, and you can't die from old age)Chosen who undertake great deeds on behalf of their divine patron may receive an Epic Boon or a +2 attribute increase. This attribute increase also raises an attribute's cap to 22, if currently below 22. No more than two attributes may benefit from this raised cap.

Multiple Characters
It is permitted to have multiple Player Characters. This is useful when one character is unavailable, or to take part in a lower Tier adventure than suited to the player's highest level PC. Players should play only one PC in any one session.

NPC Characters
Most NPCs are unclassed. Most NPCs with a PC class (including classed NPC Followers) cap at Level 4 (top of Tier I), with 2700 XP. These characters may 'evolve' over time into a senior NPC type, eg a Cleric-4 may eventually become a Priest, a Fighter-4 may become a Veteran or Knight. Around 10% may progress on to Tier II (level 5-10), and even fewer on to Tiers III & IV.

House Rules

Long Rest:  a full Long Rest normally takes 1 week, and restores all Hit Dice. Typical adventurer upkeep/subsistence cost is 1gp/day, 7gp/week. Resting overnight for at least 8 hours may restore some hit points, typically 1 hp per level. Salubrious resting in quarters such as a comfortable private room for at least 12 hours may add +1 to this recovery rate, to 2 hp/level.
Typically, adventurers go on a 'delve' of up to 6-8 encounters in one day, then return to their base to rest and recuperate for about a week, before setting out again.

Short Rests take 1 hour, but any one short rest ability recovery (eg Second Wind or Ki points) is capped at 3 times per day.

Each player (not PC) can hand Inspiration out once each session to one other player, normally for some cool bit of roleplay. Characters may have multiple Inspiration. It must be declared before the roll, to grant Advantage on the roll. It cannot affect a roll that already has Advantage.

Training to Gain Levels - as per DMG page 131.
Level Attained - Training Cost
2-4  20gp
5-10  40gp
11-16  60gp
17-20 80gp
Training without a mentor takes 2 work weeks. Training with a mentor takes one week, but typically costs the same total amount (half on expenses, half on trainer fees).

Retraining on Level Up
When training to advance a level, a PC may change one element, eg:
Swap one class skill for another class skill
Change one known spell for a different permitted spell
Move up to 2 attribute points from one attribute to another. An attribute may be raised to a maximum of 13 plus any racial modifiers, eg maximum for a human for any attribute is 13+1 = 14, and a half-elf may increase Charisma to 13+2=15.

Proficiency, Language & Skill Training (adapted from XGTE).
This requires a mentor proficient in the relevant skill or proficiency, with at least a +6 bonus (attack bonus for weapons). Minimum training cost is 1gp/day or 5gp/work week; many mentors charge more, typically 5gp/day or 25gp/work week for high demand training.
Tool, single Weapon, or Language Proficiency training takes (10-INT bonus) work weeks. 
Acquiring a new skill proficiency takes 5 times as long, (10-INT bonus) x5 work weeks.
INT penalties do apply, so eg an INT 8 character takes 11 weeks to learn a new tool proficiency. 55 weeks to learn a new skill proficiency.
To acquire a new Skill proficiency a character must have at least a 13 in the relevant attribute.
A character must have at least STR 9 to acquire new STR simple weapon proficiencies, and DEX 9 to acquire new DEX simple weapon proficiencies. 
A character must have at least STR 13 to acquire new STR martial weapon proficiencies, and DEX 13 to acquire new DEX martial weapon proficiencies.
PC Trainers: A PC with at least +6 total in that Proficiency (or for Language proficiency, their INT bonus+PB) may offer training to others. They can train a number of characters at once equal to their skill or attack bonus (for language, INT bonus + PB) minus 4.

Initiative & Turns:  One side (or some members of one side) may automatically go first depending on circumstances, eg they succeeded at a Deception, Stealth or Sleight of Hand check, or opponents are initially Surprised

Quickdraw Weapons: Two blades (eg dagger, scimitar, shortsword) in scabbards, or javelins or darts in a quiver (maximum 4), may be drawn as a single object interaction. Fighters of Level 11+ may draw any number of such weapons as a single object interaction. 

Falling Damage
For firm, level ground such as a stone floor. Damage for soft ground such as a typical grass field is typically halved (1/2), or quartered (1/4) for muddy ground, or for falling through light tree branches. A very extreme case, such as falling into a deep snow drift, can reduce damage to 1/100 listed.
Tiny: 1/2 damage. Large: x2 damage. Huge: x4 damage. Gargantuan: x8 damage.

Distance Damage
10'      1d6   (3)
20'      3d6  (10)
30'      6d6  (20)
40'      10d6  (35)
50'      50 damage
+10'     +10 damage
1500'+    1500 damage (terminal velocity)

The Damaran Long Pike (21 lb, 6gp) is a Martial Heavy Two Handed weapon with 15' reach that does 1d10 damage, and has Disadvantage against adjacent opponents. Changing Facing with a Long Pike may only be done on the user's turn, and uses half the character's movement.

Mounted Combat rules 

You gain the mount's movement speed (horse 60'). Mounting or Dismounting uses half your own movement.

Using Different Speeds rules
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. Ifthe result is 0 or less, you can't use the new speed during the current move.

Mounting Example: A Speed 30' character moves 10' then mounts (uses 15') a horse with Speed 60' . The mount can still move 60'-25' = 35'.

Dismounting Example: A Speed 30' character on a Speed 60' mount moves 40'. Dismounting would use 15' of their move, but the character has already moved more than half their own speed (more than 15') so they must use a Dash action if they wish to dismount this turn (using 15' to dismount, 15' left). 

As an action you can make the mount & yourself together Dash, Disengage, or Dodge. If you have a Warhorse you can use an action to have the mount make an Attack action.


Damaran Factions
Church of Ilmater & His Saints, notably St Sollars - Lawful/Good. Clerics, Paladins  of the Golden Cup. Rangers (Thorn Knights).
Followers of the Old Faith - Neutral/Good. Druids, Rangers, Barbarians.
Thieves' Guild of Heliogabalus - Neutral/Evil. Rogues.
Evil Factions
Cult of Loviatar - Evil. Crimson Monks, Half-Orcs of Goblin Town.
Demon Cults - Chaotic Evil. Warlocks of Vaasa.

Social status Income & Expenditure
Lower Class
Subsistence      1sp/day, 3gp/month Maid, Scullion, Slave
Poor                  2sp/day, 6gp/month Labourer, Cook, Infantry Soldier, Barmaid
Unassuming     3sp/day, 9gp/month Yeoman farmer, Corporal, Longbowman, Cavalry, Sailor
Decent             5sp/day  15gp/month Sergeant, Heavy cavalry, Tailor, Festhall Wench
Middle Class
Modest             1gp/day, 30gp/month Adventurer, Lieutenant, Innkeep, Reeve
Comfortable     2gp/day  60gp/month Armourer, Master Smith, wealthy Innkeep, Captain
Upper Class
Wealthy            4gp/day 120gp/month wealthy Merchant, Colonel, Manor Lord/Lady
Aristocratic      10gp/day 300gp/month High Priest, Baron, General
Noble               20gp/day 600gp/month Count, Duke
Royal               40gp/day 1200gp/month King
Imperial           80gp/day 2400gp/month Emperor

Shopping in Downtime

During Long Rests in civilised areas you can assume you can  meet with travelling merchants and exchange coinage into gold pieces up to 500gp without penalty. You can also sell treasure of listed values up to 500gp for list value, likewise. Higher value treasures may require a trip to a city like Ravensburg the capital of Camarthan Duchy to sell for value, this can usually be done during a downtime Long Rest likewise but let me know.
Likewise you can normally acquire non-magical equipment of value up to 500gp during the course of a long rest. Some Common magic items like potions of healing may also be available, but in restricted amounts, and may cost more than the list price. Non-magical equipment of value over 500gp (eg full plate armour) can generally be acquired in a city like Ravensburg.

Druids' Herb Garden
A 15'x15' (9 square yard) garden will take 50 gp of medicinal herbs to get started, then after a month could produce up to 5gp of herbs/day while being actively tended by Arian or another Druid with Nature skill.


A typical character may potentially recruit and retain a number of loyal retainers/henchmen equal to their CHA bonus+4 (eg 3 at CHA 8).  These Retainers must have no more hit dice than the recruiting character.
Some character classes may recruit additional retainers of a particular type, eg: 
Beastmaster Ranger may recruit a number of animal retainers equal to their CHA Bonus+4 in addition to their standard Retainers. 
Champion Fighter may recruit a number of warrior-type retainers of their own race/species equal to their CHA Bonus+4 in addition to their standard Retainers. 

Territory Development

When characters clear and rule territory around a stronghold (at least 10 miles radius in wilderness), they may receive a tax income of typically 3d3 or 6 silver pieces per inhabitant per month, including Resource income. High level Fighters, and some other classes, may also have a body of Followers come to serve them. A typical initial domain has 2-8 (2d4) hamlets, each with 101-400 (1d3x100 + 1d100) people. Politically this is, or is equivalent to, a minor Barony.

Typical Followers for PC Level 9+ ("Lord")

Warlord's Followers (roll d4 or choose)
(1). 20 light cavalry (9gp/m), ringmail & shield AC 16, longsword, hand axe, 3 javelins.
      100 heavy infantry (6gp/m), scale AC 15, halberd, club.
(2) 20 heavy infantry (6p/m), splint & shield AC 19, morningstar, hand axe.
      60 pike infantry (6gp/m), padded AC 12, long pike, short sword.
(3) 40 heavy crossbowmen (6gp/m), chain AC 16, heavy crossbow, shortsword
      20 light crossbowmen (6gp/m), chain AC 16, light crossbow, shortsword  
(4) 10 heavy cavalry (15gp/m), splint & shield AC 19, lance longsword & mace
      20 medium cavalry (12gp/m), scale & shield AC 17, lance longsword & mace
      30 light cavalry (9gp/m), studded & shield AC 15, lance & flail
Troops typically are veterans and use Mercenary stats (hp 16, ST+2 DE+1 CO+1), with adjustments for equipment as above.

Troop Commander (d4):
(1) Veteran, plate armour & shield AC 20, +2 longsword or +2 battle-axe
(2) Knight, plate armour & +1 shield AC 21, +1 longsword & +1 lance
(3) Veteran, +1 plate armour & shield AC 21, +1 longbow & +1 longsword
(4) Knight, +1 plate & +1 shield AC 22, +2 longsword or +2 battle-axe, barded heavy warhorse with horseshoes of speed.
Commander Upkeep: 60gp/month

Troop Lieutenant (d4)
(1)-(2) Fighter-2, splint & shield AC 19 
(3) Fighter-3, plate & shield AC 20
(4) Fighter-4, plate & shield AC 20, +1 longsword
The Lieutenant can advance to Fighter-4 in play. They may eventually become a Veteran or Knight.
Lieutenant Upkeep: 30gp/month
The Troop Lieutenant may be created by the Player or DM, using Standard Array attributes.

Alternate Followers
Rogue's Guild: 1d3 MM Spy, 2d3 MM Thug, 1d3 Rogue-1 (hp 10 DEX+3)
Wizard's Tower: 1d3 Wizard-1, 2d6 Mercenary (hp 16 ST+2)
Priest's Temple: 1 MM Priest, 2d3 MM Acolyte, 2d6 Mercenary (hp 16 ST+2), 1d3 Cleric-1 (hp 9 WIS+2)
Druid's Grove: 1d2 MM Druid sc4, 1d3 Druid-1 (hp 9 WIS+2)
Bard's Company: 1d2 VGTM Bard sc4, 1d3 MM Spy, 1d3 Bard-1 (hp 9  CHA+2)
Barbarian's Holdfast: 1d3 MM Berserker, 20d6 MM Tribal Warrior, 1d3 Barbarian-1 (hp 14 ST+3)
Other classes typically acquire 1d3 1st level followers of the character's own class, eg a Fighter Lord may acquire 1d3 Fighter-1 (hp 12 ST+3).

Elven Lord's Followers:
20 Elf Scout with longbow, shortsword & studded leather, 10 Elf Guard with splinted armour shield longsword & javelins, one Elf Knight with plate armour shield & magic longsword, one Elf Scout Veteran with mithril half plate, shortsword & magic longbow.

PC-class Followers may be created by the Player or DM, using Standard Array attributes.

Most strongholds will also attract an appropriate number of Commoners to serve the PC. A Wizard's Tower might have only 1d6, where a Warlord's fortress has 10d6 or more.
Losses of non-classed followers may typically be replaced at a rate of 5% of initial total per month, eg a force of 120 can replace 6/month.

Classed Followers
Classed followers may use a generic template as above, or may be created by the player using the standard PC rules (and may be played as a PC in lower level adventures). Classed followers are not replaced if lost, but every month there is a 10% chance to acquire one additional such follower. 
Charisma Limit: No character may ever have more classed followers (aka Henchmen) at once than their Charisma bonus +4 ; eg CHA 8 (-1) enables 3 such followers, while CHA 20 (+5) enables 9 such followers.

Realm Improvements

Magic Resources

Shrine (1 Acolyte sc1): 1,500gp & 5 weeks. Requires: Thorpe pop. 20
Church (1 Priest sc3, 1 Acolyte sc1): 4,500gp & 7 weeks. Requires: Hamlet pop.100 
Temple (1 Priest sc5, 2 Priest sc3, 4 Acolyte sc1): 15,000gp & 11 weeks. Requires: Village pop. 500 
Abbey (1 Abbott/Abbess sc5, 2 Senior Brother/Sister sc 3, 4 Monk/Nun sc 2, 8 Monk/Nun sc1): 50,000gp & 57 weeks. Requires: -
Cathedral (1 Bishop sc7, 2 Priest sc4, 4 Priest sc2, 8 Acolyte sc1):  42,000gp & 20 weeks. Requires: Small City pop. 6,000

Arcane Tower (1 Wizard sc3, 1 Apprentice Wizard sc1): 4,500gp & 8 weeks. Requires: -
Arcane Guild Hall (1 Wizard sc5, 2 Wizard sc3, 4 Apprentice Wizard sc1): 15,000gp & 14 weeks. Requires: Small Town pop. 1,500 
Arcane University (1 Mage sc9, 2 Wizard sc5, 4 Wizard sc3, 8 Apprentice Wizard sc1): 54,000gp & 31 weeks. Requires: Small City pop. 6,000

Mercantile & Administrative
Trading post (improves all Resource income by +10% in a 2 hex/20 mile radius): 5,000gp & 8 weeks. Requires: -
Guildhall (improves 1 Resource income by +20% in a 2 hex/20 mile radius): 5,000gp & 12 weeks. Requires Large Town pop. 3,000. 
Noble Estate with Manor, luxurious (improves Tax income by +10% in a 2 hex/20 mile radius): 25,000gp & 21 weeks. Requires: -
Imperial Palace (improves Tax income by +10% across entire dominion): 500,000gp & 3 years. Requires: -

Tower/Broch: 10,000gp & 12 weeks. Can hold 30 infantry.
Motte & Bailey: 20,000gp & 18 weeks. Can hold 60 infantry.
Small Castle: 40,000gp & 30 weeks. Can hold 125 infantry.
Large Castle: 80,000gp & 45 weeks. Can hold 250 infantry.
Fortress: 160,000gp & 60 weeks. Can hold 500 infantry.
Citadel: 320,000gp & 90 weeks. Can hold 1,000 infantry.
One light cavalry = 3 infantry. One medium or heavy cavalry = 4 infantry.

Castle Build Elements - Construction Cost
20' stone wall, 10' thick, per 20' section: 1000gp. 
30' stone wall, as above: 2000gp
40' stone wall, as above: 4000gp
Round Tower, 5' thick walls, 20' diameter, 30' high: 5000gp
Round Tower, 5' thick walls, 30' diameter, 40' high: 12000gp
Square Keep, 10' thick walls, 60'x60', 40' high: 40,000gp
Moat/Ditch, 20' wide, 10' deep, per 20' section: 80gp
Gatehouse 30'x20', 20' high, with portcullis: 6500gp
Dungeon Corridor, 10'x10', flagstone: 50gp
Stone building (2 story & attic, 30' peak, 120' of outer wall (typically 40'x20'), wooden doors, stairs, floors, roof, 1'-2' walls): 3000gp
Wooden Building (as above): 1000gp
Minimum time to build is 1 day per 500gp cost.

Manor Resource Improvements
At Manor Scale, 1 hex = 2 miles. For Baronial Scale (1 hex = 10 miles) multiply costs & incomes by x10.
25gp/month = 300gp/year. 50gp/month =600gp/year.
Mine (requires valuable minerals): cost 2d4x100gp, income +1d6x100gp/month. Population +2d4
Smelter (requires Mine): cost 1,000gp, income +2d4x10gp/month. Population +2d4
Logging Camp (requires Forest**): cost 1,000gp, income +1d4x10gp/month. Population +4d4
Sawmill (requires Logging Camp): cost 2,000gp, income +2d4x10gp/month. Population +2d4
Improved Farmland (requires Plains***): cost 2,000gp, income +2d4x10gp/m. Population +4d4
Fishing Ship (requires Sea): cost 2,000gp, income +2d4x10gp/m. Population +2d4

*Typically a 1 in 6 chance there is a mining resource per two mile hex. With one surveyor a survey takes 1 month (& a typical 30gp hireling cost) per 2 mile hex, requires a character with Miner's Tools Proficiency or equivalent and a successful proficiency (INT) check at a DC of 5+1d10 (1e: 4 in 6 chance of success).
If a resource is discovered, the GM rolls 1d6, or selects:
1: clay or stone quarry 100gp/m
2: lead or coal mine 200gp/m
3: copper or oil/tar mine 300gp/m
4: silver or tin mine 400gp/m
5: gold mine or marble quarry 500gp/m
6: platinum or gemstone mine 600gp/m

**One two mile hex, approx 3.5 sq m of forest.
***One square mile of arable land.

Baronial Domains

Resources per hex (Baronial Scale, 1 hex = 10 miles across, approx 85 sq m)
1: 1 resource
2-7: 2 resources
8-9: 3 resources
10: 4 resources

Resource Type
1-3 Animal (eg dairy, fish, fowl, furs, bees, horses, ivory, beef, pork)
4-8 Vegetable (eg farm produce, foodstuffs, oil, fodder, wood & timber, paper, wine)
9-10 Mineral (as above)

Baronial Income per 10 mile (85 sq mile) hex, a domain has 1+ hexes.
Animal Resource: 10 sp/person/month, max 1d4x1,000 (2,500) gp/month per hex.
Vegetable Resource: 5 sp/person/month, max 1d6x1,000 (3,500) gp/month per hex.
Mineral Resource: 15 sp/person/month, max 1d8x1,000gp (4,500) gp/month per hex.

The maximum resource income for a 10-mile domain hex thus varies from 1,000gp/month, to 32,000gp/month!

Towns & Cities: These generate 5 sp per person per month in taxes and tolls. 
Theocratic Domains generate an additional 2 sp per person per month in tithes.

10-mile Hex Population & Rate of Increase
Population will naturally increase through immigration and birth up to the limit of available resources. Eg an intensively farmed domain with 4 vegetable resources generating up to 140,000gp total could have a population of 28,000.
1-100:     +20/month
101-200: +20/month
201-300: +30/month
301-400: +30/month
401-500: +20/month
501-1000: +20/month
1001-2000: +10/month
2001-4000: +10/month
40001-8000: +10/month
8001-16000: +10/month
16001+: +10/month
An untaxed population increases by an additional +30/month, up to the resource limit of the domain.

Population centres begin to emerge when a hex population reaches 10,000. At this point 10% of the population may be considered urban, generating an additional 5sp/month per urban inhabitant. 

Typical Net Personal Income
After all reasonable expenses including military and infrastructure, as a rule of thumb a typical dominion including sub-dominions generates 0.5 sp per person per month (or 5sp/person/year) as personal wealth to the ruler, which can be spent however he or she desires.
Dominion Status: net Income per month (x10 for per Year)
1. Wretched: 0.1 sp, 1 gp per 100 people
2. Poor: 0.2 sp, 1gp per 50 people
3. Unassuming: 0.3 sp 
4. Modest: 0.4 sp
5. Typical: 0.5 sp, 1 gp per 20 people
6. Comfortable: 0.6 sp
7. Wealthy: 0.8 sp
8. Rich: 1 sp, 1 gp per 10 people

Example 1: Damara in 1360 DR is overall a Poor Dominion, with an incorporated population of some 750,000 generating (750,000/50)= net 15,000gp per month for King Dimian I Ree Banacath.
Example 2: Impiltur in 1360 DR is overall a Typical Dominion, with an incorporated population of 1,100,000 generating net 55,000gp per month for the Crown - nominally the Queen Regent, in fact the Lords of Imphras II.

Mass Combat - War Machine


10 (Challenge 0 - 10 xp) eg Commoners, Lemures
25 (Challenge 1/8 - 25 xp) eg Tribal Warriors, Bandits, Kobolds, Cultists, Manes, Dust Goblins
50 (Challenge 1/4 - 50 xp) eg Drow, Great Goblins, Human Guards, Kenku, Dretch, Zombies, Troglodytes, Grey & Pig Orcs
75 (Challenge 1/2 - 100 xp) eg Gnolls, Hobgoblins, Lizardfolk, Mountain Orcs, Thugs, Scouts, Dwarves, Elves, Worgs
100 (Challenge 1 - 200 xp) eg Bugbears, Gnoll Hunters, Ghouls, Thri-Keen, Elf Scouts, Elf Guards
125 (Challenge 2 - 450 xp) eg Berserkers, Cult Fanatics, Druids, Ogres, Ghasts, Spined Devils, Centaurs
150 (Challenge 3 - 700 xp) eg Knights, Veterans, Minotaurs, Bearded Devils, Wights
160 - Challenge 4 - 1100 XP eg Ettins, Shadow Demons, Succubi
180 - Challenge 5 - 1800 XP eg Hill Giants, Trolls, Drow Elite Warriors, Elementals, Barbed Devils, Barlgura, Vampire Spawn, Unicorns, Umber Hulks
190 - Challenge 6 - 2300 XP eg Chasme, Cyclops, Vrock
200 - Challenge 7 - 2900 XP eg Stone Giants
210 - Challenge 8 - 3900 XP eg Frost Giants, Chain Devils, Hezrou
220 - Challenge 9 - 5000 XP eg Cloud Giants, Fire Giants, Bone Devils, Glabrezu, Treants
230 - Challenge 10 - 5900 XP eg Yochlol
+10 - +1 Challenge....
430 - Challenge 30 - 155,000 XP eg Tarrasque

The forces that have been rated according to
the above three steps are now prepared to
meet on the field of battle. To find out what
the result of this engagement is, start with the
BR of each force, and add or subtract all of
the following adjustments that apply.
1. Troop Ratio (use only one per battle):
+15 if 1.5 to 1
+30 if 2 to 1
+45 if 3 to 1
+60 if 4 to 1
+70 if 5 to 1
+80 if 6 to 1
+90 if 7 to 1
+100 if 8 to 1 (Maximum adjustment)
2. Morale (use all that apply):
+10 if force is in dominion of their liege
+10 if they have beaten this foe before
+10 if Troop Class is 2 levels higher than
the enemy
+30 if attacking an enemy “On the
-10 if any accompanying force has Routed
3. Environment (use all that apply):
+25 if in extremely favorable environment
-25 if in extremely unfavorable environment
+20 if the entire force in a night battle has infravision
4. Terrain (use all that apply):
+20 if higher than opponent
+20 for Halfling force in fields or woods
+10 for Elven force in woods
+20 for Dwarven ‘force in hills or moun-
-20 for force with mounted troops in
-20 for force in mire (marsh/mud)*
-10 for force on shifting ground (snow/
* Defender Only (Ignore if all of attackers
can fly; use only 1/2 of adjustment if 5 %
or more of attackers can fly):
+10 if defending in place (holding)
+50 if defending a narrow defile, pass or
+40 if attacker must cross deep water
+20 if defending in mountains, hills, or
rough terrain, or behind a wall
+50 if force is in a stronghold (and see
5. Immunities (use only 1 per force):
+150 if force is immune to enemy’s attacks
+50 if 1 % of force is immune to enemy’s
+50 if force is immune to 80% of enemy’s
mountains, woods, or stronghold
6. Fatigue (use only 1 per force):
-10 if force is moderately fatigued
-30 if force is seriously fatigued
Troop Ratio: Find the total number
of troops in each force, and divide the
larger number by the smaller. If the
total is 1.01 to 1.5, the 1.5 ratio is used.
Only the larger side benefits from this
adjustment, and only one benefit
Steeds are only counted as members
of a force if their primary function is
fighting (such as dragons) and not
transportation (such as horses).
Morale: This reflects the confidence
of a force. Troops that fight in their
home territory, that know they can
beat an opponent, or are of superior
quality to the foe may benefit from
one, some, or all of these.
Environment: Certain conditions
may help or harm a force. Goblins in
the daylight are at a disadvantage, as
are fire giants in snow.
Terrain: In many cases, the ground
on which the battle is fought will give
an advantage to one side or the other.
Apply as many of these modifiers as fit
your force; note that some apply only
to defenders.
Determining the Defender: When
two forces arrive at the same location,
they must stop moving. If both forces
choose to defend, neither gets the
defender bonus.
Immunities: This reflects the advantage
possessed by some creatures who
cannot be hit by normal weapons; gargoyles
and lycanthropes are some
Fatigue: Troops may become fatigued
as a Combat Result of a previous battle
(see the Combat Results Table) or
because of a Forced March.
When the BR is modified as applicable, each
player rolls d% (a Combat Roll),and adds
the modified BR to the result. The total is the
Combat Result. The player with the highest
Combat Result wins the battle.
Applying Combat Results
When the winner and loser of a battle have
been identified, determine the effects of the
battle (killed, wounded, fatigued, etc.) as follows:
subtract the Loser’s Combat Result
from the Winner’s. Find this difference in the
left-hand column of the Combat Results
Table. Apply the resulting Casualties,
Fatigue, and Location to both the Winning
(W) troops, as noted.
Casualties: When subtracting casualties,
consider half of them as dead and the other
half as wounded. When a force contains
mixed troops (such as trolls and goblins), the
casualties must be split as evenly as possible
between them. If a force retreats from the
field, treat all wounded as killed. If a force
holds the field after the battle, those wounded
troops can return to action in 1-4 months.
Fatigue: Troops will remain fatigued for
1-4 days. “Seriously fatigued” troops
become “moderately fatigued” in 1-4 days,
and will have their strength restored after
another 1-4 days.
Location: Terrain units represents whatever
measure of distance is most appropriate.
On a hex or square grid map, this is one hex
or square. If no unit of measure seems obvious,
use 1 mile. If multiple forces fight and 1
or more forces on each side holds the field,
another round of battle may be fought
between them. If some of a player’s forces
have routed or retreated, any that remain
may choose to retreat to avoid fighting
another battle.
If all of the enemy forces have left the terrain
unit occupied by your forces, a day of battle
ends. No more fighting occurs until the next
day (if applicable).
A force located inside a fortified structure
(walled town stronghold, etc.) may be
attacked by another force, but has a superior
position. This is called a “siege.” The force
within the structure is the defender. If the
defender comes out of the structure, unmodified
War Machine rules should be used. If the
defender remains within the structure, a
“siege” results; use the War Machine, but
with the following additional rules.
The defender gets the following benefits:
When calculating the Troop Ratio, multiply
the number of defending troops by 4.
Combat Results of “Retreat”or “Rout”
are ignored by the defender.
All defender casualties are reduced by
The attacker has the following options:
The defender may be attacked normally,
using the above rules; OR
The defender may be “beseiged”-the
attacker surrounds the defenders, keeping
them within the structure. This adds +5 to
the attacker’s BR for each week of the
siege. (This represents the building of
siege engines, and mining to weaken the
defender’s position.)
Special Note: Some forces have clerics
available to magically create food and water.
If a besieged defender does not have a cleric,
a record of food supplies should be kept. After
these are exhausted, the defender loses 10%
of its numbers (not rating points) per week
until the siege ends.

Difference Casualties Fatigue Location
w: L W:L W:L
8 1-90
12 1-150
10% :30 %
30% :60%
10 % : 100 %
F+3 : R+2
F+3 : Rout
F+3 : Rout

W - Winner
L = Loser
#% -The percent of the force killed and
wounded. Round fractions up.
N = The force is not fatigued.
M 5: The force is moderately fatigued.
S = The force is seriously fatigued.
F = The force holds the battlefield after the bat-
R = The force must retreat from the field.
R+# = The force must retreat that number of ter-
F+# = The force may advance that number of ter-
Rout = The force ceases to exist as such. Survivors
rain units.
rain units.
will appear at home 1-10 weeks later.


Calculated Army Battle Rating - add the following
Leader Level or Challenge
Average AC 1-15   +1-15
Average AC 16-20 +17-25 (2/1)
Average AC 21-25 +29-45 (4/1)
Average AC 26-30 +51-75 (6/1)
Average to-hit bonus
Average maximum damage
20% missile troops +10
20% missile troops with short range over 100' +10
20% cavalry +10
50% cavalry +10
5% spell casters +10
30% spellcaster +10
1% magical +10
20% magical +10
100% magical +10
1% flying beings +10
20% flying beings +10
average speed 40'+ +10
All Elf +15
All Dwarf +15

Average Hit Points
1-30                  +1-30 (+1/1)
31-90                +32-60 (+1/2)
91-210              +61-90 (+1/4)
211-450             +91-120 (+1/8)
451-930             +121-150 (1/16)