Establishing: Suitable location + 500 silver + 1 month + Social Exchange TN = Domain Willpower x 4 (or by force).
Bastion Overview
Bastions are player-controlled strongholds that provide safe havens, generate resources, and serve as narrative anchors. They can be anything from a fortified tower to a thriving town.
What Bastions Provide
- Safe Rest: Full recovery without encounter checks
- Resource Generation: Gain supplies, coin, or specialized goods
- Political Influence: Negotiate with domains from a position of strength
- Story Hub: NPCs, quests, and domain events center around your Bastion
Establishing a Bastion
To establish a Bastion, you need: a suitable location, initial resources, and permission from the domain (or the strength to claim it by force).
Founding a Bastion
Step 1: Choose Location
Near a portal, resource-rich area, or strategic chokepoint. Trickster determines suitability and initial threats.
Step 2: Negotiate or Conquer
Use Social Exchange to negotiate with domain entities (TN = Willpower x 4) or clear the area by force. Either way, achieve Disposition +2 minimum.
Step 3: Invest Resources
500 silver minimum + 1 month downtime. Hire workers, gather materials, construct core buildings.
Step 4: Define Stats
Set starting values: Population 1, Prosperity 1, Stability 1, Threat 0.
Resource Management
Bastions are tracked with four core resources: Population, Prosperity, Stability, and Threat.
Bastion Resources
| Resource | Range | Notes |
|---|---|---|
| Population | 1-5 | Determines project slots & workforce |
| Prosperity | 1-5 | Generates silver income per season |
| Stability | 1-5 | Resistance to crises |
| Threat | 0-5 | At 5 = bastion destroyed |
Resource Effects
Population Benefits:
- Pop 1: Can complete 1 project per season
- Pop 2: Militia (10 guards), market established
- Pop 3: Can complete 2 projects per season, attract specialists
- Pop 4: Town status, establish laws and governance
- Pop 5: City status, political power in domain
Prosperity Income per Season
| Population | Silver | Extras |
|---|---|---|
| 1 | 100 | - |
| 2 | 250 | - |
| 3 | 500 | +1 trade good |
| 4 | 1,000 | +2 trade goods |
| 5 | 2,500 | +5 trade goods |
Bastion Projects
Bastion Projects (1 Season Each)
Fortifications
Effect: +1 Stability, -1 Threat. Walls, gates, watchtowers.
Market Square
Effect: +1 Prosperity. Attracts merchants, enables trade.
Housing District
Effect: +1 Population cap (up to 5). Homes, apartments, infrastructure.
Temple/Shrine
Effect: +1 Stability. Improves Disposition with domain by +1.
Workshop Quarter
Effect: +1 Prosperity. Crafters produce equipment at half cost.
Portal Anchor
Effect: 1,000 silver + Arcane Resonance TN 16. Permanent portal to one domain.
Domain Relations
Your Bastion exists within (or adjacent to) domains. Managing relationships is crucial for survival and prosperity.
Domain Disposition
Track Disposition with each nearby domain separately (-5 to +5). This affects trade, threats, and Blessings/Curses affecting your Bastion.
At +3: Blessing applied to Bastion (your choice: +1 Population, +1 Prosperity, or -1 Threat)
At -3: Curse applied (your choice: -1 Stability, +1 Threat, or -1 Prosperity)
Threats & Events
At the end of each season, roll on the Event Table. Higher Threat increases negative event chances.
Seasonal Event Table (1d6 + Threat)
| Roll | Event |
|---|---|
| 2-3 | Windfall: +1 Prosperity or Population. Unexpected boon. |
| 4-5 | Growth: +1 to lowest resource (player choice if tied). |
| 6-8 | Uneventful: Nothing significant happens. Peaceful season. |
| 9-10 | Minor Crisis: -1 to any resource or +1 Threat. Trickster describes (banditry, supply shortage, unrest). |
| 11+ | Major Crisis: Roll on Crisis Table. Immediate threat requiring PC intervention. |
| Roll | Crisis |
|---|---|
| 1 | Monster Attack: Elite creature raids Bastion. Defeat it or lose -2 Population. |
| 2 | Plague/Curse: Domain Curse spreads. Test party's combined Survival TN 16 or -1 Population, -1 Stability. |
| 3 | Bandit Siege: Hostile force demands tribute (500 silver) or attacks. Combat or negotiation required. |
| 4 | Political Coup: NPC faction attempts takeover. Resolve via Social Exchange or lose -2 Stability. |
| 5 | Supply Crisis: Trade routes cut. Lose -1 Prosperity. Must complete quest to restore. |
| 6 | Domain Collapse: Nearby domain dying. Portal instability. +2 Threat. Must stabilize domain or relocate Bastion. |
Seasonal Turns
Bastion management happens on a seasonal timescale (3 months = 1 turn). Between adventures, resolve one seasonal turn.
1. Collect Income
2. Resolve Projects
3. Roll Event (1d6 + Threat)
4. Adjust Resources
2-3 Windfall | 4-5 Growth | 6-8 Uneventful | 9-10 Minor Crisis | 11+ Major Crisis
See Also
- Social Exchange - Negotiating with domains and factions
- Domains & Portals - Domain Disposition and Willpower effects
- Equipment - Crafting in Workshop Quarters
- Gamemaster Guide - Creating Bastion-centered campaigns
