NOWHERE LAND
PART 12 · PART XII: STRONGHOLDS & POLITICS

Bastion Management

Bastions are player-controlled strongholds that provide safe havens, generate resources, and serve as narrative anchors.

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 × 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

ResourceRangeEffect
Population0-5Number of residents. Determines workforce, defense, and project capacity.
Prosperity0-5Economic wealth. Generates silver per season, enables trade projects.
Stability0-5Social cohesion. Prevents revolts, improves morale, enables governance.
Threat0-5Danger level. At 3+, trigger crisis events. At 5, Bastion is 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):

  • Pros 1: 100 silver
  • Pros 2: 250 silver
  • Pros 3: 500 silver + 1 trade good
  • Pros 4: 1,000 silver + 2 trade goods
  • Pros 5: 2,500 silver + 5 trade goods (wealthy city)

Bastion Projects

Projects improve your Bastion. Each takes 1 season (3 months) and costs resources.

Fortifications

Cost: 300 silver | Effect: +1 Stability, -1 Threat. Walls, gates, watchtowers.

Market Square

Cost: 200 silver | Effect: +1 Prosperity. Attracts merchants, enables trade.

Housing District

Cost: 250 silver | Effect: +1 Population cap (up to 5). Homes, apartments, infrastructure.

Temple/Shrine

Cost: 400 silver | Effect: +1 Stability. Improves Disposition with domain by +1.

Workshop Quarter

Cost: 300 silver | Effect: +1 Prosperity. Crafters produce equipment at half cost.

Portal Anchor

Cost: 1,000 silver + Arcane Resonance TN 16 | Effect: Permanent portal to one domain. Fast travel hub.

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)

RollEvent
2-3Windfall: +1 Prosperity or Population. Unexpected boon.
4-5Growth: +1 to lowest resource (player choice if tied).
6-8Uneventful: Nothing significant happens. Peaceful season.
9-10Minor 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.

Crisis Table (1d6)

RollCrisis
1Monster Attack: Elite creature raids Bastion. Defeat it or lose -2 Population.
2Plague/Curse: Domain Curse spreads. Test party's combined Survival TN 16 or -1 Population, -1 Stability.
3Bandit Siege: Hostile force demands tribute (500 silver) or attacks. Combat or negotiation required.
4Political Coup: NPC faction attempts takeover. Resolve via Social Exchange or lose -2 Stability.
5Supply Crisis: Trade routes cut. Lose -1 Prosperity. Must complete quest to restore.
6Domain 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.

Seasonal Turn Sequence

1. Collect Income

Gain silver based on Prosperity level.

2. Resolve Projects

Complete any ongoing projects (1-2 per season depending on Population).

3. Roll Event

1d6 + Threat. Consult Seasonal Event Table.

4. Adjust Resources

Apply event results. If Stability < 1, risk revolt (-1 Population). If Threat ≥ 5, Bastion destroyed.

5. Plan Next Season

Choose new projects, assign resources, prepare for threats.

See Also