Conquering a Hex¶
Conquering brings a hex under domain control.
Used by: Travel, Domain Management. Uses: Information Gathering, Wilderness Encounters, Combat, Mass Combat, Dungeon Exploration. Goes back to: the calling procedure, once the hex is conquered. Records to update: domain notes, the hex map.
Step 1: Learn what occupies it¶
Scout the hex. What is found decides how it is conquered.
- Wilds: see Occupying Wilds.
- Territory: neutralize hostile creatures, by war, subterfuge, or diplomacy.
- A lair: defeat or persuade the sovereign.
Step 2: Hold it¶
A hex is conquered when a garrison has held it for one month with no other faction contesting it. Once conquered, is is the territory of the controlling faction, which may begin domain projects in the hex, build a stronghold, settle citizens, and so on.
Occupying Wilds¶
Mount a venture and travel to the hex. The occupying force creates a defensive camp to hold the hex. Make one encounter check each day for a month. If a check is positive, and if the occupying force plainly outmatches the encounter result, the venture's faction must immediately pay 10 gp per point of the encounter's Force Power. Otherwise, resolve the encounter as normal.