Conquering a Hex¶
Conquering brings a hex under the control of a domain.
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.
Determine if the hex is a domain's Territory or uncontrolled Wilds.
Neutralizing Territory¶
Before a hex of Territory can be conquered, creatures of the controlling domain must be neutralized by war, subterfuge, or diplomacy. Once this is done, the domain loses control and the hex becomes Wilds.
Establishing presence¶
As part of an expedition, an occupying force may take a week to construct a watchtower inside a hex. Doing so adds 500 gp to the cost of the expedition and establishes the presence of the new domain inside the hex. If the hex is Wilds, it may then be conquered.
Conquering Wilds¶
Once the new domain's presence has been established inside a hex of Wilds, it may be conquered over the course of a month. Make two encounter checks each week for a month. If a check is positive, and if the occupying force clearly outmatches the encounter result, the occupying force's faction must immediately pay 10 gp per point of the encounter's Force Power, or one tenth of the combined XP value. Otherwise, resolve the encounter as normal. At the end of the month, the hex is conquered and becomes the Territory of the new domain.