Table of Contents

Wilderness Developments

Natural Wilderness

Wilderness is how most land starts, home to wild beasts and monsters. You may find a few hardy travellers and trappers here, but that is about it. While you can claim real wilderness as part of your stronghold, nobody really recognises that you own the land and it doesn't count until you do something with it. Claiming it, however, does lay down a marker of your intentions. However, unpatrolled wilderness will allow monsters, bandits and tribesmen to operate with impunity inside your borders.

Managed Wilderness

Managed Wilderness is an area of wilderness that is patrolled by your troops to keep monsters and barbarian tribes down, but nature is allowed to run its own course. The hex must be patrolled by your troops and may have a road or a trail running through it. The hex could be patrolled from a +2 defensive building in a neighbouring hex, or from a +1 building (watch tower or base camp) within the hex.

Managed Wilderness hexes do not add to the consumption value of your stronghold.

Defensive Developments

Semi-Wilderness

Semi-Wilderness is land with a few nature-friendly developments. There are enough people that the natural world is affected - but enough to make huge changes. A Semi-Wilderness hex can have a road running through it, although you cannot build highways or canals in these hexes. A Semi-Wilderness corridor would allow you to build a road across a wilderness area to connect two settlements together. Rangers, Barbarians, Druids and other nature priests could use a combination of Semi-Wilderness and Managed Wilderness hexes to build a very wild, natural stronghold.

Semi Wilderness Hexes have a Consumption Value of 1BP per turn.

Defensive Developments

You may only have one defensive development in a hex - a Tower or Base Camp as described earlier or

Other Developments