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pathfinder:campaign_systems:strongholds:wilderness_developments

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

  • Watchtower - A Watchtower flies your flag, and comes complete with a small detachment of Light Foot to make foot patrols of the local area and establish your authority on the frontier. It is exactly the same as a rural watchtower, and is the best option if you intend to develop the hex into a Rural or Urban Hex later.
  • Cost to build: 1bp
  • Restrictions: Any hex
  • Benefit: +1 defence for your stronghold (1x Light Foot)
  • Base Camp – A base camp utilise the natural terrain to offer security and protection. It could be possibly based around a cave, dug into the banks of hill or in a semi-buried sod hut that blends in with the surrounding environment. It provides a working base for a contingent of Scouts. A base camp can be upgraded to a Large Camp or a Redoubt - but you may only have one of the three in a hex. This is the best option if you want to develop a semi-wilderness area, however all benefits will be lost if the Hex is upgraded to Rural or Urban status.
  • Cost to build: 1bp
  • Restrictions: Cannot be in the same hex as a Large Camp or a Redoubt.
  • Benefit: +1 defence for your stronghold (1x Light Foot)

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

  • Large Camp - An extended base camp, with a few extra simple wooden structures masked by blinds and hedges. It comes with a contingent of skirmishers and provides a permanent base for a few wilderness workers, such as hunters or woodsmen. A Large Camp can be upgraded to a Redoubt - but you may only have one of the three in a hex. This counts as a ★★ residential property.
  • Cost to build: 3bp
  • Restrictions: Cannot be in the same hex as a Watch Tower, Base Camp or a Redoubt.
  • Benefit: +2 defence: (2x Light Foot)
  • Redoubt - A step up from a large Camp, it incorporates more permanent buildings, such as sod or log cabins or an extended cave complex, and has better defensive walls and a lookout point. It is a permanent base, and makes it easier for people to bring their families into the wilderness, allowing them to live and work locally. Patrols from a redoubt can cover the hex it is in as well as any adjacent hexes. This counts as a ★★ residential property.
  • Cost to build: 5bp
  • Restrictions: Cannot be in the same hex as a Watch Tower, Base Camp or Large Camp.
  • Benefit: +2 defence: (2x Light Foot) Reduces consumption by 1 BP per Turn.

Other Developments

  • Holy Grove - This is a refuge in the wild where a nature priest can enjoy shelter and practice their religion. Holy Groves serve primarily as places of worship, but they also act as a community centre and retreat in times of need. While called a Holy Grove, it could take one of many different forms - a grove of trees, a stone circle, a natural amphitheatre, a pool or a cave. This counts as a ★★ residential property.
  • Cost to build: 3bp
  • Restrictions: Any semi-wilderness hex.
  • Benefit: +1 Loyalty & 1 minor item
  • Witch Hut – Be it a crazy old hermit, a hag, or just an herbalist who likes to live near the source of her craft, a spellcaster who prefers to dwell far from civilization calls this structure home. This counts as a ★★ residential property.
  • Cost to build: 4bp
  • Restrictions: Any semi-wilderness hex.
  • Benefit: +1 stability & 1 minor item
  • Tree House Tree houses are particularly popular among small communities living in wildernesses so dangerous that sleeping on the ground is never safe. Such groups craft residences sized for one or two families into the boughs of neighboring trees, with bridges connecting the individual structures. This counts as a ★★ residential property.
  • Cost to build: 2bp
  • Restrictions: Any semi-wilderness hex.
  • Benefit: None
pathfinder/campaign_systems/strongholds/wilderness_developments.txt · Last modified: 2019/06/01 17:04 by 127.0.0.1