Darkon Land Rules & Campaign System (BETA)

Explore the strategic campaign rules governing the Realm Map of Darkon from Chapter Twelve of the official rulebook. Learn how sovereign countries claim territory, manage resources, construct assets, conduct sea battles, wage invasions, and fight off Orc Hordes!

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1. Golden Land Rules

The Darkon Land Rules are designed to foster competition, roleplay, unit coordination, and high-stakes strategy across kingdom events. All land actions are governed by five Golden Rules:

The 5 Golden Rules of Darkon Campaign Play

RULE 1 Land Marshal Discretion: The Land Marshal's discretion is final regarding anything covered (or not covered) in the land rules.

RULE 2 Explore Fun: Always venture into new ways to have fun, respecting that everyone’s definition of fun varies.

RULE 3 Encourage Roleplay: Roleplay should always be encouraged, never stifled.

RULE 4 Foster Conflict & Growth: Campaign conflict should not be penalized or hated; it is encouraged to foster engagement and growth.

RULE 5 IC vs OOC Distinction: Never confuse In-Character conflict with Out-Of-Character relationships, especially during intense land wars.

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2. Map Grid & Hextares

The Realm Map of Darkon is divided into a grid of hexagonal territory units called Hextares. Hextares are numbered numerically North to South and lettered East to West.

Hextare States & Terrain Types

Each hextare belongs to one of four states: Unclaimed (open land), Settled (inside a country's border), Fortified (settled hex with a Tower, Keep, or Castle), or Reserved.

Hextare Type Movement Penalty Battlefield Terrain Recommendation
Forest -1 Movement Dense Woods
Plains Normal Open Field
Hills -1 Movement Narrow field or hillside
Mountains -2 Movement Narrow rocky field or steep hillside
Tundra / Frozen Normal / -1 Movement Open snowy field
Desert -1 Movement Open arid field
Jungle / Swamp -2 Movement Dense woods & water obstacles
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3. Resources & Upkeep

Countries maintain holdings using two currencies: Resource Units (RU) representing goods, materials, and labor, and Gold Pieces (GP) representing currency.

🏦 Bank Account Caps

GP stored in Tarimstadt royal banks is capped based on rank:
β€’ Nobles: 3,000 GP
β€’ Squires: 1,500 GP
β€’ Commoners: 1,000 GP
β€’ Country Coffers: Base cap of 3,000 GP.

🌾 Seasonal Hex Upkeep

Every 6 events (a "Season"), countries pay hex upkeep:
β€’ 10 GP per settled hex in contact with 3+ countrymen hexes.
β€’ 50 GP per isolated hex.
β€’ Unpaid hexes require a D100 roll (fails if lower than 50 + 5X where X is unpaid hex count).

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4. Country Assets System

New countries start with 13 settled hexes, 1 Capitol, 1 Castle, 1 RU generator, 1 Army, 6 RU, and 1,000 GP. Assets are constructed using RU and GP.

Production Assets (Generates Resources)

Asset RU / GP Cost Upkeep Placement Generates
Mine 2 RU / 100 GP 1 RU Hills / Mountains 100 GP (Hills) / 150 GP (Mountains) or 2-3 RU
Farm 1 RU / 20 GP 20 GP Tundra / Plains 1 RU (Tundra) / 2 RU (Plains)
Smithy 1 RU / 50 GP 50 GP Any Settled Hex 2 RU
Lumber Mill 1 RU / 30 GP 20 GP Forest / Jungle 2 RU
Gold Mine Land Search Only - Discovered Hex 3 RU

Development Assets (Defensive Fortifications)

Fortification RU / GP Cost Upkeep Structure Size Defensive Respawns
Tower 2 RU / 100 GP 1 RU 20x20 ft structure +1 Player Respawn
Keep 4 RU / 200 GP 2 RU 25x25 ft structure +3 Player Respawns
Castle 6 RU / 300 GP 3 RU 30x30 ft structure +5 Player Respawns

Mobile Assets (Movement & Forces)

Asset RU / GP Cost Upkeep Capacity / Grant Movement Speed
Army 1 RU / 50 GP 20 GP Invasion Action 12 hexes per event
Caravan 1 RU / 100 GP 50 GP 4 Cargo Units 12 hexes per event
Small Ship 1 RU / 50 GP 25 GP 1 Cargo Unit (4-8 crew) 2 sea zones per event
Medium Ship 2 RU / 100 GP 50 GP 2 Cargo Units (4-12 crew) 2 sea zones per event
Large Ship 3 RU / 200 GP 100 GP 4 Cargo Units (4-16 crew) 2 sea zones per event
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5. The Royal City of Tarimstadt & Taxation

Located on its own central island, the Royal City of Tarimstadt is the Monarch's court. Tarimstadt assets require no upkeep and cannot be destroyed.

βš”οΈ Siege on Tarimstadt

Invading armies can push Tarimstadt borders back to the Capitol. While under siege, the Monarch cannot hold court, issue decrees, or levy taxes, and must fight consecutive siege battles until victorious!

πŸ“œ Royal Taxation

The Monarch may levy taxes up to 50 GP and 2 RU per season from countries, and collect up to 50 GP in individual fines. All taxes flow directly into the Royal Coffers for crown expenses.

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6. Land Actions (5 Offensive Actions)

Land Actions are declared between 12:00 PM and 1:00 PM with the Land Marshal. Each checked-in country with 4+ members receives 1 Offensive Action per event.

1. Placement

Placing new country borders or founding a Guild hall on the map.

2. Raid

Up to 10 players execute a targeted strike to destroy hex assets (Farms, Smithies, Caravans) or steal GP from Banks.

3. Invasion

An Army marches into an enemy hex to conquer territory and salvage opponent assets.

4. Sea Battle

Naval ship-to-ship battles in overlapping sea zones.

5. Land Search

4+ players explore unclaimed hexes by battling randomized monster encounters.

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7. Sea Battles & Water Rules

Naval combat takes place in Mobile (moving ships) or Stationary (connected via 10x4 ft wooden planks) scenarios.

Water & Swimming Rules

β€’ Drowning (AC 3+): Combatants wearing AC 3 armor or higher are too heavy and immediately drown and die upon touching water!

β€’ Swimming (AC 0-2): Players in AC 2 or lower can swim on their knees. They can only hold weapons ≤ 18 inches, wear bucklers, or carry a chest. They can board any ship by touching its side.

β€’ Spell Interaction in Water: Fireballs lose AOE in water. Ice Storm creates a 3ft floating ice pillar. Lightning Bolt creates a 3ft radius AOE dealing Black damage to anyone in the water!

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8. Land Searches, Ranger Exploration & Delving

When exploring unclaimed hexes (Land Search) or settled hexes (Delving), the Land Marshal rolls a D20 on the Category Chart and a D100 on the Encounter Chart to determine monster opposition.

πŸ‰ Need to Look Up Encounter Stats & Immunities?

Explore all 91 monsters, dragons, fiends, and undead in our searchable Monster Bestiary.

Search Bestiary ›

🏹 Ranger Exploration

Rangers leading a search get advance encounter intel:
β€’ 1st-9th Rank: 1 Encounter roll.
β€’ 10th-19th Rank: 2 rolls (choose 1).
β€’ 20th+ Rank: 3 rolls (choose 1).

πŸ—οΈ Rogue Loot Discovery

Rogues on searches roll a D20 for bonus loot (gold pouches, scrolls, potions, or treasure chests with up to 6d20 GP at 20th rank!).

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9. Bounty Fights & Orc Horde Rampages

Bounty Fights

Instead of a search, up to 4 country members can enter a 50x50 ft arena for a Bounty Fight against monsters for GP rewards (no consumables allowed).

The Orc Hordes

Hailing from the Great Orc Lair in the frozen tundra (NE map), the Orc Hordes have a 10% cumulative monthly chance to rampage across borders. If an Orc Horde defeats a country, they march straight toward the Capitol to sack the nation's treasury!

Defending Army Size Orc Horde Composition
Up to 6 Players 1 Orc Nob (+1 AR), remainder regular Orcs
7 - 9 Players 1 Orc Boss, 2 Orc Nobs, remainder regular Orcs (0-2 bows)
10 - 14 Players 1 Orc Boss, 1 Ogre, 2 Orc Nobs, remainder regular Orcs (0-3 bows)
15+ Players 1 Orc Boss, 1 Troll, 4 Orc Nobs, remainder regular Orcs (any weapons)