STRONGHOLDS IN THE MANDALA KINGDOM
Strongholds in the Mandala Kingdom exist in a hostile environment. Outside the warmth of a mandala, winter is lethal, travel is dangerous, and monsters are not merely an inconvenience but an inevitability. The rules below modify standard OSE domain play to reflect this reality.
Hex Scale: 1 hex = 6 miles.
MANDALA ZONES
Each functioning mandala projects a zone of warmth and stability.
Inner Mandala Zone (0–1 hex / 0–6 miles)
• Crops can be grown seasonally
• Normal habitation possible
• Cold-weather penalties are negated
• Settlements thrive with minimal additional cost
Outer Mandala Zone (1–2 hexes / 6–12 miles)
• No agriculture without greenhouses or magic
• Severe cold, but survivable
• Livestock possible with shelter
• Travel is dangerous but routine
Beyond Mandala Influence (2+ hexes / 12+ miles)
• Lethal winter conditions
• No agriculture
• Permanent habitation requires extraordinary measures
• Monsters roam freely
STRONGHOLD LOCATION & BASE COSTS
Strongholds function normally within the Inner Mandala Zone.
Outside this zone, apply the following modifiers:
Outer Mandala Zone
• Construction cost: ×1.5
• Monthly upkeep: +25%
• Patrol radius reduced (see below)
Beyond Mandala Influence
• Construction cost: ×2
• Monthly upkeep: +50%
• Special survival infrastructure required
• Patrol radius severely limited
PATROLS & CLEARED LANDS
To keep monsters from returning, mercenaries must be hired to patrol the surrounding hexes.
Standard OSE Reference:
• 18-mile radius (3 hexes)
• Reduced to 6 miles (1 hex) in inhospitable terrain
Mandala Kingdom Adjustments
Terrain outside mandala warmth always counts as inhospitable.
Patrol Coverage by Zone
• Inner Mandala Zone: up to 2 hexes
• Outer Mandala Zone: 1 hex
• Beyond Mandala Influence: stronghold hex only
Each additional hex requires a separate garrison or outpost.
Failure to maintain patrols results in monster reoccupation within 1d6 months.
SETTLERS
Settlers will only move where survival is plausible.
Inner Mandala Zone
• Settlers arrive normally
• Tax income as standard
Outer Mandala Zone
• Settlers arrive at half normal rate
• Require winter shelters and supplies
• Tax income reduced by 25%
Beyond Mandala Influence
• No voluntary settlers
• Only soldiers, zealots, criminals, or dependents
• No taxable civilian population
TAXATION
Settlers provide 10 gp per year per settler, modified by zone:
• Inner Zone: full tax
• Outer Zone: 7 gp per settler
• Beyond Mandala: none
Strongholds beyond mandala warmth must rely on trade, tolls, tribute, relics, or subsidies.
GOVERNMENT SUBSIDIZED STRONGHOLDS (OPTIONAL)
The Mandala Kingdom actively supports select strongholds outside mandala zones to preserve roads, borders, and political control.
A PC may choose to accept state sponsorship.
Benefits
• Construction cost reduced by 25%
• Monthly upkeep reduced by 25%
• Annual stipend equal to a small garrison’s wages
• Access to kingdom troops during emergencies
• Political legitimacy
Obligations
• Maintain patrols as directed
• Provide refuge to officials or monks
• Enforce kingdom law
• Submit to inspections
• Cannot openly oppose the Sangha or Crown
Failure to meet obligations results in withdrawal of support, sanctions, or force.
UNSANCTIONED STRONGHOLDS
PCs may deliberately refuse sponsorship.
Such strongholds:
• Receive no aid
• Are treated as independent powers
• Attract scrutiny, suspicion, or hostility
• May shelter outlaws, heretics, or rival factions
Unsanctioned strongholds may thrive, but only through:
• Exceptional defenses
• Monster alliances
• Relics or forbidden magic
• Trade with dangerous groups
The Crown tolerates these until they become a threat.
STRONGHOLDS IN PLAY
Strongholds beyond mandala warmth are not economic engines. They are:
• Fortresses
• Watchpoints
• Relic vaults
• Cult centers
• Political statements
They exist to hold ground, not to civilize it.
A stronghold failing its upkeep checks suffers:
• Desertion
• Monster encroachment
• Structural failure
• Political consequences
Eventually, it becomes a ruin.