Kingdoms & Warfare
Other
KaW
MCDM Productions
Homebrew vv1.1
Table of Contents
Foreword
Introduction
Domains & Intrigue
- The Core Assumptions
- Characters and Officers
- What is an Organization?
- Describing a Domain
- Intrigue
- Founding an Organization
- Choosing an Organization Type
- Development Points
- Raising an Army
- Granting Titles
- Organizations and Warfare
- Before Intrigue
- Domain Skill Tests
- Using Domain Skills Outside of Intrigue
- Running Intrigue
- Domain Turns and Actions
- Choosing Actions
- Who Knows What?
- Taking Domain Turns
- Domain Features
- Whose Turn Is It?
- Time and Domain Turns
- Domain Skills
- Adjusting Defense Levels
- Improving a Domain's Defenses
- Lowering a Domain's Defenses
- Other Uses for Domain Skills
- Diplomacy
- Gaining Special Units
- Allies and Enemies
- Espionage
- Lore
- Operations
- Building Fortifications
- Mustering Units
- Modifying Units
- Disbanding Units
- Special Units
- Beyond Intrigue
- Domain Defenses
- Communications
- Resolve
- Resources
- Domain Size
- Domain Powers
- Power Dice
- Decrementing
- Villainous and NPC Realms
- Building a Villainous Realm
- Building an NPC Realm
- Creating NPC Realms Together
- Reskinning Domains
- Heroic Organizations
- Gaining New Proficiencies
- Adventuring Party
- Domain Titles
- Domain Power
- Domain Features
- Specialization
- Disorganized Misfits
- Domain Power
- Domain Features
- Explorers' Society
- Domain Power
- Domain Features
- Mercenary Company
- Domain Power
- Domain Features
- Martial Regiment
- Domain Titles
- Domain Power
- Domains Features
- Specialization
- City Watch
- Domain Power
- Domain Features
- Knightly Order
- Domain Power
- Domain Features
- Military Squadron
- Domain Power
- Domain Features
- Mercantile Guild
- Domain Titles
- Domain Power
- Domain Features
- Specialization
- Monopoly
- Domain Power
- Domain Features
- Pirate Band
- Domain Power
- Domain Features
- Trade Guild
- Domain Power
- Domain Features
- Mystic Circle
- Domain Titles
- Domain Power
- Domain Features
- Specialization
- Arcane Order
- Domain Power
- Domain Features
- Secret Cabal
- Domain Power
- Domain Features
- Theatrical Troupe
- Domain Power
- Domain Features
- Nature Pact
- Domain Titles
- Domain Power
- Domain Features
- Spcialization
- Barbarian Tribe
- Domain Power
- Domain Features
- Druid Circle
- Domain Power
- Domain Features
- Hunter Conclave
- Domain Power
- Domain Features
- Noble Court
- Domain Titles
- Domain Power
- Domain Features
- Specialization
- Court of War
- Domain Power
- Domain Features
- Political Administration
- Domain Power
- Domain Features
- Regent State
- Domain Power
- Domain Features
- Religious Order
- Domain Titles
- Domain Power
- Freedom of Religion
- Domain Features
- Specialization
- Hidden Cult
- Domain Power
- Domain Features
- Holy Church
- Domain Power
- Domain Features
- Monastic Order
- Domain Power
- Domain Features
- Underworld Syndicate
- Domain Titles
- Domain Power
- Domain Features
- Specialization
- Assassins' College
- Domain Power
- Domain Features
- Spy Network
- Domain Power
- Domain Features
- Thieves' Guild
- Domain Power
- Domain Features
- NPC Realms
- Despotic Regime
- Domain Title
- Domain Powers
- Domain Features
- Draconic Empire
- Domain Title
- Domain Powers
- Domain Features
- Dwarven Thanedom
- Domain Title
- Domain Powers
- Domain Features
- Fey Court
- Domain Title
- Domain Powers
- Domain Features
- Giant Jarldom
- Domain Title
- Domain Powers
- Domain Features
- Gnomish Kingdom
- Domain Title
- Domain Powers
- Domain Features
- Goblinoid Coalition
- Domain Title
- Domain Powers
- Domain Features
- Hag Coven
- Domain Title
- Domain Powers
- Domain Features
- Infernal Echelon
- Domain Titles
- Domain Powers
- Domain Features
- Medusean Tyranny
- Domain Title
- Domain Powers
- Domain Features
- Orc Clan
- Domain Title
- Domain Powers
- Domain Features
- Planar Invaders
- Domain Title
- Domain Powers
- Domain Features
- Reptilian Band
- Frogfolk
- Domain Title
- Domain Powers
- Domain Features
- Undead Dominion
- Domain Title
- Domain Powers
- Domain Features
- Undersea Colony
- Domain Title
- Domain Powers
- Domain Features
- World Below City-State
- Domain Title
- Domain Powers
- Domain Features
Warfare
- Using These Rules
- Combat and Battle
- We're Adventuring!
- Downtime Warfare
- Epic Finale
- Morale Surge
- Bringing the Siege
- Seizing the Initiative
- Using the Grid
- Making Tests
- Starting Small
- Allied and Opposed
- Larger Battlefields
- Domain Armies
- Units
- Anatomy of a Unit
- Name
- Commander
- Battle Statistics
- Casualties
- Type
- Experience
- Levies
- Equipment
- Ancestry
- Tier
- Traits
- Building an Army
- Unit Ancestry
- Unit Types
- Infantry Units
- Artillery Units
- Cavalry Units
- Aerial Units
- Unit Command and Dependencies
- Unit Command
- Unit Dependencies
- Improving Units
- Improving Experience
- Improving Equipment
- Voluntarily Disbanding Units
- Warfare Feats
- The Battlefield
- Setup
- Casualty Dice
- Collapsing Ranks
- Deployment
- Stacking Units
- Activation
- Attacking
- Movement
- Bonus Movement
- Unit Conditions
- Actions, Reactions, and Bonus Actions
- Resolving Multiple Reactions
- Exposed
- "Forward" and "Back"
- "Opposite"
- Morale Tests
- Tokens
- Diminished, Broken, and Disbanded
- Defeat
- After the Battle
- Ongoing Effects
- General Maneuvers
- Feint
- Find Cover
- Follow Up
- Mobility Trap
- Rage Charge
- Rally
- Rallying
- Retreat
- Set for Charge
- Strafe
- Volley
- Withdraw
- Martial Advantages
- Battle Magic
- Barbarian Martial Advantages
- Bard Martial Advantages
- Cleric Martial Advantages
- Druid Martial Advantages
- Fighter Martial Advantages
- Illrigger Martial Advantages
- Monk Martial Advantages
- Paladin Martial Advantages
- Ranger Martial Advantages
- Rogue Martial Advantages
- Sorcerer Martial Advantages
- Warlock Martial Advantages
- Wizard Martial Advantages
- Opposing Commanders
- Martial Advantages for Opposed Commanders
- Spellcasting Commander
- Knight Commander
- Assassin Commander
- Choosing Commander Roles
- Expanding Martial Advantages
- Fortifications
- Moving
- Damaging a Fortification
- Contested Fortifications
- Hit Points and Siege Weapons
- Placement
- Types of Fortifications
- Stone Fence
- Guard Tower
- Town Walls
- City Gates
- Keep
- Castle
- Terrain
- Fog
- Forest
- Mud
- Rain
- Plains
- Mountains
- Scenarios
- Bridge
- Defend the Pass
- Charge the Hill
- Commanders on the Field
- Single Combat
- Battle of Three Armies
- Unit Traits
- Recharge
- Legal Target
- Unit Trait Descriptions
- Ancestral Units
- Units, Not Characters
- Humans
- Elves
- Dwarves
- Orcs
- Proxying Other Steeds
- Goblinoids
- Undead
- The Special Unit Deck
- For the GM: Building the Villain's Army
- When Should a Monster Be a Unit?
- Reinforcements: The Secret Weapon
Monsters & Magic Items
- Monsters
- Action-Oriented
- Villain Actions
- Court of Decay
- Zaar Anathema, the Shackled King, the King in Gold
- Khorak, Jarl of Drengrheim
- Telcezalco XXVIII, the Blood River
- Máelodor Rhyllearnán, King of the Foxglove Court
- Tristan Vaslor, the King Below
- Khorsekef the Infinite
- Court of the Deep
- Devourers of Souls
- Souls and ActionOriented Monsters
- Soul-Fueled Power
- Soulsight
- Lethe
- Adding Soul Rules to Existing Demons
- Groyle Fleshender
- Hara'antar the Soulthief
- Zor'yal Lifeswallower
- Vorg'aut Harrowfist, the Lady Blight
- Trall the Mindbreaker
- Sylt Bloodheat
- Court of Seven Cities
- True Names
- Why Seven Cities?
- Hate Devil
- Rakat, Baron of Styx
- Stone Devil
- Moranon, Marquis of Acheron
- Steel Devil
- Sryz, Count of Naraka
- Lore Devil
- Indix, Earl of Sheol
- Fang Devil
- Horat, Duke of Kasyrgan
- Eye Devil
- Pharyon, Prince of Dis
- Gemstone Dragons
- Psionics
- Manifestations
- Auras
- Crystal Hide
- Sympathetic Vibrations
- Mindspeech
- Matrix Mind
- Trudy
- Cthrion Uroniziir
- Relg, the Descender, the Lord in Corpulect
- Magic Items
- New Codices
- Encountering a Codex
- Attuning to a Codex
- Sacrifice
- New Codex Descriptions
The Regent of Bedegar
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