🏰 Barony Manager

Saved Baronies

No baronies saved yet.

0
Total Population
0 gp
Annual Tax Income
0 gp
Monthly Costs
0 gp
Net Monthly
🗺 Territory
🏘 Villages
⚔ Garrison
🔬 Specialists
💼 Investments
📖 Notes

"Territory up to 20 miles distant from a stronghold may be kept clear of monsters once cleared." — Book III

Hex Map (20-mile radius, ~5 miles/hex)

Click a hex to cycle: Unknown → Cleared → Monster → Stronghold

Cleared Monster Stronghold Unknown

Hex Clearing Roll

Move a force to a hex and roll to determine if a monster is present. If a monster is encountered your force must remove it before the hex is cleared.

Territory Stats

0
Hexes Cleared
0
Active Threats

"Within each territory there will be from 2–8 villages of from 100–400 inhabitants each. This populace will bring in annual tax revenue equal to 10 Gold Pieces each." — Book III

Total: 0 villages · 0 inhabitants
Village Name
Population
Loyalty
Annual Tax (gp)
Tax Calculation: 0 inhabitants × 10 gp = 0 gp/year

"Hired fighters can be men, dwarves or elves. Chaotic characters may wish to employ Orcs; Orc support and upkeep is only half that of a man." — Book III

Unit Type Chainmail Class Move Race Cost/mo (gp) Qty Monthly Total
Total Monthly Garrison Cost 0 gp

Armorer Requirement

One Armorer required per 50 fighters (Book III). One Smith required per 50 horses/mules. Current fighters: 0 — requires 0 armorers.

"There are a number of specialists available to those in positions of power, i.e. with their own strongholds." — Book III

Specialist Monthly Cost Notes (from Book III) Hired Qty Monthly Total
Total Monthly Specialist Cost 0 gp

"The referee may also allow various investments in the territory, adjudicating revenue according to investment and area potential." — Book III

Investment Income: 0 gp/year estimated annual return from active investments.
Returns are referee-adjudicated — enter estimated values per investment above.