Mirviriam's House Rules Sieges


This document will describe advanced rules for handling of seiges. It will not address length of sieges, repairs during sieges, supplies stored. The goal is to allow stable realms through explaining how higher level fortifications are much more effective than lower level fortifications in preserving a realm.

[top]Province Fortification

Province level fortifications are a collection of physical buildings and defenses that spread across the province. These works are made to act as minor outposts, relay points, etc that link to a central fortification.

Province fortifications act as the head quarters of whatever holdings they are protecting from being reduced during province occupation. In protecting the organization's head people, material resources and treasury, they are able to automatically resume a certain level of operations with minimal work & training to replace the local operatives.

The province's central fortification will be described in terms of wall strength, width, towers provided, number of entrances and the entrance strength. Tower level and numbers will be limit of siege equipment allowed to be used by defenders. Major entrances dictate unit egress.

  • Level 1 Fortifications - Thin stone walls, with wooden causeways along certain stretches. No towers available at this level of fortification. One major entrance allowed. Doors are heavy treated timber.
  • Level 2 Fortifications - Thin stone walls with slight bracing behind them. Wooden ramparts along most portions allowing 2 men across. Two towers allowed, with one additional tower at each gate. Two major entrances. A single metal portcullis at each entrance in addition to the wooden doors with banded metal reinforcement.
  • Level 3 Fortifications - Thin stone walls with dirt packing behind it and wooden back wall. Stone ramparts along the walls allowing 3 men across or two armored men. Walls have provide cover and arrow slits. Four major entrances. Two additional towers per entrance. A single metal portcullis at each entrance in addition to the wooden doors with banded metal reinforcement.
  • Level 4 Fortifications - Stone wall fronts are a third to half a foot thick with dirt packed and stone backed. Walls support 4 fully armored knights across. Siege worthy protection on the top of the walls. Allows six major entrances with advanced defenses, murder holes, double portcullis. Draw bridges ith moats allowed.
  • Level 5 Fortifications - Adds an inner court with same traits as the outer area. Inner buildings are generally taller with more floors and larger basements. Which will host most of the barrackss and supplies, smithy and skilling laborers, will be found in the inner court. Wider moats and double draw bridges allowed.
  • Level 6 Fortifications - Adds level 3 fortification protection to the city around the castle. Reduction of this takes one breach per level left. Allows stationing of 6 units + 3 inside of the city. Unfortunately when the city area falls, the 3 units will be considered lost or catured. The defender may chose which which units to lose.


  • Level 4 fortifications are allowed opposed rolls (siegecraft+sense motive) to prevent the reduction of their fortification levels, against opponents (siegecraft+bluff), or similar roll to reflect general knowledge versus how smart or tricky a general can become. Of course the modifer is +1 per round of seige in favor of the attacker so long as they maintain enough forces, as eventually the defenders will run out of tricks & their ranges will be revealed.
  • Each level of fortification lost reflects downed towers and breaches in the infrastructure which will count as a major entrance.
  • Towers require too much to be repaired during sieges successfully.
  • After siege is broken, repairs can be affected at half the cost at a rate of one level per domain rounds. This reflects how massive amounts of the material is already on the site for use.
  • Major entrances control the speed at which units can enter and leave the fortifications.


  • Siege equipment statistics - level of equipment, range, cost, crewing, allowed tower sizes.

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