Player's Handbook · Chapter 11
Unrest and Revolt
Stability is how well a place is governed; unrest is how close it is to boiling over. Every settlement tracks unrest from 0 to 100.
Drift (each Domain step)
Each settlement's unrest changes by the sum of:
- Governance: (5 − local Stability) × 3. That is +15 at Stability 0, nothing at 5, and −15 at 10.
- Tax policy: Light −5, Heavy +5, Crushing +15.
- Hunger: +15 if the settlement starved this season.
- Occupation: +10 while occupied.
- Factions: +5 for each refused faction demand, weighted to that faction's class.
- Garrison: −5 if garrison Power ≥ pop ÷ 2; −10 if garrison Power ≥ pop.
- Rites and gifts: a Tithe Feast, a luxury gift to the town or a just Trial held there, −5 each.
Unrest never goes below 0 or above 100.
Bands
| Unrest | Band | Effect |
|---|---|---|
| 0–24 | Calm | — |
| 25–49 | Restless | tax ×0.9; every company raised here adds +5 unrest |
| 50–74 | Unruly | tax ×0.75; −1 local Stability per season; a revolt thread opens at 1 if none is open |
| 75–99 | Uprising | no tax; no building; the revolt thread advances +1 more each season |
| 100 | Revolt | the settlement rises (below) |
A revolt thread that reaches 6 is also a Revolt.
When a settlement revolts
The settlement leaves your control. A rebel army forms with Power equal to its pop ÷ 2, militia grade, and your garrison rolls d20: 11+ stays loyal and holds the walls; 10 or less joins the rebels. A rival realm whose relationship with you is −2 or worse may back the rebels (Rival Realms).
Answers (1 Authority each)
| Answer | What it costs | Result |
|---|---|---|
| Crush | a battle against the rebel army | Win: unrest set to 40, −1 local Stability; pillage for gold at −2 Legitimacy. Lose: the rebels hold the town and may offer it to a rival. |
| Concede | grant the leading class's demand (a charter, back-pay, lower taxes for a year) | unrest −30; that class's faction +1 loyalty |
| Negotiate | Chancellor or Envoy rolls d20 + rating vs DC 12 (+2 Unruly, +4 Uprising, +6 Revolt) | success: unrest −20 and the thread −2; failure: +5 |
| Bribe | 100 gp × pop, once per year per settlement | unrest −15 |
Threads, Trials and faction memory still apply: a crushed revolt leaves a grudge (a faction at −2) that the next bad season can wake.
Manual updated Nov 8, 2026.