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

UnrestBandEffect
0–24Calm—
25–49Restlesstax ×0.9; every company raised here adds +5 unrest
50–74Unrulytax ×0.75; −1 local Stability per season; a revolt thread opens at 1 if none is open
75–99Uprisingno tax; no building; the revolt thread advances +1 more each season
100Revoltthe 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)

AnswerWhat it costsResult
Crusha battle against the rebel armyWin: 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.
Concedegrant the leading class's demand (a charter, back-pay, lower taxes for a year)unrest −30; that class's faction +1 loyalty
NegotiateChancellor or Envoy rolls d20 + rating vs DC 12 (+2 Unruly, +4 Uprising, +6 Revolt)success: unrest −20 and the thread −2; failure: +5
Bribe100 gp × pop, once per year per settlementunrest −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.