An allegedly common feature of high-level play is the management of strongholds and dominions. The rules relating to strongholds have been rather minimal throughout the history of Dungeons & Dragons, but the treatment in Frank Mentzer's Expert Rules is perhaps the most comprehensive.
In order to acquire a stronghold, the character must "clear" a 6 mile hex of all monsters, either through extermination, negotiation, or what-have-you. Then the player draws up a map of the stronghold and construction begins. The territory is secure so long as regular patrols are sent out; the typical range of these patrols is 18 miles (3 hexes) except in swamps, jungles and the mountains, where there must be a garrison constructed every 6 miles.
|Cleric||9||Castle||50-300 crusaders||church may pay half cost; crusaders morale 11|
|Fighter||None||Castle||8d6 soldiers||soldiers only acquired at level 9|
|Thief||9||Hideout||2d6 gangsters||at least one gangster is guild spy|
|Elf||9||Stronghold||?||forest animals as early warning system|