Players must keep a record of their territory from the beginning of the campaign. A notebook or campaign diary is ideal, and can be used to keep a separate record of your troops' performance and anything else you may wish to remember (grudges for example... Dwarf players are especially keen on this sort of thing).
To generate a territory roll two ordinary D6's one after the other. The first dice roll represents 'tens' and the second 'units' to give you a score of between 11 and 66. This method of rolling two dice is referred to as a D66 roll.
Each player generates three initial territories from the Territory Chart (Roll D66):
D66
Result
11-12
Wizard's Tower For each Wizard's Tower you control your army may include an extra level 1 wizard.
13-14
Sacred Grove For each Sacred Grove you control your army can include 1 level 2 wizard.
15
Shrine For each Shrine you control your army can include 1 level 3 wizard and 1 magic item of up to 50 points. The magic item can be carried by any suitable character.
16
Temple For each Temple you control your army can include 1 level 4 wizard and 1 magic item of up to 75 points. The magic item can be carried by any suitable character.
21-32
Village For each Village under your control your army can include 1 unit Champion.
33-34
Town If you have a Town under your control your army can include up to 3 characters chosen from the following: a unit Champion, Hero or Army Standard Bearer.
35-45
Trade Route For each Trade Route under your control your army may include 1 magic item up to 50 points value.
46
Silver Mine For each Silver Mine under your control your army may include up to 3 magic items of up to 75 points each.
51
Gold Mine For each Gold Mine under your control your army may include up to 3 magic items of up to 100 points each.
52
Treasure Hoard If you control a Treasure Hoard your army can include up to 5 magic items of any points value within the normal restrictions of your army list.
53
Road If you control a Road you are able to move troops more quickly to meet your enemy. To represent this add +D6x10 points to your army for each Road under your control. Roll when the Road is generated to fix its value - this is the value of that Road territory. If you stake a Road territory in a battle and win, then the value of the Road increases by a further D6x10 points to represent your expanding control.
54
Bridge If you control a Bridge you are able to move troops more quickly to meet your enemy. To represent this add +2D6x10 points to your army for each bridge under your control. Roll when the bridge is generated to fix its value - this is the value of that Bridge territory.
55
Pass If you control a Pass you are able to move troops through to reach the enemy. To represent this add +3D6x10 points to your army for each Pass under your control. Roll when the Pass is generated to fix its value - this is the value of that Pass territory.
56
Mountains If you control a Mountain your army can include a further D3 large monsters. Roll when the Mountain is generated to determine how many monsters it can support - this is the fixed value of the Mountain. In addition roll a D6. On the score of a 6 the Mountain contains a Gold Mine (see above).
61-63
Forest If you control a Forest your army has sufficient supplies of wood to include a further D3 war machines. Roll when the forest is generated to determine how many machines it can support - this is the fixed value of the Forest territory.
64
Ruins If you control an area of Ruins then before every game you can send searchers to find magic items amongst the debris. Generate an extra D6x10 points and choose a magic item up to this value. The magic item can be given to any character in the normal way. The magic item is retained by your forces and its value is added to the total points of your army. However, if the character carrying the item is killed the item is lost and its value must then be deducted from your army.
65
Lost Valley You control a secret valley sheltered from the weather and abundant with natural resources. Roll again twice on this chart - the valley has the territory value of both rolls combined. The Lost Valley is only a single territory even though it has the resources of two. A Lost Valley cannot include other Lost Valleys!
66
Spy You have a well established network of spies and informers. Spies are not territory, so if you generate a Spy generate another territory immediately. See the special rules.