Domain Adventures
At Name Level (9th) or higher, characters may build strongholds and rule dominions — tracts of land owned and governed by the PC. A dominated land is called a dominion. The smallest dominion is a Barony. Changes in population, income, and confidence are checked once per month of game time.
Domain-level finances are tracked in gold pieces (gp), where 1 gp = 10 sp.
Establishing a Domain
There are five ways to obtain a dominion:
- Founding — The PC claims an unclaimed wilderness, creating a new, independent dominion. The PC is sole ruler and swears fealty to no one. The PC may take any title, but nearby rulers may react unfavorably.
- Land Grant — An existing ruler appoints the PC as ruler of a lesser dominion. An oath of service or fealty is required. The overlord expects loyalty, productivity, and military support. The PC must visit the overlord at least twice a year.
- Colonization — The PC is authorized by a liege to settle new territory in the liege's name. Existing dominions in the area may interfere. An already-ruled area cannot be colonized — it must be conquered.
- Enfieffment — Other rulers or peasants call on the PC to rule over them. This often occurs when a group of independent dominions is threatened, or when an oath of fealty ends by death or overthrow.
- Conquest — The PC seizes a dominion by combat or threatened combat. The dominion must be gained through military action to be considered a Conquest.
Territory
The Hex
The standard campaign map hex covers 24 miles (roughly 450 square miles of territory). New dominions usually cover 1 hex. Larger dominions are possible, but start small.
Location Types
Every hex is one of three types. The DM assigns these based on the map.
| Type | Description | Hex Proximity |
|---|---|---|
| Civilized | Well-settled lands | Within 1–6 hexes of a city or large town |
| Borderlands | Between settled and unsettled land | Within 1–3 hexes of Civilized; all other settled areas |
| Wilderness | Unsettled, wild territory | All other areas |
Terrain modifiers: Mountains are Borderlands or Wilderness (or Civilized if a dwarven stronghold exists). Jungle or Swamp is Borderlands or Wilderness. Desert is Borderlands or Wilderness (any oasis may be any type). Ocean hexes are Wilderness (surface) or any type (undersea).
Population
Peasant families work and settle the land. Each family averages 5 members. The number of families present varies by location type.
Starting Population
| Location | Starting Families per Hex |
|---|---|
| Civilized | 500–5,000 (DM's choice) |
| Borderlands | 200–1,200 |
| Wilderness | 10–100 |
Monthly Population Growth
Population changes by itself each month at a rate determined by current size. Additionally, any hex may gain or lose 1–10 families per month due to accidents, weather, harvests, and other random factors.
| Current Families | Monthly Growth |
|---|---|
| 1–100 | +25% |
| 101–200 | +20% |
| 201–300 | +15% |
| 301–400 | +10% |
| 401–500 | +5% |
| 500+ | +1% to +5% |
Resources
Every dominion has natural resources — animal, vegetable, or mineral. The peasants use and provide these resources; the ruler gains income from them.
Number of Resources
Roll 1d10 per 24-mile hex:
| 1d10 | Resources |
|---|---|
| 1 | 1 |
| 2–7 | 2 |
| 8–9 | 3 |
| 10 | 4 |
Resource Type
Roll 1d10 for each resource:
| 1d10 | Type |
|---|---|
| 1–3 | Animal |
| 4–8 | Vegetable |
| 9–10 | Mineral |
Typical resources:
- Animal: dairy, fat and oil, fish, fowl, furs, herds, bees (honey and wax), horses, ivory.
- Vegetable: farm produce, foodstuffs, oil, fodder, wood and timber, paper, wine.
- Mineral: copper, silver, gold, platinum, iron, lead, tin, gemstones, tar and oil, clay, stone quarry, coal.
A desert has very few vegetable resources. Consider location and terrain when selecting resource types.
Domain Income
Each dominion generates income from three sources: Standard, Resource, and Tax.
Standard Income
Standard income is service equal to 10 gp per month per peasant family. This is not money — it is the value of services and materials from the peasants (used for paying taxes to one's liege, for holidays, and for visiting nobles). Peasants work the ruler's fields, raise and tend animals, act as servants, build roads, repair buildings, and so forth.
Resource Income
Resource income varies by resource type, per peasant family per month:
| Resource | Income per Family/Month |
|---|---|
| Animal | 2 gp |
| Vegetable | 1 gp |
| Mineral | 3 gp |
Tax Income
Tax income is normally 1 gp per month per peasant family, paid in cash. The exact rate is set by the ruler, but higher or lower taxes affect Confidence Level.
Salt Tax (Liege Payment)
Each ruler, including PCs, must pay 20% of all income to their liege (a ruler of a greater dominion) each month. This is sometimes called the "Salt Tax." It applies to all three income sources. Independent rulers (those who swore fealty to no one) pay no Salt Tax.
Tithe
10% of all dominion income should be paid to the Theocracy (the church) each month. This is highly recommended. If unpaid, no Cleric will perform any service in that dominion. Certain services may be withheld; the Theocracy has limited patience.
Experience Points
A PC or NPC ruler gains 1 XP for each 1 gp of Resource and Tax Income per month, but none for Standard Income or Salt Tax. Experience is gained at the end of each month.
The Treasury
The overall cost of maintaining strongholds is assumed to have already been deducted for all income; no extra money need be spent for this by a PC ruler. All dominion costs are subtracted from the dominion Treasury at the end of each month.
Only part of the Treasury (20–50%) can be treated as cash during any one month. The PC may add cash to the Treasury as desired.
Keep a record of:
- Dominion Size and Type of Hex (each)
- Current Population
- Number and Type of Resources
- Current Treasury (both Cash and Total)
- Current Confidence Level
Dominion Expenses
Salt Tax and Tithe
See above: 20% to liege, 10% to Theocracy.
Visitors
Any ruler visiting a stronghold expects the services and comforts of home. This can become quite expensive, especially during visits from nobles.
| Visiting Title | Cost (gp/day) | Visiting Title | Cost (gp/day) |
|---|---|---|---|
| Baron | 100 | Duke | 600 |
| Viscount | 150 | Archduke | 700 |
| Count | 300 | King | 1,000 |
| Marquis | 400 | Emperor | 1,500 |
This basic cost is per day of visit. When more than one noble visits at once, use the highest title applicable. For each titled visitor accompanying a higher ruler, add 50 gp to the cost. The cost includes one feast per day but does not include any gifts given to the visiting ruler.
For a Prince, cost is determined by their dominion title plus 100 gp (e.g., a Count Prince costs 400 gp/day).
Holidays
A holiday may be declared by a noble ruler or by the Theocracy. The cost of a holiday is deducted from total income.
- Count or lesser noble: 1 gp per peasant (5 gp per family of 5).
- Duke or higher ruler: 2 gp per peasant (10 gp per family of 5).
The Theocracy usually declares 2 holidays per year; the King declares 1.
Troops
Each greater dominion may expect military support (troops) from its lesser dominions, at their expense. No set numbers or types of troops are required, but 20% of total Income must be given to, or spent for, the higher ruler. Troops are an acceptable way of spending this amount.
In wartime, the overlord issues a "Call to Arms." Each lesser dominion must then contribute even more troops for the armies of the greater dominion, possibly led by the lesser ruler. In addition, a Peasant Army (Troop Class "Poor") may be raised in times of war. Up to 1/10 of the total peasant population can muster; joining the Army results in a corresponding loss of income for all three income types. See Folk-at-Arms and Mass Combat.
A Steward is required to manage a domain generating more than 500 gp/month.
Confidence Level
A dominion's Confidence Level measures the populace's satisfaction with their ruler. It ranges from 1 to 500 and is checked each game year, and as often as needed otherwise.
Determining Starting Confidence
The base Confidence Level equals:
Roll 1d100, add 150 (giving a range of 151–250), plus the sum of all 6 of the ruler's ability scores.
Example: a ruler rolls 47 on d100 (result: 197), and has ability scores totaling 68. Starting Confidence = 197 + 68 = 265.
The Confidence Level resets to this base at the beginning of each new game year, regardless of changes or temporary adjustments during the year.
Adjusting Confidence
The DM may adjust the Confidence Level each month based on PC actions, Events, and other factors. A maximum bonus or penalty of 50 per month, or 10 per item, is recommended. Factors that can change the Confidence Level include (but are not limited to): tax rates, number and titles of visitors, number of tournaments held, number of advisors and officials, population growth or loss, weather, changes in nearby dominions, existence of bandits and wars, number and quality of military forces, number of strongholds, events of all types, and relations with demi-humans nearby.
When to Make a Confidence Check
A Confidence Check is made when:
- A game year begins.
- An expected pleasure is ignored (holidays, tournaments, etc.).
- A natural disaster occurs (see Events).
- An enemy military force enters dominion territory.
- Some other situation arises that could affect most of the dominion (DM's option).
To make a Confidence Check, no die roll is made. Simply apply the following results for the current Confidence Level (possibly modified for the situation).
Confidence Bands
| Level | Band | Status | Effects |
|---|---|---|---|
| 450–500 | A | Ideal | All income +10%; spy agents (75% chance each) may be secretly revealed; 25% chance disasters will not occur; no change to Confidence reduces it below 400; +25 at next check. |
| 400–449 | B | Thriving | Apply effects 1, 2, and 3 for A (Ideal). |
| 350–399 | C | Prosperous | Apply effects 1 and 3 for A; apply effect 2 with 25% chance per agent. |
| 300–349 | D | Healthy | Apply effect 1 for A; apply effect 2 with 25% chance per agent. |
| 270–299 | E | Steady | Apply effect 2 for A (Ideal), but with 25% chance per agent. |
| 230–269 | F | Average | No special notes apply. |
| 200–229 | G | Unsteady | 1 chance in 6 that Confidence will suddenly drop by 10%. |
| 150–199 | H | Defiant | Half of all peasants (2.5× the number of families) form a Peasant Militia. Tax income is zero. Standard income is ½ normal (⅓ normal where a Peasant Militia exists). Resource income is ½ normal (⅓ normal where a Peasant Militia exists). No demi-human clan within or adjacent to the dominion becomes involved unless attacked or provoked. Use the Mass Combat rules for the militia as needed. |
| 100–149 | I | Rebellious | Apply effects 1 and 2 as for H (Defiant), but with ⅓ or ¼ normal Standard Income. Apply effect 4 of H, but with ⅓ or ¼ normal Resource Income. In addition: a −5 penalty applies to the Confidence Level for each game month it remains below 200. |
| 50–99 | J | Belligerent | Apply effect 2 as for H (Defiant), but with ¼ or no normal Standard Income. Apply effect 3. Apply effect 4, but with ¼ or no Resource Income. Apply effect 6 as for I (Rebellious), but with a −10 penalty. In addition: all officials, trade caravans, and parties of travellers will be attacked by bandits; any of the dominion's forces moving within the dominion will be attacked by Peasant Militia, bandits, enemy agents, deserters, and/or hostile demi-humans; NPCs of other dominions will not attend any tournament within the dominion; all demi-humans are hostile (50% chance per demi-human clan that the clan will provide the peasants with military support). |
| 1–49 | K | Turbulent | All effects for J (above), but with double normal effects and/or 100% chance of all variables. In addition: all peasants are in open revolution (95% of them join the Peasant Militia); no income is obtained unless collected by force; Confidence Level of the dominion can never rise to 100 or above until the ruler is removed. |
Dominion Events
At the beginning of each game year, when a Confidence Check is made, the DM should also select or randomly determine Events (both natural and unnatural) to occur in the coming year. A percentage chance is given for each Event to determine randomly. Each dominion should have 1–4 Events per year. Random results should be modified for balance; four Disasters in a single year could wipe out a dominion, which is usually unfair.
Events marked with * are Disasters — major catastrophes that trigger an immediate Confidence Check.
Natural Events
| Event | Chance |
|---|---|
| Comet | 30% |
| Death (Official, Ruler) | 10% |
| *Earthquake | 10% |
| Explosion | 10% |
| Fire, Minor | 50% |
| *Fire, Major | 10% |
| Flood | 10–50% |
| *Hurricane | 15% |
| Market Glut | 20% |
| Market Shortage | 25% |
| *Meteor Strike (major) | 1% |
| Meteor Shower (minor) | 20% |
| *Plague | 25% |
| Population Change (×2 rate) | 20% |
| Resource Lost | 10% |
| Resource New | 10% |
| Sinkhole | 5% |
| Storm | 80% |
| *Tornado | 25% |
| Trade Route Lost | 15% |
| Trade Route New | 15% |
| *Volcano | 2% |
| Waterspout | 25% |
| Whirlpool | 25% |
Unnatural Events
| Event | Chance |
|---|---|
| Assassination | 10% |
| Bandits | 50% |
| Birth in Ruling Family | 20% |
| Border Skirmish | 40% |
| Cultural Discovery | 10% |
| Fanatic Cult | 10% |
| Insurrection | 10% |
| Lycanthropy | 15% |
| Magical Happening | 30% |
| Migration | 10% |
| Pretender / Usurper | 10% |
| Raiders from Other Dominion | 25% |
| Rebellion (minor) | 10% |
| Resident Specialist, New | 20% |
| Spy Ring | 60% |
| Traitor | 30% |
| Accidental Death of Official | 25% |
| VIP Visitor | 10% |
| Wandering Monsters (20 HD+) | 75% |
Noble Titles
A ruler of a dominion is called a Noble. Titles are cumulative — a Duke is also a Marquis, Count, Viscount, and Baron. A ruler who loses or leaves a dominion may keep any title gained through rulership, regardless of current status or assets.
Note: Although the requirements for a title may be gained, the title is not bestowed automatically — it must be granted by a higher ruler able to do so.
| Title | Requirements | Dominion Name |
|---|---|---|
| Baron | 1 stronghold and sufficient population to support it | Barony |
| Viscount | 2+ Baronies, at least 1 through a Baron | — |
| Count | Viscount who has added a Barony by Conquest | County |
| Marquis | Count who has added 1+ dominions by Conquest | — |
| Duke | Marquis who has added 1+ dominions by any method | Duchy |
| Archduke | A Duke who is a relative of a King or Emperor | Grand Duchy |
| Prince | Son (or daughter) of a King or Emperor | Principality |
| King | Ruler of a large greater dominion | Kingdom |
| Emperor | Ruler of a group of independent dominions | Empire |
Appointments: A Baron may appoint Seneschals. A Count may appoint Barons and Seneschals. A Marquis may appoint Barons and Seneschals. A Duke may appoint Seneschals, Barons, Viscounts, Counts, and Marquises. A Steward (Seneschal) administers the dominion in the ruler's absence.
Titles and Forms of Address
| Title | Address |
|---|---|
| Baron, Viscount, Count, Marquis | "Your Lordship" |
| Duke or Archduke | "Your Grace" |
| Prince | "Your Highness" |
| Crown Prince | "Your Royal Highness" |
| King | "Your Majesty" |
| Emperor | "Your Imperial Majesty" |
Changing Rulers
A Seneschal can be changed without trouble. Any change in Noble rulers may cause a Reaction from the peasants, based on the alignment of the ruler removed. If the ruler was Chaotic, no Reaction occurs. If Neutral, there is a 50% chance of a Reaction. If Lawful, a Removal Reaction is automatic.
To find the exact reaction, roll 1d20 and compare the result to the Dominion Confidence Level:
| Confidence | 1–5 | 6–10 | 11–15 | 16–20 |
|---|---|---|---|---|
| 1–99 | V | V | V | U |
| 100–150 | V | V | U | U |
| 151–199 | V | U | U | A |
| 200–230 | U | U | A | A |
| 231–270 | U | A | A | A |
| 271–300 | A | A | A | A |
| 301–350 | A | A | A | F |
| 351–400 | A | A | F | F |
| 401–450 | A | F | F | F |
| 451–500 | F | F | F | F |
V — Violent Reaction. Confidence drops to Turbulent (K) if not already there. Peasant militia forces attack all strongholds; assassination attempts, sabotage, and other effects are possible.
U — Unfavorable. Subtract 20 points from the Confidence Level (minimum 0) for the next check only.
A — Acceptable. No change.
F — Favorable. Add 20 points to the Confidence Level for the next check only.