This chapter governs base building activities by the PCs; acquiring land, raising a stronghold, and maintaining some semblance of order in the surrounding wilderness. The rules assume a moderate sized domain, in keeping with Masters who are primarily adventurers as opposed to rulers of an ever expanding kingdom. For gameplay reasons, strongholds are not intended to make the party rich. Instead, domain play is designed to offer a wider range of adventure themes and Downtime options, coupled with opportunities for the party to make their mark in the world.
In summary, Domain Size covers the breadth of land holdings, Construction deals with building costs and times, and Garrisons reflect physical security. Special Purpose Facilities and Specialists allow players to customise their stronghold and retainers, to better manage the Domain Cycle, which focuses on (i) Domain Events, (ii) Population Morale and (iii) Domain vs Domain interactions.
For the purposes of these rules, PC stronghold owners are referred to as Masters. Actual titles, if any, will vary according to the setting involved (eg the Midlands might include Lord, Mithri, Dominis, Jarl, Magister, etc).
## Domain Size
To keep things simple, domains come in five relative sizes as outlined below. The GM decides what physical size (and/or population density) is required for each domain type. All domains involve an amount of land (bought, gifted, inherited, conquered, etc) and accompanying human residents that the Masters inherit some responsibility towards. Smaller domains are cheaper to run and involve less seasonal complications, but are also more politically volatile. Larger domains tend to exhibit greater stability and produce more income, but require more attention from the Masters, and expose the PCs to more greater losses if things go wrong.
The Domain Size table provides:
- How many **Domain Events** to roll for each Domain Cycle.
- (i) **Cost** and (ii) **income** multipliers for each domain size. For example, the base cost for a strong garrison is 6,000 sp per quarter, but for a small domain the cost is 3,000 sp per quarter.
- Percentage modifier applied to the quarterly 1d100 chance of a **Population Morale shift.** Note this modifier applies to both adverse and favourable shifts.
| Size | Events | Cost & Income | Morale |
| -------------- | -------- | ------------- | ------ |
| **Small** | 70% of 1 | half | +10% |
| **Moderate** | 1 | - | - |
| **Large** | 1d2 | x1.5 | - |
| **Very Large** | 2 | x2 | -5% |
| **Massive** | 1d2+1 | x3 | -10% |
## Construction
Building **construction** costs appear in other sourcebooks, but by way of further guidance, ballpark prices and build times for common structures are provided below.
Given the prohibitive cost of building a new castle, it is generally expected that PCs will take over an existing stronghold as opposed to constructing a new one. GMs might consider reducing build times if PCs are somehow able to secure an extreme number of labourers.
| Type | SP | Examples |
| ----------------------------------------- | --------------- | ------------------------------------------------- |
| **V. Small, Wood**<br>**V. Small, Stone** | 200<br>1,500 | Domicile, single storey with small cellar. |
| **Small, Wood**<br>**Small, Stone** | 500<br>5,000 | Domicile, two storey, shrine, small shop. |
| **Medium, Wood**<br>**Medium, Stone** | 1,500<br>10,000 | Large shop, small tavern, dungeon. |
| **Gatehouse** | 7,000 | Stone, wooden gate with iron portcullis. |
| **Tower, Small** | 15,000 | 40 ft tall, 20 ft wide, walls 10 ft thick. |
| **Tower, Med** | 25,000 | 60 ft tall, 30 ft wide, walls 14 ft thick. |
| **Tower, Large** | 50,000 | 90 ft tall, 60 ft wide, walls 18 ft thick. |
| **Keep or Temple** | 80,000 | 60 ft tall, outer walls 20 ft tall, 8 ft thick. |
| **Castle, Medium** | 250,000 | 80 ft tall, outer walls 30 ft tall, 12 ft thick. |
| **Castle, Large** | 750,000 | 100 ft tall, outer walls 40 ft tall, 20 ft thick. |
## Garrisons
All domains require guards; to uphold order, patrol the borderlands, and defend the stronghold from assault or thievery (at the very least when the PCs are out adventuring). Having a strong garrison is expensive, but grants a high **Might** score, and interacts more favourably with certain Domain Events and Population Morale issues.
In particular, certain Domain Events require a Garrison check to resolve. To do so, one of the Masters rolls **2d6 on the Garrison table** to determine the outcome. The GM applies any modifiers at their discretion (including Garrison type, or as instructed by the Domain Event).
Unless the number of guards is extremely low, their number is abstracted and paid as a quarterly maintenance fee (the numbers below are the base cost, to be adjusted by Domain Size multipliers).
Masters may invest more or less in their Garrison at the start of the Domain Cycle, shifting up to **two categories (up or down).** Note these expenses do not reflect the true cost of the guards, most of which is offset by taxes, merchant duties, and other income generated by the stronghold.
| Garrison Type | Cost |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------ |
| **Very Weak (Might 4):** Very few or ineffectual numbers, large areas unregulated and unpatrolled. +20% chance of an adverse Population Morale shift. Dominant unit type: Militia. | Paid for by taxes, levies, etc |
| **Weak (Might 7):** Limited forces, stretched for resources, overworked. +10% chance of an adverse Population Morale shift. Dominant unit types: Archers, Scouts, Bandits. | 2,000 sp per Qtr |
| **Moderate (Might 10):** Just enough to get the job done, most of the time. Dominant unit types: Guardsmen, Soldiers (Infantry). | 4,000 sp per Qtr |
| **Strong (Might 13):** High visibility, more than enough to comfortably carry out patrols of settled areas and scouting duties, with regular downtime. Dominant unit type: Soldiers (Heavy Infantry). | 6,000 sp per Qtr |
| **Very Strong (Might 16):** Large oversupply able to absorb significant losses and still capable of performing all duties at a high level. Dominant unit types: Soldiers (Heavy Infantry, Vets, Cavalry). | 8,000 sp per Qtr |
As might be expected, garrisons involve a mix of unit types and armaments. If statistics are required however (e.g. for individual or mass combat), apply the dominant unit type as noted. Note that siege weapon batteries are in a special category of their own and not included.
Whilst the above guard types are consistent with the Mass Battle rules, true armies are beyond the scope of this chapter, and generally reserved as plot devices. If the party becomes embroiled in genuine warfare, the raising and maintenance of such massive forces are left for the GM to determine. When a Garrison check is required (most commonly as a result of a Domain Event), **roll on the following table** and apply your **Might modifier** to the result:
| 2d6 | Garrison Event |
| -------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **2-3** | **Devastating Defeat:** The enemy is victorious and Garrison forces decimated. Reduce Garrison by 3 levels (minimum Very Weak). Masters reduce their *Luck* by 1 until the end of their next adventure. |
| **4** | **Major Losses:** The enemy is victorious and Garrison forces are reduced by 2 levels (minimum Very Weak). |
| **5** | **Entrenched:** The enemy defeats the Garrison, and fortify their position. Reduce Garrison level by 1, and future Garrison checks against this enemy are at a -2 penalty (50%) or disadvantage (50%). |
| **6** | **Stalemate:** The enemy manages to hold off the Garrison for the present Downtime period. |
| **7-8** | **Victory:** The enemy is driven away or otherwise defeated. |
| **9-10** | **Convincing Victory:** The enemy is slain and some loot conveyed to the Masters, roll 1d6: (i-ii) [[Carry Loot A\|Carry Loot]], (iii-iv) Trinket or Curio, (v-vi) [[Carry Loot A\|Carry Loot]] with advantage. |
| **11+** | **Triumph:** The enemy is eradicated and their treasure recovered for the Masters, roll 1d6: (i-ii) 1 x [[Valuables A\|Valuables]], (iii-iv) Minor Charm, (v) [[Spell List\|Scroll]], (vi) [[Potions\|Potion]]. |
## Special Purpose Facilities
This section includes a number of **special purpose buildings**, rooms, and other facilities that PCs might find useful additions to their stronghold.
Facilities start at Grade 1 and may only be enhanced to Grade 2 or higher by paying the difference between Grades. For example, improving Grade 1 Animal Quarters to Grade 3 costs 1,000 sp (500 sp for Grade 2, and another 500 sp for Grade 3). Running expenses for such facilities are generally covered by a stronghold’s standard revenue raising activities (taxes, etc).
### Animal Quarters
High quality animal handlers, stables, kennels, aviaries and so on grant a bonus on animal and monster training checks equal to their Grade.
- **Cost:** 2,500 sp + (Grade x 500 sp). Maximum Grade 3.
<br>
### Armoury & Forge
Grade 1 armouries with dedicated smiths and forges increase a domain’s Might by 1. At Grade 2, garrisons gain a bonus when making Garrison checks: roll 1d6, plus the highest die of 2d6 (instead of simply rolling 2d6).
If garrison NPC statistics are required, a Grade 3 armoury increases them to the next category. For example, a Very Weak garrison Militia would be improved to Archers, Scouts or Bandits. Note that the Garrison level itself does not change, only the NPC statistics.
- **Cost:** 6,000 sp + (Grade x 700 sp). Maximum Grade 3.
<br>
### Dungeon
Strongholds with an operational dungeon, including torture devices and jailors, grant a bonus on intimidation and interrogation activities equal to its Grade. Additionally, captives suffer an equal penalty on any escape attempts.
- **Cost:** 8,000 sp + (Grade x 600 sp). Maximum Grade 3.
<br>
### Infirmary
Infirmaries staffed with apothecaries and other caregivers reduce healing times by 10% for each Grade. Additionally, infirmary treatment grants a bonus equal to Grade on any healing checks (including disease and madness) as long as the patient resides at the stronghold. At the GM’s option, certain procedures (eg sinew surgery for Filthenfergers disease) might require an infirmary.
- **Cost:** 4,000 sp + (Grade x 1,000sp). Maximum Grade 4.
<br>
### Library
Access to a library may be required for some General Research activities (GM’s call) and increases domain Influence by 1. Each Grade allows the owner to nominate a field of expertise that the library assists with (eg history, botany, poison, magical monsters, etc). When using the facility for General Research in a relevant field, the user increases their Great Success range by the library’s Grade.
- **Cost:** 4,000 sp + (Grade x 1,000 sp). Maximum Grade 5.
<br>
### Secret Chamber or Passage
Each secret passage allows PCs to travel between two nominated chambers or corridors of their stronghold (or perhaps separate buildings) in a clandestine manner. Depending on the start and end point, the passage might also act as a shortcut. A secret chamber is only accessible via a secret door or passage, and may be used for any purpose the PCs desire (at appropriate cost).
Only the PCs are aware of the secret passages or chambers, plus any NPCs they specifically inform. In exceptional circumstances, the GM might decide that one or more NPCs have also become aware (eg the Spy entry in Domain Events).
Secret passages and chambers are accessed via secret doors. 10-15 minutes of searching the approximate area, and a Perception (Detection) check, will detect the presence of a secret door (but not necessarily the trigger to open it; GM’s call). Each Grade above 1 imposes a -1 penalty on the Perception (Detection) check.
- **Cost:** 5,000 sp (chamber) or 1,500 sp (passage), + (Grade x 500 sp). Maximum Grade 5.
<br>
### Throne Room
An inspiring throne room, grand hall or similar allows PCs to display their personal style and impress visitors. Increase Influence and Fealty by 1, and PC social checks to persuade, cajole, deceive or intimidate guests made in the chamber gain a +1 bonus for each Grade.
- **Cost:** 15,000 sp + (Grade x 1,000 sp). Maximum Grade 3.
<br>
### Training Hall
A large practice hall, arena, or similar space dedicated to combat and athletics training better enables PCs to hone their skills and share their veteran experience with others.
If the party has hirelings, and a PC spends 1d4 weeks training them during Downtime, roll twice on the Advancement table (instead of once) and the player chooses the best result.
PCs that spend at least 1d4 weeks in personal practice gain a single use bonus (equal to the hall’s Grade) on a check relating to a specific physical skill during their next adventure (only one skill per Downtime period). The player nominates the skill at the time of training (eg Athletics, Stealth, Sleight of Hand, etc). The bonus is one use only, and may be applied after seeing the relevant roll.
- **Cost:** 5,000 sp + (Grade x 500 sp). Maximum Grade 3.
<br>
### Trapped Room
Distinct from individual traps that may be purchased separately, this room or corridor’s primary purpose is to trap, kill or maim intruders (usually located at a critical junction or adjacent to a vault).
Would be thieves, assassins or other intruders must make a Group *Luck* save or be killed, maimed or captured by the trapped area. Each Grade above 1 imposes a -1 penalty on the save. The trap functions a number of times equal to its Grade before needing to be reset/restocked. The GM decides whether an intruder’s particular approach exposes them to the trap.
- **Cost:** 9,000 sp + (Grade x 500 sp). Maximum Grade 5.
<br>
### Tunnels
Tunnels beneath the stronghold might include catacombs, extensive sewers, natural caverns, an excavated escape route, and so on.
PCs in need of escape gain advantage on any Party Retreat tests made within the confines of the stronghold. Every quarter however, there is a 3 in 20 chance (less the tunnel’s Grade) that something hostile emerges from the underground to wreak havoc (GM determines; resolve as an adventure or Garrison check).
- **Cost:** 7,000 sp + (Grade x 500 sp). Maximum Grade 3.
<br>
### Vault
A vault protects any treasures the PCs secure in it, and increases a domain’s Wealth by 1. If the stronghold is burgled or attacked (other than completely razed), a Group *Luck* save by the Masters means the vault was not breached before the intruders were driven off.
A Grade 2 or higher vault includes a capture mechanism to imprison up to 1d3 would be thieves for later questioning. Burglars with more HD than the Grade gain a *Luck* save to avoid falling into the PCs’ clutches.
- **Cost:** 6,000 sp + (Grade x 800 sp). No Max.
<br>
## Specialists
With a stronghold behind them, certain kinds of experts and specialists might become available to the Masters at the GM’s discretion.
The example service providers below may be hired on short or long term contracts (minimum one season or quarter). At the GM’s option, some specialists may require more than mere gold as payment.
### Assassins
Control of a stronghold inevitably brings the Masters into contact with the criminal underworld, if for no other reason than to curb rising crime. From time to time however, Masters might require the talents of professional killers to remove rivals in an arm’s length, and permanent, manner.
Every dealing with assassins however is dangerous business; the hire, the job, and the fall out all have the potential to backfire in spectacular fashion. A *Luck* contest between the PC hiring the assassin(s) and the target is required to determine the outcome. If the Master wins, the target is slain with no clues linking back to the PCs.
If failed, roll 1d6: (i-iii) the assassins are killed with no links back to the Masters, (iv) the assassins are killed but a clue suggests the Masters may be involved, (v) at least one assassin is captured, with a 10% chance per week (max 50%) of informing on the Masters, (vi) at least one assassin is captured, and informs on the Masters within 24 hours.
Each assassin mission subsequent to the first within a 12 month period imposes a -2 penalty on the Master’s *Luck* contest. The GM may apply further modifiers as desired, and retains a general right of veto with respect to valid targets.
- **Cost:** at least 100 sp per HD of target, and perhaps a future favour or debt to be called upon.
<br>
### Champions
Masters may choose to appoint a Champion to act as their bodyguard and represent them in matters of physical contest; war, tournaments, duels, and so on. The position is one of special prestige and responsibility; the acts of the Champion are attributed to the Master according to law. As a result, the title of Champion is usually offered to veteran warriors with a history of reliable service.
A Champion is a henchmen of any non magical class, typically 1d2+1 levels lower than the Master. They grant a single [[Rerolls|Reroll]] die for use in Might contests if the Champion is present. GMs might use the Rival Adventurer and Hireling tables to generate suitable candidates.
- **Cost:** A Champion’s remuneration is negotiated between the parties, but often requires more than gold.
<br>
### Councillors
Councillors well versed in matters of high governance, including taxation, legal disputes, bloodlines, heraldry, etiquette, and the overall political “lay of the land” are invaluable allies to Masters struggling with domain management.
Each councillor comes with a field of expertise (nominated by the player), Int 1d4+12, and a single [[Rerolls|Reroll]] die for Influence tests each quarter. Any checks the Master makes relating to the councillor’s discipline gain a +3 bonus, provided the councillor is present or the PC has time to consult with them.
- **Cost:** 100 sp per quarter (per councillor).
<br>
### Emissaries
Full time, dedicated envoys ensure the Masters’ communications are delivered to the intended recipients, and raise the stronghold’s reputation in distant lands, increasing domain Influence by 1.
Emissaries have Cha 1d4+12 and a single [[Rerolls|Reroll]] die available during each social interaction they engage in.
- **Cost:** 100 sp per quarter.
<br>
### Henchmen
After securing a stronghold for at least six months, Masters that are a minimum of 5th level may attempt to attract henchmen. The maximum number of henchmen a Master may attract in a twelve month period is equal to their Cha modifier (+1 if skilled in Leadership).
Assuming the henchmen maximum has not yet been reached, each quarter there is a 5% chance per Master level that a henchmen presents themselves for potential service. The henchmen is 1d2+2 levels lower than the Master, and is a random class (or GM’s choice). A Cha (Leadership) check is required to convince the henchmen that the PC is worth committing to.
For quick henchmen generation, GMs might use the Rival Adventurers and Hirelings tables.
- **Cost:** GM’s call.
<br>
### Master Crafters
Artificers, alchemists, potion brewers, weapon smiths and other specialised crafters might be prepared to reside in the Masters’ stronghold or surrounding lands with sufficient incentives.
Each quarter, the Masters may check to see if a specialist crafter has moved into the region, or is otherwise available to take commissions from PCs. The percentage chance is equal to the total modifiers according to Domain Size, domain Wealth and Population Morale:
| Domain Size | Base % | Wealth | Mod |
| -------------- | ------ | ---------------- | ---- |
| **Small** | 5% | **Destitute** | -30% |
| **Moderate** | 10% | **Impoverished** | -15% |
| **Large** | 15% | **Frugal** | - |
| **Very Large** | 20% | **Prosperous** | +10% |
| **Massive** | 25% | **Opulent** | +20% |
Malcontent or Rebellious Population Morale reduces the chance by 15% or 25% respectively.
- **Cost:** the cost of commissioning work from master crafters is covered in the Downtime chapter.
<br>
### Practitioners of Magic
There is a 10% chance per year that the Masters might attract the interest of a magic using NPC; a Magic User, Cultist, Psion or similar who emerges from hiding to offer their unique services.
The practitioner is typically 1d2+1 levels lower than the Masters, and more of an independent contractor than a vassal. GMs might use the Rival Adventurer and Hirelings tables to generate a suitable candidate. A practitioner’s remuneration is negotiated between the parties, but always requires more than gold.
<br>
### Sages
Scholars and sages knowledgeable in obscure, difficult and perhaps forbidden lore might prove useful to Masters seeking knowledge about specific fields of rare ken. Use the Master Crafter rules to determine whether a sage in a particular field is available for hire in domain lands.
- **Cost:** the cost of commissioning General Research from a sage is covered in the Downtime chapter.
<br>
### Spies
Spies sown throughout one’s own lands, as well as foreign kingdoms (both allied and opposed), are a practical necessity for Masters keen to avoid being blindsided by enemies or rivals. A spy network may be narrow, middling, wide or expansive in scope, ranging from a handful of agents in a single settlement, to a vast network of informers covering all major cities and outposts across a continent (or other large geographic area designated by the GM). Networks specifically targeting a patchwork of cities or regions, might be made up of multiple rings (GM’s call).
Each network has a quarterly gold cost and minimum set up time. Spies increase domain Influence by 1, and once per month, Masters may call upon their informants to hear whispers of treacherous plots, learn new secrets, gather intelligence about specific people or organisations, and so on. A *Luck* check is required for each inquiry, with a success revealing some useful information as determined by the GM (the Rumour and General Research tables might provide guidance). PC *Luck* reductions as a result of successful spy inquiries cannot be recovered until the end of the Master’s next adventure.
On a failure, nothing new is learned. On a terrible failure, spies in one settlement or organisation (the one inquired about, or else determine randomly) have been neutralised in some way. Roll 1d6: (i-ii) killed with no links back to the Masters, (iii) exiled with no links back to the Masters (iv) killed but a clue suggests the Masters may be involved, (v) at least one spy is imprisoned, with a 5% chance per week (max 40%) of informing on the Masters, (vi) at least one spy is imprisoned, and informs on the Masters within 48 hours. The ousting of spies traced back to the PCs will have adverse political ramifications for the Masters, and perhaps economic or military consequences for the domain. The Enemies & Rivals and Hireling Payback tables may provide further inspiration.
| Size & Time | Cost | Scope |
| ------------------------ | -------------- | ----------------------------------------------------------------------------------------------- |
| **Narrow** (3 months) | 100 sp per Qtr | A handful of agents spread across a few smaller organisations and/or single outpost or village. |
| **Middling** (6 months) | 250 sp per Qtr | Multiple spies across various large organisations and/or towns. |
| **Wide** (1 year) | 500 sp per Qtr | Multiple agents operating across multiple cities and organisations. |
| **Expansive** (3+ years) | 750 sp per Qtr | Spies throughout an entire region including all cities, towns, and most villages. |
<br>
## Law & Order
In most instances, domains will be subject to the laws of the presiding monarch or other sovereign body. Most commonly, corruption and bribery are widespread, with the wealthy and influential able to buy or cajole their way out of most problems. For minor infringements on the street, a discrete handful of coins goes a long way to convincing the guard to mind their own business.
Very serious offences such as maiming or murder are generally punished on an eye for an eye basis (self defence, if made out, is a valid rebuttal to such charges). Property damage, fraud and theft may incur a range of penalties, depending on the quantum involved.
| Crime | Punishment |
|---|---|
| **Murder, Treason** | Hanging, beheading. |
| **Maiming** | Eye for an eye, prison. |
| **Fraud, Theft** | Recompense, branding, fine, maiming, servitude, flogging, stocks. |
| **Sexual Assault** | Castration, prison, branding, flogging. |
| **Arson** | Maiming, branding, flogging, prison, hanging, beheading. |
| **Brawling, Disorder** | Fine, servitude, prison, flogging, stocks. |
| **Property Damage** | Recompense, fine, servitude, flogging. |
| **Slander** | Fine, servitude, flogging. |
**Sorcery**
The study and the practice of magic is illegal and rightly feared. Offences committed with magic, or that result from using it (for example, rampaging monstrosities) are invariably punished by maiming, exile or death.
In some societies, exceptions might be made for Grand Magisters, Most Holy Priestesses, and so on; practitioners explicitly trusted and personally sanctioned by the King (or other head of state).
**Exile**
In rare and exceptional circumstances, an authority may choose to exercise mercy, and commute a sentence of death to permanent and immediate exile instead. Such a person is not only physically exiled, but also “outside” of the law itself (ie without rights and unprotected by the law, may be killed with impunity, etc).
**Rulings**
From time to time, the GM might require the Masters to personally preside over important disputes and pass judgment. If so, some roleplay and perhaps an Int (General Lore) check will generally suffice to dispose of the matter in a way most parties will abide by.
## Domain Cycle
Each season, quarter, or other time period nominated by the GM, the following procedure is applied to the Masters’ domain (generally in this order):
(i) PCs may choose to adjust Garrison levels or engage in activities that influence Population Morale.
(ii) Roll for **Domain Events** and resolve them as the GM pleases.
(iii) Resolve **Domain vs Domain** interactions (if any, GM’s call).
(iv) Check for a **Population Morale shift.** In special circumstances the GM might decide the shift, or determine there is no prospect of a shift this quarter.
The following 1d100 table of Domain Events are merely examples; GMs are encouraged to create customised entries based on their campaign (for example loose ends from prior adventures, new adventure hooks, and so on).
## Domain Events
The Domain Events table is intended to help GMs determine the latest major incidents to occur in domain lands. Note income and loss entries are base amounts to be adjusted for Domain Size (which also governs the number of rolls per Domain Cycle). Some entries make reference to setting material from the Midlands, but are easily rejigged for other fantasy worlds.
### Luck Rolls
Occasionally a Domain Event will require one or more Masters to make a *Luck* roll, which if successful, reduces the Master’s *Luck* as usual. At the GM’s option, such *Luck* reductions cannot be recovered until the end of the next adventure.
| 1d100 | Domain Events |
| ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **1-2** | **Fire & Flame!** Part of the stronghold catches fire, by accident (75%) or sabotage (25%). A Group *Luck* save (at disadvantage if sabotage) by the Masters is required to avoid 1d6 buildings being destroyed. If successful, each Master loses 5d100+500 sp in repairs, and domain Wealth is reduced by 1. |
| **3-4** | **Trade Fluctuation:** An influx of caravans creates a surplus of one kind of goods, but shortages in others. Roll 1d6 to determine which kinds of goods: (i) tools & lighting, (ii) medicinal items, (iii) alchemical gear, (iv) food & rations, (iv) dogs & horses, (vi) illegal goods. Relevant goods shift one category in gear rarity and price. |
| **5-6** | **New Mine:** Valuable ore veins are discovered within domain lands, increasing domain Wealth by 1. Each Master receives a quarterly mining stipend according to metal type, roll 1d6: (i) gold 300 sp, (ii) silver 200 sp, (iii) copper 150 sp, (iv) iron 120 sp, (v) tin 100 sp, (vi) lead 80 sp. The stipend continues as long as the mine remains controlled by friendly forces. |
| **7-8** | **Raiders:** A large force of humanoids from nearby lands or wilds begin raids into the Masters’ territory. Roll 1d4: (i) [[Skorn]], (ii) Thuels, (iii) Bandits (iv) Scouts from a rival human nation, outpost, etc. Resolve as an adventure or a Garrison check. |
| **9-10** | **Secret Envoy:** A neighbouring ruler, envoy, or other important figure makes a secret visit to the stronghold (disguised as a commoner, etc) to find out what the locals really think of the domain and her Masters. If Population Morale is Mostly Content or better, the ruler seeks to strengthen ties (increase domain Influence by 1). Otherwise the next Domain Event is automatically Spy (entry 57-58). |
| **11-12** | **Disastrous Weather:** Wildfire, flood, drought or similar poor adverse weather accosts the domain, causing widespread damage and loss. Population Morale drops 1d2 levels, domain Wealth reduces by 1, and each Master loses 2d100+200 sp. |
| **13-14** | **Ruins:** Ruins have been unearthed in the domain by mud slides, curious rangers, blind *Luck*, etc. Resolve as an adventure or as the GM determines. |
| **15-16** | **Tournament:** A grand tournament is run on domain grounds, favourably bolstering the Masters’ status at home and in adjacent lands for 4d6 months. On a successful Group *Luck* save, Population Morale and domain Fealty increase by 1. |
| **17-18** | **Giantkin:** A sizable warband of giantkin have descended from nearby hills or mountains to eat or enslave the populace. Roll 1d4: (i) Ogres, (ii) Cyclopes, (iii) Hill Giants, (iv) Ettins. Resolve as an adventure or a Garrison check with a -2 penalty. If unsuccessful, in addition to any Garrison losses, each Master loses 3d100+100 sp each in repairs and death duties. |
| **19-20** | **Called to Account:** A ruler or important ally of the Masters summons them to explain a past misdeed (assuming there is one, GM’s call). If the Masters answer, a Party Challenge determines the outcome (Difficult, 8 successes) focusing on Int, Will, Cha, General Lore, Persuasion, Deception, Insight, Leadership. If successful, the ally is appeased (perhaps with offers of reparation). If failed, political relations become strained, reducing domain Influence by 1. |
| **21-22** | **Indecent Affair:** The besotted partner of a powerful NPC propositions a random Master with a clandestine affair. Whatever the Master decides, there will be repercussions. |
| **23-24** | **Trade Accord:** A favourable trade accord is negotiated with a neighbouring nation or faction. Increase domain Wealth by 1, and each Master receives a bonus quarterly trade stipend of 2d6 x 50 sp. The stipend continues as long as the trade accord remains in place. |
| **25-26** | **Assassins:** An enemy faction or old nemesis sends assassins to eliminate one or more of the Masters. Resolve as an adventure or via individual *Luck* saves. On a success the assassins are thwarted, and if a great success the PCs learn a clue as to their employer. On a failure, the PC rolls 1d6 on the Injuries & Setbacks table. On a terrible failure, the PC is also reduced to zero hp (apply the usual effects). |
| **27-28** | **Church Politics:** A religious faction seeks the Masters’ formal ratification or endorsement in an important matter, which is opposed by another faction. Whatever the Masters decide, there will be repercussions. |
| **29-30** | **Unruly Mob:** A well known rabble rouser has stirred up a mob of malcontents, leading to riots in a nearby outpost or other remote settlement. Resolve as an adventure or Garrison check. If unsuccessful, in addition to any Garrison losses, reduce Population Morale by 1 level every Downtime period until the rebels are dealt with. |
| **31-32** | **Feast Day:** One of the domain’s feast day celebrations is particularly successful this season. Increase Population Morale by 1 level. |
| **33-34** | **Plague:** A random pestilence befalls the stronghold and surrounding land. PCs may resist with a *Luck* (Con) save. Masters must make a Group *Luck* save to determine overall domain effect. If successful, Population Morale is reduced by 1 level (minimal casualties or long term disability), and Masters’ starting *Luck* for the next adventure is reduced by 1. If failed, circumstances are more dire, reducing Population Morale by 1d2+1 levels. |
| **35-36** | **Rune Seer:** A genuine rune seer seeks an audience with the Masters, promising to reveal strange portents. If accepted, an offering is required, roll 1d6: (i) animal sacrifice, (ii) 3d100 sp worth of rare incense and herbs, (iii) blood tithe (a Master loses 1 Con for 2d6 weeks), (iv) soul siphon (a Master loses 1 level until the end of the next adventure), (v) one secret for another, (vi) debt of service to be called upon at some future time. The GM determines the details of any reading, warning or prophecy. |
| **37-38** | **Bardic Buoyancy:** A famous bard visits, leaving behind an amazing song, poem, play, etc in the domain’s honour. Increase Population Morale and domain Fealty by 1. |
| **39-40** | **Schism:** A powerful religious faction is on the cusp of a great schism, and both sides approach the Masters for their overt support. Whatever the Masters decide, there will be repercussions. |
| **41-42** | **Bountiful Harvest:** Excellent weather and insect conditions allow for bumper crops this quarter. Increase domain Wealth by 1 and each Master gains a bonus 1d100+150 sp in unexpected crop tithes. |
| **43-44** | **Bandit King:** A sizable band of brigands has entrenched themselves in a cave complex, forest lair, or other defensible position in domain lands. Routine raids cost each Master 5d10+50 sp per quarter. Resolve as an adventure or a Garrison check. If unsuccessful, in addition to any Garrison losses, reduce Population Morale by 1 level, and the raids continue (may try again next Downtime period). |
| **45-46** | **Call to Arms:** Lord Foster has declared war on the Celdwyns after Lady Petria killed Foster’s teenage son Moson in a drunken, back alley duel. Foster (or a bannerman or other ally) calls on the Masters to join in the siege. If they agree, resolve using Adventure Framework #51; Assault on Dunmark. Whatever the Masters decide, there will be repercussions. |
| **47-48** | **Public Accolades:** The Masters (and perhaps other PCs) receive public accolades from a nearby city ruler or powerful patron in recognition of past deeds. Increase Population Morale by 1 level. |
| **49-50** | **Bastard:** A woman claims to have given birth to the bastard son of one of the Masters (or a female Master has inadvertently fallen pregnant). Reroll if inappropriate. The GM decides whether the claims are genuine and the consequences based on the Master’s action (or inaction). |
| **51-52** | **Monstrosity:** A monstrous beast (Boss Monster, roll 1d4: (i) Bulette, (ii) Owlbear, (iii) Hookfurgle, (iv) War Wombat) has taken to attacking livestock and border patrols. Resolve as an adventure or a Garrison check with a -3 penalty. If successful the monster is slain and domain Might increases by 1. If unsuccessful, in addition to any Garrison losses, reduce Population Morale by 1 level every quarter until the Masters personally deal with the threat. |
| **53-54** | **Guild Politics:** A merchant faction seeks the Masters’ formal ratification or endorsement in an important matter, which is opposed by another faction. Whatever the Masters decide, there will be repercussions. |
| **55-56** | **Mighty Steeds:** The Masters are gifted 1d4+1 trained griffons as thanks for prior deeds, or to shore up relations with a neighbouring land, powerful NPC, or faction. |
| **57-58** | **Spy:** One of the stronghold’s residents is/has become a spy, thief or saboteur for an enemy faction, roll 1d6: (i)-(iii) servant, (iv-v) hireling, or (vi) specialist. Resolve as an adventure or Party Challenge (Hard, 11 successes) focusing on Int, Perc, Cha, Leadership, Insight, Persuasion, Deception, Gather Information and Detection. The GM determines what setbacks or other ramifications arise until the spy is exposed. |
| **59-60** | **Marriage Proposal:** A nearby ruler or important faction leader offers an arranged marriage between one of the Masters (random or GM’s call) and their son or daughter (for mutual gain, be it business, military, political, etc). Whatever the Master decides, there will be repercussions. |
| **61-62** | **Mining Dispute:** Two neighbouring lands or factions are fighting over a new mine located along their common borderlands. Each looks to the Masters to support their claim. There is a 50% chance either side secures control, subject to the Masters’ intervention. Whatever action (or inaction) the Masters take, there will be repercussions. |
| **63-64** | **Idol:** Well wishing settlers organise an impressive statue or monument in the Masters’ honour (or perhaps one particular Master). Domain Fealty increases by 1 and all Masters increase their max [[Rerolls |
| **65-66** | **Trade Embargo:** An adjacent nation or faction has imposed a trade embargo on the domain’s goods (protectionism, political retaliation or manoeuvring). Population Morale and domain Wealth is reduced by 1 level, and each Master loses 1d100+300 sp per quarter until the embargo is lifted. |
| **67-68** | **Low Politics:** A secret faction (thieves’ guild, spy ring, etc) seeks the Masters’ tacit support or influence in an important matter (roll 1d4: (i) smuggling route, (ii) release of an imprisoned agent, (iii) guild exclusivity, (iv) swaying a Justicar), which is opposed by another underworld faction. Whatever the Masters decide, there will be repercussions. |
| **69-70** | **Conspiracy:** Multiple powerful factions are plotting to overthrow the current ruler of a nearby settlement, and approach the Masters for support. Whatever the Masters decide, there will be repercussions. |
| **72-72** | **Offer of Service:** A henchmen offers their services to a random Master, impressed with tales of their deeds. The henchmen is 1d2+1 levels lower than the Master (random class, or GM determines). |
| **73-74** | **Secret Cult:** A hidden cult has taken root in domain lands, causing an increase in missing children, disease, and madness. Resolve as an adventure or a Garrison check. If unsuccessful, in addition to any Garrison losses, reduce Population Morale by 2 levels, and 1d2 of the party’s henchmen or hirelings are revealed as cultists. The GM determines further consequences. |
| **75-76** | **Secret Tunnel:** A secret tunnel is found somewhere in the stronghold, leading deep into the earth (perhaps a secret passage only recently discovered, a new tunnel dug by a subterranean monster or enemy sappers, etc). The GM determines where the tunnel leads. If the PCs investigate (and don’t simply seal it up), resolve as an adventure. |
| **77-78** | **Glad Tidings:** Welcome and highly anticipated news reaches the Masters, buoying their spirits (new baby in the family, celebrated marriage, black sheep released from prison, etc). All Masters increase their max *Luck* by 1 for the next adventure. |
| **79-80** | **Secrets & Lies:** A spy, informant or other undercover agent that serves at least one of the Masters is under observation by a neighbouring power. A Group Cha (Deception) check is required to allay the faction’s suspicions. If failed, domain Influence drops by 1 and relations become strained or hostile. |
| **81-82** | **Abomination:** A powerful *Aberrant Terror* (Boss Monster, roll 1d4: (i) *Gibbering Terror*, (ii) *Eye Terror*, (iii) *Shegmot*, or (iv) *Maelheim*) has been unleashed into domain lands, causing widespread panic. Resolve as an adventure or a Garrison check at disadvantage. If successful, increase domain Might by 1. If unsuccessful, in addition to any Garrison losses, reduce Might by 1 every quarter until the PCs deal with the monster. |
| **83-84** | **High Politics:** A nearby settlement ruler seeks the Masters’ formal assistance or endorsement in an important matter (roll 1d4: (i) trade levies, (ii) bannermen, (iii) crop tithes, (iv) new outpost) which is opposed by another city, nation or faction. Whatever the Masters decide, there will be repercussions. |
| **85-86** | **Charitable Works:** The Masters or their agents engage in particularly effective charitable works, easing the burdens of the most vulnerable. Increase Population Morale by 1 level. |
| **87-88** | **Fell Sorcery:** A magical curse has befallen domain lands, care of a (roll 1d6): (i) vengeful witch or sorcerer, (ii) urgot tribe, (iii) magical artefact, (iv) fey interference, (v) Veil rupture, (vi) ancient prophecy. Until resolved as an adventure, all Masters reduce their maximum *Luck* by 1 point, and Population Morale reduces by 1 level each quarter. |
| **89-90** | **Show of Leadership:** A guardsman has been accused of a terrible crime, and half the population are baying for his blood. 1d3 Masters must make a Cha (Leadership) check at disadvantage. On a success, the mob disperses, begrudgingly allowing justice (such as it is) to run its course (increase domain Fealty by 1). On a failure, the garrison is forced to act (reduce Population Morale by 1). |
| **91-92** | **Mind Your Manners:** A nearby ruler, duke or similar political figure makes a surprise visit to the stronghold. Masters must make a Group Cha (Persuasion) check to adhere to proper etiquette. If successful, they gain a new contact; if they fail their Influence is decreased by 1. |
| **93-94** | **Gift of Magic:** The Masters are offered a permanent magical item (GM determines or roll on the Major Items table) as thanks for prior deeds, mark of fealty, seeking pardon for a past wrong, etc. |
| **95-96** | **Unique Visitor:** One rainy night, the stronghold is visited by a cowled elf in strange dress. Not unusual, except for the fact that the elves have been extinct for eight thousand years. If the Masters take an interest, resolve as an adventure. With time travel. Maybe. |
| **97-98** | **Demon:** A powerful *Demon* (Boss Monster, roll 1d4: (i) Imp, (ii) Manipede, (iii) Hell Hound, or (iv) Yeggsûl) has been unleashed into domain lands, causing widespread panic. Resolve as an adventure or a Garrison check at disadvantage with a -2 penalty. If unsuccessful, in addition to any Garrison losses, reduce Population Morale by 1 level every quarter until the PCs personally deal with the daemon. |
| **99-100** | **War!** A nearby enemy nation or faction declares war on domain lands, or their close allies, inevitably drawing the Masters into the conflict. The GM determines further repercussions. |
## Population Morale
When PCs first assume control of a domain, Population Morale generally begins as Indifferent. Masters may take action to attempt to influence their domain’s morale in the present quarter (or perhaps next quarter, depending on the time required). A maximum of two activities may contribute to the next Population Morale check, and no activity may be repeated until all activities have been cycled through or twelve months have passed. GM’s are encouraged to add, modify or substitute entries as desired.
| Activity | Effect on Population Morale |
| -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Celebration** | Feast days, parades, festivals, and other great celebrations might sway the opinion of the masses. At a cost of 3d100+200 sp, a celebration increases domain Fealty by 1, and improves the odds of a favourable Population Morale shift by 20%. Masters must attend the event and succeed in a Group Cha (Leadership) check to earn the bonuses. |
| **Tournament** | Spectacles of arms, athletics, jousting and related blood sports often impress hard bitten scobs and jaded serfs alike. Attracting famous champions costs 2d100+400 sp, and improves the odds of a favourable Population Morale shift by 20%. If at least one Master participates in the tourney, the increase is 35% (in which case, a *Luck* save is required to avoid the PC rolling on the Injuries & Setbacks table). |
| **Charitable Works** | Rubbing elbows with the most vulnerable and working towards a common good wins hearts. If at least one Master spends 5d20+100 sp and 2d6 weeks in charitable works, a Cha (Persuasion) check improves the odds of a favourable Population Morale shift by 20%. |
| **Monument** | Impressive statues, tiled murals, towering obelisks, and other oversized artworks embiggen the residents’ sense of pride and respectability. A monument costs 5d100+500 sp and takes 3d6 weeks to build. Once complete, domain Fealty increases by 1, and the odds of a favourable Population Morale shift improve by 1d4 x 10%. On a 4, the locals hate it, instead reducing Fealty by 1 and increasing the odds of an adverse Population Morale shift by 30%. |
| **Religious Works** | Building a new shrine, or holding a series of public (and expensive) blessings, might just fire up the faithful. Build and/or preparation times require 2d6 weeks, which one of the Masters must personally oversee. Once complete, the odds of a favourable Population Morale shift are improved by 10% per 500 sp spent (max +40%). |
| **Infrastructure** | Roads, guard towers, asylums, bath houses, prisons, infirmaries, orphanages, and so on boost public confidence. Build times are GM’s call, and cost at least 10,000 sp. Once complete, domain Wealth increases by 1, and Masters gain advantage on Population Morale checks for the next two quarters. |
| **Justice** | Public trials, hangings, floggings, walks of shame, etc help steel the will of the people. The Masters must preside over the event, with evident pomp and ceremony (costing 5d20+300 sp). A Group Int (General Lore or Insight) check is required to ensure the crowd is read correctly and appeased in the appropriate way. Doing so improves the odds of a favourable Population Morale shift by 20%. Failure increases the odds of an adverse Population Morale shift instead. |
### Population Morale Checks
At the end of each Domain Cycle the GM checks for changes in Population Morale. Roll 1d100 twice; once for a possible favourable shift, and once for an adverse shift. Base percentage chances are noted in the entries below, which may be modified by Domain Size, Domain Events, Garrison level, and other events at the GM’s discretion. Gold amounts are base amounts to be adjusted for Domain Size. Each Population Morale category reflects a certain quality of life for locals, as well as flow on effects to the Masters’ quarterly income, expenses, and Fealty.
| Pop Morale | Status Quo |
| ------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Rebellious** | The domain is highly unstable with frequent protesters and rioting. Services are often suspended, and large numbers of guards patrol the streets. Night curfews and gate closures are common. Crime rises to an appalling level and few places feel safe. Each quarter, each Master loses 3d100+200 sp, reduce domain Fealty by 1, and there is a 50% chance Domain Size shrinks one category (minimum small). <br><br>If Domain Size is small, there is a 50% chance the stronghold is besieged. If not besieged, there is a 20% chance of a population morale improvement. If an uprising is quashed (treat as a Mass Battle, or as the GM determines), most residents abandon the region. |
| **Malcontent** | The domain is quasi stable and mostly serviceable, but positively unpleasant. Residents work hard for no real gain, opportunities are few or illusory, and crime high. External threats make frequent forays into the land to exploit settlers with minimal reprisal. <br><br>Each quarter, each Master loses 1d100+100 sp, and there is a 25% chance Population Morale rises or drops one level (check for both). There is a 20% chance Domain Size shrinks one category. |
| **Indifferent** | The domain is stable and serviceable but not pleasant. Residents work hard for little gain, opportunities are limited, and crime moderate to high. External raids are common but usually responded to. <br><br>Each quarter, each Master gains 1d100+50 sp, and there is a 30% chance Population Morale rises or drops one level (check for both). |
| **Mostly Content** | The domain is stable, serviceable, and somewhat pleasant. Residents work hard but earn wages a little higher than most comparable settlements. Opportunities remain limited, and crime moderate. External raids are uncommon and usually met with sufficient force to rebuff them. <br><br>Each quarter, each Master gains 1d100+200 sp, and there is a 25% chance Population Morale rises or drops one level (check for both). |
| **Content** | The domain is highly stable, well serviced, and more pleasant than not. Residents work hard but earn favourable wages compared to most neighbouring lands. Opportunities are not uncommon, and crime low to moderate. External threats are often deterred or rebuffed with a strong show of force. <br><br>Each quarter, each Master gains 2d100+250 sp and there is a 20% chance Population Morale drops one level. May attract interest from foreign powers (for good and/or ill). At the Masters’ option (subject to GM veto), there is a 20% chance Domain Size increases one category. |
## Domain vs Domain
GMs are free to determine the outcome of domain interactions any way they please, but from time to time it may be convenient to reduce contests of economic, political and military might to a quick dice roll.
Under this system, each domain (kingdom, city, land mass or other region determined by the GM) is ranked according to four attributes: Might (military power), Influence (political clout), Wealth (infrastructure and financial resources) and Fealty (population loyalty).
Like PC attributes, domain attributes range from 3 to 18, capped at 18 after applying any modifiers. The GM determines starting values guided by the table below. Domain attributes may be modified by Special Purpose Facilities, Specialists, Domain Events, and otherwise as the GM decides. As a rule of thumb, a major event directly impacting on an attribute might change it by 1-2 points. The GM may impose limits on the number of times an attribute may change each Domain Cycle, barring exceptional circumstances.
| Attribute | Score Range |
| ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Might** | Starting score by Garrison level:<ul><li>**Very Weak** 4</li><li>**Weak** 7</li><li>**Moderate** 10</li><li>**Strong** 13</li><li>**Very Strong** 16</li></ul> |
| **Influence** | Examples include:<ul><li>**Trivial** 4</li><li>**Minor** 7</li><li>**Middling** 10</li><li>**Weighty** 13</li><li>**Dominant** 16</li></ul> |
| **Wealth** | Examples include:<ul><li>**Destitute** 4</li><li>**Impoverished** 7</li><li>**Frugal** 10</li><li>**Prosperous** 13</li><li>**Opulent** 16</li></ul> |
| **Fealty** | Starting score by Population Morale:<ul><li>**Rebellious** 4</li><li>**Malcontent** 7</li><li>**Indifferent** 10</li><li>**Mostly Content** 13</li><li>**Content** 16</li></ul> |
### Domain Contests
Tests between domains are generally resolved as contests, with situational modifiers determined by the GM. Other modifiers might apply as a result of Domain Management activities (eg retaining a Champion provides a [[Rerolls|Reroll]] die for Might rolls). The GM adjudicates the outcome of the contest as normal.
> ### Example
The Masters wish to host the King’s annual Dressmakers’ Fair in their province, but are facing stiff competition from neighbouring Yeldmoor. The GM decides an Influence contest will determine the outcome. The PCs’ province has Influence 13 and the PCs roll a 7. Yeldmoor has Influence 11 but rolls a 4. With the higher margin, Yeldmoor is winning, but the PCs decide to use their [[Rerolls|Reroll]] die provided by their Councillor… and roll a 17. Alas, the Masters’ bid fails, and the fair goes to Yeldmoor this year.
### Faction vs Faction
In a similar vein, interactions between guilds, mercenary companies, church sects, and other organisations may be handled the same way. Faction attributes are relative to other factions only. In an exceptional case, an especially powerful organisation (eg a continent spanning spy network) might be able to force a contest with a domain.