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It should be noted that much of what is presented below was inspired by a number of published game systems which deal with estate or realm management. Although I have not intentionally infringed any copyrights I would just like to emphasize that Empire of the Phoenix Throne respects the intellectual rights of the original authors of said material and that any references to their work do not constitute a challenge to their intellectual rights.
Note: with the publication of the "Lords and Priests" collection recently (7/2000) HDI presented their own take on domain management in the world of Fading Suns. Although not directly compatible with the official system presented therein this, unofficial, way of doing things can be easily adapted to that one (or vice versa...). I intend to present an article on conversion or harmonization of the two systems in the near future.
Part 1 - Acquiring Heady Power
Basic Mechanics | Domain Statistics | Building a Domain
Faction Domain Abilities | Extra Domain Characteristics
Part 2 - (Ab)Using the Power
Domain Actions | Indirect Rule |
Wyrd for Rulers
Improving a Domain |
NPC Domains |
Acknowledgements
The rules presented in this system is quasi-realistic in that a minor power (ie: a Charioteer sole trader or a lowly household knight) will have to do something pretty exceptional to defeat the machinations of a Decados Count with Jakovian agency allies. However, in keeping with the heroic ethos of Fading Suns, such things are still possible if the players are clever, cunning and more than a little lucky.
As in the person-to-person scale rules successes and VPs are used to determine either the degree or the concrete effects of success. 1 or 2 VPs indicates that the character was barely able to steer his policy through problems and opposition, whereas 5+ VPs indicates either an administrative coup or a masterful stroke of statesmanship. Failed skill checks indicate complications or unforeseen obstacles to the desired activity which will usually incur additional expenses to resolve or (more usefully to the GM) will require role-played storylines to resolve.
| Level | Planet | Troops | Weaponry |
|---|---|---|---|
| 1 | Destitute, pacifist | Serf Militia | Melee |
| 2 | Poor | Mercenaries | Slug guns |
| 3 | Unimportant | Enlisted Army | Artillary |
| 4 | Average | Local Navy | Small fleet |
| 5 | Minor House | Local Royal Guard | Frigate |
| 6 | Pious, Proscribed | Patriarchal Guard | Church Fleet |
| 7 | Trade Nexus | House Navy / Muster Mercs | Destroyer |
| 8 | Wartime, Border World | House Marines | Brother Battle Cruiser |
| 9 | Major House Homeworld | House High Command | Carrier / Dreadnought |
| 10 | Byzantium II | Imperial Guard | Imperial Fleet |
| This table © Holistic Design, 1996-2000 | |||
There are also two contested domain statistics which may either be gained as a result of play, or purchased as disadvantages when building a domain. These statistics are Rebellious Elements and Security Risks, both of which threaten the integrity of the domain by restricting the ruler's freedom of action. For more on these contested statistics see the Building a Domain section below.
Example: Don Diego Sidonia de Eduardo de Hazat is a Hazat Knight (3pt rank benefice) who possesses a sizable estate (worth 5 benefice points). According to the calculation given above his total number of domain building points is [ 2x (3 + 5) = ] 16.
Note that this system domain generation system greatly favours those (both player and NPC) who invest a good deal of their points in their Assets and social status. This is as it should be; a character who invests a lot of time and energy is his social duties will reap the benefits. Conversely, any penny ante ruler who makes an enemy of a master politician and magnate like Prince Hiram Decados will suffer for it! The advantage conferred by being the lord of wide acres, mighty manufactures or the souls of thousands, is, in my opinion, more than balanced by the loss of character abilities which this emphasis on the wider duties of the character entails.
| Nobility | Guilds | Church | Covens | Outworlders | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Vul. | Kur. | Twi. | Ant. | Sar. | ||||||
| Military Strength (MS) | 3 | 1 | 1 | 1 | 3 | 3 | 3 | 1 | ** | |
| Ecomony/Wealth (E/W) | * | 3 | 1 | 1 | 1 | 3 | 1 | 1 | ** | |
| Intelligence Services (IS) | * | 3 | 1 | 3 | 1 | 1 | 3 | 3 | ** | |
| Diplomatic Status (DS) | 3 | 3 | 3 | 1 | 1 | 3 | 1 | 3 | ** | |
| Occult Resources (OR) | 1 | 1 | 3 | 3 | 3 | 1 | 1 | 1 | ** | |
| Domain Loyalty (Loyalty) | * | 1 | 3 | 3 | 3 | 1 | 3 | 3 | ** | |
* One of these stats starts at 3, the other two at 1, depending upon which house the noble is a member of. The Hawkwoods and Li-Halan have a starting Domain Loyalty of 3, the Decados and Hazat have a starting Intelligence Services level of 3, and the Al-Malik have a starting Economy/Wealth stat of 3.
** Three of these stats start at 3, the others at 1. The priority here is determined by the Gm based upon his perception of the strengths of the planet in question.
For example: a domain on Sargasso (the default 'other Lost World' used herein) has 3 in Military Strength (those crazy Sargassan pilots!), Wealth (those crazy Sargassan traders!) and Loyalty. Intelligence, Diplomatic Status and Occult Resources each start at a feeble 1.
Population as Limiting Factor
A GMs might wish to rule that a domain cannot have any Domain Statistic higher than its non-Vital Population level. The rationale for this is that areas of low population density or concerns with few staff are likely to be backwater and relatively undeveloped in nature. Good play and prompt reaction to game events will, at the GM's option, allow the player to increase the Population stat of his domain over time (see the Improving One's Domain section below for more on this subject).(Optional Rule) |
Generally each level of Assets benefice purchased above the first increases the available numerical population/manpower of the domain, be it a landed fief, religious establishment or business concern, by another order of magnitude in real terms. In play this additional order of magnitude is represented by another 2 non-Vital levels of Population.
All domains have 5 Vital levels of Population, representing those last few people needed to sustain the infrastructure of civilized life in an area or the essential functions of an institution. As these last few people die, desert or are driven away by hostile activity or gross misrule the domain will gradually become more difficult to run effectively (just as a heavily injured character finds it progressively more difficult to perform actions in normal play). Only heroic exertions on the part of the ruler and his cohorts will save a domain reduced to these dire straits.
Example: As a Hazat Noble Don Diego Sidonia de Eduardo de Hazat's domain (let's call it Andalusia, just to be original :-) ) will have initial domain statistics of 3 in MS, DS and IS, but only of 1 in E/W, OR and Loyalty. He can now buy these levels higher with domain building points. As he has spent 5 Benefice points on his domain it will have an initial population of 5 over its vital levels.
1) Have them operate as straight modifiers to domain goal rolls. This functions best if this rules-set is used for true macro-scale play (ie: the characters act only as rulers, not as adventuring heroes).
Example: Hazat gain +2 (or +4 if you desire to emphasize the stereotyped specialities of the factions) to all Militaristic actions, the Orthodox have a +2 (or +4) bonus to diplomatic actions and agitation against an unjust or godless ruler, etc...
2) Have them appear in play as role-played effects which force the characters to deal with eventualities in the form of adventures rather than via dice rolls. This is excellent for the GM who uses this rules-set as an adjunct to an normal table-top campaign.
Example: the characters have to get off their thrones and go and agitate in front of the Princes' Palace themselves before they are able to turn Hawkwood serfs against their masters. All espionage actions (except possibly critical successes or those role-played) are doomed to failure against the Decados. The Engineers can, if they so choose, offset the might of your vastly larger army with their gribbly super-weapons.
The table below gives an example ability for each of the major factions of the Known Worlds. How these are obtained by PC rulers (either free, as an element of their being a faction member, or through the expenditure of domain building points) is for the GM to decide in accordance with his view of his own campaigns requirements.
| Noble House | Church Sect | Guild |
|---|---|---|
| Hawkwood - Loyal Serfs
Decados - Jakovian Agents Hazat - Militaristic Li-Halan - Church Links Al-Malik - Guild Links |
Urth Orthodox - Church Censure
Amalthean - Well-loved Temple Avesti - Inquisitorial Scrutiny Eskatonic - Secret Lore Br Battle - Fanatic Zeal |
Engineer - High Tech
Charioteer - Trade Contacts Reeve - Finances Scraver - Underworld Muster - Skilled Labour Pool |
| Occult Coven | Vile Outworlders |
|---|---|
| Invisible Path - Mind Control
Favyana - Psi Clinics Draconians - Infernal Allies Necromancers - Unliving Lore Manja - Noble Protection |
Vuldrok - Militaristic + Raider Culture
Kurgans - Hajjin (use any one faction ability per turn) Twilighters - Militaristic Antiochans - Qabirim Diplomats Sargassans/others - Fearless/GM's option |
In addition to their faction ability all covens have both a dark secret (that they are a coven) and an appropriate cover story ("We're an amateur dramatics group and this is a dress rehearsal for the climax of the 'St Bartimus versus the Devil Cult' we'll be showing this Lux Splendour. Now sergeant, I'll just leave this bag of Firebirds here so your men can drink St. Bartimus' health later and we'll hear no more of this unfortunate misunderstanding. As you can see; these aren't the cultists you're looking for..."). How this cover story operates in play is a matter for the players and GM to decide between them.
It should be noted that Vuldrok domains have a second, optional special ability: that of being a 'Raiding Culture'. This allows them to effectively ignore the Population as Limiting Factor optional rule if it is used and serves to differentiate them somewhat from other militaristic social organisations. The Haj[jin ability of Kurgan domains reflects the all-encompassing, all-embracing nature of El-Diin, the dominant philosophy and religious ethos of the Caliphate and its vassals. A Kurgan ruler is to commandeer the services of any of the faithful in the name of the Caliphin times of trouble, thus allowing him to use any 1 (and only one!) Noble, Church or Guild Faction ability in a turn.
Extra Domain Characteristics
Similar in many respects to character Blessings and Curses, or to various Benefices availale at character gneration, these are small (1-3 domain building point) advantages and disadvantages that serve to set the territory, diocese or business concern apart from the norm. Generally a GM will limit a domain to 7 points of either beneficial or prejudicial characteristics.
Ally (faction and name) - 1-3 point DBP cost depending upon the power and influence of the ally.
This ability costs 1 point for each of the following criteria the ally fulfills: frequent (the ally can be called upon on a regular basis), versatile (the ally is capable of helping in many things), major (the ally is more powerful than the PC domain ruler).
Enemy (faction and name) - 1-3 point DBP award to the domain builder depending upon the power and influence of the ally.
This ability grants 1 point for each of the following criteria the enemy fulfills: frequent (the enemy is a constant thorn in the domain ruler's side), versatile (the enemy is capable of hindering in many things), major (the enemy is more powerful than the PC domain ruler).
Church Favour - 1 point per +2 to goals involving the church.
This advantage can be lost through persistant defiance of Church law, ongoing association with pagans, revelations of Antinomianism, etc..
Guild Trade Agreement - 1 point per +2 to goals involving guilds.
This advantage can be lost through breach of contract, poor loan repayment records or through excessively punative taxation policies.
Avestite Scrutiny - 1 point per -2 to goals involving church.
This advantage can be bought off through excellent role-playing and asidious avoidance of heretical behaviour. "Sorry Granny, but the Manja shrine just has to go!"
Guild Embargo - 1 point per -2 to goals involving guilds.
This can be bought off through excellent role-playing and by currying the favour of the Merchant League. "Certainly you can run the trade fair in my palace Dean."
Rebellious Elements - 2 DBP awarded to the domain builder per level.
Rebellious Elements in a domain function as a contested stat to Loyalty as Urge is to Psi, or Hubris to Theurgy. While the rebellious elements exist unplacated (ie: until the domain ruler spends actions to hear their points and do something about them) Loyalty cannot exceed [10 - Rebellious Elements]. Any failed Loyalty check risks rousing the rabble...
Security Risk - 2 DBP awarded to the domain builder per level.
Security Risks in a domain function as a contested stat to Intelligence Services as Urge is to Psi, or Hubris to Theurgy. While the security risk persists (ie: until the domain ruler spends actions to root out the threat) IS cannot exceed [10 - Security Risk]. Failed security checks result in terrorist action, assassination attempts and lieutenants turning against their master.
Additional Population - 2 DBP per +1 Population
The domain is especially densely settled or well staffed thus allowing it to endure the effects of adverse conditions better. In all many respects this Extra corresponds to the Additional Vitality Blessing from the Player's Companion.
Reduced Population - 2 DBP awarded to player per -1 Pop.
The domain is especially poorly settled or staffed, reducing any natural resistance it may have to adverse actions (everyone is too overworked to give their best to any one thing). In all many respects this Extra corresponds.
Trained Bands/Pacifist Populace - 1 DBP per +/-2 to Military Strength goals
A positive score here indicates an area where the inhabitants are dedicated to ensuring their own security and safety from threat through the presence of a peasent militia. This militia will usually side with the ruler of the locale as the voice of law and order. A negative score indicates an area where the inhabitants are either demoralised and fearful, or pacifistic through religious or ethical scruples.
Boom/Bust - 1 DBP per +/-2 to Loyalty goals
A positive score here indicates a wealthy, go-getting locale where people have faith in their ruler and the government has their best interests at heart. A negatice score indicates an area where the bubble has burst; people lack confidence in their leaders and corruption is often rife.
Gossips/Privacy - 1 DBP per +/-2 to Intelligence Service goals
A positive score here indicates an area where people are only too happy to gossip about or pry into the activities of their neighbours. Although useful to the ruler such propensities are likely to make life here less than idyllic for those with something to hide. Think More's "Utopia", Calvin's Geneva or Soviet Russia for example cultures. A negative score indicates an area where people either believe that high fences make good neighbours or that a person's private business should remain so. New York, the homes of survivalist militias and Criticorum are prime examples of such locales.
Sumptuous Palace/Rustic Manor - 1 DBP per +/-2 to Diplomatic goals
A positive score here represents that the domain is regarded as the place to be invited on vacation, for a house or guild conference, or for conclaves and Church Synods. A negative score indicates that people avoid the grotty, backwater hovel like the plague.
Rich/Exhausted Mineral Deposits - 1DBP per +/-2 to Economy/Wealth goals
A positive score here indicates richer than normal mineral resources, either especially rich gold, diamond, Keddite or coal mines. A negative score indicates the presence of the massive slag heaps and polluted rivers, etc. which are the inneviatble side-effect of an extractive industry.
Ancient Ruins - 1DBP per +/-2 to Occult Resources goals
Indicates the presence of a famous or infamous occult locale within the domain. It either attracts hundreds of dedicated students of the numinous, or scores of crazed Antinomian cultists.
Exotic Produce - 1 DBP
Indicates that the domain (and thus its' ruler) is famous for producing a particular product, be it fine wines, Baryana Wood, whalebone, Ravenna marble, Shantorian refractor crystal, Selchakah, etc.
Nexus of Trade - 1 DBP
This Extra establishes the domain as a port or marketing centre famous for the hustle and bustle of its markets. The ruler is widely credited as lord of a generous and open-hearted domain.
Pilgrim Trade/Tourist Attraction
This indicates the presence of a major tourist attraction in the domain, either spiritual or secular in nature. It ensures the ruler of notoriety and respect from those familiar with the attraction.
Weird Threat - 1 DBP awarded to the domain ruler
Must I spell the words "adventure hook" out for you? There's an unexplained mystery afflicting the domain, one that any ruler worth his salt should get out there and solve!
Example: Don Diego's player has put aside a few Domain Building Points to spend on extra abilities for his realm. He has retained 3 points from the previous stage and chooses to spend them on purchasing the following distinguishing features for Andalusia: 2 DBP are spent on an additional level of population, 1 is spent on generating a Boomtown atmosphere in the domain. To support this impression of a booming province Don Diego's player takes 1 level of Rebellious Elements (to represent the surly natives displaced by new settlement), giving him 2 DBP, which are then spent on Rich mineral deposits (the cause of the boom), and on a minor ally within his house.
In addition to the above Don Diego receives the automatic Militaristic Faction advantage on account of his Hazat title. This may prove useful in putting down those troublesome natives...
Continued in Lord of All You Survey, Part 2
This file last modified 21/05/2005.