Lord of All You Survey, ver1.2
Yet another stab at:
Domains and Estate Management Mechanics for Fading Suns

he domain management rules presented here were originally designed to be used as an adjunct to my own Fading Suns campaign given its recent emphasis on the long-term and the dynastic (see the Epic Campaigns in Fading Suns and Alternative Sessions articles for more on this subject). As befits their origins as hastily scribbled notes these rules are more than a little obscure, opaque and half-finished in places. Despite this I hope that they provide GMs with some ideas on running 'macro-scale' games, where each player takes the role of a more influential-than-normal character or of an entire faction. Even if this is not to your tastes this article may take some of the drudgery out of estate management in Fading Suns. Enjoy!

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.

Introduction | What's New?

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


Introduction

These rules are designed to be a simple, intuitive extension of the pre-existing mechanics of Fading Suns. They can be used either to represent the actions taken by two or more hostile domains in their entirity (with espionage, diplomacy and warfare resolved by simple, sustained or contested die rolls) or in conjunction with other rulesets available either from HDI (Noble Armada) or online (the various incarnations of Eric Brennan's Fading Suns Epic Combat System). This system has been playtested by my own group and has been found to work for any scale from two knights engaged in an ongoing feud up to the wars of two ducal houses or interplanetary guilds. It is currently being used as part of the background to the Kurgan-Hazat war running in my campaign.

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.


What's New in Version 1.3

As the result of a large amount of editorial comment received from various sources (many of whom are credited in the Acknowledgments section below) a number of clarifications and fixes have been made to the original system. Apart from the general cleaning up of the article, the most significant of these changes can be summarized as follows.

What was New in Version 1.2

What was New in Version 1.1


Basic Mechanics

This system works in a manner derived from the core Fading Suns mechanic of Stat+Skill as goal number, which the player attempts to roll equal or under with the number appearing on the die determining degree of success or failure. Unlike character interactions however issuing commands to one's domain works on the basis of the domain's relevant attribute (rated 1-10 as for characters and described in detail below) and the ruling character's appropriate skill as the '+Skill' element of a check. This is designed to simulate how the character is able to use his personal experience and expertise (the skill) to direct the people and resources of his domain (the stat) in the desired direction.

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.


Domain Stats

Each domain in the Fading Suns universe, be it the Duchy of Tolth, the business holdings of Stagg Lines of Leagueheim, or the ecclesiastical authority of a Malignatan cult leader, can be abstracted by the following system. It divides the forces of machtpolitik into six statistics rated 1-10 and largely similar to those possessed by Fading Suns characters. Each stat represents how powerful the domain is in a certain regard.

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.


Building a Domain

Domains are created for characters as a function of their Rank and Assets Benefices. The total number of points invested in these Benefices are doubled. These points are then spent on Domain Statistics and Benefices, just as freebie points are spent on a character.

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.


Domain Abilities

Many of the factions of the Known Worlds are famous, or infamous, for certain features. The Jakovian Agency is as characteristic a feature of the Decados regime as the Inquisitors and Bulls of Excommunication are of an Orthodox one. Each domain is possessed of one particular benefit depending upon the nature of the ruler. As with many aspects of this ruleset this particular element of the domain design process is strictly an optional, unplay-tested suggestion. Basically there are two possible ways of implementing faction special abilities. They are discussed in brief below.

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


Building a Domain

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.

Diplomatic

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.

Domain

Below are listed a number of Blessings/Curses which apply directly to the physical properties of a domain rather than to its' interaction with others. The players and GM should use common sense when applying them. For example, it is unlikely that a domain on the ice-world of Malignatus would have the Blessing of Fertile Lands. Nevertheless, if a player is able to make a good case for an uncharacteristic merit the GM should consider allowing it...

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.