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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
Domain Initiative: domain ruler's Wits + 1d10 (as usual, hightest goes first)
Domain Action Goal : Domain Stat + appropriate character Skill +/- modifiers (situational, from character or domain Blessings/Curses, etc) = Goal No.
The character skill appropriate to the roll being made is largely a matter of common sense. For military actions it will usually be a Warfare skill, for matters concerned with the hearts and minds of the people Oratory or Impress is the norm, whereas for financial matters Bureaucracy or Lore: Economics (see Merchants of the Jumpweb for more on this and other managerial skills) are more appropriate. Sometimes the GM may request that a character make rolls using other skills when the situation requires it. For example: in order to bluff a neighbouring fiefdom into over-estimating his degree of military readiness a domain ruler might make a roll of Military Strength + Knavery or Impress.
As explained in the Basic Mechanics section successes and VPs are used to determine either the degree or the concrete effects of success. 1 or 2 VPs indicates a marginal success, whereas 5+ VPs indicates a masterful stroke of statesmanship. The GM should determine the concrete effects of these successes in the light of the action attempted. Failed skill checks indicate complications or unforeseen obstacles to the desired activity which will usually incur additional expenses to resolve or will require role-played storylines to resolve.
Example: Don Diego Sidonia de Eduardo de Hazat is required by his lord to raise additional tax money for the on-going war against the Kurgans. How he does this is his own concern. He might choose to extract the money through force (MS + Impress), through a new indirect tax (E/W + Bureaucracy or Lore: Economics) or through a direct appeal to the loyalty and devotion of his people (Loyalty + Oratory or Impress).
Whichever method he chooses the GM should ajudicate whether he raises the money with some difficulty and grumbling (1-2 VPs), with relative ease (3+ VPs) or whether the loyalty and generosity of the peons to their beloved lord and father figure exceeds all expectations (critical success). In the event of a failure, if Don Diego's subjects have insufficient wealth to raise the money (failure) or that they decided that another damned tax from that inbred, garlic-smelling toff is too much to bear and rebel (critical failure).
Complementary Skill Rolls
The GM may rule that, in certain situations, knowledge, expertise, the actions of allied domains or actions taken by individual PCs may allow a domain ruler to gain the bonuses for complementary skill use when rolling for a domain action. This symbolizes a conjunction of powers in a particular domain pulling together in a common direction.
Example: Bishop Belcher of Andalusia may, in return for future favours from Don Diego, order that all Orthodox priests in his domain preach in favour of the new war tax. This would give Don Diego a bonus to his own goal equal to the VPs gained by Belcher's Loyalty + Oratory roll.
Multiple Domain Actions
There are occasions, such as during wartime, the wedding of an heir or during diplomatic wranglings, when a domain ruler may desire to perform more than the 1 action/domain round recommended above. However, if a domain ruler attempts to perform too many actions at once his orders are likely to become garbled or misinterpreted in the rush of events. A domain ruler may attempt up to 3 actions in a domain round which suffer multiple action penalties as described below. Note that these penalties are cumulative with all other modifiers for indirect rule, complementary actions, etc.
| Action Number in Round | Goal Modifier |
|---|---|
| 1 | 0 |
| 2 | -2 |
| 3 | -4 |
| Lieutenant/Vassal
(+1 action) |
additional -2 |
Example: Don Diego requires that the peasents of Andalusia raise him a levy of troops to wage war on his enemy Baron Ilyich Decados. As this is his first action in the round it has no multiple action modifier. Hearing of this action Baron Ilyich sends spies into Don Diego's lands to subvert his recruitment drive. Don Diego chooses to respond to the mysterious rumours of subversion by personally directing the operations of his secret police through the domain. This second action suffers a -2 goal penalty. If Don Diego then chooses to send an envoy to Baron Ilyich this third action suffers a total penalty of -6 (-4 for being the third action in a round, -2 for sending a crony to do a lord's job!).
Sustained Actions
Sometimes a domain ruler may desire to perform an action (such as rooting out a nest of Jakovian agents or rebuilding the infrastructure and economy of a war-ravaged area) which the GM determines will only happen over an extended period. If this is the case the GM should determine the total number of VPs required of the domain ruler from an extended action and allow him to make one roll towards this objective per week/month/year. When the required number of VPs have been accumulated the objective is achieved. Bearing in mind that their is likely to be opposition from various sources to any long-term plans the domain ruler may make however...
Contested Actions
Often a domain ruler will not be the only party interested in a particular objective. Other domain rulers may choose to oppose his actions: be they military action, increasing the economic influence of his demesne, or building a greater loyalty to his dynasty. When the actions of two rulers are in opposition to one another their struggle is resolved much as is a struggle between two characters. These actions are resolved exactly as for inter-character contested actions, with the winner of the roll gaining temporary advantage or ascendency over the loser.
When two domains descend into open war it is resolved using a contested Military Strength + Warfare: Tactics roll. All the normal modifiers for multiple actions, faction abilities, etc. are considered for the goal numbers. However, unlike the role-played effects in times of peace the person who rolled lowest on the contested roll sustains the difference in VP rolled as damage applied directly to their Population stat as the enemy bombs their towns, factories or congregations, and thousands of refugees head for the safety of the nearest border.
Passion and Calm
Neither Inciting Passion or Remaining Calm may be used when attempting actions directed at ruling a domain. These qualities are intensely personal and rarely translate directly into the political arena. If you wish to whip your subjects, staff or parishioners into a frenzy of zealous activity on your behalf try for a critical Domain Loyalty + Social:Oratory roll instead.
Using a Domain Against a Character
Using the entire resources of a domain against a single character, be he PC or NPC, is something of a case of overkill! One of my players has likened it to using a starship Blaster Cannon on a human. However, there are instances where characters will make themselves so obnoxious to the ruling classes that all the resources of these influential and powerful figures are turned against them. Should this be the case then a contested roll should be made between the domain and the character, with the result of the roll suggesting to the GM the likely outcome. If this type of situation arises when a PC is involved then the domain vs. character contest should be waived; after all escaping by the skin of one's teeth from the vastly superior forces of an enemy stronghold is an adventure!
Example: The infamous Decados spy, the Black Talon, has stolen secret plans for his up-coming campaign against the Kurgans from Don Diego. Enraged the Don calls out the guard, imposes curfews, posts Wanted! posters about his domain and offers a huge reward for the head of the Black Talon. The GM determines that the appropriate roll is to see whether Don Diego's forces catch the miscreant is IS + Inquiry vs. the Black Talon's Wits + Knavery. As he has taken exceptional measures against the man the GM determines that Don Diego's efforts will recieve a +4 bonus (+2 each for the curfew and the reward offered).
A domain ruler may, if he so wishes, attempt to delegate power and rule in a less direct fashion than is the norm for the Known Worlds. However, not only does this turn the populace against his absentee rule ("The real reason no-one's seen 'im in years iz that ee's a Vampire!"), but it also reduces the control the ruler has over events ("You conceded what to the peasents?!?"). To reflect this a domain ruler can attempt to rule through institutions rather than personally. The policy he applies modifies his chances of success (ie: goal numbers) as follows:
| Political Stance | Effect on Domain Actions |
|---|---|
| Direct Rule
(doing the dirty jobs personally) |
0 |
| Personal Delegation
(sending a trusted lieutenant to deal with a situation appointing a viceroy/regent to rule in one's absence) |
-2 |
| Institutional Delegation
(rule by decree, martial law or bureaucracy) |
-4 |
Lieutenants
Having a trusted and competent lieutenant effectively allows a domain ruler to effectivly be in two places at once (simulated by allowing a domain ruler an additional action as is explained in the domain actions section above). A lieutenant may also stand in for the domain ruler in periods of absence, either as a regent (if a relation), or as steward (if a crony). However, as the lieutenant is acting on behalf of the rightful absent ruler, people are not so inclined to take him seriously. As such when acting as regents, lieutenants still suffer the -2 penalty to domain actions mentioned above.
Any lieutenant important and trusted enough to act as a regent for a domain ruler should be outlined as a fully-fledged NPC (complete with skill scores required to rule the domain) and should, ideally, be bought either as a skilled Entourage member, or as an Ally. It should be noted that, in some cases (ie: a highly skilled Reeve Dean Ally) that sometimes the lieutenant may be more competent at running the domain than the rightful ruler. This is perfectly all right, but do remember what happened to the Merovingian kings of France when their Carolingian subordinates proved more effective as rulers. 'Usurp' is an ugly word, isn't it...?
Enfiefing Vassals
It should be noted that the '-2 to goals' lieutenant penalty does not apply if the domain ruler gives over a section of his authority in its entirety, enfiefing a client and creating a feudal or pseudo-feudal vassal. If this is done the vassal is deemed to take direct responsibility for his own area of interest and control, be it a Domain 'Extra', a field of operations (Military Strength) or whatever. However, the domain ruler is then unable to automatically call upon the assets he has 'farmed out'. It may require a domain action to contact the vassal and order him to do what is requested! As with over-using lieutenents, a domain ruler should be careful of alienating too much of his powerf rom direct control. Remember; the Hazat and the Decados both came to power by exploiting their position as indispensible servants.
It should be noted that the rules on indirect or feudal rule presented above are designed to represent the institutional paralysis of an political organization which is being given little or no clear direction from its head (the domain ruler). If the needs of your campaign differ from the rules presented here (ie: the domain rulers are always gallivanting off arounf the jumpweb), then feel free to change them as you desire.
When the GM deems it appropriate a domain ruler's Wyrd may be used to re-roll failed goal rolls for his domain. This is generally only allowable at critical junctures, such as when the lord's castle is under siege by his arch-enemy, etc...
As for character re-rolls the first costs 1 Wyrd. A second reroll may be made if the first is still a failure, but at the cost of 2 Wyrd points (this has become known as "The gods do not will it!" factor).
Note, a 20 is always a fumble and cannot be re-rolled, nor may successful rolls be rerolled to achieve a greater degree of success.
Another Empire of the Phoenix Throne article which may be of possible interest to those running a domain-style campaign is that on the various Occult Regions of the Known Worlds. It has aspects of particular interest for those domain rulers with a high Occult REsources domain statistic (Church potentates, Coven leaders, etc.).
One thing that has come up in discussion of this facet of domain management is that there are two main ways of improving a domain: the first it to be given the werewithal to do so by a higher authority (whether through grant of lands, increased lines of credit, whatever), the second is to take the means of improving one's domain from another organization (whether through economic leverage, ideological sway or main force).
Grants
This is the catch-all term for any improvement made to one's domain through the beneficence of another domain ruler or of a private individual. In return for great favours, prolonged support, a daughters hand in marriage, etc. the GM may rule that another domain ruler has decided to reward the loyalty of his faithful ally/vassal with a further grant. It is at the GM's discretion, tempered, as ever, by common sense, as to what form these grants take.
Conquest
When one domain ruler conquers, buys-out or excommunicates another the situation is dealt with rather differently than in times of peaceful co-existence. In such a situation the lands, wealth and populace of the conquered domain are entirely at the disposal of the conqueror and may be disposed of as he wishes. This is represented by the following rules:
The Domain Building Points from a captured domain may be spent as at domain generation (to purchase Domain Statistics, Extra Characteristics, etc.). The cost for Extra Characteristics is the same as for creating a new domain, enhancing the Statistics of an existing domain differs somewhat however. It costs DBPs equal to the desired level of the stat to raise it. As it is unlikely that a conqueror will be able to raise a domain Statistic from loot alone a successful Wits + Bureaucracy roll allows a ruler to earmark points from his Wealth as DBPs instead, effectively mortgaging his current income for future gain. The character chooses how much he will drop his effective Wealth by, and gains that many DBPs at the end of the turn, to be spent on domain improvement. The leveraged Economy/Wealth points are regained at a rate of 1/turn.
Example: Don Diego has, in typically prolonged and bloody Hazat fashion, recently conquered the neighbouring province of Murcia from a long-time rival who is now reduced to landless and exiled status. With the approval of his house leader Don Diego proceeds to add Murcia (E/W 5) to his holdings. Murcia was famed for its' port of New Barcelon (a nexus of trade), which, after falling to a seige, becomes another asset of Don Diego's domain. Unfortunately New Barcelon castle is noted for being haunted by malignant ghosts (Weird Threat), as well as being the focus for the anger of 2 levels of Rebellious Elements (qv).
Don Diego's player chooses to make Murcia pay for its conquest. Looking at his domain roster he sees Don Diego's domain has a Military Strength of 5. As it would take 6 DBP to increase this to 6 he chooses to risk leveraging his assets to fund the army. If the Wits + Bureacracy roll is successful Andalusia suffers a temporary (1 point) drop in its Economy/Wealth, but the following month the new levies march out to police the newly conquered province.
There is a third way of improving a domain: rigorous self-improvement through good and sensible government. This type of rule is often sadly lacking in the world of Fading Suns, but a conscientious and open-minded leader can better the lot of his subjects, employees or flock to a remarkable degree, as well as reinforcing his own popularity and fortunes. This type of improvement ("I wish to be remembered as a great and wise ruler of my people...") should be worked out with the GM as a medium-to-long term goal of the character and, if possible, worked into regular play.
Example: Don Diego is desirious of increasing Andalusia's prosperity as a display of his own abilities as an enlightened ruler (in game terms increasing its' E/W score). His player should explain to the GM what steps Don Diego is taking to achieve this end: cutting trade taxes, building new roads, dedging port facilities, improving farming methods, etc. The GM should then look at these plans, determine a timescale, select a sustained roll (or series of the same) required to achieve the goal, and, as the work progresses over the months or years of game time required, throw complications at the player.
The Dramatis Personae
Remember, the universe of the Fading Suns is ultimately feudal in nature. Feudal loyalty in itself is interpersonal. From vassal to lord, apprentice to master guildsman, acolyte to spiritual leader, and so forth, all these ties are to other characters, rather than to institutions per se. Such feudal obligation networks - your allies, your opponents, your neighbours, your relatives, servants and masters - are represented by the various diplomatic domain extras introduced above. A canny GM will use these to weave a web around the characters consisting of a relatively small number of local power players. These people will almost invariably be amongst the major NPCs in a domain-level campaign, and the small number of such characters will lead to incestuous cliques, cabals and coalitions, and thus to glorious conflict, in no time!
Example: Don Diego Sidonia de Eduardo de Hazat's feudal overlord is Don Luis dela Plata de Justus de Hazat (conflict 1 - loyalty to family branch vs. loyalty to Hazat as a whole). His immediate neighbours are longstanding rival in trade and battle against the Kurgans Don Carlos Monteujez de Eduardo de Hazat de Murcia (conflict 2 - rivalry with an equal) and the Kurgan Sheikh Ali Abdul Hasan (conflict 3 - religious and military conflict). Don Diego gets on well with Bishop Belcher of Andalusia, but is on poor terms with local Charioteer Consul Dennis Galbraith (conflict 4 - personal dislike and possible economic difficulties). Such complications must be thinned out in the approved Hazat manner...
Building NPC Domains
There are two ways in which the creation of an NPC domain for use in play might be handled. The first of these is to build a domain from scratch depending on the mechanic introduced in Building a Domain above. The second is to rely on good old GM's fiat. Before moving on I would like to say a few words on each.
Although rather mechanistic in nature the 'title plus level of holding times 2" mechanic used for player character domains serves to shield the GM from accusations of arbitrarily making the opposition too weak or too powerful for their status.
Although at first it might seem as though this system locksteps the GM into making low ranking characters (knights, chiefs, canons, etc.) into persons of little influence it should be remembered that the Known Worlds have spent the last 50 years in a state of socio-political upheaval. The core rulebook comments that some knights hold more land than some dukes (the ruler of House Masseri springs to mind here...) while Canon 'Loose' Buchanan of Shaprut has power and influence enough to impose his own brand of Symbiot-hating witchhunting on most of that world. Such discrepencies in 'the rightful order of things' should be played up as foci for discontent and jealousy amongst the powers that be. Given the struggles of the Emperor Wars, the Symbiot conflict and the Crusades on the Vuldrok and Kurgan fronts there is no reason that players might not encounter any and all combinations of faction, status and holding (and thus power level..,) amongst their neighbours.
Conversely, it should be remembered that the wealthier Dukes, Archbishops and Deans of the Known Worlds will typically have much more extensive and effective (in game terms) domains than the PCs. Ideally such potentates should concern themselves with activities outside the PCs' sphere of influence, having bigger fish to fry and troubles of their own, at least initially. When the Decados Prince finally "requests' the artefact you found on Malignatus what are you going to do about it?
Example: Under the rules presented above Prince Hyram Decados would have at least [11 (for his ducal fief) +13 (for ducal rank) x2 =] 50 domain building points for his fiefdom (an obscure little group known as House Decados). That's enough points to have each domain statistic at 10 with a few extra points thrown into population bonuses, domain or diplomatic extras, etc. If Domain Loyalty is dropped a few points (appropriate for the Decados) and some appropriate enemies and afflictions are purchased, he has even more domain building points handy! Such levels are entirely appropriate for one of the major factions in the game (Severus is famed for its mineral wealth, the Decados are diplomatic heavyweights, and are you really trying to tell me that the entire Jakovian agency has an IS of less than 10?!) and, along with the highly skilled deputies, lieutenants and vassals that the Prince should be able to trot out, will rightly scare the proverbial out of a player who crosses him.
As well as all of the above it must be remembered that Prince Hyram is the feudal overlord of the entirety of House Decados, all of whom must have a really good reason to refuse any 'request' he might make of them. If he has better things to do this month (like getting one over on Emperor Alexius or the Patriarch) the prince might delegate flattening an annoying PC domain ruler to a lower-level vassal and have the player happy about it!
The basis of this system is not dull old number-crunching, but rather the GM's broad knowledge, good taste and exquisite sense of proportion (which qualities all GM's worthy of the name have in abundance). What constitutes a challenging/appropriate level in the campaign is decided by reference to the requirements of the current and future storylines. Nothing is set in stone, all is malleable, and the world shifts as story requires. Although this method may feel rather less 'professional' than working out domain abilities per formulas and tables it has the benefit of allowing a GM to retain complete creative control of his campaign.
Example: Don Diego manages, with customary Hazat panache, to make an enemy of the Marquis of House Masseri. The GM, with reference to "Lords of the Known Worlds" decides that the Marquis, although high in status, has relatively low domain statistics (notably in the Military Strength and Economy/Wealth areas). The exact levels of the domain in question, and the governing skills of the Marquis, he then decides in light of the strengths of Don Diego's domain and his own good judgement.
I would like to thank the following people for their various contributions to the horrific mass you see before you today. It's not their fault, they just pointed me in the right(?) direction. :-)
This file last modified 21/05/2005.
© Chris Hogan 2005