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Building your Domain

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Apr 20th, 2018
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  1. ========== Building your Domain ==========
  2.  
  3. ===== General Rules =====
  4. - Every player starts with a pool of 100 points to spend.
  5. - Every player starts with at least one County.
  6.  
  7. - Each player chooses from one of the Titles below, separated into three categories. The Title's point cost is subtracted from their pool of available points to spend, and confers a certain Territory stat for the player's domain.
  8.  
  9. - Each grouping offers potential bonuses to Domain stats depending on the level the player selects. Lordships improve Wealth, Clergy improve Faith, and Orders improve Power.
  10.  
  11. - A player can choose to buy two titles, but those titles must be of different categories. Military positions can be paired with Lordly or Clergy positions, but only Pagan clergy may take a Lordly title. Taking a second title confers its secondary bonus (Wealth, Faith, or Power) but does not add new Territory.
  12.  
  13. - Remaining points are spent on increasing Domain stats (see below), except for Territory. Stats can be raised by 1 for 5 points.
  14.  
  15. ===== Titles of Merit =====
  16. --- Ranks of Lordship ---
  17. Duke [50] - Territory 4, Wealth +2
  18. Count [25] - Territory 2, Wealth +1
  19. Viscount/Baron [10] - Territory 1
  20.  
  21. --- Ranks of the Faith ---
  22. Bishop/Chancellor/Thegn [50] - Territory 4, Faith +2
  23. Cantor/Premier/Gerefa [35] - Territory 3, Faith +1
  24. Vicar/Speaker/Druid [15] - Territory 1, Faith +1
  25. Abbess/God-wife/Druidess [10] - Territory 1
  26.  
  27. --- Orders Militant ---
  28. Commandant/Master/Oberst [45] - Territory 3, Power +3
  29. Colonel/Knight-Captain [20] - Territory 1, Power +2
  30.  
  31. === Domain Stats ===
  32. All stats start at Rating 1.
  33. --- Power ---
  34. The military might and strength of your domain. You can recruit a maximum number of units in one turn equal to your Power. Power also determines how many Militia units you can automatically muster when invaded:
  35. Power 1 - 3 Militia
  36. Power 2 - 5 Militia
  37. Power 3 - 6 Militia
  38. Power 4 - 7 Militia
  39. Power 5 - 9 Militia
  40. Power 6 - 10 Militia
  41. Power 7 - 12 Militia
  42. Power 8 - 13 Militia
  43. Power 9 - 15 Militia
  44. Power 10 - 20 Militia
  45.  
  46. --- Defense ---
  47. Defense represents your domain's fortitude, the protections granted it by natural features and encampments. It determines how vigilant your patrols and watches are; invading forces roll with a penalty equal to 10x your Defense to try and cross the border. It also determines how many Fortifications you can raise:
  48. Defense 1 - 1 Fortifications
  49. Defense 2 - 2 Fortifications
  50. Defense 3 - 4 Fortifications
  51. Defense 4 - 5 Fortifications
  52. Defense 5 - 7 Fortifications
  53. Defense 6 - 8 Fortifications
  54. Defense 7 - 9 Fortifications
  55. Defense 8 - 11 Fortifications
  56. Defense 9 - 12 Fortifications
  57. Defense 10 - 15 Fortifications
  58.  
  59. --- Faith ---
  60. Faith is the overall piety and religious rectitude of your domain. Faith is specific to one religion, your own. Lords may have multiple faiths in their domain, and diocese might overlap between Salubrine, Triarch and pagan, but only the religion you favor will count towards your Faith. When a player takes control of a county with a different dominant Faith, there is a greater chance that territory will revolt the higher its native Faith is. The benefits of Faith are mostly abstracted, but if you can make a case that Faith is relevant to a roll, it may provide a bonus.
  61.  
  62. --- Territory ---
  63. This is the number of counties you control. It can't be bought at chargen and can only be increased through conquest or diplomatic acquisition. After chargen, acquiring a new county adds +1 to your Population but subtracts -1 from your Law. Additionally, when taking a new county through any means other than Imperial grant, you suffer a -5 to all rolls owing to unrest and tensions within the new territory. The nature of the unrest will determine the nature of the roll needed to quell it and ultimately remove the malus.
  64.  
  65. --- Population ---
  66. Population addresses the sheer number of people living in the lands you control. Every point of population represents roughly 3,000 individuals. Like Faith, the benefits a higher Population provides are mostly abstracted, as are their penalties. The more people there are, the more mouths you have to feed. However, the more people there are, the more your lands produce.
  67.  
  68. --- Wealth ---
  69. Wealth is the coin and resources that let a domain prosper. Without Wealth, a lord has little. It represents your involvement and success in trade, your ability to fund improvements in your domain, hire mercenaries, and more. You can spend 1 point of Wealth to give +15 to any single roll (other than rolls to improve Wealth, of course). Additionally, your Wealth determines how many holdings (ports, mines, temples, etc) you can establish in your territory:
  70. Wealth 1 - 4 Holdings
  71. Wealth 2 - 6 Holdings
  72. Wealth 3 - 8 Holdings
  73. Wealth 4 - 10 Holdings
  74. Wealth 5 - 12 Holdings
  75. Wealth 6 - 14 Holdings
  76. Wealth 7 - 16 Holdings
  77. wealth 8 - 18 Holdings
  78. Wealth 9 - 20 Holdings
  79. Wealth 10 - 25 Holdings
  80.  
  81. --- Law ---
  82. Law encompasses two things: the extent to which your subjects respect and fear you and the threat of bandits, brigands, raiders, and other external and internal threats. Much like acquiring new Territory, having a low Law score applies a penalty to your rolls. Conversely, having a higher Law provides an equivalent benefit to your rolls:
  83. Law 1 - -6 to all rolls
  84. Law 2 - -4 to all rolls
  85. Law 3 - -3 to all rolls
  86. Law 4 - +0 to all rolls
  87. Law 5 - +0 to all rolls
  88. Law 6 - +1 to all rolls
  89. Law 7 - +2 to all rolls
  90. Law 8 - +3 to all rolls
  91. Law 9 - +4 to all rolls
  92. Law 10 - +6 to all rolls.
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