Glyph, that's spectacular. And, with that, we're starting to get a theme going in this party. Your more-than-human psychic, an angel, a nature spirit, and Ixy's character may be aspiring to godhood. "More than human" seems to be a running thread.
Anyways, here's what I have for domain management rules. I tried to keep them fairly simple. I think. Lemme know what y'all think.Domain Management:
Everyone has land and personnel. These are your most fundamental resources.
Land is measured in parcels. One parcel is an arbitrary useful size for a community unit, and everyone begins with four parcels.
Meanwhile, personnel are usually measured in the combined challenge rating of the personnel assigned. You may just want to go to the encounter calculator
if you don't already know how to get CRs/encounter levels yourself. (Note, this is encounter level, not party level, so plug your personnel in as monsters.)Land:
Each parcel is rated in six aspects. Agriculture, economy, culture, research, trade, and security, as well as a distance from the center of the province. Each parcel is rated in each aspect on a scale from none to great, each multiplying the benefits from that parcel. For example, if you have enough personnel assigned to farming a parcel to produce four units of food and it's of average quality for agriculture, you get twelve units of food.
All PC parcels begin at poor in all categories except for security and trade, which start at bad, and have a distance of zero from the center of the province. Teamwork is your friend. Values may go up from there through various means.Agriculture:
Agriculture represents the ability of the land to produce food needed to sustain personnel. Each month, a single parcel produces a number of units of food equal to the combined challenge rating of the personnel farming it times the parcel's relevant quality multiplier. One unit of food is enough to feed one of your personnel well for one month.
So a single level 1 follower farming a poor parcel produces one unit of food, enough to feed himself. Eight level 1 followers farming that same parcel of land produce six units of food and go hungry. One level 2 follower farming that parcel produces 2 units of food, enough to support himself and feed someone else.
Food may be accumulated for one month. So, if you accumulate two excess food, you may use that in the next month. However, it spoils after that, so you cannot accumulate food infinitely.Economy:
Economy represents the suitability of the land to produce wealth, generally in the form of trade goods such as gems or textiles. Each month, a single parcel produces a number of units of wealth equal to the combined challenge rating of the personnel working it times the parcel's relevant quality multiplier. One unit of wealth is enough to pay one of your personnel well for one month.
Wealth may be accumulated infinitely. Any excess wealth is stored in your coffers and never expires.Culture:
Culture can represent many things and is rather abstract, but it represents the ease by which a parcel's occupants may be placated. This placation can come from entertainment, the arts, evangelism, propaganda, or any number of means. The exact nature of these means can be important, as using a religion to promote loyalty can turn around and bite you if you turn against that religion because your personnel are becoming followers. Each month, a single parcel produces a number of units of culture equal to the combined challenge rating of the personnel working it times the parcel's relevant quality multiplier. One unit of culture is enough to keep one of your personnel reasonably placated for one month.
Culture expires at the end of each month and cannot be accumulated.Research:
Research is the level of arcane learning and production in a parcel and is used to create magic items. Each month, a single parcel can produce a number of magic items whose total caster level is equal to the combined challenge rating of the personnel working it times the parcel's relevant quality multiplier. These magic items must be specified at the beginning of the month and are completed at the end of the month. They still cost 100% market price in gp.
In addition, research may be used to investigate certain phenomena that may be discovered during expansion and province maintenance, such as extraplanar portals and supernatural blights.
Levels of magic item production expire at the end of each month and cannot be accumulated.Trade:
Trade represents access to foreign markets. This is used to exchange one type of resource for another. For example, you can trade one unit of food for one unit of culture, exporting shipments of food to pay for a visit from a gnomish circus, or trade wealth for levels of magic item production, paying dwarven scholars to help create magic items. Security may be purchased, but not sold, and each unit of security purchased is treated as a single level 1 follower assigned to security in a location of your choice who does not consume food, wealth, or culture beyond what was traded to acquire its services.
Assets may be exchanged freely between PCs; however there is a limit to how much trade may occur between a province and an outside power. Each month, a single parcel may trade a number of units of assets equal to the combined challenge rating of the personnel working it times the parcel's relevant quality multiplier. This trade quota cannot be accumulated.
Also, trade may be used to purchase magic items. Any number of magic items may be purchased at any time during the month, however the caster level of any such item cannot exceed the combined challenge rating of the personnel working it. Also, these items cost more than market price, depending on the quality of the trade parcel. Items purchased using a poor parcel cost 150% market price, and that amount decreases by 10% for every step above poor to a minimum of 110% for a great parcel.
It is also possible to initiate a trade festival, spending wealth to improve trade for a single month. Every unit of wealth spent is treated as if there were an additional level 1 follower working in trade, allowing you to trade more resources and purchase higher-level items than normal for that month.
A parcel without access to a port or trade route, no matter how distant the access, has a trade quality rating of None.Security:
Security represents the level of protection that a parcel enjoys. The region is very dangerous, and weird things can happen, like a tribe of trolls deciding your castle would make a nice place to call home. Security protects you from this.
Having security in even a single parcel can protect multiple parcels from events with a challenge rating less than or equal to the security's own challenge rating. The quality multiplier does not function normally in this instance; rather, it's added to your security detail's challenge rating to determine total security. So, two level 1 followers (CR2) on a parcel with a security rating of good (x4) is protected from unfortunate events with a CR of less than six.
The occurrence and CR of events is determined randomly and can become quite high.
Security in a single parcel applies to all parcels at the same distance from center, albeit at a -1 penalty. Security also spreads out to more distant parcels, with an additional -1 penalty for every point of distance from center difference. So, if you have a total security of 6 at DfC2, that applies a total security of 3 to a parcel at DfC4.
PCs may share security without penalty.
Multiple security details overlap; they do not stack. Apply the best security detail for an area.Distance from Center:
I have making maps. Therefore, a parcel's location will be measured strictly linearly, using distance from the center of the kingdom. This is just a number. A parcel with a DfC of 10 is really far away from the center of the province. Something with a DfC of 2 is pretty close. This is mostly used for security spread.Improving Land Quality:
As a leadership bonus, every PC selects a single attribute and all of their territory improves by one step with respect to that attribute. So, if a PC is strong in trade, all their poor trading parcels become bad, all their bad trading parcels become average, and so on. Generally, this attribute should be whatever makes sense for the character. If the PC is some manner of nature spirit/guardian, agriculture makes the most sense. For a merchant or artisan, economy or trade probably make the most sense.
Also, everyone's starting four parcels begin with one attribute that is one category better than the default. This can be whichever you please, but applies to all four parcels, so if you choose to improve economy, then all your parcels begin with an economy rating of bad. This can (and probably should) stack with your leadership bonus, so if you have a leadership bonus to agriculture and have better farmland, then you begin with four parcels of average quality for farming. These improvements should generally be explained (for example, a gold mine improving economy, or resonance with a cult leader's dark powers for culture or research).
In addition, various keep upgrades can provide smaller bonuses to land performance. These are not cast in stone; you'll have to argue for them yourself. However, these tend to be less significant than a flat, unconditional +1 improvement to quality. For example, a subterranean courtyard built to grow mushrooms for food (thus bypassing poor surface soil) can improve a parcel's agriculture from poor to bad, but this improvement cannot stack with any other improvement to agriculture. Some upgrades may increase food output by 10% or reduce distance penalties for security.
Finally, events as the game progresses may permanently improve or damage parcels. If your security is too weak to stop an event and you opt not to intervene personally, unfortunate things may happen, like a wave of undead infecting the land with necrotic blight, permanently reducing agriculture. However, successfully resolving events can be beneficial, such as by recruiting earth elemental allies to improve security.Format:
The format for a parcel is as follows.
Aggriculture: [quality], [CR], [Output]; [personnel assigned]
Economy: [quality], [CR], [Output]; [personnel assigned]
Culture: [quality], [CR], [Output]; [personnel assigned]
Research: [quality], [CR], [Output]; [personnel assigned]
Trade: [quality], [CR], [Output]; [personnel assigned]
Security: [quality], [CR]; [personnel assigned]
Distance from Center: [Distance]
Total Security: [CR], [Source]
Aggriculture: Poor, CR0, 0 food; None
Economy: Good, CR6, 29 wealth; 4 level 1, 2 level 2
Culture: Average, CR8, 24 culture; Elder Borris (level 8)
Research: Bad, CR0, 0 research; None
Trade: Great, CR7, 35; 10 level 1
Security: Great, CR0; None
Distance from Center: 0
Total Security: CR14, Central Dwarfheim
Special: Automated Forging (+5 wealth/month)Labor:
To work your land, you need people; followers and cohorts granted via the Leadership. Each one is assigned a single task (agriculture, economy, culture, research, trade, or security) on a single parcel and works that task for the month. Personnel may be reassigned each month, moving to different tasks and/or different parcels.
One follower/cohort does not necessarily represent one person. Rather, it represents one person of significance. If you assign your 8th-level cohort to farm a parcel, they probably aren't single-handedly doing the work of more than a dozen farmers. Rather, they're probably managing a team of inconsequential peasants. Personnel come with children, spouses, and elders who do not necessarily count towards your personnel (nor do they count towards upkeep).
Multiple laborers may work the same parcel of land in multiple ways simultaneously. You can have four followers farm while two mine and one sings all on the same plot if you so desire.
To maintain personnel properly, they each need one unit of food, one unit of wealth, and one unit of culture each month. Thus, three first-level peasants on a completely average plot of land dividing their efforts between producing wealth, food, and culture can break even and sustain themselves. Higher-level personnel are more efficient, as they require the same upkeep but produce greater output. Your PC does not require upkeep. If you take your cohort with you adventuring, she does not require upkeep, either.
If you fail to provide adequate food, wealth, or culture, you may risk rebellion and your Leadership score (and thus your supply of personnel) is reduced for the following month, until you can properly sustain your personnel. Conversely, if you provide far more than your people need, the surplus can increase your Leadership score in subsequent months. These increases and decreases only apply for the purposes of attracting followers, not for the purposes of determining your cohort's level, and stack with the +2 bonus you gain from having a stronghold.
The modifiers for either failing to meet or exceeding any given need are as follows, and stack for each need you either fail to meet or exceed:
Your supply of followers resets each month according to any change in your Leadership score that might occur. Of course, if you go from one month to another without a change in your Leadership score or holdings, you can just keep your personnel assigned the same way.Special:
Over the course of the game, various special allies, structures, and options may become available to you. For example, after dealing with a tribe of trolls, you may have the option to recruit them, paying them food in exchange for added security. Perhaps allying with a succubus will improve single parcel's cultural quality tremendously, but any personnel assigned to produce culture in that parcel are her personal thralls and cannot be reassigned (and may be used against you at a later date if you're not careful). Perhaps you can recruit some ogres who add to your personnel and are able to use people for food in a pinch. It can be anything, and taking advantage of such things are a primary means of getting ahead.