Domain_Building.pdf

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Domain Building
Credits
Designer​
: Todd Leback 
Editing & Layout​
: Tim Bannock 
Cover Art​
: Jen Drummond (jendart.com) 
Cartography​
: Todd Leback 
Maps created using Hexographer. 
Hexographer is ©Inkwell Ideas 
(inkwellideas.com). 
Interior Art​
Patrick E. Pullen - pages 3, 7, 12
Dyson Logos - page 13
Publisher's Choice Quality Stock Art ©
Rick Hershey / Fat Goblin Games -
pages 21, 22
David Lewis Johnson - pages 29
Miguel Santos - pages 34
Table of Contents
Introduction 
Glossary of Terms 
Chapter 1: Retainers 
Recruitment 
Retainer Trees 
Morale 
Chapter 2: Domains 
Garrisoning the Hex 
The Stronghold 
Chapter 3: Developing Your Domain 
Civilizing the Land 
Hex Type 
Market Classes 
Attracting Settlers 
Chapter 4: Maintaining Your Domain 
Domain Income 
Land Revenue 
Additional Resources 
Domain Expenses 
Urban Centers 
XP from Domain Income 
Chapter 5: Domain Supplementals 
Domain Morale 
Domain Sizes 
Speculative Trading 
Buying and Selling Goods 
Chapter 6: Domain Building Extended Example 
Open Gaming License 
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Scale
The scale represented on the maps included in 
this product are as follows: 
Large hex = 6 miles, face to face.
Subhex = 1.2 miles, face to face.
Populated Hexes
Support more hexcrawling by becoming a
patron of Populated Hexes at:
www.patreon.com/Populatedhexes
©2019 Todd Leback. 
This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc. Please refer to 
the Open Gaming License included with this release for additional legal text and copyright information. Old-School
Essentials is a trademark
of Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license.
Introduction 
Introduction
So you’re an adventurer and you’ve just cleared 
a 6-mile hex of all threats. Now you’re looking 
to found your own domain. What does that 
involve? 
This document explores domain 
building using the ​
Old School Essential ​
rules, 
from start (clearing land) to completion 
(taxation and ruling). We start with the premise 
that the hex that has been claimed is empty of 
human inhabitants and is not claimed by 
anyone. It is, in other words, wilderness.  
These supplemental rules are focused 
on the higher-level play that typically focuses 
on the fighter or related classes, although 
characters of any class could conceivably 
found and rule a domain. Other classes will 
have activities that are designed specifically 
for them (such as a magic-user conducting 
spell research, or a cleric founding temples); 
such activities will be detailed in later 
supplements. 
6.
Domain Building Extended Example​
.
Although examples are called out in
text boxes throughout this guide, this
final chapter brings everything together
over the course of several months as a
nascent ruler founds a domain and
attempts to attract settlers to it.
Glossary of Terms
Civilization Rating​
. A measure of how civilized 
a hex is. Determines the population it can 
support, the number of random encounters 
that occur, and a few other things. There are 
three categories: wilderness, borderlands, and 
civilized. (See Chapter 4: Maintaining Your 
Domain.) 
Domain​
. A given amount of land ruled by a 
single individual, or the overall land ruled by a 
single individual and those owing fealty to 
them. The maximum size domain in 6-mile 
hexes a single individual can control is equal to 
their Hit Dice plus or minus their Charisma 
modifier. 
Garrison​
. A permanently stationed military 
force (usually composed of mercenaries) that 
patrol a given hex. Without an 
appropriately-sized garrison the population is 
in danger of wandering monster attacks and 
increased crime. (See Chapter 2: Domains.) 
Infrastructure​
. Any form of improvement made 
to a certain area. Infrastructure investments 
can be made to hexes (required to improve the 
Civilization Rating) or urban centers (required 
to improve the Market Class). Infrastructure 
improvements can be paid for with cash or 
through designating resources to be used for 
them. (See Chapter 4: Maintaining Your 
Domain.) 
Using this Guide
Briefly, this guide is organized into the 
following sections: 
1.
Retainers​
. This chapter covers
attracting and leading the companions,
lieutenants, and allies that help a player
character to clear a wilderness area,
found a domain, and manage it.
2.
Domains​
. This chapter defines how to
found a domain.
3.
Developing Your Domain​
. Attracting
settlers and defining the limits of a
domain make up this chapter.
4.
Maintaining Your Domain​
. This chapter
is all about the resources available in a
domain, as well as how to extract them.
5.
Domain Supplementals​
. Additional
rules applicable to the domain’s rulers
are covered in this chapter.
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Introduction 
Land Value​
. The total amount of income 
generated for the domain ruler from resources 
that exist within a hex. There are two types of 
Land Value: inherent, which is determined by 
the dominant terrain type within a hex, and 
additional, which is determined by a die roll 
and varies from hex to hex. (See Chapter 4: 
Maintaining Your Domain.) 
Market Class​
. A measure of an urban center’s 
size, availability of goods and population. 
There are ten different Market Classes, with 1 
being the smallest and 10 the largest. A hex 
without an urban center is one without stores, 
taverns, or craftsfolk. An urban center is 
typically needed to conduct any sort of 
business. (See Chapter 3: Developing Your 
Domain.) 
Resources​
. A given hex will contain a mixture 
of six Resource Types (two animal, two 
mineral, two vegetable). These resources make 
up the hex’s land value. (See Chapter 4: 
Maintaining Your Domain.) 
Resource Step​
. A rating of the size and value 
of additional resources found within a hex. 
There are five steps, with 1 being the smallest 
and 5 being the largest. These additional 
resources can be extracted instead of added to 
the land value, and once a certain amount is 
extracted the Resource Step is reduced by 1. 
(See Chapter 4: Maintaining Your Domain.) 
Retainers​
. Loyal associates of a PC, the 
number of retainers a character can have is 
based upon their Charisma score. Retainers 
will adventure with the PC, for a share of 
treasure, and can also be run by the player if 
the main PC is not present or is incapacitated. 
PCs can have multiple tiers of retainers, similar 
to the ranks of feudal nobility. Hirelings are 
individuals hired, typically on a short-term 
basis, who are ​not​ willing to delve within a 
dungeon. (See Chapter 1: Retainers.) 
Urban Center​
. A hamlet, village, town or city, 
more densely populated than the surrounding 
country-side. Urban centers are notable for 
adventuring purposes chiefly because things 
can be bought and sold here with ease. Each 
urban center has a rating, expressed as the 
Market Class. (See Chapter 4: Maintaining Your 
Domain.) 
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Chapter 1: Retainers 
Retainers
Before getting too far into the exploration of 
domains we should first discuss retainers 
(also called henchmen in other systems). A 
character can control a number of retainers 
determined by their Charisma score. They are 
NPCs that are loyal to the character that has 
recruited them.  
During play the Referee typically 
controls retainers when they are in the same 
room as their employer but allow players to run 
their PCs retainers when separated from their 
employer. Unlike other employees (like the 
sage the PCs hire to identify something), 
retainers will venture into dungeons and can 
gain levels. 
Retainers are important in domain level 
play for several reasons: 
1. They allow the main PC to hand
responsibility for various aspects of
play over to trusted lieutenants, such as
granting them sub-domains.
2. They give the player something to do
while the main PC is busy engaging in
higher-level activities. The lower level
retainers can continue to clear the
hexes around the nascent domain, for
instance, while the main PC is engaged
in ruling, or spell research, or building a
temple.
Recruitment
Recruiting retainers can be done in two ways: a 
character can attempt to recruit an NPC they 
are already familiar with (the classic example 
of this is the prisoner rescued from a dungeon) 
or they can advertise and attempt to recruit a 
stranger. 
Recruiting an NPC the adventurer is 
already familiar with is relatively 
straightforward: the adventurer makes the NPC 
an offer of employment. If recruiting an 
unknown NPC from a pool of potential 
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