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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