Domain Rules Streamlined
1. The Core Attributes
Instead of a character’s Strength or Dexterity, your Domain uses three core statistics. These are used for "Kingdom Checks" (d20 + Modifier).
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Economy (Econ): Your domain’s ability to generate wealth and trade. Used for tax collection and trade negotiations.
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Loyalty (Loy): The citizens' devotion to you. Used to resist internal strife, riots, or subversion.
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Stability (Stab): The physical and social infrastructure. Used to maintain order and resist natural disasters or plagues.
Determining Modifiers:
At the start, these modifiers are equal to +0. As you build structures and assign leaders, these numbers will grow.
2. Leadership Roles
Your party members (and key NPCs) must fill these roles. Each role adds a specific ability modifier to one of the Domain Attributes.
| Role | 5e Ability Used | Domain Attribute Bonus |
|---|---|---|
| Ruler | Charisma | Choose one: Econ, Loy, or Stab |
| Consort | Charisma | Loyalty |
| General | Strength or Dex | Stability |
| High Priest | Wisdom | Stability |
| Councilor | Wisdom or Charisma | Loyalty |
| Treasurer | Intelligence | Economy |
| Warden | Constitution or Wis | Stability |
| Grand Diplomat | Intelligence | Economy |
3. The Resource: Build Points (BP)
Gold is too granular for kingdom building. We use Build Points (BP).
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1 BP ≈ 1,000 gp.
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BP represents not just gold, but labor, raw materials (stone, timber), and political capital.
4. The Kingdom Turn
A Kingdom Turn represents one month of in-game time. The party must either be in their capital or have given orders to those in the capital for these phases. It consists of four phases:
Phase 1: Upkeep Phase
Pay Overhead:
- Pay 1 BP for every 10 "Hexes" and Improvements and 1 BP for every "District" you own.
Stability Check:
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Roll a Stability Check (DC = Control DC).
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Control DC = 10 + Number of Hexes + Number of Districts.
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Success: Reduce Unrest by 1.
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Failure: Increase Unrest by 1. If Unrest is 10+, you lose control of a hex.
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Add Hexes from Last Turn
- Any hexes that were being incorporated last turn are now part of the domain.
Phase 2: Edict Phase
This is where the players make choices.
Gain control of an explored hex.
- The players pay 1bp per hex to incorporate it into their domain over the next month.
Terrain Improvement:
- Spend BP to clear a hex, build a road, or start a farm.
- Terrain Improvements.
Settlement Building:
- Spend BP to add a building to a settlement.
- Buildings.
Change Edicts:
- Holiday Edict: Increase Cost of Government to increase stability or loyalty.
Phase 3: Income Phase
Taxation:
- Make an Economy Check (D20 + Exco Modifier)
- For every 5 points on the total, generate 1 BP for the Treasury.
Selling Magic Items:
- Players can "sell" items found on adventures into the kingdom's markets to generate a one-time BP boost.
Phase 4: Event Phase
Random Event
- The DM rolls for a random event.
- Domain Events
Story Event
- The DM informs the party that an event has happened. He can pretend to roll to make it look like a random event.
5. Expanding the Map (Hex Crawl)
Since "Strike the Earth" implies exploration and resource extraction, hexes are vital.
- Claiming a Hex: Costs 1 BP. Requires the area to be explored.
6. Managing Unrest
Unrest is a negative tracker (starting at 0).
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If Unrest is 1–5: No penalty.
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If Unrest is 6–10: -1 to all Kingdom Checks.
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In Unrest 11-15: -2 to all Kingdom Checks.
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In Unrest is 16-19: -4 to all Kingdom Checks.
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If Unrest is 20+: The kingdom falls into anarchy; leadership is deposed by narrative event.