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).

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).


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:
Stability Check:
Add Hexes from Last Turn

Phase 2: Edict Phase

This is where the players make choices.

Gain control of an explored hex.
Terrain Improvement:
Settlement Building:
Change Edicts:

Phase 3: Income Phase

Taxation:
Selling Magic Items:

Phase 4: Event Phase

Random Event
Story Event

5. Expanding the Map (Hex Crawl)

Since "Strike the Earth" implies exploration and resource extraction, hexes are vital.


6. Managing Unrest

Unrest is a negative tracker (starting at 0).

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