Tuesday, July 11, 2017

Savage Worlds: Fast, Fun, Furious Domain Rules

Player's first mining town.
It's a campaign where a GM has declared you a Baron or a Count and has given you your very own plot of land to own and maintain. There is some excitement and wish fulfilling the idea that you are the boss, you're in charge, you can imagine your character riding among the people and being greeted with waves, tips of the hat, or bow. What you've got to say in city council is very important, and every once in a while you take in tax money. It's good to be King, but right now you'll settle for a mid-tier Count position. Thing is, you and your GM do not want to do a great deal of bookkeeping, plus you have several neat looking decks. Here's where my domain management notes might help out.

Savage Worlds Fantasy Companion is highly recommended for these rules.

We begin with the size of our domain. This will determine things like tax money the player takes in and what events can occur due to a size of the village. This is known as the City Score. The City Score is as follows:

City Score

0 (Ghost Town): If at some point that your village, town, city, or metropolis is reduced to 0, it becomes a ghost town. Perhaps it was never meant to be, or perhaps a major catastrophe has made your domain prime hunting ground for treasure hunters and the like looking into what might be valuable to salvage from your broken domain.

1-4 (Village): You control a domain the size of a small village to a small town. Rule of law is informal and generally depends on a justice of the peace to settle matters, for the most part families settle their own feuds outside of village limits. A village center might be a large tent or longhouse used by the community and possibly the home of the village leader, but not always the case. Player income from a Village is equal to Meager (1d10 x $10 per monthly pay).

5-8 (Town): You've grown into a town. It boasts a town square, a community center that may serve as a mayor's office. Legal enforcement is overseen by a town marshal who may have one or two deputies and volunteers under his inspection. Town laws are enforced well, except in cases of corruption being a problem via an event card. Income from a Town is equal to Worthwhile (1d10 x $100)

9-12 (City): You've now grown into a city! A city might have center for activity and a central location for many government services, but there are also minor prefectures throughout that dispense justice. Corruption is a very real problem as the city's bureaucratic structure leaves a lot to be desire in terms of pay and results, some people would rather not bother with paperwork and would rather do things off the books. Income from a City is equal to Rich (1d10 x $500)

13+ (Metropolis): You've turned the little village that could into a sprawling, arcane smoke spewing, crowded, squalor ridden metropolis. Mother and father must be so proud. Multiple centers of power and government works are required as the city has grown into something akin to 2 cities. Corruption is a large problem. Not only are functionaries fed up with bureaucracy, Thieve's Guilds have added to the trouble through bribery and coercion against citizenry and the watch. Income from a Metropolis is equal to a Treasure Trove (1d10 x $1,000)

Resources (Optional Rule)

The system above assumes that things like resources that the town uses to grow and make money like food, plants, and minerals are covered and the roll the player's make for their money represents their cut. For the GM who doesn't mind some extra work or wants to be specific of what their village produces can use these two charts.

# of Resources

The table below represents a number of resources available in a local are and usable by the citizenry.

# of Resources
1 resource
2 resources
3 resources
4 resources

Example: Lord Blackmare has founded (with GM's permission) a City-level domain known as Blackmare City, which is in now way related to the nearby Free-city of Blackmoor, those hacks. To determine what Blackmare has available as material resources, Blackmare's player rolls a 1d10 and draws a 6. There are two resources readily available for the town to utilize.

Type of Resources

For either flavor or mechanics, a GM can determine the type of resources that are currently accessible from the table below:

Type of Resource

What Do Resources Do?

Like mentioned, if one wanted a stripped down version of domain management, things like value and such are determined by a monthly 1d10 x domain's value in money. This is represents the Lord's cut of the funds after city expenditures have been taken into account. A GM who wishes to add a little extra work might add pluses to the 1d10 roll to determine the final amount the player makes for the month.

Type of Resource
Roll Bonus

Example: Lord Blackmare has two resources. He rolls a 9 and a 2. It comes up that he has access to a mineral (he or the GM decide the type. They agree it is a gem mine) and 2 an animal (cattle ranching). If the GM wishes to make these resources a bonus to the roll then +2 (Animal) and +3 (Mineral) are added to make +5. This means that every month, unless a random card prevents this, a player rolls 1d10+5 x the value. Cities produce 1d10 x 500. Now the resources make it 1d10+5 x 500. The roll equals 12 (Final value 6,000) a very good month - unless an event has spoiled it or added a headache to his lordship.

Random Events

With domains come new chances for story and adventure as player's must deal with random events that creep up. These are determined like a lot of things are determined in Savage Worlds: Random Card Draw. The type of event is determined by suit and the severity is determined by the number.


Card Drawn
2 - 5
Minor Event: This is a minor event that proves as a small, but welcomed boon or minor annoyance to the town. The player generally has a chance to deal with the problem, or they may grit their teeth and hope for better next time.
6 - 9
Moderate Event: A slightly more serious event that will either help or harm the town. Sometimes the player can deal with it, or at least lessen the effects of it. Sometimes the player can only feel the sting and try to move on.
10 - King
Major Event: Either it's a major bit of welcomed news to the town, or it's the worst news one could receive. If it's good, then break out the celebratory banners and strike up the band! If it is bad, there will be arrests, there will be deaths. The player may be unable to prevent this.
Overwhelming Event: An Ace is that step that might lead into a new plot thread depending on what has been drawn. It is even better, or worst than a Major Event. What could be better or worst? Probably some kind of act of god.
Combo Event: Whoever draws the Joker draws two more cards. The two results occur simultaneously. This could lead to two positive events, two negative events, or a mix of the two. It is the ultimate wild card.

Types of Events

As noted, the type of event is guided by the suit. They are as follows:

Clubs - Complications of the State: A Clubs event is a complication that affects the domain. This typically involves the environment, economy, social matters and generally requires a Dramatic Task, Attribute Roll, or Social Conflict scene to resolve or lessen the effects. A sample of ideas are below:


-The market on a resource is on a downturn. That resource now inflicts a -1 penalty to income roll to a minimum of 1 x value. The market downturn on beef turns beef's +1 bonus to a -1. When the player rolls their 1d10 x 500 and gets a 2, it actually becomes a 1 (2-1 = 1). Damn market is killing the revenue!

-People are complaining about some policy you've put into place. Make a Social Roll of suffer a -1 Charisma bonus with citizenry throughout the area.

-Pestilence has made some people sick. You gain a sickness token. 4 Sickness tokens reduces your domain score by 1. At a city score of 0 your domain has become a ghost town.


-The market on a resource has collapsed and a -2 penalty is made to the income roll due to the lack of market.

-A rabble-rouser has taken sway in the area. Use a Social Conflict scene to negotiate with this charismatic leader. If you fail you suffer a -2 Charisma with the populace. If you succeed you enjoy his support and your reputation improves, resetting to either status quo or finding some small upswing.

-Sick Season has inflicted the area. The domain gains 2 sickness tokens. Every four reduces the domain's score by 1 and at 0 the domain becomes a ghost town.


-Trade between your town and others has collapsed due to a failure in negotiation, storm closing the pass, or other malfeasance. A GM may allow a Social Conflict roll to establish some kind of trade, though at a heavy discount (-2 to income roll). Otherwise, the leader draws no income this month as he and the town suffer.

-People are in open revolt due to either some kind of perceived bad governance or a rabble-rouser drawing support. Dramatic task, social roll, or personal intervention might be needed to placate, negotiate, or quell the uprising. Be careful! Violence, while effective, will result in a -2 Charisma with the population as they mutter about the town you loosed the hounds and truncheons on them.

-Plague has hit the domain! The domain automatically loses 1 to its score as sickness rolls through. People cannot work and are possibly dying. A domain leader halves whatever income they roll due to a loss in workforce. A dramatic or attribute task may to be required to initiate quarantine, bring in alchemical healing, and somehow squelch the plague before it becomes an outbreak.

-A major storm rolls through the area. Crops are washed out, people are forced out of their homes. A lord may not gain a bonus to their income roll and a domain score may be reduced by 1.


-Markets have collapsed due to some kind negative event (perhaps your trade partners are being invaded or a trade war has erupted). The city suffers and the player's income is reduced by 1 category to a minimum of no income. Not only that, people are upset as services being to wither without money. A player suffers a -2 Charisma due to events out of their control.

-A cataclysmic storm strikes the area. The domain suffers an automatic -1 to its score. A player now is a pawn of luck and must roll for a 50/50 chance (1-10 & 11-20 on a d20; 1-5 & 6-10 on a d10; 1-50 & 51-100 on a d%) of losing another domain score. The weather is often seen as a bad omen and the player suffers a -2 Charisma with his people.

-Revolution has erupted in the street. Does the player flee the city? If so, an adventure might occur as the player tries to get out of town with as much wealth as possible. Does the player stay? Well he and his forces might have to enter the streets and confront the rebellion head-on. Reputations will suffer for such a turn of events.

-A virulent plague strikes the domain. The domain suffers a -2 to Domain Score and takes 2 sickness tokens. A player must accomplish a dramatic task to bring in healing and quarantine necessary to prevent an extra 2 sickness tokens to be piled on, bringing Domain Score loss to -3.

Diamonds - Economic Boon: We're in the money! Yes, Diamonds represents some form of economic boon that has come to both the town and the player. Diamonds are not just a ladies friend, it's pretty much well liked by mayors and tax collectors as well. A player who draws diamonds may enjoy a Charisma bonus for the month and may carry over to next month if trouble rears its ugly head. After all, a leader can always try to bring up the good times to his beleaguered populace.


-Markets are on an upturn and everything is looking good. It's the little things that help. Gain a +1 on Income rolls.

-A patron has decided to bankroll a special event, such as a small festival, feast, or day of sports. As the benefactor, you enjoy a +1 Charisma bonus for the current month with the people.


-Markets are healthy and the town is benefiting from it. They gain a +2 to income rolls for the month. 

-A patron of the town has put together a large festival, feast, or competition event. The people are elated and you benefit from it with a +2 Charisma with the citizenry. Time to pop bottles and raise a glass in toast.


-A new resource has been discovered! This can work one of two ways: 1) If using the Resources optional rules, roll a 1d10 and determine the resource. Its value is added to the player's income roll. 2) If not using the Resources rule, add +3 to the first income roll and gain a permanent +1 to subsequent income rolls.

-A divine patron (god, demi-god, immortal) has blessed a day as feast and rest. People are contented and you, as the leader who happens to oversee these blessings from up-on-high, gain a +3 Charisma bonus for the month and a +1 Charisma bonus for the next 2 months.


-The town has become a trade center. Until an overwhelming negative event is drawn, the Player's income is rolled one-step higher. At a Metropolis level this becomes 1d10 x 5000 - the money is rolling in that fast. Like water... or bennies.

-The town becomes a holy city or a tourist destination that brings curious outsiders to the area. The domain leader gains a permanent +1 Charisma bonus with his people for bringing such prosperity to the area. The tourist money adds a +1 bonus to roll income rolls. A major negative event might cancel this boon either temporarily or permanently depending on player's actions or GM's discretion.

Hearts - Population Growth: Drawing Hearts the town has either seen a population upswing in either general workers or a smaller immigration of more specialized people. Often a life token is gained and while 4 increases a domain's size, a player can also turn life tokens in to see that a specialist immigrates to the are. Specialists include jobs such as blacksmiths, alchemists, arcanists, artificers, and the like. Domain population is determined by player and GM cooperation and geographic location. Rugged areas tend to draw populations of Dwarves and Gnomes. Forests typically draw Elves, or at least Half-Elves. Borderlands draw Orcs, Catfolk, and Goblins to the fray.


-A minor population growth has occurred thanks to the grit of frontier settlers or a small upswing in births. The domain gains a Life token. 4 Life tokens increases a domain score by 1.

-A band of 6 Soldier NPC's (pg. 81, SWD) has become the town guard or militia. A leader can call upon them as guards or troops. While their loyalty is to the domain leader, they do have an obligation to the town and will be uncomfortable on extended campaign.

-A love interest has arrived in town. Perhaps he or she has caught the domain leader's eye? Perhaps they correspond, share a few tokens of affection. Nothing serious, but it could to lead to something more.


-Immigration is on the rise and throughout the land people are moving to the domain. Gain 2 life tokens and at 4 life tokens the Domain Score raises by 1.

-A unit of 12 Soldiers and 1d2 Experienced Soldiers (pg. 81, SWD) now serve as the town's defenses. These men and women's equipment and other facets are determined by agreement of GM and the player. They are loyal of the leader and will travel with him, but they have an obligation to the city and will be uncomfortable on extended campaign.

-A member of a merchant house or a noble house is interested in your domain leader. Perhaps at the insistence of their family who wish to tack their fortunes to your domain. A romantic may meet and marry right off the bat, gaining a love interest. A more calculating individual may make a Social Conflict roll to negotiate a small dowry (typically 1d10 x 500) to take the love interest's hand in marriage.

-The town has attracted a "Novice" level wildcard NPC. This person might be used as a replacement character for a party member who has been slain or just a potent ally to the party.


-The population is soaring due to a major boom in births or massive influx of immigrants, or a combination of both. The domain score raises by 1 automatically and the player gains 1 Life token. 4 Life tokens raises a domain score by 1.

-The town now boasts a military force. This grants them 1 army token that can be used for mass battles. Type of troops, equipment, and etc. is determined by agreement of player and GM and might require social conflict to negotiate specialized equipment (such as negotiating with a nearby town to gain horses for cavalry).

-A noble house or a powerful mercantile family wishes to marry off their children to you. They are quite willing to offer a dowry to the deal, even if the player is a romantic type who would marry for love (after all, it's good business to compensate even the love sick). A more calculating player can negotiate with a Social Conflict roll that grants them either a Minor Dowry (1d10 x 500) to a Major Dowry (1d10 x 1000).

-The Town has attracted a "Seasoned" level NPC. This person might be used as a replacement character if the party is slain. They also may serve as a competent ally for the party to rely on.


-The city is growing very fast. Gain 2 to Domain score and 2 life tokens. The player may work in a dramatic task to begin housing construction or some form of city planning. A success grants another 2 life tokens and raises the city's domain score by 3. A failure reduces a life token by 1 - it appears some prospective population is driven off by a lack of housing.

-The city now maintains an active garrison. They boast 2 army tokens as well a half-dozen Experience Soldiers who serve as the leader's "Praetorian Guard". These six, unlike other troops, have only an obligation: to serve the leader. He can always count on his personal guard to accompany him on campaign or perform tasks that other guards might balk at. A wise leader gives these men the best gear, including magical items he may have salvaged.

-The town has attracted a "Veteran" level NPC. This person might be used as a replacement if a character in the party has been slain. They may also serve as an competent ally or friend of the party.

-It is possible that a noble house or mercantile family is interested in marrying children of your own. They do ask for a dowry (starting at 1d10 x 500) but you can negotiate for better terms. If careful, you can gain an ally to call upon. If mistakes are made, you may damage your reputation with them and face the consequences in an undoubtedly dramatic fashion. Always a chance your little woman or young man runs off and gets married, in spite of your big plans.

Spade - Enemies at the Gate: The threats facing a domain are not just weather, plagues, and internal revolt. There are plenty of external threats that face a domain. From neighboring domains, barbaric or monstrous invasions, to just behemoth predators now staking a claim in your region.


-Banditry has begun to run amok in your region. These men and women might range from being greedy opportunists to the desperately hungry. A leader may wish to meet with them and negotiate their returning to polite society (while, of course, punishing those who committed grave offenses like assault or murder). Then again, a Leader might also want to bring the hammer down on these rogues.

-Minor humanoid threat, such as Goblinoids or an Orc band are wrecking havoc. Diplomacy might not work, it might require military action to put down villainy.

-A nearby township is either interested in the domain or is bitter about prior treatment. The roads are not as safe as they use to be and may require an common knowledge check to institute some kind of program that protects the area and re-assures citizens. A leader may also wish to initialize negotiations in order to bring the rival city in line.


-A large band of villains or wild monstrous humanoids have invaded the area. This may require a adventure to put down and scatter such enemy. Until doing so, the people are afraid and a -1 Charisma is applied to the leader as confidence is shaken.

-A nearby domain has allowed minor raids into your domain. One could either counter such raids with martial maneuvers of your own or enter negotiation.

-A monster (such as a basilisk) or a notorious bandit (a wildcard NPC) have claimed some part of the domain. They need to be dealt with or else confidence could be shaken as low as -2.


-A force of monstrous humanoids or an enemy township now move into the domain looking for trouble. You and your compatriots and any NPCs may have to confront such a group either in a series of adventures or as a Mass Battle (pg. 92, SWD) occurs to determine the victor.

-A large predator, such as a Tyrannosaurs Rex, or in an island campaign, a Great White Shark, has stake a claim in your region and confidence is shaken with a -2 Charisma penalty to the leader. This beast must be dealt with as quickly as possible.


-A creature of myth and malevolence (such as a dragon or a powerful demon) has staked a claim in the region. Even worst, such a beast is taking hostages or extorting money and has to be dealt with.

-An energy force as besieged your city! You must do what you can to survive the siege (pg. 13, FC) or be prepared to make a run for it.


Savage Worlds Deluxe (The Core Game) - Here

Fantasy Companion (A highly recommended addon) - Here

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