Rows of labeled potion bottles and scrolls on wooden shelves with glowing magical ambiance.

Chapter 12: Domains, Commerce and Power

Table Of Contents

Preface #

A character who reaches Name Level has survived long enough that the world has begun to take notice. This chapter covers what they do with that notice — and with the wealth, influence, and institutional power that follow from it.

The domain rules in this chapter serve characters of every class from 9th level onward (8th for Halflings). They are designed to function whether the campaign spends one session per month on domain administration or dedicates entire arcs to economic and political play. Every sub-system has a simplified option that produces a reasonable result with a single roll, and a full option for groups that want to go deeper.

The Silver Standard governs all monetary values in this chapter. Where the RC uses gold pieces, Skills-Based BECMI uses silver pieces (SP). The conversion is direct: every figure from the Rules Cyclopedia is simply relabeled in SP. Domain income remains 1 SP per population per month as the baseline — the seven income streams detailed here explain where that silver actually comes from.


PART I — THE DOMAIN FOUNDATION #

What Is a Domain? #

A domain is any piece of land or institution that a character owns, controls, and derives income from. It may be a barony in the wilderness, a temple in a city, a merchant counting house in a trade capital, a wizard’s tower on a mountain peak, or a ship captain’s fleet of vessels. The domain is the character’s power base — the thing they are building toward and protecting.

All domains share three fundamental properties:

They generate income. Income derives from the people who live and work within the domain — their taxes, their labor, their commercial activity, and the natural resources of the land.

They generate obligations. A domain lord owes 20% of all income to their liege (if they have one), 10% to the church or religious institution most prominent in the domain, and variable military obligations in times of war. A domain that meets its obligations stays politically stable. One that doesn’t invites consequences.

They generate events. The DM rolls on the Domain Events Table at the start of each game year (and as circumstances warrant during the year). Natural disasters, political crises, economic windfalls, and opportunity each arrive uninvited and demand a response.

The Six Domain Traits #

Every domain in Skills-Based BECMI is described by six traits. These are rated 1 through 6. A newly established domain typically starts all traits at 1–2. An established, well-governed domain may have traits of 4–5. Legendary domains at the height of their power approach 6 in multiple traits.

Infrastructure (IF): The physical quality of the domain’s construction — roads, bridges, mills, warehouses, fortifications, irrigation. High Infrastructure means the domain can support more population and generate more economic activity. Low Infrastructure means unpaved roads, unmaintained mills, and constant maintenance crises.

Economics (EC): The commercial vitality of the domain — how much trade flows through it, how productive its craftspeople and farmers are, how well it is positioned in regional trade networks. High Economics drives income far above the per-population baseline. Low Economics means the domain is subsisting rather than thriving.

Education (ED): The availability of skilled people — navigators, engineers, physicians, scribes, teachers, and specialists of every kind. High Education means the domain can build complex projects, staff sophisticated organizations, and attract skilled immigrants. Low Education means reliance on expensive outside specialists for every non-routine task.

Governance (GV): The quality of administration, law enforcement, customs management, and political relationships. High Governance means taxes are collected efficiently, disputes are resolved before they become crises, and the domain’s neighbors take its agreements seriously. Low Governance means tax evasion, banditry, and political instability.

Culture (CU): The domain’s reputation, its festive life, its arts, and the quality of its hospitality. High Culture attracts wealthy merchants, talented craftspeople, and powerful allies who want to be associated with a prestigious place. Low Culture means the domain is somewhere people pass through rather than settle.

Criminal (CR): The presence and activity of organized criminal structures — smuggling networks, thieves’ guilds, black markets, corrupt officials. Criminal is a dual-natured trait: it generates income from shadow economy activity, but also increases the probability of certain negative events and complicates political relationships. A domain with CR 0 has no organized criminal activity. A domain with CR 5 is effectively a criminal power — legitimate commerce and criminal commerce are indistinguishable.

Using Traits #

Monthly Income: Each month, the DM rolls 1d6 for each relevant trait and totals the result. The specific income streams (detailed in Part III) call on specific traits. Economics governs commercial income. Infrastructure governs toll income and construction efficiency. Governance governs customs and tax efficiency. These rolls are the variable component — actual domain income fluctuates based on events, season, and trait performance.

Flat Bonuses: Some upgrades and events provide flat bonuses to specific income streams that do not require a roll. These represent stable infrastructure — a Lighthouse generates reliable pilotage fees regardless of the Economics roll.

Trait Advancement: Traits improve through investment. Building a specific upgrade typically increases the relevant trait by 1 after construction is complete. Governance improves through administrative action and time. Culture improves through festivals, successful diplomatic events, and domain achievements. Criminal increases through neglect, through deliberate investment in shadow economy structures, or as a side effect of certain political arrangements. Criminal decreases through Customs Enforcement, Governance investment, and active law enforcement operations.

Demesne Sizes #

Domain size is measured in Demesne Size — a number from 0 through 10+ that captures the scope of the domain’s population, territory, and administrative complexity. Income multipliers increase with Demesne Size, reflecting the compound advantage of larger populations and more territory.

Demesne SizeNamePopulation (Families)Monthly Income BaseUpgrade Slots
0Outpost10–5050–250 SP3
1Hamlet51–150255–750 SP4
2Village151–400755–2,000 SP5
3Small Town401–9002,005–4,500 SP6
4Town901–1,8004,505–9,000 SP8
5Large Town1,801–4,0009,005–20,000 SP10
6Small City4,001–8,00020,005–40,000 SP12
7City8,001–15,00040,005–75,000 SP14
8Large City15,001–30,00075,005–150,000 SP16
9Metropolis30,001–80,000150,005–400,000 SP18
10+Regional Power80,000+400,000+ SP20+

Income base is 1 SP per population family per month as a floor. Actual income exceeds this floor through the seven income streams detailed in Part III.

Titles of Nobility #

A domain lord’s title reflects the size and official recognition of their domain.

How titles are gained: A Fighter who reaches Name Level and builds a stronghold within an existing realm is typically granted the title of Baron by the realm’s ruler — recognizing them as a legitimate noble who owes fealty upward. Other classes gain equivalent status in different ways (see Part II). Titles above Baron require conquest or political maneuver — an existing noble cannot simply declare themselves a Count by building more.

TitleMinimum RequirementDomain TypeForms of Address
Baron / Baroness1 stronghold + supporting populationBarony“Your Lordship / Your Ladyship”
Viscount / ViscountessRules multiple Baronies through a BaronGreater Domain“Your Lordship / Your Ladyship”
Count / CountessViscount who adds domain by conquestCounty“Your Lordship / Your Ladyship”
Marquis / MarquiseCount who adds domain by conquestMarch“Your Lordship / Your Ladyship”
Duke / DuchessMarquis who adds domain by any methodDuchy“Your Grace”
ArchdukeDuke related to or recognized by royaltyGrand Duchy“Your Grace”
Prince / PrincessChild of a King or EmperorPrincipality“Your Highness”
King / QueenRules a large domain with lesser lordsKingdom“Your Majesty”
Emperor / EmpressRules a group of kingdomsEmpire“Your Imperial Majesty”

A ruler who loses or leaves a domain retains the title gained through rulership.

Darokin alternative — wealth thresholds: The Republic of Darokin replaces the feudal title system with wealth-based political access. Characters operating within Darokin politics use the Darokin wealth table in Part IV instead of or alongside these titles.

Domain Confidence #

The Confidence Level measures the population’s satisfaction with their ruler. It ranges from 1 to 500. The base Confidence Level equals 151–250 (d% + 150) plus the total of all six of the ruler’s ability scores. This is checked each game year, and as needed when significant events occur.

What changes Confidence: Tax rates, the quality of holidays and feasts, military victories or defeats, natural disasters, the quality of the ruler’s officials, and the character of the ruler’s personal behavior. The DM may adjust by up to 50 points per month, with no single event typically worth more than 10 points in either direction.

Confidence ranges and effects:

RangeStatusKey Effects
450–500IdealAll income +10%; disasters 25% chance to not occur; spies likely revealed
400–449ThrivingIncome +10%; disasters reduced; some spy detection
350–399ProsperousIncome +10%; disasters somewhat reduced
300–349HealthyIncome +10%
270–299SteadyNo special effects
230–269AverageNo special effects
200–229Unsteady1-in-6 chance of sudden 10% drop in Confidence
150–199DefiantHalf of peasants form militia; tax income zero; resource income halved
100–149RebelliousPeasant militia active; −5 Confidence per month while below 200
50–99BelligerentAll roads unsafe; −10 Confidence per month; demi-human Clans hostile
1–49TurbulentOpen revolution; 95% of peasants join militia; no income without force

PART II — BUILDING YOUR DOMAIN #

Class-Specific Domain Entry #

Each class has a specific path to domain ownership, specific retainers attracted at Name Level, and specific domain types appropriate to their abilities.

Fighter (Name Level: 9th) #

A Fighter who reaches 9th level is typically summoned to the regional ruler’s stronghold and formally proclaimed a Baron. A scroll of rulership is issued — proof of the ruler’s recognition. In times of war, the Baron owes military support; the ruler provides military aid if the Baron’s territory is invaded.

Attracting Followers: Up to 50 normal men and Fighters of levels 1–3 apply for employment and training. Unlike Cleric followers these must be paid standard mercenary rates.

Domain Type: The stronghold — typically a fortified building surrounded by walls, ranging from a single stone building with defensive works to a full castle complex. Strongholds can be built anywhere with the ruler’s permission, or in true wilderness independently.

Wilderness Declaration: A Fighter who builds in unclaimed wilderness is declaring independence from their former ruler. The former ruler may react with approval, with espionage, or with hostility depending on the relationship and the title the character claims. The Ruler Reactions Table (below) gives the percentage chance that each nearby ruler reacts negatively to the assumed title.

Nearby Ruler’s TitleBaronViscountCountMarquisDukeOther
Assumes Baron100%80%60%40%20%10%
Assumes Viscount100%90%70%60%30%20%
Assumes Count100%90%80%70%40%20%
Assumes Marquis100%90%80%80%50%30%
Assumes Duke100%100%90%90%80%50%

Cleric (Name Level: 9th) #

A Cleric who constructs a stronghold approved by their clerical order attracts 1d6 × 50 loyal troops (50–300 fighters of the same alignment). These require no pay and never check morale. An additional 1d6 low-level Clerics (1st–3rd level) are sent by the order.

Domain Type: A temple or religious stronghold. If the Cleric has played their alignment faithfully, the order pays up to 50% of construction costs. If they have been punished for alignment violations, the order offers no support. The DM determines intermediate situations.

Tithe Obligation: 10% of all domain income must be paid to the clerical order. Failure to pay means Clerics will not perform services in that domain.

Magic-User (Name Level: 9th) #

When a Magic-User reaches 9th level and builds a tower, the local ruler typically issues a proclamation forbidding interference. Magic-Users do not need permission — high-level Magic-Users are powerful enough that rulers prefer not to antagonize them. Up to 6 Magic-Users of levels 1–3 come seeking training; up to 12 normal men also arrive hoping to become Magic-Users.

Domain Type: The wizard’s tower — a tall, often isolated structure designed more for research than defense.

Guildsman (Name Level: 9th) #

A Guildsman who reaches 9th level may construct a hideout, or may petition the local regional Guild to establish a new branch or take over an existing one. The Guild assists through persuasion or bribery as appropriate.

Domain Type: The Guild chapter house — which may be a legitimate commercial establishment, a theatrical company headquarters, a merchant counting house, or a genuinely hidden criminal operation depending on the Guildsman’s specialization path.

Attracting Followers: 2d6 1st-level apprentice Guildsmen arrive, sent by the Guild. At least one is a spy for the regional Guild master.

Merchant Path Domain: A Merchant’s Name Level domain is the counting house or merchant house establishment. This triggers the Merchant House rules in Part IV.

Druid (Name Level: 9th) #

Druids do not build conventional strongholds. Instead they establish authority over their surrounding territory through presence and demonstrated power. Local rulers acknowledge Druids by ignoring them — a polite fiction that everyone maintains. Druids never assert authority over nearby communities but protect their forests against those who would abuse them.

Mystic (Name Level: 9th) #

A Mystic who founds a cloister attracts 1d2 × 10 first-level Mystics and 1d6 × 30 normal men who want to become Mystics. The Grand Abbot of the Mystic’s current cloister may pay up to 100% of construction costs for a modest cloister. The new cloister remains a branch of the old until 13th level, when it may become independent.

Mystics do not rule lands. The cloister is a school, not a fortress.

Demi-Humans (Name Level: Varies) #

In Skills-Based BECMI all demi-human classes advance to level 36, the same as every other class. Demi-humans do not have artificially reduced level caps.

A demi-human who builds a stronghold receives help from their Clan. The Clan loans up to 50% of construction costs and may transfer up to 40% of their membership to the new stronghold. The political leader of a Clan is called the Clanmaster; the spiritual leader is the Keeper of the Relic. A player character demi-human typically holds the rank of Clanholder — they own the structure but do not control the Clan members.

Stronghold Construction #

Strongholds are built from standardized components. Costs below assume rural construction. In settled areas near a town or larger community, stone construction costs 40% of the listed price; wood construction costs 20% of the listed price.

Construction time: 1 game day per 500 SP spent, assuming cleared land and materials on hand. For every 100,000 SP in costs, one Engineer must be hired (750 SP/month).

Fortifications Table (SP) #

ComponentCost (SP)HPAC (missile/melee)BR+Notes
Barbican37,000700−4/6+14Two towers + gatehouse + gate + drawbridge
Battlement (per 100′)50050−4/6+1Crenelated parapet
Building, Wood1,50040−4/6+2Two-story, 120′ walls; wood interior
Building, Stone3,00060−4/6+6Two-story, 120′ walls; wood interior
Drawbridge25050−4/8Wooden reinforced, 10′ × 20′
Dungeon Corridor (10’×10’×10′)500100−8/2Stone-flagged, stone walls; per 50′ depth
Gate, Wooden1,000−4/6Reinforced and barred, 10′ × 20′
Gatehouse6,500550−4/6+11Stone, 20′ × 20′ × 30′, with gate and portcullis
Keep, Square75,0002,500−4/6+50Stone, 80′ × 60′ × 60′
Moat, Unfilled (per 100′)400+610′ deep, 20′ wide
Moat, Filled (per 100′)800+7Canal, 10′ deep, 20′ wide
Tower, Bastion9,000300−4/6+5Stone half-round, 30′ × 30′
Tower, Round I30,000350−4/6+10Wide stone tower, 30′ × 30′
Tower, Round II15,000250−4/6+5Narrow stone tower, 30′ × 20′
Wall, Castle (per 100′)5,000300−12/0+5 (+1/10′)Stone, 20′ × 5′, with battlements and stairs
Wall, Wood (per 100′)1,000100−15/0+1Stockade, 20′ × 5′, with walk and stairs

Construction Quality Modifiers #

Every major construction project is modified by five quality factors from the Bruce Heard domain economics system. These affect both cost and completion time:

Leadership Quality: Fair (−10% time, +10% cost) · Average (baseline) · Good (−15% time, −5% cost) · Outstanding (−25% time, −10% cost)

Workforce Quality: Fair to Outstanding — same modifiers as Leadership. Good workforce quality improves material efficiency.

Workforce Motivation: Hostile (−30% efficiency) · Indifferent (−10% efficiency) · Motivated (baseline) · Fanatical (+20% efficiency, −10% time)

Situational Conditions: Limited Supplies, Unadapted Tools, Harsh Climate, or Perilous Conditions each add 10–40% to construction time and cost depending on severity.

Corruption: Baronial Pettiness (+10% cost lost to graft) · Royal Bribery (+20% cost lost) · Imperial Money-Pit (+30% cost lost). Governance trait modifier: each point of Governance above 3 reduces corruption by one step; each point below 2 increases it by one step.

The domain’s Governance trait is the primary driver of construction cost efficiency. A Governance 5 domain in an active construction phase builds 30% cheaper than a Governance 2 domain under the same conditions.

Stronghold Staff and Retainers #

Standard Advisors and Officials (costs in SP/month):

RoleCostFunction
Seneschal4,000Domain administrator; acts as ruler when absent
Guard Captain4,000Commands personal guards; responsible for treasury
Chief Magistrate2,000Judge and law advisor
Magist3,000+Magic-User on permanent retainer (250 SP/level)
Sage2,000Advisor on lore and obscure knowledge
Engineer750Construction oversight
Castellan2,000Military commander of the stronghold
Chief Steward1,000Day-to-day stronghold management
Chaplain500Chief Cleric of the stronghold
Herald300–500Coats of arms, announcements, honor and chivalry
Reeve500Tax records and accounting
Artillerist750Siege weapons specialist

Noble Visitor Costs (SP/day, including the visitor’s retinue):

TitleCost/Day
Baron100
Viscount150
Count300
Marquis400
Duke600
Archduke700
PrinceTitle rank + 100
King1,000
Emperor1,500

PART III — DOMAIN INCOME #

The Seven Income Streams #

The RC’s formula of 1 SP per population per month is a useful baseline but obscures where domain income actually comes from. The Bruce Heard domain economics system identifies seven distinct income streams. Understanding which streams a specific domain relies on is essential for understanding its vulnerabilities — disrupting a salt mine is very different from disrupting a toll road.

Stream 1 — Rural Tax Income #

Source: The farming population working the lord’s fields and paying rent in labor, kind, or money.

Formula: Total farming population × regional tax rate × terrain modifier.

Terrain modifiers and Base Population per Hex (8-mile hexes):

TerrainSettled BPHBorderland BPHWilderness BPHBPH Modifier
Plains (featureless)50020025+0
River/Coast access+100+50+10+2
Road access+100+50+5+2
Trail access+50+25+5+1
Light Forest−50−25−5−1
Heavy Forest−100−50−10−2
Hills−50−25−5−1
Mountains−150−75−20−3
Swamp/Jungle/Badlands−100−50−15−2

Tax rates: Medium taxation = 1 SP per population per month. Low taxation reduces Confidence loss risk but produces 0.5 SP/pop/month. High taxation generates 1.5 SP/pop/month but risks −1 to Confidence per month.

Stream 2 — Urban Tax Income #

Source: Non-farming urban population — craftspeople, merchants, professionals, laborers.

Formula: Urban population × settlement tax multiplier.

Settlement SizeTax Rate MultiplierNotes
Village×0.1Limited commercial activity
Small Town×0.3Active local market
Large Town×0.4Regional commercial hub
City×0.5Major commercial center
Suburban×0.3Peripheral residential

Note: Approximately 25% of total population is non-farming urban population in a typical settled domain. This percentage increases with Demesne Size and Economics trait.

Stream 3 — Mining Income #

Source: Mineral extraction from mines operated within the domain.

The Bruce Heard mine system uses 8 mineral types in ascending value order, each with 4 possible mine sizes and up to 5 mines per mineral type active simultaneously.

Mine Income Table (per mine per month, in SP):

MineralSmallAverageLargeMajorMiners Required
Salt3006001,0002,00020–80
Marble4509001,5003,00020–80
Iron6001,2002,0004,00030–120
Ornamental Stones9001,8003,0006,00030–120
Copper1,2002,4004,0008,00040–160
Silver1,8003,6006,00012,00040–160
Gold2,4004,8008,00016,00050–200
Gems3,0006,00010,00020,00050–200

These figures assume the mines are operated by the domain lord directly. If operated by guilds or independent investors, the domain lord receives a tax percentage — typically 20–30% of mine output.

Resource Level Modifiers (Giampaolo Agosta system):

The Companion rules establish that each 24-mile hex has 1–4 resources. These resource levels modify the probability of finding mines of specific quality. Apply these modifiers to the mine nature roll:

Resource LevelModifier
0 (no resources)−50%
1 (1 resource)−25%
2 (2 resources)−10%
3 (3 resources)+10%
4 (4 resources)+25%

Extending to Animal and Vegetable Resources:

The same framework extends to Animal farms (≈2/3 of mine income) and Vegetable plantations (≈1/3 of mine income):

Resource TypeLevel 0–1Level 2–3Level 4Trade Goods Equivalent
Animal ResourceFat/Oil, CheeseFurs, HorsesSilk, ElephantsFrom animals table
Vegetable ResourceWood, BeerWine, Cloth, TobaccoSpices, SpiritsFrom produce table
Mineral ResourceSalt, MarbleCopper, SilverGold, GemsMine table above

Stream 4 — Other Resources and Industries #

Source: Specialized production not captured by standard mine or agricultural income — stone quarries, silk workshops, magical components, value-added manufacturing.

Format: Freeform entry. The domain lord identifies the resource, its estimated monthly income, and the number of workers required. Income is typically 100–500 SP/month per significant industry at domain establishment.

Example entries from the Bruce Heard spreadsheet: Stone Quarries (300 SP/month, 350 workers, convict labor); Silk Workshops (450 SP/month); Treasure Tax (250 SP/month, adventurers included in local population estimate).

Value-added industries — armor, quality weapons, glassware, fine porcelain — are generated by urban population density. Approximately 2.5% of urban population engages in value-added production. A Small Town of 1,000 urban residents supports roughly 25 artisan-level industrial workers.

Stream 5 — Toll Income #

Source: Roads and trails that collect fees from travelers passing between connected settlements or across domain borders.

Formula: Number of toll-collecting roads/trails × settlement connectivity × traffic multiplier.

Toll income is location-specific. A road connecting two major cities generates dramatically more toll income than a trail connecting two villages. A road connecting to a domain border (terminating a trade route) generates more than an internal road.

Toll Income Guidelines:

Road TypeConnects ToMonthly Income
TrailTwo villages10–30 SP
TrailVillage to small town30–80 SP
RoadTwo small towns80–200 SP
RoadSmall town to large town200–500 SP
RoadTwo cities500–1,500 SP
Major RoadDomain border crossing1,000–5,000 SP

Toll income requires a Toll Station upgrade (see Domain Upgrades). Without it, the domain cannot systematically collect tolls — travelers simply pass through.

Stream 6 — Port Fee Income #

Source: Ships using port facilities, paying entrance fees, moorage, customs duties, and dock services.

Port fee income is measured in Hull Point capacity processed monthly rather than in ship count. A port that processes 4,500 total Hull Points of vessel traffic in a month at Class D generates more income than one that processes the same number of smaller ships at Class F.

Port fees are covered in detail in Part VI. The income formula: TC × Port Class Multiplier × (Economics trait roll: 1d6 per trait point).

Stream 7 — Fisheries Income #

Source: Maritime population engaged in commercial fishing — a separate population category from farming population, tracked independently.

Fisheries income = (maritime fishing population) × 0.1 SP per person per month as a baseline. This income is dramatically modified by Fishery type, season, and access to processing facilities (salting, smoking, pickling for preserved fish).

Fisheries are covered in detail in Part VIII. Maritime population in coastal and river domains is tracked separately from the standard farming/urban population split.

The Budget Breakdown #

Every domain has financial obligations before the lord sees a single SP of discretionary income. The Bruce Heard system establishes these as percentages of gross monthly income:

ObligationPercentageNotes
Liege Share (Salt Tax)20%Paid to the immediate superior lord; usually as troops or merchandise
Church Tithe10%Paid to the most prominent clerical order in the domain
Military Budget~34% (Medium priority)Maintaining troops, fleet, fortifications; see Part VII
Construction and Upkeep~24.5%Active construction projects plus routine maintenance
Petty Cash~9%Operational flexibility; visitors, feasts, unexpected costs
Treasury Savings~2.3%Liquid reserves; approximately one year’s savings = one month’s income

Total obligated: approximately 100% of gross income. The domain lord’s personal discretionary income in any given month is typically 20–30% of total monthly income — the remainder is tied up in goods, services, pre-committed obligations, and the treasury savings rate.

This creates the authentic cash-flow problem of medieval domain management: a rich domain is not the same thing as a liquid domain. A lord who receives 10,000 SP per month in domain income typically has 2,000–3,000 SP available for discretionary action in any given month.

The treasury accumulates at 2.3% per month — approximately 3,600 SP per year from a 13,000 SP/month domain. Over 5 years this accumulates to a meaningful strategic reserve.

Domain Events #

At the start of each game year roll 1d4 to determine the number of events that will occur. Roll for each event separately. The DM may modify chances and select events that fit the specific campaign situation.

Natural Events Table (d%) #

d%EventChanceNotes
01–05Comet30%Omen — Confidence ±10 per DM interpretation
06–10Official Death10%Lose a key advisor or official
11–15Earthquake10%Infrastructure damage; treat as disaster
16–20Fire, Minor50%Single upgrade damaged; 1d6 × 100 SP to repair
21–25Fire, Major10%Multiple upgrades damaged; treat as disaster
26–30Flood10–50%Varies by terrain; Agricultural income disrupted
31–35Market Glut20%Specific commodity oversupplied; prices −30%
36–40Market Shortage25%Specific commodity scarce; prices +40%
41–45Plague25%Population loss; treat as disaster
46–50Population Change20%Double normal growth or loss
51–55Resource Gained10%New mine, fishery, or agricultural resource discovered
56–60Resource Lost10%Existing resource exhausted or destroyed
61–65Storm80%Minor income disruption; −d6 × 50 SP
66–70Trade Route Lost15%Existing trade route disrupted; Economics −1 for season
71–75Trade Route Gained15%New trade route established; Economics +1
76–80Tornado25%Local area destruction; single domain hex affected
81–85Hurricane/Severe Storm15%Treat as disaster; coastal domains especially vulnerable
86–90Volcano (if applicable)2%Catastrophic; treat as major disaster
91–95Waterspout25%Maritime domains only; affects port and fleet
96–00Whirlpool25%Maritime domains only; shipping disrupted

Unnatural Events Table (d%) #

d%EventChanceNotes
01–05Assassination Attempt10%Against the domain lord or a key NPC
06–15Bandits50%Toll income disrupted; trade route threatened
16–20Birth in Ruling Family20%Succession issue resolved or complicated
21–30Border Skirmish40%Military event; potential escalation
31–35Cultural Discovery10%Education or Culture +1; archaeology hook
36–40Fanatic Cult10%Governance challenge; Confidence threat
41–45Insurrection10%Confidence drops sharply; military response required
46–50Lycanthropy15%Criminal trait increase; adventure hook
51–55Magical Happening30%Unpredictable; DM’s choice of specific effect
56–60Migration10%Population change; new cultural element arrives
61–65Pretender10%Rival claims domain; legal or military challenge
66–70Raiders25%External attack; military response
71–75Rebellion, Minor10%Confidence −50; local area in revolt
76–80Specialist Arrives20%A valuable NPC seeks employment
81–85Spy Ring60%A foreign power has placed agents in the domain
86–90Traitor30%A trusted official is revealed to be disloyal
91–95Accidental Death25%Key NPC dies unexpectedly
96–00VIP Visitor75%Wandering monsters 20 HD+ come through or a significant personage visits

PART IV — ORGANIZATIONS #

What Is an Organization? #

An Organization is an institutional structure larger than a single character’s direct control — a Merchant Guild chapter, a Fighting Company, a Temple with branch offices, a Thieves’ Guild network. Organizations generate income, provide services, create political leverage, and serve as the institutional backbone of the domain economy.

Organizations are rated by Tier (I through IV) and Influence Rating (IR 1–4). Higher-tier Organizations have more members, broader reach, and more institutional power.

TierNameMembersMonthly Income BaseDomain Effect
ILocal Chapter10–30d6 × 50 SP+1 to one trait
IIRegional Branch31–100d6 × 200 SP+1 to two traits
IIIProvincial Organization101–500d6 × 800 SP+1 to three traits
IVNational Institution500+d6 × 3,000 SP+2 to three traits

The Major Organization Types #

Merchant Guild #

The Merchant Guild is the most powerful Organization type in any commercially active campaign. It connects buyers to sellers, validates commercial identity, provides dispute resolution, and — in Darokin — effectively governs the country.

Membership requirements: Merchant Guild membership in Darokin requires sponsorship by an existing member, approval by a membership committee, annual dues of 1,000 daros (2,000 for foreign members), and payment of 0.5% of all wholesale transaction value to the Guild.

What the Guild provides: Port agent and factor network access. Price-setting authority in markets where the Guild holds sufficient dominance. Dispute arbitration. Protection from non-Guild competition through boycott and commercial pressure. Access to the Broker Point system for all members.

What the Guild demands: Members may not do business with non-Guild merchants. Members who cheat fellow members face expulsion — and expulsion from the Guild means effective expulsion from commerce. Members who expose the Guild’s internal training (the Merchant Special Abilities) to outsiders face violence, not just expulsion.

The Darokin Merchant Guild Network #

The nine Great Houses of Darokin represent the apex of Merchant Guild Organization at Tier IV. Each House has specific regional strengths, specific trade focus areas, and specific political relationships:

HouseBasePrimary TradePolitical Position
MaunteaDarokin CityDiversified; sets standardsChancellor’s House; 4 of first 6 Chancellors
LintonAthenosSea trade; Ierendi and Minrothad connectionsLargest Darokin fleet; politically neutral
CorunCorunglainDomestic trade; northern DarokinOld money; former Chancellor’s widow leads
HallonicaSelenicaEastern trade; Al-Azrad partnershipThird richest; Rypien’s son Bertram leads
Al-AzradSelenicaYlaruam connections; portals in from eastYlaruam origin; seventh richest
UmbarthAkesoliGlantri and Ethengar; Alfheim connectionsSignificant elf membership; Sasheme Vickers descent
PennydownDarokin CityDomestic retail; 100+ shopsLargest retailer; Elissa Pennydown leads
FranichDarokin CityDiversified; “piece of everything”Eighth richest; still rising
ToneyAkorrosLake shipping; Glantri and AtruaghinNinth richest; ambitious for more respect

Using the Great Houses in play: Each House functions as a Tier IV Merchant Guild Organization with specific regional advantages. A character seeking to establish a commercial enterprise in Darokin will need to navigate Guild politics — which House is dominant in the target city, what their terms are, and what relationships the character can leverage.

Darokin Diplomatic Corps (DDC) #

The DDC is not an Organization characters found — it is an Organization characters interact with. It functions as the commercial and diplomatic infrastructure of Darokin.

What the DDC provides: Dispute arbitration between Darokinian merchants (replaces court proceedings for civil commercial disputes). Foreign mission contacts in every major Known World capital. Legitimacy for commercial agreements across national borders.

DDC Wealth Thresholds (Darokin political access):

Total Worth (daros)Government Participation
Under 15,000Non-voting Citizen
15,000Voting Citizen
25,000Local Office eligible
75,000Regional Appointee eligible
150,000Outer Council eligible
250,000National Appointee eligible
1,000,000Inner Council eligible
3,000,000Chancellor eligible

The Great Reckoning occurs every 5 years — a public accounting of all citizens’ total worth. Total worth determines both tax liability and political access for the next 5 years.

Fighting Guild #

The Fighting Guild provides military training, discipline, and organized employment for Fighters and their retinues. At Tier I it is essentially a barracks and training ground. At Tier IV it is a military organization with regional political influence — the equivalent of a standing army under private command.

Unique feature — Military Contract income: A Fighting Guild at Tier II or higher generates income through military service contracts with domain lords who need seasonal troops. Monthly income: (Tier × Number of soldiers × 5 SP) per month under contract.

Church and Temple #

The Church/Temple Organization generates income through tithes, donations, healing services, and pilgrimage (see Part VIII). It provides Clerics with the institutional backing to function as domain lords in their own right.

Unique feature — Tithe authority: A Church/Temple Organization at Tier II or higher can collect tithes from the surrounding domain. This generates income independently of the domain lord’s own finances — and creates the political tension inherent in dual authority over the same population.

Prayer Points: Clerics accumulate Prayer Points through their Church/Temple Organization. 1 Prayer Point per Tier per year from collective devotion. Prayer Points accelerate class advancement, unlock divine abilities, and provide specific mechanical benefits detailed in the class rules.

Wizard School (Magic-User) #

The Wizard School provides arcane training, a library of magical research, and a network of graduates who owe institutional loyalty to the school’s founder.

Unique feature — Research income: A Wizard School at Tier II or higher generates income through magical research contracts — nobles and merchants paying for specific magical solutions to domain problems. Monthly income: 1d6 × 200 SP per Tier.

Arcane Points: Magic-Users accumulate Arcane Points through their Wizard School Organization. These function identically to Prayer Points but within the arcane tradition.

Prestige Points #

Prestige Points are class-specific currencies representing standing that silver cannot buy. They are earned through domain achievements, class-specific milestones, and institutional recognition.

Prestige TypeClassAbbreviationPrimary Use
Dominion PointsFighterDPDomain expansion; military recognition; title advancement
Prayer PointsClericPPDivine ability access; church advancement; relic acquisition
Arcane PointsMagic-UserAPMagical research; wizard school advancement
Attainment PointsMysticAtPPath advancement; cloister development
Broker PointsGuildsman (Merchant)BPCommercial advantage; Guild access; trade roll modifier
Shadow PointsGuildsman (Thief)ShPUnderworld access; thieves’ guild advancement
Covenant PointsDruidCoPGrove development; wild territory recognition
Lineage PointsDemi-humanLnPClan advancement; hereditary recognition

Broker Points deserve specific attention because they interact directly with the trade system. Broker Points are permanent die-roll modifiers — unlike other Prestige Points they are never spent and never expire. Each point adds +1 to any mercantile trade dice roll.

Maximum 5 Broker Points per character.

Broker Point Acquisition:

  • Merchant Guildsman or GAZ11 Merchant at levels 4–8: +1
  • Merchant Guildsman or GAZ11 Merchant at levels 9–12: +1 (cumulative)
  • Every 4 additional levels of Merchant advancement: +1 (cumulative)
  • Character level 10–20: +1
  • Character level 21+: +1
  • More than 5 years active trading experience: +1
  • More than 16 years active trading experience: +1
  • Both Appraisal and Bargaining skills, each raised at least +1 above base: +1
  • Minrothad Guild Agent or Merchant-Prince: +2 (instead of standard +1 for level milestone)

PART V — COMMERCE AND TRADE #

The Merchant in Domain Play #

Two paths exist for merchant characters. Both use the same commercial mechanics. They differ in advancement structure and spell access.

Path 1 — The Darokin Merchant Class (GAZ11 Faithful) #

The Darokin Merchant is a secondary class layered over any primary class — Fighter, Magic-User, Cleric, Guildsman, or demi-human. The merchant continues to advance their primary class normally. Merchant advancement is tracked separately through Merchant Experience Points (MXP).

MXP Acquisition: 1 MXP per daro (SP) of net profit from commercial ventures. MXP is awarded for profit, not revenue. Profit = sale price − purchase price − all operating expenses (guards, transport, Guild fees, spoilage).

What does not generate MXP: Selling items found during adventures (these generate XP for the primary class). Items bought specifically for resale do generate MXP on the profit.

Pooled ventures: When multiple characters pool resources on a merchant venture, each receives MXP equal to their share of the final profit.

Losses: Losing money on a venture does not reduce the MXP total. A merchant who makes enormous profit on one venture and loses it all on the next can advance rapidly in Merchant levels while being genuinely poor.

Merchant Level Progression (GAZ11) #

LevelTitleMXP Required1st2nd3rd4th
1Apprentice0
2Peddler5,0001
3Vendor10,0002
4Bargainer20,00021
5Seller40,00032
6Trader80,000421
7Dealer150,000531
8Magnate300,000642
9Jr. Merchant750,0006421
10Merchant1,500,0007531
11Sr. Merchant3,000,0007632
12Merchant Prince6,000,0008642
13M.P. 13th level12,000,0008743
14M.P. 14th level25,000,0009753
15M.P. 15th level50,000,00010864

Beyond 15th level: +25,000,000 MXP per level, +1 Special Ability from each of the four levels.

Path 2 — The Guildsman Merchant Path (Skills-Based BECMI) #

The Guildsman Merchant uses MXP as XP for primary character advancement — no separate tracking. The Guildsman Merchant advances through the standard universal XP table, with MXP counting directly toward their level progression.

Spell Access: Guildsman Merchants use the Bard spell progression from the Guildsman document (MU spells levels 1–5). The Special Abilities function as Class Skills acquired through training (1 slot per ability, standard training rules).

Broker Points: Identical acquisition criteria for both paths.

Merchant Special Abilities #

The 20 Merchant Special Abilities are not arcane or divine spells — they are formalized tradecraft techniques that the Darokin Merchant’s Guild has standardized and encoded in quasi-magical notation. They cannot be self-taught: a merchant must find a qualified teacher (another merchant who already possesses the ability) and undergo formal training.

Training time: Level 1 abilities: 1 week. Level 2 abilities: 2 weeks. Level 3 abilities: 4 weeks. Level 4 abilities: 8 weeks.

Guild obligation: Merchant Guild members are required by the Guild to honor any reasonable request to teach an ability they know to a qualifying merchant. Teaching is supposed to be without charge, though payment happens.

Secrecy: The Guild treats these abilities as proprietary. A member caught teaching them to non-members (foreign merchants who have not joined the Guild) faces expulsion and probable violence from Guild-hired enforcers.

Repetition: Any ability may be taken more than once if the merchant wants an additional use per day.

Level 1 Special Abilities #

Calm Animal (Range: Touch; Duration: 1 turn/level; Uses: 3/day) Soothes a spooked domestic animal through specific trained handling. Requires familiarity with the animal and direct contact. One full turn to calm each animal. Will not function on wild animals, unfamiliar animals, or animals under severe stress (being attacked).

Clear Sight (Range: 0′; Duration: 2 rounds/level; Uses: 1/day) Any spot up to one mile distant can be seen as if only 10 feet away, in a circle up to 60 feet diameter. Used to assess distant ships, scan for ambush, and identify goods at range before committing to approach.

Count Coins (Range: Touch; Duration: 1 turn; Uses: 1/day) Instantly and accurately counts coins in a container. Must handle the coins. Maximum 2,000 coins per level. All coins must be the same type for this to function.

Detect Evil (Range: 30′; Duration: 1 turn; Uses: 1/day) Identical to the first-level Cleric spell but reduced range/duration and silent — no visible glow. Used in negotiations to detect genuinely malicious counterparties.

Evaluate (Range: 10′; Duration: 1 turn; Uses: 1/day) Inspects goods within range and reveals general quantity, quality, and value. Spots shoddy workmanship, inferior materials, forgeries, and imitations. Does not uncover magically altered or disguised items.

Ignore Road (Range: Special; Duration: 12 hours; Uses: 1/day) Reduces movement penalties from bad road conditions by 1 mile per level per day. A 3rd-level Merchant whose caravan is slowed by 3 miles/day due to muddy roads eliminates the penalty entirely.

Orientation (Range: 0′; Duration: 12 hours; Uses: 1/day) Sense the direction of magnetic north and determine position from a chart. Functions even in conditions of total overcast where stars and sun are invisible.

Predict Weather (Range: 0′; Duration: 12 hours; Uses: 1/day) Identical to the first-level Druid spell.

Resist Climate (Range: Special; Duration: 12 hours; Uses: 1/day) Reduces movement penalties from adverse weather by 1 mile per level per day. Affects up to 5 pack animals or 2 wagons per level. A 5th-level Merchant can cover 25 pack animals or 10 wagons.

Trust (Range: 0′; Duration: 1 turn/level; Uses: 1/day) Endows the Merchant with an aura of genuine trustworthiness. The spell will not maintain itself if the Merchant performs acts that genuinely violate the trust of those they are dealing with. Useful in legitimate negotiations; useless for setting up a swindle.

Level 2 Special Abilities #

Check Load (Range: 10′; Duration: 1 turn/level; Uses: 1/day) Determines if a cart or wagon is properly packed for travel. If used before a trip and every 10 days thereafter, the Merchant may ignore one “Load Shift” result from the mishap tables. One turn per wagon, up to the ability’s duration.

Crowd Summoning (Range: 25’/level; Duration: 1 turn/level; Uses: 1/day) All within range are subtly drawn to the Merchant’s location, making the Merchant the center of attention in a market. Increases buyer traffic at a stall or market pitch; not a charm effect — the audience remains rational.

Detect Ambush (Range: 1 mile/level; Duration: 1 turn; Uses: 2/day) Sets a magical ward that triggers when the Merchant comes within range of an ambush. If triggered, the ambush location is pinpointed to within ¼ mile. Duration is how long the ward remains active before needing recast.

Detect Magic (Range: 10′; Duration: 1 turn; Uses: 1/day) Identical to the first-level Magic-User spell at reduced range.

Hold Animal (Range: 60′; Duration: 1 turn/level; Uses: 1/day) Paralyzes domestic beasts of burden (mules, horses, camels, elephants, oxen) the Merchant is familiar with. 1 Hit Die per level affected. No saving throw, but 1-in-6 chance a panicked animal dies from the effect. Used for emergency control of runaway teams.

Quicken Pace (Range: Special; Duration: 12 hours; Uses: 1/day) Increases caravan travel distance by 2 miles per Merchant level. An 8th-level Merchant adds 16 miles to the caravan’s daily progress.

Savoir Faire (Range: 0′; Duration: 1 turn/level; Uses: 1/day) Provides an infusion of contextual social knowledge — the Merchant fits naturally into whatever social environment they enter. At a formal court they become an elegant guest. At a dockside tavern they become a convincing sailor with the right vocabulary and mannerisms.

Silver Tongue (Range: 0′; Duration: 1 turn; Uses: 1/day) Those who speak to the Merchant will believe almost anything they are told. The DM adjudicates saving throws based on how extraordinary the claim is. Objective falsehoods (“this sword was forged by the god Odin personally”) allow saving throws; plausible-but-inflated claims (“finest blade in the region”) do not.

Level 3 Special Abilities #

Charm Animal (Range: 30′; Duration: 1 day/level; Uses: 1/day) Charms wild or untrained animals to pull wagons or carry loads. 1 Hit Die per level. Magical beasts are immune. Other animals get a standard saving throw. Does not guarantee appropriate harnesses or willing performance under difficult conditions.

Detect Lie (Range: 10′; Duration: 1 turn/level; Uses: 1/day) Detects when someone within range is lying, including evasive answers and omissions of important information. Does not detect honest mistakes.

Find Traps (Range: 30′; Duration: 2 turns; Uses: 1/day) Identical to the second-level Cleric spell.

Infravision (Range: 0′; Duration: 1 hour/level; Uses: 1/day) Identical to the third-level Magic-User spell at the listed range and duration.

Inventory (Range: 10′; Duration: 3 turns; Uses: 1/day) After one turn’s study, reveals the exact contents of a wagon, cart, section of warehouse, or any pile of merchandise within range. Sealed containers cannot be assessed — they must be opened at the time of casting.

Smuggling (Range: 30′; Duration: 1 turn/level; Uses: 1/day) Hidden items within range remain hidden. Concealed compartments are overlooked. False bottoms go undetected by customs inspectors for the duration.

Level 4 Special Abilities #

Accounting (Range: 0′; Duration: 1 turn; Uses: 1/day) Go over financial records quickly and check for accidental errors or deliberate theft. Also determines current financial status and all amounts owed to or by the caster with immediate accuracy.

Charm Person (Range: 25′; Duration: Special; Uses: 1/day) Identical to the first-level Magic-User/Elf spell.

Check Caravan (Range: Special; Duration: 1 hour; Uses: 1/week) Detects sabotage or hidden flaws in a caravan and its cargo. The Merchant “senses” something wrong and can locate the source — cracked wheels, frayed ropes, sick animals, mispacked crates, leaking barrels, false documents. Does not guarantee a safe journey but significantly reduces accident probability.

Embezzling (Range: 0′; Duration: N/A; Uses: 1/day) Falsifies financial records to conceal business transactions. Can fool tax investigators, customs agents, or hide theft. Maximum concealed value: 100 SP per Merchant level. Income earned through embezzlement does not generate MXP.

Resist Magic (Range: 0′; Duration: 1 turn/level; Uses: 1/day) 50% magic resistance against magic used to gain a business advantage — charm spells to get better prices, compulsion effects in negotiations, magical detection of financial deception. Does not function against combat magic.

The Trade Procedure #

Every commercial transaction — buying and selling cargo — follows this sequence. Both Darokin Merchant Class and Guildsman Merchant path characters use the same procedure.

Step 1 — Determine City Classification #

Cities are classified A through F based on commercial size. A and B cities are major trading hubs with better merchant availability and more cargo. F cities are small villages with limited commercial opportunity.

Known World City Classifications:

CityClassNotes
DarokinAHeart of the merchant republic
ThyatisAImperial capital
Sayr UlanBMajor Ylari trading center
SpecularumBKarameikan capital
Dengar/EvemurBRockhome capital
Glantri CityBPrincipalities capital
AlfheimCElven forest trading center
AkorrosCDarokin lake port
KelvenCAlfheim trading post
NorrvikCNorthern Reaches
AkesoliDDarokin western port
AthenosDDarokin southern port
AtruaghinD
BazzanDYlari trading town
CastellanDBorderland stronghold
EthengaiDEthengar nomad capital
FreiburgDNorthern Reaches
KerendasDThyatian province
KopstarDNorthern trade center
ShiretonDFive Shires capital
SoderfjordDSoderfjord capital
StahlD
TameronikasDThyatian province
TameronikasD
VyornesD
YlaruamDYlari capital
AkesoliD
TrintanD
AirhelD
AtruaghinE
ShiretonE
TenobarEDarokin small port
Tel AkbirEThyatian port
ReivenE
AnsimontFSmall town (caravan start point)

Step 2 — Find Number of Merchants and Cargo Loads #

Roll on the table below. Broker Points may be applied to this roll.

City ClassMerchants AvailableCargo Loads
A or B1d6+23d8 loads
C or D1d6+12d8 loads
E1d62d6 loads
F1d6−12d4 loads

Half the merchants appear the first week. Another quarter appear the second week. The remainder arrive at one per week. If the characters wait after all merchants have appeared, roll again with −1 per week of waiting.

Step 3 — Determine Types of Cargo #

Standard Trade Goods Table:

d% RollMerchandiseLoadsEncumbrance (hwt/load)Base Price (SP)
01–04Wood, common1 cord8050
05–08Oil5 jars30100
09–12Textiles (rope, sacking)4 bags20100
13–16Salt150 bricks75100
17–20Beer, Ale1 barrel8100
21–26Grain and Vegetables20 bags50150
27–30Fish, preserved10 barrels50150
31–35Hides, Furs10 bundles40150
36–39Tea, Coffee, Tobacco2 bags10150
40–43AnimalsSee Animals TableVaries
44–47Pottery2 crates10200
48–51Wine, Spirits1 barrel8200
52–54Meat, preserved10 barrels50200
55–60Metals, common200 ingots100200
61–63Dye and Pigments5 jars25250
64–68Cloth20 rolls50200
69–71Weapons, Tools1 crate10Varies
72–74Monsters1 monsterVaries100 SP/HD ×10 per asterisk
75–78Glassware2 crates10400
79–82Semiprecious Stones1 box1200
83–85Roll on Precious Merchandise
86–00Roll on Precious Merchandise

Precious Merchandise Table:

d% RollMerchandiseLoadsEncumbrance (hwt/load)Base Price (SP)
01–10MountsSee Animals TableVaries
11–21Wood, precious1 cord80500
22–33Porcelain, fine2 crates101,000
34–41Books, rare1 box31,000
42–53Armor1 crate10Varies
54–61Ivory1 tusk10800
62–67Spices1 jar6800
68–75Silk5 rolls201,000
76–85Furs, rare1 bundle5500
86–94Metals, precious2 ingots4600
95–00Gems1 box0.53,000

Animals Table:

Roll (d8)AnimalPer LoadFodder Cost/Load/WeekBase Price (SP)
1Rabbit, Hen1002023
2Goat, Hound2020100
3Pig1020100
4Cow520125
5Horse220200
6Bull220200
7Warhorse2301,000
8Elephant1201,500

Step 4 — Determine Adjusted Price #

The base price is modified by supply, demand, city class, and the Base Price Adjustment roll.

Process:

  1. Find the cargo’s base price on the Trade Goods Table
  2. Consult the Supply and Demand Table (below) for that city’s modifiers to this commodity
  3. Apply city class modifier: Class A or B = +1 to roll; Class E or F = −1 to roll
  4. Roll 3d6, applying supply/demand modifiers and city class modifier
  5. Apply Broker Points: selling = add BP to roll; buying = subtract BP from roll
  6. Consult Base Price Adjustment Table; multiply base price by percentage

Base Price Adjustment Table:

3d6 RollPrice Multiplier
330%
440%
550%
660%
770%
880%
990%
10100% (no change)
11110%
12120%
13130%
14140%
15150%
16160%
17180%
18200%
19300%
20+400%

Supply and Demand Table — Known World Cities:

CityModifiers
Akesoli (D)Coffee −3, Mounts −3, Tobacco −3; Textiles −2; Beer +3, Semiprecious Stones +4
Akorros (C)Silk −2, Spices −2, Tea −2; Animals +2, Ivory +2, Rare Books +2
Alfheim (C)Common Metals −4, Dyes −2, Semiprecious Stones −3; Armor +2, Fish +2, Pottery +3
Athenos (D)Gems −2, Monsters −2, Semiprecious Stones −2; Hides +2, Pottery +2, Weapons +3
Atruaghin (E)Common Metals −2, Common Woods −2, Grain −3, Ivory −2, Textiles −2; Gems +3, Monsters +3, Mounts +2, Precious Metals +4, Weapons +2
Bazzan (D)Armor −4, Gems −4, Weapons −3; Animals +3, Grain +3, Tobacco +4
Castellan (E)Hides −2, Mounts −4, Salt −3; Common Metals +4, Common Woods +4, Tea +2
Darokin (A)Fish −3, Porcelain −2, Tea −2; Salt +3, Silk +4, Spices +2
Dengar/Evemur (B)Glassware −2, Pottery −3, Precious Metals −2; Grain +2, Ivory +2, Meat +2
Ethengai (D)Animals −3, Porcelain −2; Armor +2, Oil +3, Weapons +2
Freiburg (D)Monsters −4, Rare Books −3; Pottery +6, Gems +4, Glassware +3, Tobacco +4
Glantri City (B)Fish −2, Hides −2, Meat −2; Cloth +2, Semiprecious Stones +2, Wine +2
Kelven (C)Glassware −3, Precious Woods −2, Rare Furs −3; Grain +3, Rare Books +3, Wine +3
Kerendas (D)Beer −2, Grain −3, Meat −2, Wine −2; Common Metals +3, Common Woods +3, Dyes +2, Oil +2
Kopstar (D)Animals −2, Common Metals −2, Common Woods −3, Hides −3; Armor +2, Mounts +3, Rare Furs +3, Weapons +2
Norrvik (C)Gems −2, Glassware −3, Ivory −3, Meat −2; Animals +1, Monsters +2, Precious Woods +2, Porcelain +3
Reiven (E)Dyes −3, Oil −5, Precious Metals −3; Precious Woods +4, Semiprecious Stones +2, Spices +2
Sayr Ulan (B)Beer −3, Grain −2, Tobacco −4, Wine −3; Coffee +2, Fish +3, Tea +2
Selenica (D)Ivory −3, Monsters +3; Precious Metals −4, Meat +5, Silk +2, Textiles +4
Shireton (D)Salt +3, Silk −3, Weapons −2; Cloth +3, Ivory +3, Pottery +3
Soderfjord (C)Common Woods −4, Grain −2; Armor +2, Wine +3
Specularum (B)Cloth −2, Precious Woods −3, Rare Books −1; Dyes +3, Fish +3, Glassware +2
Stahl (D)Glassware −2, Pottery −3, Precious Metals −2; Grain +2, Ivory +2, Meat +2
Tameronikas (D)Rare Books −2, Salt −2, Spices −2; Common Woods +2, Fish +2, Tea +3
Tel Akbir (E)Armor −3, Mounts −2, Silk −2, Weapons −3; Gems +3, Oil +2, Precious Metals +3, Rare Furs +3
Tenobar (E)Rare Furs −6, Textiles −5, Wine −4; Beer +4, Meat +4, Silk +3
Thyatis (A)Animals −3, Cloth −2, Tea −3; Glassware +1, Porcelain +2, Salt +2
Trintan (D)Beer −2, Coffee −2, Oil −2; Cloth +2, Dyes +2, Hides +2
Vyornes (D)Cloth −3, Fish −5, Pottery −5; Hides +2, Precious Metals +2, Salt +4
Ylaruam (D)Oil −2, Porcelain −3, Semiprecious Stones −4; Coffee +3, Mounts +3, Tobacco +3

Ylaruam also sells camels (counts as “Mounts −3” for buyers, notable market for Sayr Ulan Mounts +3). A small number of Thyatian “mounts” are elephants — Thyatis holds a near-monopoly on pachyderm trade.

Step 5 — Final Price Determination #

After the adjusted price is determined, apply Appraisal and Bargaining:

Appraisal: The Merchant examines the cargo and determines its actual value. NPC merchants without the Evaluate Special Ability make a secret Appraisal skill check (roll 1d20 vs. INT score). Failure means the evaluation is wrong — odd failure roll means low evaluation, even failure means high evaluation. Error amount: 5% per point the roll missed by.

Bargaining Procedure:

  1. Determine each party’s Bargaining skill score. A character with no Bargaining skill uses 0.
  2. Calculate the difference in scores. Multiply by 5%. This is the Price Adjustment percentage.
  3. The superior bargainer evaluates the price using their Appraisal result (or the DM’s fair value if neither party has Appraisal).
  4. The superior bargainer shifts the price by the Price Adjustment. Buying: price decreases. Selling: price increases.
  5. NPC limit: no NPC will sell for more than 25% below their appraisal, or buy for more than 25% above. A failed WIS check (if pushed beyond this limit) allows them to be carried away by an excellent pitch — but they revert to the 25% limit if the check succeeds.

Step 6 — Exchange Goods #

Goods exchange hands after the final price is agreed and paid. Merchant Guild members set aside 0.5% of the final price for the Guild.

Caravan Operations #

Pack and Draft Animals #

AnimalCost (SP)Miles/DayPack Enc. (hwt)Draft Enc. (hwt)
Draft Horse401845/9075/150
Riding Horse754830/6050/100
War Horse2502440/8065/130
Mule302430/6045/90
Camel1003030/6045/90
Ox401250/100100/200
Elephant1,5002475/150150/300
Human (porter)186/1210/20

First encumbrance figure: full speed. Second: half speed.

Carts and Wagons #

VehicleCost (SP)Weight (hwt)Cargo Capacity (hwt)
Pull Cart25630
Mule Cart50840
Horse Cart10010100
Small Wagon20030200
Medium Wagon35050400
Large Wagon500100600

Wagon Accessories #

AccessoryCost (SP)Effect
Canvas Cover20Waterproofs cargo; hides cargo type from observers
Roof (solid)Double wagon costFull enclosure; no weight penalty to capacity
Secret Compartment100Undetected by casual search; 4-in-6 chance of discovery by thorough search; 20% of capacity
Living Quarters100+Halves cargo capacity minimum; 50+ hwt weight

Operating Expenses #

Crew provisions: 1 hundredweight per crewman per week = 1 SP.

Animal fodder (in town only): Horse/Mule/Camel: 0.5 SP/day. Elephant: 2 SP/day.

Wagon maintenance: Required every 6 months. Cost: 1 SP per 100 hwt capacity per 500 miles traveled. Overdue wagons roll twice for every mishap chance.

Animal retirement: Every 6 months, each animal has a 3% chance of being too old or sick to continue (2% for elephants). Roll individually.

Terrain Movement Modifiers #

TerrainMovement Multiplier
Good Road (Darokin Road, Steel Road)×1.5 base
Trail, Clear, Grass, City streets×1.0 base
Forest, Hills, Desert, Broken×0.75 base
Mountain, Jungle, Swamp×0.5 base

Daily Weather Table #

Roll d% at the start of each travel day. In dry areas or dry season, subtract 15. In wet areas or wet season, add 15.

d% RollWeatherMovement Effect
01–30ClearNo effect
31–40Partly CloudyNo effect
41–45OvercastNo effect
46–50Unseasonably Hot−2 miles/day
51–55Unseasonably Cold−2 miles/day
56–60Windy−1 mile/day
61–65VolatileRoll 4 additional times; average effects
66–70StormWait it out: −5 miles/day. Push through: −3 miles/day + mishap risk
71–73ThunderstormWait: −10 miles/day. Push: −7 miles/day + up to 3 mishaps
74Severe ThunderstormNo movement possible; counts as lost day; not a rest day
75TornadoHalt and take cover: 5% strike chance; −10 miles/day. Travel: 20% strike chance. If struck: Save vs. Death or die; 1d10×5+50% of wagons/cargo/animals destroyed
76–85Drizzle−2 miles/day
86–95Light Rain−3 miles/day
96–00+Heavy Rain−5 miles/day

Sleet and Snow double the rain penalties for equivalent precipitation type.

Consecutive rain affects road conditions — see Road Conditions below.

Road Conditions Table #

Roll d% at the start of each travel day. Add modifiers for consecutive days of prior rain.

Previous ConditionsModifier
Each consecutive day of Drizzle+2 per day
Each consecutive day of Light Rain or Storm+5 per day
Each consecutive day of Heavy Rain or Thunderstorm+10 per day
Each consecutive day of Severe Thunderstorm+20 per day
Each consecutive day of no rain−3 per day
d% RollRoad ConditionEffect
01–65ClearNo effect
66–75Rough−2 miles/day; loose joints work free
76–90Muddy−5 miles/day + 1 random mishap
91–00+Mired−10 miles/day + 2 random mishaps

PART VI — MARITIME COMMERCE #

The Maritime Domain #

A port domain generates income from throughput — from what passes through it rather than what it produces. Every ship that enters pays fees. Every cargo that clears customs generates tax. Every merchant who needs a berth, a rope, a barrel, or a meal creates commercial activity.

The maritime domain is mechanically distinct from every other domain type. A port lord does not need to grow anything, mine anything, or produce anything. They need to make their port attractive enough that ships choose to use it, and secure enough that ships are safe when they do.

The Three Maritime Roles #

Every port has three governing roles. They may be held by the same character or split among different factions:

The Port Lord: Owns the land. Collects ground rents, leases dock space, holds ultimate political authority. May appoint or dismiss the Harbor Master.

The Harbor Master: Manages ship traffic — assigning berths, collecting fees, coordinating pilots, enforcing port regulations. May be Port Lord’s employee or an independent official appointed by a higher authority.

The Sea Company (Factor Network): Manages commercial relationships — connecting merchants to cargo, facilitating sales, providing warehousing. When a Sea Company reaches 75%+ of port merchant relationships (Supply Control 75%+), they effectively set commodity prices — the de facto economic Port Lord regardless of who holds the land title.

Maritime General Skills #

These skills are available to any character who spends a skill slot on them. Standard General Skill mechanic applies: roll 1d20 equal to or under skill score. Each additional slot: +1.

SkillAbilityFunction
ArtilleryINTOperate catapults and ballistae. Without skill: −4 to attack. Critical on roll 10+ under skill: triple damage; ballista hits hull, catapult hits mast/oars.
Boat SailingINTSail small boats only. Attempting Ship Sailing without it: success on 3 or less.
Long-SightINTScan ocean (or wide vista) in trained pattern. Success: identify ship type/armament at double normal range; differentiate land from clouds at max visibility; spot weather changes early.
NavigationINTPlot courses by stars, sun, charts, landmarks. Without Navigation: Ship Sailing at −10 for navigation. Water Elves: +1 per functioning natural sense. Failure: position off by 1 hex per point failed.
RiggingINTMake, maintain, repair ship’s rigging — sailmaking, splicing, blocks and tackle. Without skill: rigging repairs at −5 and double time.
Rigging CombatDEXFight from/in ship’s rigging. Success: no penalty. Failure: −3 to all attacks. With skill: −3 to hit specific targets (normally −6).
Ship CarpentryINTShipboard repairs — masts, yardarms, hull planks. Without skill: sea repairs at −4 and double time. Also detects structural damage and estimates remaining vessel lifespan.
Ship SailingINTDirect ship operations. Does not grant navigation. Without this skill: cannot operate a ship.
SwimmingCONWithout skill: CON roll each round overboard or lose 1d6 HP. With skill: no roll in calm; roll at +4 in storms.
Vessel IdentificationINTJudge vessel origin, type, armament, and crew from lines, rigging, and flags. Failure: one detail is wrong. +2 if Long-Sight was used first.

NPC Artillery Skills: Minrothad privateers 16 · Ierendi Navy 17 · Thyatian Navy and pirates 15 · Other navies 14 · All merchants 10

Three Trade Types (GAZ9) #

TypeGuild CutCaptain RetainsRisk LevelIncome Character
Transport for Hire60%Fixed fee onlyLowReliable but limited
Consignment30% of ship’s profit10–40% of cargo saleMediumVariable
Speculative20%80% of profitHighMaximum upside

The Rank and Share System #

Every ship-based organization distributes income through the share system. This is the social contract of the sea — a captain who does not pay proper shares quickly finds themselves without a crew.

How shares work:

  1. Total prize or cargo profit determined
  2. Guild or organization takes its cut (60%/30%/20% by trade type; Privateers Guild: 30% of prizes)
  3. Remaining profit ÷ total crew shares = value per share
  4. Each crew member receives (their shares × share value)

Complete Rank Table:

Ship RankGuild RankCharacter LevelSharesNotes
ScupperApprentice1–31Building skills
Able SeamanJunior Journeyman3–72Guild member Tier I
Special PositionJm/JJm5–103Gunner, cook’s mate
Watch Chief / HelmsmanJm/JJm5–103Petty officer track
Third MateJunior Journeyman3–74Most junior officer
Chief Boatswain’s MateJourneyman6–94Senior petty officer
Ship’s CarpenterJourneyman5–74Technical specialist
SailmakerJourneyman5–74Technical specialist
Second MateJourneyman7–125Junior officer; combat duty
BoatswainSenior Journeyman9–125Crew chief
Ship’s CookJourneyman1–33Supply specialist
QuartermasterSenior Journeyman10–136Financial officer; handles shares
First MateSenior Journeyman11–156Executive officer
Ship’s HealerSenior Journeyman8–156Usually a Cleric
CaptainMaster15–25+10Ship domain lord
CommodoreCraft Master20+15Multi-ship authority
AdmiralGuildmaster25+20Fleet domain lord

Maritime Career Progression #

Stage 1 — Scupper (Levels 1–3): Crew member on someone else’s ship. Building skills. No domain mechanics.

Stage 2 — Officer Track (Levels 5–12): Named position with authority. Tracks Ship Loyalty Rating (SLR 1–12). SLR 8+: orders followed without question. SLR 4: Morale checks likely. SLR 2 or below: mutiny imminent. SLR changes: +1 winning a significant engagement; +1 per season fair share distribution; −1 losing a ship; −1 per crew death from character’s decision; −3 cheating shares (if discovered).

Stage 3 — The Captain (Levels 13–18): Commands own ship. Ship domain with Crew Loyalty Pool (CLP), monthly income from trade, and monthly event rolls.

Stage 4 — The Commodore (Levels 18–22): Commands 3–6 vessels. Fleet Loyalty Rating (FLR). Takes 10–15% of each captain’s personal share. This is the maritime commissary model — profit from the fleet’s activities through organizational infrastructure without being aboard every ship.

Stage 5 — The Admiral (Levels 22+): Maritime demesne. 10+ ships across multiple sea lanes. Three endgame tracks: Legitimate Fleet Master (commercial price influence, Guild Elder recognition), Privateer Admiral (armed sea lane denial, nations negotiate), Pirate Lord (100% prize retention, negotiate amnesty or be hunted).

Port Classification #

Port class requires both physical infrastructure AND political recognition. A port that has the docks but not the reputation cannot advance in class. Both tracks must be pursued simultaneously.

ClassNameMax Ship HPIncome MultiplierMin. CapitalRecognition Required
FAnchorageOffshore only×10 SPNatural harbor
EMinor Port80 HP×3~1,600 SPLocal lord’s charter
DPort120 HP×6~5,000 SPRegional charter or Guild recognition
CLarge Port140 HP×12~15,000 SPNational charter or major Guild recognition
BMajor Port160 HP×25~50,000 SPRoyal charter + 3-nation recognition
ATrade PowerAll vessels×50~150,000 SPInternational treaty + 5-nation recognition

Port Income Formula: TC × Port Class Multiplier × (Economics trait roll: 1d6 per trait point). TC = Throughput Capacity (1–10, representing ships per month the port can efficiently process).

Port Infrastructure Upgrades #

Infrastructure #

UpgradeBuild Cost (SP)Monthly MaintenanceMechanical Effect
Basic Dock50010Ships to 120 HP; TC +1; Class E prerequisite
Standard Dock1,20020Ships to 140 HP; TC +1; Class D prerequisite
Deep Dock3,00040Ships to 160 HP; TC +1; Class C prerequisite
Heavy Dock6,00080Ships to 180 HP; TC +2; Class B prerequisite
Deepwater Extension20,000200All vessels; TC +3; Class A prerequisite
Basic Drydock2,00030Ship maintenance at port; Class D prerequisite
Full Drydock5,00060Major hull repairs; ship construction possible; Class C prerequisite
Naval Drydock15,000150Capital ship construction and repair; Class B prerequisite
Warehouse Complex3,00050500,000 cn storage; 1 SP/day per 1,000 cn; Class C prerequisite
Seawall/Breakwater8,00050−2 to all weather disaster rolls in harbor
Lighthouse5,00030−3 to Navigation rolls in port approaches; Class A prerequisite
Boom Chain2,00020Can seal harbor mouth; see Port Defense

Economics Upgrades #

UpgradeBuild Cost (SP)Monthly MaintenanceMechanical Effect
Customs House1,00020Legal cargo processing; customs income begins; Class E prerequisite
Market1,50020In-port commerce; connects to Trade Goods Table; Class D prerequisite
Merchant Guild Hall3,00040BP +1 to all eligible characters from this port; factor network; Class C prerequisite
Trading Exchange20,000200Sets commodity prices for region; ×1.5 Economics income; Class A prerequisite
Chandlery80015Ship supplies at 10% below normal cost; attracts ships
Full Shipyard15,000200Builds all vessel types
Factor Row2,50030Established factor/broker network; all traders gain port agent benefits
Insurance Market5,00050Commenda Partnerships formally registered; reduces failure losses 25%

Governance and Culture Upgrades #

UpgradeBuild Cost (SP)Monthly MaintenanceMechanical Effect
Harbor Master’s Office80015Governance +1; Class E prerequisite
Pilot’s Guild2,00030Class B prerequisite; +1 to Navigation rolls in port
Port Authority Building5,00060Full regulatory authority; Class B prerequisite; Governance +2
Admiralty Offices15,000150Naval administrative authority; Class A prerequisite
Quarantine Station1,50020Plague ships isolated; Plague events don’t spread to port
Customs Enforcement2,00030Criminal −1 in port; customs revenue +20%
Chart Repository1,50020+2 to Navigation rolls; chart sales generate income
Sailor’s Quarter1,00015Culture +1; crew morale events less likely

Port Defense #

Layer 1 — Harbor Entrance: Boom Chain (2,000 SP — seals harbor mouth; HP 170+ vessels can attempt to break it with Ship Sailing −4, 2d10 hull damage on failure). Harbor Fort/Battery (shore artillery: AC 5, HP 40, Artillery skill 14, 3d6 per round against passing ships). Fireships (200 SP + vessel — 4d6 HP fire damage to first contact).

Layer 2 — Harbor Surface: Patrol vessels (1 SP/day; provides 1d4 response time in rounds). Armed dockhands (5 SP/month each; minimum 20 for Class D). Secondary boom chains dividing harbor zones.

Layer 3 — Port District: Port Walls (8,000 SP; HP 200 — shore landing becomes fortified assault). Each Warehouse Complex reduces cargo loss from raids by 25%. Garrison (minimum 50 fighters for Class C; connects to Military Order or Fighting Guild).

Layer 4 — Political Relationships: Trading nation treaties — attacking the port attacks their commercial interests. Naval escort arrangement — convoy escort reduces pirate/privateer attack probability 50%. Neutral Status (Customs Enforcement + Governance 4+; never host military forces more than 3 days) — port seen as more valuable intact than captured.

Blockade Mechanics: 3+ armed vessels for Class E–C; 5+ for Class B; 8+ for Class A. Immediate 100% throughput income loss. Economics trait −1 per month after month 1. Warehouse Complex (3+ upgrades): sustains 1d3 months without merchant traffic. Breaking: fleet engagement, Diplomatic Boon, Neutral passage negotiation (Governance +4 if Neutral Status), or hiring privateers to disrupt the blockade.

The Sea Company #

TierNameShipsMin. Captain LevelMonthly Income
IShipping Company1–2Captain (13+)Ship income only
IITrading Fleet3–5Commodore (18+)Ship income + fleet percentage
IIISea Consortium6–10Sr. Commodore (20+)Fleet income + route protection
IVMaritime Power11–20Admiral (22+)Full maritime domain income

Sea Company income above Tier I: Route control (established trade routes generate monthly income equal to adjusted price calculations minus transport costs, whether or not the fleet is physically present). Port Agent Network (each port with a resident agent generates 50–200 SP/month in commercial intelligence). Protection Fees (5–10% of cargo value per voyage from ships in Company territory for guaranteed safe passage).

The Minrothad Merchant-Prince #

The Merchant-Prince is the GAZ9 capstone class — a master-level trader who combines commercial expertise with actual spellcasting. Only humans and elves may become Merchant-Princes.

Prerequisites:

  • INT 12+, DEX 9+
  • Bargaining or Appraisal skill improved at least +1 above native score
  • Master level in one guild-relevant skill
  • Personal trading income of 20,000 SP per year for 4 consecutive years

Training: Application to the Tutorial Guild in Minrothad. 40% base acceptance chance (+5% per CHA over 14, +5% per 10,000 SP/year income over minimum, +10% reaching Craft Master in guild skill, +10% for owning a 60+ HP ship, +15% for existing sea magic knowledge, +20% for Master rank in more than one guild skill). Training: 1d4+3 years (3/4 must be in Minrothad). Merchant-Prince Magic skill (INT-based) must reach 15 to begin casting.

Broker Points: A Minrothad Guild Agent or Merchant-Prince earns +2 BP at their first qualifying milestone instead of +1.

Spell Progression (Merchant-Prince Magic):

LevelXP1st2nd3rd4th5th6th7th
101
23,5002
37,00021
415,00022
530,000221
660,000322
7120,0003221
8225,0004322
9350,00044321
10550,00054322
11750,000654321
12900,000654322
131,200,0007654321
141,400,0007654322
151,600,0008765432

Merchant-Prince Spell List (summary):

1st Level: Clear Sight, Douse Flame, Faerie Fire, Light, Locate Sea Life, Oilskin, Precipitation, Read Magic, Resist Cold, Sea Legs, Tar, Warp Wood

2nd Level: Careen, Entangle, Nightwatch, Obscure, Predict Weather, Purify Food and Water, Produce Fire, Rot, Web

3rd Level: Call Lightning, Dispel Fog, Fireball, Lightning, Water Breathing, Watery Form

4th Level: Ball Lightning, Protection from Lightning, Talk to Sea Creatures, Transmute Water to Ice

5th Level: Control Winds, Summon Sea Creatures, Summon Weather

6th Level: Calm Water, Calm Wind, Weather Control

7th Level: Summon Air Elemental, Summon Water Elemental

Full spell descriptions are Anvil content. Key tactical notes: Clear Sight (identifying distant ships), Predict Weather (combined with Summon Weather for weather control), Obscure (concealing approach or escape), Sea Legs (keeping crew functional in severe weather), Watery Form (covert approach to enemy vessels), Summon Air/Water Elemental (direct tactical naval asset).


PART VII — DOMAIN MILITARY #

Military as a Budget Item #

Military capability is the domain lord’s most expensive obligation. The Bruce Heard economics system establishes military expenditure at approximately 34% of domain income at Medium priority. This is not optional — a domain that spends less than this on military faces escalating vulnerability, and one that spends more faces economic strain.

Military Budget Priorities:

PriorityBudget PercentageImplication
Low~17%Minimal force; dependent on allies and geography for protection
Medium~34%Sustainable military capable of routine defense
High~50%Aggressive military posture; economic strain after 6+ months

At Medium priority, a domain generating 13,000 SP/month spends approximately 4,500 SP/month on its military establishment. This covers salary, equipment maintenance, and provisions for roughly 250 soldiers at average mercenary rates — a respectable but not overwhelming force for a domain of 50,000 population.

Mercenaries (Chapter 11 SP-Converted) #

Standard peacetime rates. Double for wartime service (active combat operations). All mercenaries are 1st level and come with minimum equipment listed. Prices in SP/month.

TypeMinimum EquipmentHumanDwarfElfOrcGoblin
ArcherLeather, short bow, sword561032
Bowman, MountedLight horse, short bow151530
CrossbowmanChain, heavy crossbow452½
Crossbowman, MountedMule, crossbow62
Footman, LightLeather, shield, sword2411
Footman, HeavyChain, shield, sword3561½
Horseman, LightLeather, lance1020
Horseman, MediumChain, lance1520
Horseman, HeavyPlate, sword, lance20
LongbowmanChain, longbow, sword10
Normal ManSpear1
Wolf-RiderLeather, spear, wolf5

Armorers (100 SP/month) and Smiths (25 SP/month) required to maintain weapons and armor. 1 Armorer per 50 fighters.

Specialists (SP-Converted) #

TypeCost (SP/month)Function
Alchemist1,000Duplicate potions at half cost/time; research new potions
Animal Trainer500Train non-standard animals; 1 month first command, 2 weeks each additional
Armorer100Maintain equipment; produce armor/weapons when not maintaining
Engineer750Construction oversight; 1 per 100,000 SP in construction costs
Magic-User3,000+Magical construction, traps, siege support (250 SP/level above 9th)
Sage2,000Obscure knowledge research
Seaman — Rower2Galley crew
Seaman — Sailor10Vessel crew
Seaman — Navigator150Long ocean voyage direction
Seaman — Captain250Ship command; coastal waters knowledge
Spy500+Per mission; thief; chance of betrayal

The Free Company #

A mobile military alternative to the territorial stronghold. The Free Company Fighter controls a disciplined force that can operate anywhere — their domain is their reputation and their contract book.

Founding requirements: Fighter level 9+; prior senior officer experience (level 7+ in a military organization); minimum 20 soldiers (3rd level equivalent); 500 SP starting capital.

Free Company Ratings:

  • Strength (St): 1–5. Military capability — training, equipment, command, experience.
  • Reputation (Rep): 1–5. Standing in the mercenary market. High Rep attracts better contracts.
  • Discipline (Dis): 1–5. Internal cohesion. Starts at 2. Decays in garrison situations (−1 per season without active operations).

Income: Contract value = St × Rep × 100 SP per month. Half paid in advance, half on completion. Failed contracts through company fault: Rep −1.

Share distribution: Captain-General (10) → Senior Officers (6) → Sergeants (4) → Veterans (3) → Common soldiers (2) → Support staff (1). No guild cut — the company IS the organization.

Scutage #

The payment of silver in lieu of military service. Standard rate: 20 SP per knight’s service per month of campaign. Three knights for a three-month campaign = 180 SP.

Governance cost: Governance −1 per scutage payment, recovering at 1 point per year of loyal service without scutage. Dominion Points cannot be earned during periods covered by scutage. Three consecutive scutage payments: the liege demands formal renewal of service obligation.

Commutation (reverse scutage): Offering soldiers voluntarily to a neighboring lord in exchange for silver or political favor. 15 SP per soldier per month; +1 Dominion Point per season of commutation provided.

Military Order #

A religious-military institution combining the Fighting Guild’s martial authority, the Church’s divine patronage, and institutional property management. Requires Fighter 12+ (or Cleric 10+ for pastoral orders) with an existing domain and Immortal patron relationship.

Three founding vows:

Vow CategoryOptionsBenefitRestriction
MartialPerpetual War (vs. designated enemy)+1 HR against designated typeMust pursue engagement with this enemy
MartialDefense of the WeakMay never be refused audience by domain lords presenting protection pleasMust accept these quests
MartialCrusadeDP earned in designated territory doubledMust pursue territorial expansion in this direction
PersonalPovertyOrder property immune to EscheatMembers own nothing personally
PersonalCelibacy equivalentImmune to romantic/social Charm effectsObvious behavioral restriction
PersonalObedienceMorale checks at +2Chaotic characters cannot join
InstitutionalHospitality1d4 Prayer Points per month generated automaticallyMust maintain hospital or pilgrimage hospice
InstitutionalTithingChurch provides full healing/shelter worldwide30% of income to patron church
InstitutionalNon-AggressionTravel through hostile territory under recognized Lawful truceMay not initiate hostilities against Lawful entities

Vow Violations: Tracked individually. Three unconfessed violations result in loss of all vow benefits until formal penance (a significant adventure quest).

Military Order Tiers:

TierTitleMembersDomain Effect
IChapter House6–12 knightsGovernance +1
IICommandery13–30 knightsGovernance +2
IIIPriory31–60 knightsGovernance +3; Economics +1
IVGrand Master61+ knightsGovernance +4; Economics +2; Education +1

Military Order income: Donations/bequests (Tier × d6 × 50 SP monthly) + Hospitaller fees if applicable + Military contracts (number of knights × 10 SP per month when under contract; Order keeps 50%, knights receive 50% as shares).

The Poverty Vow Immunity: Military Order domains held under the Poverty vow cannot be seized through Escheat. The Order is the institutional holder of all property — no individual member owns anything for a liege to claim at death. This is the mechanic that made historical Military Orders so politically powerful and eventually so politically dangerous.


PART VIII — ADVANCED DOMAIN STRUCTURES #

The following structures expand domain play beyond the core income and military mechanics. Each is a standalone system that can be added to any domain. All have a simplified single-roll option for groups that want the flavor without the full detail.

The Land Domain Layer #

The Great Fair #

A periodic commercial event — 3 to 21 days — that temporarily transforms the economic landscape of a domain. During a Fair, normal guild monopolies are suspended by charter tradition. Independent traders may sell goods normally restricted to guild members. Out-of-region merchants pay no guild endorsement fee.

Requirements: Domain Size 3+; Fairgrounds upgrade or open land equivalent; at least one month’s advance notice.

Income: Entry fees (1 SP per stall per day × merchant count roll) + floor percentage (3d6 × Demesne Size × Fair Type Modifier × 10 SP total for the Fair). Fairgrounds upgrade: +50%.

Fair TypeDurationMultiplier
Local Market3–7 days×1
Regional Trade7–14 days×2
Great Annual14–21 days×4
Charter Fair21 days×8

Route Protection impact: During a Fair, Stops in Fair territory lose Vulnerability protection. Stops that maintain their existing supplier through the Fair gain R+1 (loyalty demonstrated under pressure).

Simplified option: Roll 3d6 × Demesne Size × Fair Type Modifier × 10 SP. One event roll. Done.

The Manor #

The agricultural micro-level of the domain. Three ratings:

Yield (Y) 1–5: Agricultural productivity. Modified by terrain (river: +1, flat fertile: +1; rocky: −1, swamp: −1), improvements (Mill: +1, Aqueduct: +1), and management (skilled Steward: +1).

Tenure (T) 1–5: Stability of peasant obligation. Modified by Governance, tradition (5+ years stable: +1), and events.

Monopoly (M) 1–5: Lord’s monopoly facilities (mill, bakehouse, brewhouse, oven — each 50–200 SP, each +1 M).

Monthly Income: (Y + T + M) × 10 SP × Terrain Modifier.

Route Protection link: Each point of Y above 2 allows the domain to establish one additional permanent food/commodity Stop with SV = Y × 10 SP/month.

The Forest Reserve #

A domain asset generating timber, charcoal, and game income. Three ratings: Yield (FY 1–5), Wardenship (W 1–5), Tension (Ten 1–5).

Monthly income: FY × W × 15 SP. Minus Warden salary (20 SP/month) and patrol costs (10 SP/month per W above 1).

The Tension Mechanic: Each month, roll 1d20 vs Governance × 3, modified by Tension (Ten 3: −2; Ten 4: −4; Ten 5: −6). Failure: poaching incident.

Tension increases: prosecuting poachers (+1), expanding into common land (+1), harsh winter (+2 temporary). Tension decreases: granting access rights (−1), annual game distribution (−1), allowing pannage (−1).

The Fishery #

Fishing rights over a defined body of water. Types: River (FY × 20 SP/month), Coastal (FY × 30 SP/month), Lake (FY × 15 SP/month), Deep-Sea Bank (FY × 50 SP/month).

Seasonal modifiers: Spring/early summer: ×1.5; Late summer: ×1.0; Autumn (spawning): ×1.2; Winter: ×0.5 (coastal/river), ×0.3 (deep-sea).

Maritime population: Fisheries populations are tracked as urban maritime population separately from farming population — a distinct economic category contributing to the domain’s non-farming population totals.

The Putting-Out System #

Extends merchant commercial reach into the rural economy without physical infrastructure. Provide raw materials to cottage workers; collect finished goods; sell in urban markets.

Coverage: Each “node” = one domain hex = 10–20 cottage worker households. Maximum active nodes: (BP × 2 + 1).

Income per node: d6 × 10 SP/month. +d6 if no active Guild in territory; −d6 if Guild actively contests.

Guild Conflict stages: Stage 1 — Informal pressure (income −10%); Stage 2 — Legal challenge (Governance check); Stage 3 — Active obstruction (Commissary denial mechanics); Stage 4 — Resolution through legitimization or destruction.

The Military and Chivalric Layer #

The Military Order is documented in Part VII. The Free Company is documented in Part VII. Scutage is documented in Part VII.

The Religious and Social Layer #

The Confraternity #

A lay religious association open to any character class. The pre-Temple option for Clerics. Any character who has demonstrated sincere faith (1 Prayer Point accumulated, or DM’s judgment) may found one.

The Brotherhood Obligation: Any member may invoke aid from any other member regardless of social class difference. Roll 1d20 ≤ CHA. Success: other member provides reasonable assistance (shelter, testimony, information). This cross-class mutual aid is the Confraternity’s defining mechanical feature.

TierMembersAnnual IncomeDomain Effect
I (Chapel)5–15d6 × 20 SPCulture +1 local
II (Parish)16–40d6 × 50 SPCulture +1; Reaction +1 with all members’ classes
III (Town)41–100d6 × 150 SPCulture +2; hospital equivalent
IV (Regional)101+d6 × 400 SPCulture +2; Education +1; Governance +1

Patron’s Regard: 1 Prayer Point per Tier per year from collective devotion.

Charitable Immunity: Confraternity property is generally exempt from secular seizure — attacking charitable institutions is politically costly. +4 to any Governance challenge involving Confraternity assets.

The Pilgrimage Route #

A Trade Route variant generating Culture income rather than Economics income.

Requirements: Sacred destination; waystation infrastructure (1 inn/hospice per 2 hexes); route safety; sponsoring religious authority (Church/Temple Tier II+ or Military Order with Hospitality vow).

Income: (Route Length × 20 SP/month) × Sanctity Modifier × Season Modifier + 10 SP/month per waystation.

Destination QualitySanctity Modifier
Minor shrine×1
Significant relic×2
Major relic with documented miracles×4
Legendary relic×8
Living relic (manifests divine power)×Special
SeasonModifier
High (spring through early autumn)×1.5
Low (late autumn, winter)×0.5
Holy year or jubilee×3

Cleric benefits: 1 Prayer Point per year per sponsored route; Culture +1 in all domains along route; access to pilgrim information network.

The Relic Economy #

A domain upgrade that costs an adventure rather than SP. Relics cannot be purchased — they must be discovered, received as Divine Boons, captured, gifted, or authenticated from existing sacred objects.

Sanctity Rating (SR) 1–6:

SRTypeDomain EffectPilgrimage Modifier
1Minor Sacred ObjectCulture +1 local×1
2Attributed RelicCulture +1; Education +1×1.5
3Authenticated RelicCulture +2; Education +1×2
4Major Relic with Documented MiracleCulture +2; Education +1; Governance +1×4
5Legendary RelicCulture +3; Education +2; Governance +1×8
6Living RelicCulture +3; Education +2; Governance +2; PP monthly×Special

Forgeries: Pass authentication at SR 1–2 income levels. Exposure immediately removes all Culture trait gains and deals permanent Governance −1.

Relic authentication requires a Church/Temple Organization at Tier II+ and a Prayer Point spent to request Immortal confirmation.

The Information and Finance Layer #

The Herald’s College #

Heralds controlled identity in the medieval world. They authenticated noble lineage, carried diplomatic messages under inviolable immunity, managed tournament registration, and witnessed legal transactions.

What the Herald’s College does: Lineage authentication (essential for Escheat and Wardship proceedings). Diplomatic immunity for registered heralds (any domain lord who harms a herald: Governance −2 and regional reputation damage). Tournament registration. Commercial transaction witnessing (contracts registered here are legally binding across jurisdictions).

Becoming a herald: INT 13+; at least one language beyond native; Etiquette or Cultural Knowledge skill; 6 months apprenticeship. A credentialed herald earns 20–50 SP per assignment plus immunity benefit.

Founding a Herald’s College: The character who establishes one in a region that lacks it gains enormous political influence — they control who is authenticated and who is not. Governance +3 in founding domain; registration fees generate ongoing income.

The Commenda Partnership #

Medieval venture capital. The commendator (investor) provides 100% of capital. The tractator (active partner) provides labor and risk. Standard split: 75% to investor (stake + profit share), 25% to active partner.

Venture resolution (3d6 roll, modified by BP, Appraisal skill, Regional Skill, Route Vulnerability):

RollResult
3–7Venture failed; investor loses stake; active partner may owe compensation
8–11Modest return; investor recovers 50–80% of stake
12–15Normal return; investor recovers stake plus 20–40% profit
16–18Excellent return; investor recovers stake plus 50–100% profit
19+Exceptional return; investor recovers stake plus 100–200% profit

Modifiers: +1 per BP of active partner; +1 if Appraisal skill; +1 if relevant Regional Skill; −1 per Vulnerability point on relevant route.

In play: The Commenda fills the gap between “a wealthy NPC funds the adventure” and “I want to invest in someone else’s expedition.” Both parties have genuine stakes. The active partner’s commercial skills have a direct payoff even when they are not personally running the expedition.

The Secret Society #

An ideological underground organization distinct from the Thieves’ Guild (profit-motivated) and the Confraternity (open, charitable). The Secret Society has an ideology — a belief system or political agenda pursued through concealment.

Examples: The Secret Crafts of Glantri (magical schools outside normal arcane structure); Traladaran resistance cells; heterodox religious movements; reform factions within large guilds.

Key mechanical distinction: Secret Societies generate no income directly. They generate Prestige Points of the relevant type, intelligence access, and safe houses for members.

Ratings: Secrecy (S 1–5) and Influence (I 1–5).

Monthly infiltration risk: 1d20 vs S × 3. On failure: one piece of evidence discovered by authorities. Three pieces of evidence = Society is known to exist and subject to active investigation.

The Courier Network #

Domain upgrade (Governance trait). Cost: 300 SP to establish, 50 SP/month to maintain.

Effect: Domain learns of events 1d6 weeks before they become public knowledge. Response Pool (from Domain Integration) gains +1 die. Message transit time reduced 50%.

TierCoverageCostEffect
IHome domain only300 SP+1 week early warning; +1 Response die
IIHome + adjacent domains600 SP+2 weeks early warning; +2 Response dice
IIIRegional (5–10 domains)1,200 SP+3 weeks early warning; commercial intelligence
IVContinental2,500 SP+1 month early warning; political intelligence

Combined power: A character who controls both a Herald’s College and a Courier Network controls the information infrastructure of political succession in their region. They know about deaths before rivals do and can authenticate claims before others can contest them.

Wardship and Escheat #

Escheat: When a vassal dies without a designated heir, the domain reverts to the liege. The liege takes direct control within 1d6 months. All Organizations and upgrades continue normally for 3 months (administrative inertia). After 3 months, monthly income begins declining (−10% per month) if no new lord is appointed.

Any character who can demonstrate a legal claim through the Herald’s College may petition the liege. The liege’s decision is influenced by: the petitioner’s Dominion Points, relationship to previous lord, military capacity, and political interests.

Wardship: When a domain lord dies leaving a minor heir (under 16), the liege nominates a guardian. The guardian controls domain income during wardship. Legally allowed to retain 30% as management fees. Corrupt guardians take more. When the heir reaches 16: 6 months to demonstrate competence to the liege.

Military Order Immunity: Domains held under the Poverty vow cannot revert through Escheat. The Order is the institutional holder — no individual member owns anything to revert. This is the most powerful property protection available in the system.


PART IX — THE ROUTE PROTECTION ECONOMY #

The Stop-Route-Commissary Model #

The Route Protection Economy models the commercial infrastructure that sits beneath trade — the web of supply relationships, protection arrangements, and institutional backing that determines whether a merchant can reliably deliver goods from source to market.

Three structural levels:

The Stop: A single commercial relationship — a merchant supplier who regularly provides a specific good from a specific location. Every Stop has three ratings:

  • Stop Value (SV): The monthly commercial value of the relationship in SP.
  • Vulnerability (V): How easily the Stop can be disrupted or poached. Rated +0 through +4.
  • Reliability (R): How consistently the Stop delivers. Rated 1–5.

The Route: A connected series of Stops from source to market. The Route generates income exceeding the sum of its Stops through the efficiency of reliable supply chains.

  • Route Value (RV): Sum of all Stop Values along the Route.
  • Protection Rating (PR): How effectively the Route is defended. Rated 1.0–2.8.
  • Sale Value (SaleV): RV × 12 × PR. Monthly income from the Route.

The Commissary: A network of Routes under unified institutional control. The Commissary creates economic power through accumulated route control — eventually reaching Denial Authority (the ability to cut competitors off from the commercial infrastructure) and Monopoly Threshold.

  • Supply Control (SC): The percentage of a market’s supply the Commissary controls.
  • Denial Authority (DA): Activates at SC 50%+. The Commissary can refuse to connect merchants with commercial services — effectively denying them access to the market without physically barring them.
  • Monopoly Threshold: At SC 75%+, the Commissary sets commodity prices. The institution’s endorsement is worth a permanent Protection Rating bonus equivalent to Monopoly Recognition.

Protection Ratings #

PRRatingSource
1.0UnprotectedNo institutional backing
1.2Guild BackedMerchant Guild chapter in local city
1.4Locally ProtectedFighting Guild or military presence at key stops
1.6Regionally ProtectedConsistent patrol; multiple institutions providing coverage
1.8Institutionally DominantSea Company or Commissary controls the route
2.0Nationally RecognizedCharter-level protection from a political authority
2.4Monopoly RouteNo effective competition; SC 75%+
2.8Political AuthorityRoute generates political leverage equivalent to a domain lord

The Shadow Commissary #

A predatory commercial operation that uses intelligence gathered from supplying routes to eventually take control of those routes. The Shadow Commissary operates in three modes:

Predation Mode: Having established supply relationships with independent operators (Stops), the Shadow Commissary uses knowledge of those relationships to target them — third-shift shadow production under different labels, targeted poaching of specific customers, conversion of independent owners to captive employees.

Predation Index (PI 0.0–1.0): How aggressively the Shadow Commissary is currently operating. A PI of 0.5 means the operation is visibly disrupting competitors. A PI of 1.0 means open commercial warfare.

Deniability Roll (Monthly): 1d20 + Governance modifier vs. PI × 10 + (Criminal trait × 2). Failure means the Shadow Commissary’s predatory activities are traced back to its controlling institution — triggering political and commercial consequences.

Three Campaign Arcs:

  1. The Independents: Players are independent operators targeted by a Shadow Commissary. They must survive, build alternative infrastructure, and eventually expose or defeat the Commissary.
  2. The Investigators: Players are hired (by the DDC, by a Great House, by a domain lord) to investigate and dismantle a Shadow Commissary operation.
  3. The Moral Choice: Players build their own Commissary to Monopoly Threshold and face the decision of whether to activate Predation Mode — or operate as a legitimate commercial power.

The Maritime Commissary #

At SC 75%+ of port merchant relationships, a Sea Company achieves Monopoly Threshold at port scale. The Sea Company sets commodity prices in the port. Their endorsement functions as a commercial guarantee. This is the maritime domain endgame for a Guildsman Merchant who has built a maritime career — they don’t need to own the port to control it.


PART X — QUICK REFERENCE #

Income Summary by Domain Size #

Demesne SizePopulationBaseline (1 SP/family)With Active TradeWith Full Development
0 (Outpost)10–50 families10–50 SP50–250 SP100–500 SP
1 (Hamlet)51–150 families51–150 SP200–600 SP400–1,200 SP
2 (Village)151–400 families151–400 SP600–1,600 SP1,200–3,200 SP
3 (Small Town)401–900 families401–900 SP1,600–3,600 SP3,200–7,200 SP
4 (Town)901–1,800 families901–1,800 SP3,600–7,200 SP7,200–14,400 SP
5 (Large Town)1,801–4,000 families1,801–4,000 SP7,200–16,000 SP14,400–32,000 SP
6 (Small City)4,001–8,000 families4,001–8,000 SP16,000–32,000 SP32,000–64,000 SP
7 (City)8,001–15,000 families8,001–15,000 SP32,000–60,000 SP64,000–120,000 SP

“With Active Trade” includes functioning toll income, established trade routes, and at minimum one operational mine. “With Full Development” includes active Organizations, major port (if applicable), and established Commissary or Sea Company presence.

Class Domain Advancement Summary #

ClassName LevelDomain TypeKey FollowersPrestige Type
Fighter9thStronghold/Barony50 men-at-arms (1–3rd level; paid)Dominion Points
Cleric9thTemple/Religious stronghold1d6×50 loyal troops (free); 1d6 ClericsPrayer Points
Magic-User9thTower6 MU apprentices (1–3rd level); 12 aspiring studentsArcane Points
Guildsman (Thief)9thHideout/Guild chapter2d6 1st-level apprentices (Guild-sent)Shadow Points
Guildsman (Merchant)9thCounting house/Merchant establishmentFactor network; commercial contactsBroker Points
Druid9thGroveNone; territory authority through presenceCovenant Points
Mystic9thCloister1d2×10 1st-level Mystics; 1d6×30 normalsAttainment Points
Dwarf9th*Clan strongholdClan assistance; 1d6×30 Clan NPCsLineage Points
Elf9th*Elven strongholdClan assistance; Elven warriorsLineage Points
Halfling8th*Halfling shireShire community; Halfling militiaLineage Points

In Skills-Based BECMI, all demi-human classes advance to level 36 — the same maximum level as all other classes. Name Level remains 9th (8th for Halflings) as the domain threshold, but demi-humans continue advancing beyond it.

Budget Allocation Quick Reference #

For every 10,000 SP of gross monthly domain income, allocate approximately:

ObligationAmountNotes
Liege Share (20%)2,000 SPUsually paid in troops or merchandise
Church Tithe (10%)1,000 SPPaid to most prominent clerical order
Military (34%)3,400 SPTroops, fleet, fortification maintenance
Construction (24.5%)2,450 SPActive projects plus routine maintenance
Petty Cash (9%)900 SPVisitors, feasts, unexpected costs
Treasury Savings (2.3%)230 SPLiquid reserve accumulation
Gross Total10,000 SP
Freely Spendable2,000–3,000 SPTypically 20–30% in any given month

Port Class Quick Reference #

ClassMax HPIncome ×Min. SPPrerequisite
F — AnchorageOffshore×10Natural harbor
E — Minor Port80 HP×31,600Local charter
D — Port120 HP×65,000Regional charter
C — Large Port140 HP×1215,000National charter or Guild
B — Major Port160 HP×2550,000Royal charter + 3 nations
A — Trade PowerAll×50150,000International treaty + 5 nations

Broker Point Sources #

SourcePointsNotes
Merchant levels 4–8+1Permanent, cumulative
Merchant levels 9–12+1Cumulative with above
Every 4 additional Merchant levels+1Cumulative
Character levels 10–20+1Any class
Character levels 21++1Any class
5+ years trading experience+1Time-based
16+ years trading experience+1Cumulative
Appraisal and Bargaining both raised +1+1Skills investment
Minrothad Guild Agent / Merchant-Prince+2At first qualifying milestone instead of +1
Maximum5Permanent cap

Key Table Index #

TableLocation
Domain Trait descriptionsPart I
Demesne Size and incomePart I
Titles of NobilityPart I
Confidence Level effectsPart I
Class domain entry conditionsPart II
Ruler Reactions TablePart II
Noble Visitor CostsPart II
Stronghold construction costsPart II
Construction quality modifiersPart II
Advisors and specialistsPart II
Seven income streamsPart III
Terrain BPH modifiersPart III
Mine income by type and sizePart III
Resource Level modifiersPart III
Budget breakdown percentagesPart III
Natural and Unnatural EventsPart III
Organization tiersPart IV
Darokin Great HousesPart IV
Darokin wealth/political accessPart IV
Prestige Point typesPart IV
Broker Point acquisitionPart IV
Merchant level progression (MXP)Part V
Merchant Special Abilities (20 total)Part V
City classifications (Known World)Part V
Merchant/cargo availabilityPart V
Trade Goods TablePart V
Precious Merchandise TablePart V
Supply and Demand TablePart V
Base Price Adjustment TablePart V
Bargaining procedurePart V
Pack and Draft AnimalsPart V
Carts and WagonsPart V
Terrain movement modifiersPart V
Daily Weather TablePart V
Road Conditions TablePart V
Maritime skillsPart VI
Rank and Share TablePart VI
Port ClassificationPart VI
Port Infrastructure UpgradesPart VI
Port Defense layersPart VI
Sea Company tiersPart VI
Merchant-Prince progressionPart VI
Merchant-Prince spell listPart VI
Military budget percentagesPart VII
Mercenary costsPart VII
Specialist costsPart VII
Free Company ratingsPart VII
Military Order vowsPart VII
Military Order tiersPart VII
Great Fair incomePart VIII
Manor ratingsPart VIII
Pilgrimage Route incomePart VIII
Relic SR ratingsPart VIII
Confraternity tiersPart VIII
Courier Network tiersPart VIII
Commenda venture resolutionPart VIII
Protection RatingsPart IX
Predation Index and DeniabilityPart IX
Income Summary by Domain SizePart X
Class Domain AdvancementPart X
Budget Quick ReferencePart X
Port Class Quick ReferencePart X

Designer’s Notes #

On Forge vs. Anvil:

This chapter is organized as Forge content — the universal mechanical framework that applies to any campaign using the Skills-Based BECMI system. Every table, every formula, every mechanical rule is Forge content written in BECMI rules prose style: direct, mechanical, and complete.

The following categories are Anvil content, to be developed in campaign-specific supplements in the GAZ writing style:

  • Specific regional trade traditions (how Glantrian magic-merchants differ from Darokinian caravaneers)
  • Named NPC merchants, harbor masters, guild officials, and domain lords
  • City-specific caravan encounter tables and mishap tables beyond the weather and road conditions given here
  • Regional criminal organization structures (the specific Thieves’ Guild networks by nation)
  • Known World port histories and their current political positions (Specularum’s harbor politics, Minrothad City’s guild hierarchy)
  • Specific Immortal prohibition rules on certain Secret Society activities
  • Demi-human clan equivalents to standard organization structures

On the Silver Standard:

Every monetary value in this chapter is in Silver Pieces. Every figure sourced from the Rules Cyclopedia, the Gazetteers, or the Bruce Heard economics system has been relabeled in SP without changing the numerical ratios. The GP → SP conversion is 1:1. The internal economy of the system remains consistent.

On the Two Merchant Tracks:

The Darokin Merchant Class (GAZ11 faithful) and the Guildsman Merchant path produce equivalent commercial capability through different character advancement structures. Both are valid. The choice is a campaign design decision: is the Merchant a secondary-class overlay on another primary class (GAZ11 approach), or is commercial expertise the Guildsman’s primary identity (Skills-Based BECMI approach)?

Both use identical trade mechanics, identical Broker Point criteria, and identical caravan rules. The difference is in how MXP interacts with character advancement, and in spell access (GAZ11: fixed Merchant Special Abilities tied to MXP level; Guildsman: Bard progression with Special Abilities as Class Skills).

On the Budget Breakdown:

The 20% liege + 10% tithe + 34% military + 24.5% construction + 9% petty cash + 2.3% treasury = approximately 100% of gross income. This is not a mistake. A functioning domain in this system is always cash-constrained regardless of gross income. The richest domain lord in the campaign has discretionary access to 20–30% of their monthly income in any given month. The rest is committed before the month begins.

This is historically accurate. It is also the design choice that makes domain play interesting rather than merely a gold-generation exercise.

End of Chapter 12.


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Updated on May 2, 2026