Dominios
Feudos controlados por PJs en la campaña activa. Cada dominio genera ingresos y gasta dinero cada mes, y tiene una moral que afecta la lealtad de los peasants. Rulebook §35034.
Stone Barony (TBD nombre real)
Regidor: ruler-lvl6 · 1 hexes
Peasants
28
Revenue / mes
336 gp
Expenses / mes
329 gp
Net
+7 gp
# Stone Barony Segundo dominio del sheet "PC Domains" de Mauro. Sin nombre confirmado todavía — pendiente de que Mauro lo precise. Outlands, **1 hex completo**, fortificación en piedra (mucho más costosa que Swamp Fort). ## Stronghold | Componente | × | Coste | SHP | AC | |---|---|---|---|---| | Building, stone (30' × 30' × 20') | 1 | 3.000gp | 200 | 5 | | Chapterhouse, stone (85' × 45' × 10') | 1 | 3.750gp | 215 | 5 | | Tower, stone, small square (20' × 20' × 30') | 1 | 3.500gp | 1.000 | 6 | | Wall, stone (100' × 20' × 5") | 4 | 7.000gp | 800 | 6 | | Battlement, stone (100', crenellated) | 4 | 700gp | 100 | 6 | | Corridor, vault (10' × 10' × 10') | 70 | 12.250gp | 80 | 6 | | Chamber, vault (30' × 20' × 20') | 1 | 30.000gp | 4.800 | 6 | | **Total stronghold value** | | **60.200gp** | | | Mínimo para baronía: 32.000gp → sobrado. ## Hex de campaña - Hex: **238.070** - Land value: 6 (genera 6gp/familia) - Familias actuales: 28 (de 185 máximo) ## Ruler - Nivel 6 (effective 6) - CHA mod + Leadership: +1 - Alineamiento: Neutral - Adventuring: Sí - Administering: Sí (0.5 días para administrar) - Personal Authority: +4 ## Moral - Base Morale Score: 5 - Total mod: +1 - **Current Morale: +1** ## Estado del dominio > *"You are respected and popular with your subjects. Spies and thieves > operating against the domain suffer a -1 penalty to their proficiency throws. > The population grows by an extra 1d10 families per thousand each month."* ## Finanzas (mensual) ### Ingresos: 336gp - Land: 168gp - Service (4gp × 28): 112gp - Tax (2gp × 28): 56gp - Trade: 0gp - Tribute in: 0gp ### Gastos: 329gp + 950gp otros = 1.279gp - Liturgies (1gp × 28): 28gp - Maintenance (1gp × 28): 28gp - Tithes (1gp × 28): 28gp - Garrison: 112gp - **Tribute out**: 133gp (suggested + tribute out flat rate) - Specialists: 816gp - Skilled Laborer × 27 (162gp) - Unskilled Laborer × 93 (279gp) - Artisan uncommon × 2 (150gp) - Artisan rare × 2 (150gp) - Artisan common × 1 (75gp) - Extra Troops: 134gp - Henchmen: 0gp - Personal: 0gp ### Resultado - Dom Income raw: 7gp - **Monthly profit con specialists: −943gp** (déficit pequeño, sostenible) ## Población · suggested tribute - Suggested tribute out: 133gp (= ingreso bruto que iría a su lord) - Personal Authority del ruler: +4 ## Notas - Stronghold con valor 60.200gp es masivo para una baronía → probablemente este personaje tiene aspiraciones de ascender a Viscount/Count o ya lo es. - Capacidad económica grande pero población actual baja (28/185) → mucho margen para crecer. - No tiene mercenarios extra como Swamp Fort.
Swamp Fort
Regidor: ruler-lvl4 · 0.125 hexes
Peasants
23
Revenue / mes
322 gp
Expenses / mes
2235 gp
Net
-1913 gp
# Swamp Fort (Barony) Baronía de Outlands en terreno de pantano. Hex de campaña: **239.068**. Estructura de madera (palisada + edificios + moat + drawbridge). Población al máximo para su tamaño (23/23 familias en 0.125 hex). Domain alignment: Neutral. Raza predominante: humana. ## Stronghold | Componente | × | Coste | SHP | AC | |---|---|---|---|---| | Palisade, wood (100' × 10' × 1") | 4 | 500gp | 36 | 2 | | Building, wood (30' × 30' × 20') | 1 | 1.400gp | 30 | 2 | | Building (small) | 1 | 100gp | — | — | | Moat, unfilled (100' × 20' × 10') | 4 | 1.600gp | 1.000 | 3 | | Drawbridge, wood (10' × 20' × 1') | 1 | 300gp | 6 | 3 | | **Total** | | **3.900gp** | | | Mínimo de stronghold value para una baronía: 3.750gp → cumple por poco margen. ## Ruler - Nivel 4 (effective 4) - CHA mod + Leadership prof.: +1 - Alineamiento: Neutral - Aventurando este mes: **Sí** (puede afectar pop growth +10) - Administrando este mes: **Sí** ## Moral - Base Morale Score: 2 - Eventos del mes: +1 - Total mod: +1 - **Current Morale: +2** (Friendly) ## Estado del dominio (THE STATE OF YOUR DOMAIN) > *"The domain's populace has been inspired to strong loyalist sentiment by you. > Spies and thieves operating against the domain suffer a -2 penalty to their > proficiency throws. The population grows by an extra 2d10 families per > thousand each month. All rolls on the Vagaries tables are at +5."* ## Finanzas (mensual, último mes = Octubre) ### Ingresos: 322gp - Land (8 land value × 23 fam): 184gp - Service (4gp × 23): 92gp - Tax (2gp × 23): 46gp - Mushroom Farming: 0gp - Mining: 0gp - Trade: 0gp - Tribute in: 0gp ### Gastos: 2.235gp - Liturgies (1gp × 23): 23gp - Maintenance: 23gp - Tithes: 23gp - Garrison: 92gp (sin contar mercenarios extra) - Tribute out: 0gp - **Specialists**: 1.733gp - Unskilled Laborer × 509: 1.527gp - Skilled Laborer × 26: 156gp - Siege Engineer × 1: 50gp - **Extra Troops** (Galdrtré mercenarios): 502gp - Personal: 0gp ### Resultado **Monthly profit: −2.074gp** (déficit). Balance de Octubre: −2.191gp · *PAID*. ## Notas homebrew - **Galdrtré** (6): tropa especial con BR 1.880, wage 800gp. Marcados como Militia/Lended (TRUE) → 4.800gp/mes. - Mycocultural investment: 0gp (sin invertir). - Max Mushroom Farms: 0. - Mutation Score: 0 · Strain Value: 4 (default). - Piltgarin Families: 0. - Max Urban + Mining Families: 23 (toda la capacidad). - Eldermoot: FALSE. ## Capacidad militar - Max Conscript: 2.3 - Max Militia: 4.6 (todos ya levantados como Galdrtré + tropas) - BR total garrison: 12.174 (1.04 Bowmen + 0.41 LI + 0.224 HI + 11.28 Galdrtré)
Reglas
Domains and Realms · Rulebook L35034
As its name suggests, the __*Adventurer Conqueror King System*__* *expects characters to advance from wandering adventurers to great conquerors and kings. These rules explain how an adventurer can become a __ruler__. ### Acquiring the Domain An adventurer begins the process of becoming a ruler by first acquiring an area of land, known as a __domain__. Domains can vary considerably in size. A very small domain is a 2-square mile area of land (one 1.5-mile hex on a local map). A typical domain is a 32-square mile area of land (one 6-mile hex on a regional map, or sixteen contiguous 1.5-mile hexes on a local map). A very large domain, fit for a king, is 500 square miles (one 24-mile hex on a continental map, or sixteen contiguous 6-mile hexes on a regional map). The area of land making up a domain is called its __territory__. A domain’s territory is often contiguous, but it may be noncontiguous if desired. While there are no restrictions on a domain’s size or shape, large and noncontiguous domains are harder to control, as explained below. Adventurers can acquire a domain in several ways. An adventurer might be __granted__ a domain by an existing ruler (usually in exchange for completing a quest and requiring a pledge of fealty to become the ruler’s vassals). While bending the knee has its disadvantages, it can allow an adventurer to get a large domain quickly. If an adventurer wishes to buy civilized land on which to establish a domain, he will find it very expensive; an acre of good land in a civilized territory typically costs 50gp. EXAMPLE: Marcus has brought a treacherous tribune to justice, and as a reward, the legate Ulrand Valerian grants Marcus the deceased tribune’s domain in exchange for Marcus agreeing to become his vassal. Marcus is now a ruler. Some adventurers __conquer__ their domains by defeating the prior ruler. Conquest is detailed in subsequent chapters (p. XX). Depending on the course of events, a conquered domain might be nothing more than the rubble of a sacked stronghold in a desolate countryside or it might be a rich domain with an intact stronghold and flourishing population. EXAMPLE: Anárion has defeated the chief of Brythumbria in a pitched battle. With the chief dead and his troops captured or routed, Anárion claims the chief’s stronghold as his own and declares himself chief of Brythumbria. Anárion is now a ruler. <a id="_Hlk145808947"></a>Finally, some adventurers __establish__ their own domains in unsettled territory. This requires entering the area with other adventurers or mercenaries and driving off, killing, or pacifying any monsters that dwell there. The larger the domain, the more challenging to clear it and control it. A domain cannot be secured until all monster lairs have been dealt with. EXAMPLE: Rigan is an explorer who wishes to rule a border fort far from the stinking cesspools called cities. He leads a band of adventurers and mercenaries into the wilderness and together they clear a 6-mile unsettled hex of monsters. Rigan claims the hex as his domain. Rigan is now a ruler. He’s not ruling over anything but empty land, but he’s a ruler. <a id="_Hlk132565329"></a><a id="_Hlk132917197"></a>When a domain is granted, conquered, are established, it gets classified as either a __civilized__,__ borderlands__,__ __or __outlands __domain. Existing domains acquired by grant or conquest are classified by the Judge based on the geography, history, and politics of the region. Newly established domains are classified based on their proximity to urban settlements. …