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Rule of The Few
Rule of The Few
The classic philosophers divided governments into four basic types: those ruled by one (monarchies), those ruled by a few
(oligarchies), those ruled by all (democracies), and those ruled by a mix of the prior three types (polities). Monarchies are already
well-addressed by the Core Rules, while polities can be handled using the rules for senatorial realms. Here we offer rules to model
oligarchies, also known as oligarchic realms. These realms are governed by a select group who collectively set policy, known as
oligarchs.
The oligarchy is considered the ruler of the realm. For these purposes, the oligarchy has its own Charisma, alignment, and
level.
The Charisma of the oligarchy is determined by finding the average Charisma of the oligarchs. For purposes of this
calculation, add +1 to an oligarch’s Charisma modifier if he has Leadership proficiency. Do not add Leadership proficiency to
Base Morale separately.
The class level of the oligarchy is determined by finding the average class level of the oligarchs of the realm. This average
level is then cross-referenced with the oligarchy’s domain income per oligarch to find the oligarchy’s Personal Authority.
The alignment of the oligarchy is determined as follows. If at least two-thirds are Lawful, the oligarchy is Lawful. If at least
one-half are Lawful, and none are Chaotic, the oligarchy is Lawful. If at least one-half are Chaotic, the oligarchy is Chaotic. In
all other circumstances, the oligarchy is Neutral.
The oligarchy does not have henchmen, but it can still have vassal domains. The vassals of the oligarchy can be ruled by the
henchmen of any of the oligarchs. The vassal domains pays tribute to the oligarchic realm, but the henchmen’s loyalty
remains to the oligarch, not to the oligarchy as a whole. If a demand for a duty (e.g. build additional stronghold, call to
arms, tax demanded, or loan demanded) is made on a vassal by the oligarchy that is against the wishes of the oligarch who
commands the vassal’s loyalty, the vassal is considered a non-henchman vassal for purposes of the Henchman loyalty check
to that demand. For henchmen vassals, tribute inefficiency is determined by the number for each oligarch and applied
towards the tribute paid by that oligarch’s henchmen. For non-henchmen vassals, tribute inefficiency is determined by the
total number of non-henchmen vassals for the oligarchy as a whole.
Domain revenue is collected by the oligarchy. Domain expenses are paid by the oligarchy. Domain income is then split
between all of the oligarchs equally, who earn campaign XP equal to their share of domain income less their GP Threshold.
(Individual oligarchies may allocate the actual GP differently if desired, but XP is always calculated as above.)
All decisions regarding the realm are made by the oligarchy. By default, majority rules but particular oligarchies may
establish other rules. In the event that an oligarchy cannot come to a consensus on a particular decision, then whatever
policy applied the prior year, season, or month (as appropriate) is applied.
The oligarchy may benefit from the Administering the Domain campaign activity only if every oligarch who is eligible to
administer the oligarchy actually administers the domain. Most oligarchies, as a result, are not that well-run. Of course, an
oligarchy administered by a single ruler is actually a senatorial realm!
When an existing realm becomes an oligarchy, the realm’s base morale score is updated to reflect the characteristics of the
oligarchy.
MULTIRACIAL OLIGARCHIES
From time to time, an oligarchy may be formed in which the rulers are drawn from two or more races, such as dwarves, elves,
gnomes, halflings, or humans. The following rules apply.
OLIGARCHS
Each race will expect to have some oligarchs of its own kind. The number of oligarchs of each race must be in proportion to the
percentage of the realm’s peasant families of each race. If the ratio of becomes out of proportion by more than 10%, the domain
suffers a -1 on domain morale rolls for each race which is underrepresented in the oligarchy.
STRONGHOLDS
The domain may have one stronghold or several strongholds to secure its territory. Each stronghold must be assigned to a particular
oligarch and must follow the rules for that oligarch’s race and class. If the domain has multiple strongholds, then the territory
secured by each stronghold must be settled by peasants of the same race as that stronghold’s oligarch.
TERRITORY
Each race must have its own separate territory for its own peasant families. Dwarves, elves, and gnomes will only settle in human
wilderness hexes or civilized or borderlands hexes of their own race. Any race will settle in a hex of clear or river terrain. Dwarves will
also settle in badlands, hills, or mountain terrain, or any hex that can be mined. Elves will also settle in jungle, scrub, swamp, or
woods terrain. Halflings and humans will settle in any hex.
The peasant families in each hex of territory must be protected by a garrison made up of troops of their own race. The ratio of
garrison expenditure must be in proportion to the percentage of the realm’s peasant families of each race. If the ratio of becomes
out of proportion by more than 10%, the domain suffers a -1 on domain morale rolls for each race which is underrepresented in the
oligarchy.
If bandits emerge, the Judge will determine whether they are arising from peasants of a specific race (with its own grievances) or are
a coalition of free peoples irked at their oligarchs in general.
Agricultural investments attract new peasant families based on the hex they are made in. The maximum amount that may be spent
is not increased, however, so investments have to be balanced over time if necessary. Agricultural and urban investment attracts
only 1d6! dwarven or elven families per 1,000gp spent.
URBAN SETTLEMENTS
The domain may have one urban settlement made up of a multiracial mix of urban families. Urban investment and urban population
growth attract new urban families in proportion to the mix of peasant families of the prior month. The urban population grows in
size as if it were human (e.g. at the fastest rate). Because of the division of labor generated by the mosaic of cultures, each urban
family generates an additional 0.5gp per month in trade revenue.
Dwarven peasant families settled in a hex with a mine or quarry may still be assigned to serve as work gangs on that mine or quarry.
Dwarven peasant families from outside the hex or dwarven urban families from the domain’s settlement may not be assigned to
serve as work gangs, because they acquire uppity attitudes and poor work ethic from their neighbors.
There is no morale penalty for having dwarves work on ore deposits provided that no other work gangs are used. The dwarven work
gangs gain the Lore of Ore and Industrial Improvements benefits. They may Delve Deeper if desired. Dwarves will not work on mines
or quarries in a domain of work gangs of other races are also employed, considering it their purview to do so exclusively.
E LVEN FASTNESSES
An elven oligarch with stronghold in a place of natural beauty gains his friendship of animals power in the area around his stronghold
provided it is populated exclusively by elven families.
The new domain(s) must have their base morale score(s) updated to reflect the characteristics of the new ruler or rulers.