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KING’S MODULE

ASTEANIC WORLD
(Map on page flip) Asteanic Society
SAKE’s homeworld, the Asteanic World, derives its name The Asteanic society rests on a rigid caste and guild
from the Asteanic nation that colonised the shores of the system, upheld by the aristocracy for survival. Strict
vast ocean, simply known as the Ocean. They established societal boundaries govern individual’s actions and

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a colossal colonial empire fueled by trade and slavery. movements, with only aristocrats, patricians, and
This immense empire eventually collapsed after a century priests of the Temple of the Divine Ocean enjoying some
of wars and internal conflicts. Even a hundred years later, freedom. Common people are closely monitored by
the world bears the scars of this collapse, with Asteanic samurai.
territories fragmented, some entirely abandoned. Their

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homeland, Thefna archipelago, now divided into two The old aristocracy aims to maintain societal stasis for
rival states, each claiming to be the true successor of the their benefit, but changes have emerged, including the
fallen empire. rise of new industries challenging their authority. While
there appears to be a movement towards improvement,
Although the main power dynamics have settled by the a darker side reveals the exploitation of peasant tenants
time the players enter the scene, the echoes of the great turned into serfs to replace slaves.
war persist, dividing the world into various successor
states. This fragmentation allows players to navigate a Lower castes are under the authority of a bureaucratic
complex landscape and strive to find a path to fight their caste of samurai, handling judgement, taxation, and
way to the top. record-keeping. The advent of printing technology has

e expanded bureaucracy, becoming a tool for enforcing


the caste system. Illiteracy persists among lower castes,
as new merchants challenge the aristocracy’s control
over overseas trade, accumulating wealth without
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contributing to the state apparatus.
Players can assume versatile roles, whether as
newcomers aiming to ascend the caste hierarchy to carve
out a state of their own, seafarers involved in trade or
piracy, or revolutionaries dedicated to combating social
injustice. The world explores profound themes such as
labour exploitation and the societal shift from pseudo-
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manorialism to pseudo-capitalism. These themes


become especially prominent when utilizing the King
module to play as rulers, as rulers face difficult choices.
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Tauric wyvern knights

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Geography of the Asteanic World Zuhari
Ocean takes the centre stage, featuring coastal regions The Zuhari live north of the Asteanic World and are
of civilization, while uncharted inland territories house mostly connected to Asteans as trade partners. The
ancient civilizations, unknown cultures, Otherworldlings, Zuharic steppes and rocklands encompass a significant
and potential opportunities for adventurers to establish part of the north and have never been part of the historic
their own domains. Asteanic empire. Only in modern times has La Scarta’n
Asteanic Empire ventured north and conquered the most
The heart of Asteanic civilization lies in the Thefna southern part of those steppes, creating a vassal military
archipelago, its southern part almost entirely covered state – the Atanate of Amatrat in the most fertile area of
by human settlements. However, the northern forests the steppes.

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and mountains still conceal Otherworldlings and long-
forgotten secrets. Asteans value Zuharic horses for their speed, making
them one of the most sought-after luxury goods among
Venturing into the inland regions of other areas reveals young Asteanic nobles. Apart from that, Zuharic lands
territories untouched by Asteans. Such exploration are not well known to Asteani. It’s known that three

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may unveil ancient civilizations, absent from historical undying sorcerer-kings rule parts of the steppe from their
records, or lead to encounters with entities from the forbidden and strange stone cities. Apart from them and
Otherworld. As characters journey farther from human the Confederation of Twelve Desert Khaganates, there
civilization, the presence of otherworldly beings are no more real states as Asteans understand it.
increases, heightening the hazards of these expeditions.
These unknown lands may harbour the ruins of
Tauri
prehistoric cultures, tempting adventurers with hidden
secrets and magical treasures. Establishing a domain in a The Tauric people inhabit the shores of the Gilden Sea,
such place can become a central theme of the game. comprising two distinct groups: the mountain tauri
and the plains tauri. Mountain tauri, untouched by the
People of the Asteanic World
Asteans
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Numerous Asteanic states still surround the Ocean, with
Asteanic empire, reside in mountain forests practising
permaculture and hunting. In contrast, plains tauri were
under Asteanic rule for centuries until recently gaining
freedom with the use of a natural air force – wyvern
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knights. They have adopted the Asteanic alphabet for
the three largest being the empires contesting the claim their written language.
to be the true Asteanic Empire. They remain in an almost
Taurics are renowned for their martial prowess, excellent
permanent state of war with each other.
metalworking, bravery, and the melancholy captured in
Other significant successor states include the Republic of epic poems by their bards. Tauric people lacked the strict
Five Houses, which has a long history in the slave trade, social hierarchy present in Asteanic society. All Taurics
and its neighbour, the Kingdom of Three Rivers, often had the right to bear arms, own land, and move freely.
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bullied by the former, and rich Asteanic states in the However, this is changing in the wyvern kingdoms, as
Orenic archipelago. these crucial military animals, an assurance against a
The Asteanic motherland, Thefna archipelago, is one of more powerful Asteanic empire, require an ungodly
the most populous areas in the whole world, boasting amount of food.
about 30 million inhabitants. Asteans and Taurs share parts of their polytheistic
Grand cities like Oocnea and Nileen have around 300 000 religion, albeit with some differences in understanding
inhabitants, but the most populous city in the world is their pantheons. The Taurics hold a great fear of the
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the capital of a new, most aggressive Asteanic empire – world’s end, prophesied to come from the east in the
Scarta, with a million people living in it. form of a massive fog inhabited by terrifying creatures,
including Mist dragons. This ominous fog is foreseen
As characters traverse the Asteanic world, the Asteanic to consume Tauria and the entire world, signifying
language acts as a bridge among most people around humanity’s end.
the Ocean.
In the present day, mountain Tauric people are organized
into small mountain kingdoms, with numerous mountain
kings due to their size. Many Taurics still live under the La
Mepho-Delagrua’n Asteanic Empire, while those freed by
the Wyvernmother reside in one of the seven kingdoms
ruled by her sons.

Asteanic World 165


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Asteanic World 167


Tserkeššics Roadics
The Tserkeššic people inhabit an isolated grassland called The human settlements on the Roadic archipelago
Tserkeššia, bordered by ancient forests, impassable have a history dating back 2000 to 3000 years. Initially,
mountains, the stone desert called the Deadlands of inhabitants thrived in hidden cliff cities, but the
Snakerider, and the Mist. Despite having a coastline open investigation of these cities revealed a shift from an
to the ocean, the Tserkeššic region is almost completely advanced culture to a society of mountain shepherds
isolated from the rest of the world. and fishermen. Historical evidence suggests their
dependence on grain from the River Cities in present-
The area is fertile, with most Tserkeššic people being serfs
day Tserkeššia, and when these cities fell to invading
or free farmers. Mansi people live in the borderlands and
horse-riding Tserkeššic peoples, the Roadic population

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taiga behind the region, and Asteans, who have largely
faced famine, leading to a return to a simpler lifestyle
transitioned from slavery to serfdom, still acquire
focused on fishing and goat herding.
enslaved Mansis from Tserkeššic slave hunters. A notable
Asteanic slave trading city, Slavenill, remains on the Around 1000 years ago, the Roadic people emerged as a
Tserkeššic coast. distinct culture with influences from both the Tserkeššics

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and indigenous islanders. Their language and culture are
The Tserkeššic Grand Tsardom of Boris II is a vast
similar to Tserkeššic, emphasizing warfare and cunning,
plains nation assembled by Boris II’s father, Boris I the
but vocabulary related to the sea, mountains, and
Conqueror, who gathered all Tserkeššic tsardoms into
religion differs. The Roadic religion combines elements
one empire under his rule. Boris I realized the economic
from both cultures, with beliefs in six-handed death
dependence of his empire on trade with the Asteanic
gods and fire deities borrowed from Tserkeššics.
Republic of Five Houses. However, with Boris I’s death
and Boris II’s ascension, tensions in the area are arising In the 8th century, the arrival of Asteanic trading ships
as the boyars organise raids on the Republic’s lands. and slave hunters disrupted the Roadic way of life. They
The Republic fears whether Boris II will honour his were coveted as galley and maritime slaves, fetching

Republic.
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father’s agreements or plunge into war with the Asteanic high prices in Marall seas slave markets. Over the next
200 years, an estimated 200 000 to a million indigenous
people were taken as slaves from the Roadic archipelago.
By the 11th century, the Roadic population had dwindled
to 50 000, with many islands devoid of free indigenous
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inhabitants. The remaining Roadic people learned to
hide from the slave hunters.
By the beginning of the 16th century, two major powers
dominate the Roadic archipelago: the Asteanic Republic
of Five Houses and the Roadic Banate of Nuraagia. The
residents of Nuraagia are involved in maritime activities,
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trade, and mercenary endeavours, with the Asteanic


Republic vehemently accusing them of engaging in
piracy.
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Ban Bogodan - Roadic prince and mercenary

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However, the onset of ocean-crossing ships marked the
beginning of the empire’s decline, as Asteanic merchants
could now bypass the Itza archipelagos.
This decline resulted in conflicts with the continental
vassal state of Zipopan, eventually leading to the
empire’s collapse around a decade ago.
At the beginning of the 16th century, Kaliland comprises
numerous small kingdoms.
In comparison to many other regions in the Asteanic

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World, Kaliland still hosts numerous lesser gods. The
intricate and maze-like nature of Kaliland’s Otherworld
has made it challenging for human heroes to seek out
and eliminate these Otherworldlings.

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Orenics
The Orenic archipelago holds immense value for the
Asteanic people, standing out as virtually the sole region,
excluding the Medera island partially controlled by La
Scarta, where luxury goods like coffee, cocoa, pepper,
sugar, and others commonly found in the contemporary
Asteanic world can be cultivated. The Orenic archipelago,
with its climate, essentially served as the catalyst for the
entire Asteanic colonisation surrounding the Ocean.

e Upon the initial arrival of Asteans in Orenia seven


centuries ago, they were met with a diverse array of
states of varying sizes. Through a combination of wars
and marital alliances, the subjugation of Orenic states
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by Asteans unfolded over several hundred years.
Orenics were never entirely subdued; to this day, there
exist countries and islands in the archipelago that have
never been part of the Asteanic Empire, despite being
surrounded on all sides by it.
The lengthy coexistence and intermingling of cultures
in Orenia have given rise to a unique blend of Asteanic-
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Oreenic religion – the Cult of the 18 Gods. This


amalgamation intertwines the nature and world gods
of Orenia with the national gods of the Asteanic people.
Orenia also sparks a significant religious conflict among
Nene – a Kali warrior the Asteanic population. Orenics uphold a belief in souls
Kali union with the Collective Spirit after the body’s death,
while Asteanics traditionally adhere to the notion of
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Kaliland has never been a part of the Asteanic Empire, rebirth as an aquatic elf. Many Orenian Asteans adopt
but the Kalis have played a significant role as partners to Oreenic beliefs, introducing them to the broader Asteanic
the Asteani throughout history. world and giving rise to the Concept of Collective Spirit
Seven centuries ago, when Asteanic merchants first in Asteanic religion.
arrived in Kaliland, a local Itza clan sought assistance In addition to venerating the main gods, which now
from them during a war with neighbouring groups. With include some Asteanic deities, Orenics pay homage
the introduction of Asteanic iron and tin, which were to various minor gods and unique Meditating gods.
valuable resources in Kaliland, the Itza clan successfully Meditating gods are golden people (as their blood is
conquered the surrounding islands, establishing a boiling gold) levitating in one place, around whom
powerful empire. They monopolised trade in Kaliland Orenics have constructed impressive temples. According
and designated the grand city of Irongate as their capital. to Orenic belief, these gods engage in meditation to
This saved Kali from Asteanic conquests and turned them harness their telekinetic power, preventing the asteroid
into partners in the Asteanic conquest and colonization that tore the world of the humans and Otherworld apart
of the Orenic archipelago. from descending onto the human world and destroying
it.

Asteanic World 169


DOMAIN RULES
Introduction Terms Before Starting
It’s worth considering the introduction of the King’s Module
Domain, Ruler, and Domain’s Council
when the characters have gained control over a vast territory
or when the number of villages, estates, and other holdings A domain encompasses all the lands owned by a ruler and
owned by the characters exceeds a point where it’s no longer those lands they directly manage. The distinction between
plausible for them to manage them personally. managed and owned lands becomes significant only during

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inheritance or when the lord wishes to take those managed
For adventuring characters, this limit can even be reached with
lands away from a character.
just a couple of villages and estates, as they understandably
don’t rule them while they are out adventuring in the world. A domain is a country, whether large or small. Therefore,
In such cases, the rules for micro-domains aka noble estates besides the rulers themselves, many other people live and

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should be used. own lands in the domain. The ruler can collect taxes from
some, while others may be exempt.
King’s Module can be useful for a Game Master who is
building their world and wants to visualize its political Initially, a domain may be quite small, consisting of only a
structure, population, peculiarities, and the number of few estates, dozens of tenant-villages, and lands where a
settlements in a particular region. So, on the other hand, it few free landowning families reside. Such small domains are
serves as a world-building tool. called noble estates, and not all module rules apply to them.
They are not independent political entities but rather the
When adopting the module, the Game Master and players
personal property of a noble family within a larger political
must agree whether the governance of the domain and its
unit. In the case of large domains, there may be thousands
related aspects will become part of the central adventure

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or if the domain serves more as a means of funding the
characters’ adventures. In the latter case, the adventurers
are essentially aristocrats who are less involved in the
development and rule of their domain, instead using it as a
of villages, small towns, large temples, fortresses, and the
ruler’s capital city and palace.
A domain is all directly governed areas of nillwrings,
daeguns, daimyos, emperors, kings, military or religious
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source of passive income to finance increasingly expensive orders, free cities, and patricians. In this chapter, we don’t
adventures to distant lands. distinguish between the titles of domain rulers or the specific
governance arrangements; we generally refer to them all as
Of course, the King’s Module also provides new adventure
rulers.
ideas, and the tables of events within the module, directly
related to domain features, can in a way write adventures for Members of a council assisting or advising the domain
the Game Master themselves. ruler are called domain chancellors. The specifics of how
the domain ruler and chancellors relate to each other, who
Adventures around the domain are likely to begin with how
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actually commands whom, how one becomes a chancellor or


the characters gain control of the land in the first place.
ruler, and similar questions are not crucial in terms of domain
However, a group interested in playing out domain-based
governance. The political system does not technically affect
adventures can also start freely with the players as rulers from
the functioning of the domain, except in the sense that a
the beginning. Domain-based adventures encompass all
ruler in a republic is likely unable to command other domain
aspects related to governance, from warfare and espionage
chancellors and must persuade them to do what they want.
to making magical discoveries and suppressing riots.
The economic system1 of domains described here is referred
By using the King’s Module, alongside the maps of the
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to as Asteanic caste capitalism or Asteanic bureaucracy.


Asteanic world, players can divide some large regions
Restrictions on various capitalist activities arising from
into domains, and they can play SAKE as a strategy game
the caste system and the direct presence of the ruler
of domains, with a focus on politics, intrigues, domain
(government) throughout the domain are characteristic
expansion, and development.
of this economic system, implemented by the samurai-
bureaucrat caste.

1 The economic systems, for example, are: capitalism, communism,


palace economy, and manorialism (not feudalism).

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Positions and Leadership Skills of Domain The positions of domain chancellors and their governing
Chancellors skills are as follows:
• Ruler (Law and Society, Mathematics and Economy,
In every domain, there is a ruler and seven chancellors
Tactics, Theology, and Social Skills)
who fulfil various roles. It’s not mandatory for all positions
of domain chancellors to be filled, and in smaller domains, • Strategist (Tactics, Social Skills)
one individual may assume multiple roles, or the ruler may
• High Magistrate (Law and Society, Mathematics and

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personally undertake the responsibilities of vacant positions.
Economy, Social Skills)
The domain’s gameplay doesn’t introduce new skills;
• Land Magistrate (Agriculture, Mathematics and
however, certain skills become crucial for domain chancellors
Economy, Social Skills)
– skills that might take a back seat for adventurers. These skills

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are called leadership (or governing) skills and are directly • Sea Magistrate (Law and Society, Mathematics and
related to the activities of a domain chancellor, influencing Economy)
the functioning of the domain.
• Court Wizard (Astral Projection, Metaphysics, and
Otherworld, and other magical skills)
• Chief Shinobi (Stealth Skills, Mechanics, Perception,
Social Skills)
• Archpriest (Theology, Channelling, Social Skills)
Both characters (PCs) and paid NPCs can serve as domain

e chancellors.

Domain Turn
In the domain game, time is divided into three-month turns,
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corresponding to the quarters of the year. Each Domain Turn
aligns with a quarter, so the first Domain Turn of each year
begins on January 1st, the second on April 1st, and so on.
All tax collections, expenditures, and activities take place
once during a Domain Turn.
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Chancellors arguing about missing funds – all rather nicely dressed!

Domain Rules 171


Starting the Domain Game and Topography and Fertility
Building the Domain To begin, decide where the land under the domain is located
and how large it is. Then, consider what type of land it is:
This chapter provides a detailed guide for both the game forests, grasslands, marshes, mountains, deserts, rivers, lakes,
master and the player on how to conceptualize and express etc. Are there important roads traversing the domain? How is
a typical Asteanic domain in writing. The next chapter covers the domain delineated? Typically, natural obstacles like rivers,
how to play the game. mountains, or dense forests define the boundaries between
different states or administrative areas. Of course, you can
While reading this chapter, it’s advisable to have a Domain
also decide the opposite, that the boundaries of the domain
Sheet, similar to a Character Sheet but for the domain, on
are hard to define. This creates adventure opportunities, as

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hand. This makes it easier to understand the content.
border disputes are one of the most common reasons for
If the PCs’ domain consists of only a few villages and a manor conflict.
and is not a separate political entity but rather the estate
Taking all this into account, create a simple schematic map.
of a noble, then the subchapter at the end of this chapter
You can draw the map on hexagonal paper, squared paper,

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describes such a small domain.
or just plain paper, but it’s essential to establish some kind
of map scale. Is one hexagon or square equivalent to 4
km², 16 km², or 64 km²? This must be determined because
all subsequent actions are based on knowing that 4 km²
accommodates a typical Asteanic village with its fields,
pastures, and gardens.

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Click to download the Domain Sheet

Land
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Everything starts with the land, the actual terrain on which


the domain is located.
The land beneath the domain must be in more or less
the same region; the pieces of the domain cannot be
scattered worldwide. They must be close enough for daily
management to seem realistic. However, this doesn’t mean
that the domain cannot be enormous or consist of islands.
But a ruler who owns lands in distant overseas regions must
delegate their governance to a deputy, creating a separate
domain that simply pays a predetermined tax to the ruler.
Two things are crucial for the land: first, what type of land it
is, and second, how it was acquired or to whom it belongs.

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Terrain Type and Fertility Dice Fertility
Region Description
Two things influence what characters can do with their land: Dice
terrain type and Fertility Dice. - Desert, ice, rock.
Regarding terrain type, it’s clear that, understandably, fields Semi-arid, high-erosion mountain sides, and
cannot be established on swamps or mountainsides using D4
other rocky areas.
conventional methods. Forests need to be cleared before Tropical and equatorial red soils and sandy
engaging in agriculture, and so on. D6 and clay-rich soils or semi-arid areas with
Fertility Dice, however, is a more complex concept. The irrigation channels.
fertility of land depends on many factors, with the most Temperate brown soils or red soils with an

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crucial being soil type, climate, and access to mineral-rich D8
irrigation channel system.
freshwater. The Fertility Dice characterizes all these properties
Most fertile black soils or brown soils with an
together. The highest fertility dice is d12, representing ideal D10
irrigation channel system.
soils, a perfect climate, and an excellent irrigation system. On
D12 Black soils with an irrigation channel system.

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the other end, the lowest, d4, indicates semi-arid land where
settlements cannot be established until irrigated. Additionally, the Fertility Dice provides guidance to the
How Fertility Dice affects individual farmers can be found in GM constructing the world or region on how many non-
the Skills chapter. In the king’s module, we look at the macro agricultural people can live there, indicating the potential
level; hence, we only need to know the Fertility Dice. No one size of cities.
will actually roll it; it simply characterizes the land. The number on the fertility dice signifies how many families
The larger the domain and the more diverse its topography of non-agricultural people can live in the region per village
and terrain types, the different Fertility Dice can be for and/or agricultural manor. For instance, a d6 fertility dice
various regions of the domain. means that, in addition to one village, six families in the

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Taking into account terrain types, climate, soil types, and
proximity to freshwater, Fertility Dice must be determined
for each region.
Common terrain types and what they allow:
region can live without engaging in food production.
However, as there are typically agricultural estates between
villages, this number is usually higher, even for d6 land
fertility.
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Forest – needs to be cleared for agriculture; turns into Mineral Resources
grassland.
There may be a question about whether the domain contains
Swamp and bog – needs drainage for agriculture; turns into any mineral resources. If the domain is uninhabited, there is
grassland. likely nothing known about them yet, and their existence
Grassland – ideal for agriculture. may become apparent after the domain is settled. In a
domain where people have lived for a long time, there is a
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Hills – suitable for agriculture, but additional irrigation high probability that the presence of mineral resources has
systems cannot be established. already been discovered.
Mountain sides, cliffs, and other rocky terrain – impossible The Game Master can indicate whether there are any
or significantly hindered agriculture due to erosion. significant mineral resources in the domain, none at all, or
Irrigation and drainage channels – human-created if it is still unknown. Alternatively, the Game Master can roll
systems that raise the region’s fertility dice by 1. They can be a percentage and let chance determine whether and what
kind of mineral resources are present in the domain. A
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built from a river or any other freshwater source within a 2


km radius. formula like this can be used: a 10% chance per 10,000 km²
that there are some mineral resources in the domain. What
kind?
Roll d100%: 1-50% for iron, 51-80% for copper, 81-90% for
tin, 91-97% for silver, 98-99% for gold, 100% roll twice again.
If it is clear that there is some mineral resource in the domain,
roll 2d10 to find out how many mining shafts can be built for
that deposit. Additionally, there is a 1% chance that a giant
deposit has been found, where 100 to 1000 mining shafts
can be established.

Domain Rules 173


Land Ownership Population
The question of land ownership is mostly a role-playing
aspect and does not technically affect the gameplay of
Villages and Tenants
domains. However, it can provide the game master with Once the land is in place, it’s time to populate it.
various adventure ideas.
Let’s start with villages, the agricultural backbone of the
Nillwrings, daeguns, and patricians generally own their lands Asteanic world, the number of which will determine the
as private property, which is inalienable in the Asteanic cities and castles.
cultural area. Daimyos, on the other hand, are vassals to
someone, and although they are de facto powerful rulers, de On average, one typical village with around 250
inhabitants fits into 4 km2. There is no such restriction for

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jure they govern someone else’s lands as sub-lords. They do
not own their land, which means they have no rights to sell cities.
or mortgage it. However, in creating a realistic domain, not every suitable
The situation becomes more complicated when characters 4 km2 hexagon will have one village. When estimating the
number of villages, population density must be considered,

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establish their domain in some initially uninhabited or
isolated place. De facto, they are rulers, but de jure? In the using an example from the Asteanic world as a guide.
world, there are not many plots of land that some ruler do
not consider part of their country. Such a situation offers % of the
How
several adventure possibilities. For example: Population region
many
Density under
• How to convince the overlord to grant de jure rights to Region villages
(people per direct
the land? per 100
km2) human
km2
• Characters might choose independence. Does that settlement
mean war? Thefna

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Several rulers may claim the same piece of land as part
of their country. Is it possible to play these rulers against
each other?
Land can also be acquired through purchase. However, this
Grasslands
(highest
population
density)
Approx. 30
Approx.
12
Approx.
50%
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Maralli Sea
is expensive, and it is not possible to assemble a domain
Region
of national size this way. Still, nobles and entrepreneurs
(mountainous
belonging to the lower noble castes could buy land to
and dry but Approx.
establish plantations, villas, and villages. The price of land Approx. 20 Approx. 7
densely 25%
depends on its Fertility Dice, and whether it is vacant land
populated
(whether forest or grassland) or has a village on it. The land is
with coastal
also sold in 4 km² pieces.
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archipelagos)
Fertility Cost of vacant Cost of a village with Northern
Dice land in GD its underlying land Thefna (quite
mountainous
- (villages cannot be with large Approx.
D4 50 Approx. 8 Approx. 3
established) uninhabited 12%
D6 100 1200 or sparsely
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D8 150 1400 inhabited


areas)
D10 200 1600
- (there is no These are, of course, averages, and in some areas, especially
D12 uninhabited d12- 2000 near significant rivers, which could be the centre of a
type land) civilization, 100 km2 might have as many as 20 villages. Any
area not covered by villages is filled with natural landscape
In a critical situation, a ruler can address economic concerns types such as mountains, forests, swamps, grasslands, etc.
by selling their lands and villages to nobles.
It’s not necessary, but you can mark all villages separately on
the map.
Once the villages are in place, the number of tenant farmers
living on the land is clear. On average, there are 250 people
in each village. The number and total population of villages
form the basis for all subsequent calculations.

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Syndicates are against the establishment of manufactures
and wage-labor-based industrial production, as it would
lead to the marginalization of craft syndicates and a decline
in the living standards of their members. Syndicates are
associations of craftsmen and small traders aiming to
ensure work and livelihood for their small-business-owning
members (syndicate masters), rather than efficient and
cheap production.
This brings us to cities. The question of whether there are
cities in the domain and how large they are can be answered

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based on the following principles:
1. Approximately 25% of society belongs to the Free Castes
(80 people per village). Those who do not live in cities
reside in rural areas, mainly engaged in agriculture,

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forming a wealthy class of free farmers.
2. As a general guideline, about half of the free families
living in the domain reside in cities (40 people per
village).
3. The average population of cities is 5000 people. The
smallest cities have at least 1000 inhabitants, and the
largest have several hundred thousand. Generally, cities
with more than 10 000 inhabitants only emerge in very
important locations. If the number of free people in the

Free Castes
e domain allows a city larger than 10 000 inhabitants,
but the domain does not intersect any significant trade
routes, several cities with 5000 inhabitants each will
emerge.
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4. Large cities are likely separate domains, paying a specific
In the Asteanic world, approximately 25% of the population tax to the regional ruler. This means that the lord cannot
belongs to the freemen castes. In the domain rules, we collect 10 GD per family on each Domain Turn from the
consider individuals belonging to the free castes in groups inhabitants of these cities.
of 10-member families. Such extended families consist not For example, if there are 50 villages in the domain, it means
only of parents and children but also include grandparents, there are 400 families of free people (totalling 4000 people). Of
siblings, as well as various craftsmen apprentices, and these, 200 families live in villages and individual farms in rural
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servants. areas near between villages, and the remaining 200 families
1. For every average village, there are 8 such families in the form a city with 2000 inhabitants.
domain. Although counting cities separately may not seem crucial at
2. Each of these families pays approximately 10 GD in taxes first, it becomes significant when the domain grows large,
for every Domain Turn. and its cities become rich and populous. As mentioned, free
people are not happy to pay taxes to rulers to fund their
As evident, collecting taxes from free individuals is a highly military campaigns, and/or adventures. Several cities with
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profitable activity for the lord. Unfortunately, the free people five or ten thousand inhabitants each, collectively become
are not keen on paying taxes, and unlike tenants, they may wealthy enough for even powerful rulers to fear them.
have the capability to resist the lord.
When a city emerges in the domain, a group of individuals
Most free people are free landowners, craftsmen, or belonging to the small people caste gather there, seeking
merchants. As long as they do not form larger urban employment and livelihood. In addition to the city’s free
communities, collecting money from them is straightforward. population, they constitute approximately 20% to 50%,
Some free individuals live near villages and are wealthy depending on the number of manufactures, mines, and
farmers, craftsmen, innkeepers, and local merchants, while other industries in the domain. Small people do not pay
others form cities. taxes and generally have no contact with the domain ruler.
However, in challenging times, small people may rebel or
Free individuals form local syndicates (known in our world’s turn to criminal activities.
European cultural context as guilds and trade unions).
Syndicates manage urban life, set prices for handicraft
products, and decide who can sell what and who cannot.

Domain Rules 175


Nobility Summary Example
In any moderately sized domain, nobles also reside. For example, if there are 200 villages in the domain:
Nobles belong to one of four noble castes: plantators (land
1. There are 1600 families belonging to free castes (16 000
aristocrats), productors, licensed merchants, or patricians.
people), half of whom live in the countryside, and half form
In agrarian domains, the majority of nobles belong to the one city with 8000 inhabitants or two smaller cities. Free
plantators (aka land aristocrat) caste, owning lands, villas, people pay a total of 16 000 GD in taxes each turn.
and villages within the ruler’s domain.
2. There are 20 plantator families, who collectively own 1000
For every 10 villages in a domain, there is one noble family km2 of domain area and 80 of the aforementioned 200
that owns four of these villages and several villas. Each villages. The tax received from land aristocracy is a total of

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average noble family owns about 50 km2 of land, half of 1500 GD per turn.
which is under agriculture and villages, and the other half
3. The ruler themself owns 120 villages, with each turn
remains wild.
collecting taxes ranging from 4200 to 9000 GD, depending
The size of a noble family is 20 individuals, including their on the Fertility Dice.

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closest samurai and servants who live with them.
4. There is one productor family in the domain, paying the
Each noble family belonging to the plantator caste pays 75 ruler 400 GD in taxes each turn.
GD in taxes per Domain Turn.
5. The total population of the domain is 50 000 tenant
Rulers must carefully monitor their nobles because the total farmers + 16 000 free people + 400 nobles = 66 400 people.
number of samurai warriors in noble families is nearly as
6. Based on population, there are 6 licensed merchant
much as the ruler’s own. Each noble has an average of 12
families in the domain, collectively paying 2250 GD in taxes
samurai military soldiers in their service (4 samurai and 8
to their license issuer.
ashigaru).
7. There is a small independent domain of one independent

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If there is a larger city in the domain, there may also be nobles
belonging to the productors caste residing there. Productors
are owners of manufactures, capitalist industrialists using
machinery and the cheap labour of small people to produce
goods at low cost and high profit margins. Free craft workers’
patrician between the ruler’s lands.
The above ratios are averages for the Asteanic cultural
area and serve as a quick guide for the GM when creating
an average domain.
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syndicates passionately dislike productors who shake the
foundations of their world. Therefore, each new type of
manufacture established increases Discontent in the domain
Domain’s Military Capability
by 5% (even if the ruler establishes the manufacture). The military prowess of domains in the Asteanic world
is grounded in rural samurai who are bound to the ruler
For every 5000 city dwellers, there is one 20-member
through a samurai bond of loyalty. This brings us back to the
productor family in the domain, paying the ruler a 400 GD
villages. In each village, there is one samurai family managing
productor’s tax each Domain Turn.
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it and two ashigaru families. The village collectively provides


Licensed merchants may also live in the domain, but they three samurai and ashigaru company soldiers. There are
pay taxes only to the nillwring (independent state ruler) who also military villages from which the ruler does not receive
issued their merchant licenses. taxes at all, but they contribute eight samurai and ashigaru
company soldiers. The ruler can assemble one company,
For every 10 000 inhabitants, there is one licensed merchant
comprising 120 soldiers, either from 40 regular villages or 15
family in the domain. If the domain ruler issues the license,
military villages.
this family pays 375 GD in taxes each turn.
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In a critical situation, the ruler or strategist can summon a


Patricians are independent nobles of the empire who do
levied militia composed of freemen castes. This has the
not pay any taxes to anyone. For every 50 000 inhabitants,
potential to involve a large number of soldiers, as each
there is one patrician family in the domain. This family’s
freeman family should contribute one soldier. On the other
lands are interspersed with the ruler’s lands, and they are
hand, calling up the levied militia halts any normal economic
very wealthy. These lands are not considered part of the
activity in the domain. Furthermore, artisans and merchants
ruler’s domain because they are legally independent and
among the militia are not genuinely formidable soldiers.
form a small independent domain.
Naturally, they are reluctant to engage in warfare and, if
Although nobles bring in much less in taxes to the ruler possible, avoid joining the militia force.
than other free people, having good relations with them can
Thirdly, the ruler can always turn to the nobles residing in
have other advantages. Firstly, nobles are rich, and in critical
the domain. 10 noble families can collectively assemble one
situations, they may lend money to the ruler. Secondly, each
samurai and ashigaru company.
noble family employs 12 soldiers on average. With good
relations, it is possible to persuade nobles to lend these And fourthly, mercenaries can be hired.
soldiers to the ruler in critical situations.

176
Domain Size
Once the population of a domain is clear, the next step is
to determine the size of the domain. The Domain Size is a
value derived from the population, influencing the cost of
certain buildings and infrastructure in the domain, as well as
the activities of domain rulers and much more.
Domain Size is assessed with whole numbers from one to
five. A size of 1 signifies a small domain with a population
of 10 000 to 50 000 inhabitants, 2 indicates a domain with

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a population of 50 000 to 250 000, 3 for a domain with
250 000 to 1 000 000 inhabitants, 4 for a domain with
1 000 000 to 5 000 000 inhabitants, and 5 for a domain
larger than that.

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Firstly, in many cases, a certain value is multiplied by the
Domain Size.
Secondly, the Domain Size determines how many different
Domain Actions the domain ruler and chancellors can
perform during a Domain Turn. In small domains, rulers and
leaders have only 1 Action per turn, while in larger domains,
where there is a broader bureaucracy under the leaders, they
have more Actions.
Thirdly, the Domain Size affects the costs of many

e establishments and activities. As the Domain Size increases,


the costs of network-type establishments and some activities
grow exponentially.
Fourthly, the Domain Size sets the base percentages for
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Example Corruption, Prosperity, Discontent, and the Time of Troubles.
What these mean and what else affects them will be
Continuing the example of a domain with 200 villages: explained later.
The domain’s samurai force, gathered from 120 villages owned
by the ruler, consists of 360 soldiers, equivalent to 3 companies. Domain Size 1 2 3 4 5
If all these villages were military villages, the domain’s samurai
Number of Domain
force would be 960 soldiers, or 8 companies. In a realistic
Actions chancellors
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domain, the number of soldiers falls somewhere in between. 1 2 2 3 3


and ruler have in
Theoretically, as a levied militia, 1600 people from freeman one Domain Turn
castes could be summoned, constituting slightly more than 13
Price multiplier
levied militia companies.
for network-type
By calling on nobles for assistance, an additional 324 samurai establishments
X1 X5 X20 X50 X100
soldiers could be added, equivalent to 2 companies and one and some activities
half-company.
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(Domain's Price
In total, the maximum military capability of such a domain Multiplier)
would be 2884 soldiers, the majority of whom would be Base Percentage of
50% 60% 70% 80% 90%
untrained and low-morale levied militia. This represents about Corruption
4,3% of the domain’s population.
Base Percentage of
0% 0% 0% 0% 0%
Prosperity
Base Percentage of
50% 60% 70% 80% 90%
Discontent
Base Percentage of
30% 35% 40% 45% 50%
Time of Troubles

This SAKE rulebook is primarily designed for playing with


Domain Sizes 1 and 2.

Domain Rules 177


When examining the values shown in the attentive table,
it may become apparent that in some cases, increasing the
Establishments, Villages, Corvée
domain size from one level to the next may not be worthwhile. and Serfdom
In such cases, a nillwring or daegun may choose to grant
A domain is not only composed of villages, free people, and
part of their domain as a fief to a daimyo in exchange for a
soldiers. The ruler can establish various developments and
samurai vow of loyalty. This land, managed by the daimyo, is
institutions in the domain, as detailed in the Establishments
now considered a separate domain, and the daimyo can be
chapter. Behind each development or institution, one of the
asked for a specified amount in taxes and military assistance.
domain chancellors is involved, and in a later chapter that
Similarly, if autonomy is granted to a city, its free inhabitants
describes the actions of domain chancellors, it is precisely
are no longer considered part of the domain, as they now
specified what each domain chancellor can establish. The
govern themselves with their own bureaucracy. Such an

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ruler can initiate the establishment of all institutions and
autonomous city would also pay a specific amount in taxes,
developments, assuming the relevant office is present in the
not the standard 10 GD per freeman family.
domain.

Domain Market Capacity

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The precise explanation of what Market Capacity is comes in
the Economics Module. Simply put, Market Capacity refers to
the domain’s ability to consume and produce luxury goods
and resources for trade, such as cloth, tobacco, wine, iron,
precious wood, etc.
For every 10 000 inhabitants in the domain, there are 25
Trade Tonnes of Market Capacity in the domain.
Licensed merchants and patricians profit from Market

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Capacity, but they may or may not live in the same domain.
While the ruler has priority access to Market Capacity when
it increases, it is generally occupied by licensed merchants,
common merchants, and patricians who bring goods from
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distant lands to the domain markets and buy local goods. If
the ruler decides to engage in trade, they have the leverage
to easily occupy the Market Shares of these merchants, but
using this leverage creates new enemies.

Capital City
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Every domain has a capital city where the domain ruler


resides, where their treasury is located, and from where the
domain is governed. All significant institutions are built in
the capital city.
The first developing city in the domain is likely the ruler’s
capital city and should be marked on the map.
Now is the time to decide on the types of villages in the
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The description of the capital city includes all the facilities


built there and their benefits and drawbacks for the domain. domain: production villages, agrarian tenant villages, or
military villages, and determine their quantity. When making
this decision, consider that only tenant villages can be
Palace utilized for corvée – the unpaid forced labour that the
The palace is the heart of the capital city. The palace could Asteanic tenant-farmers caste is obligated to provide to their
be a tower castle, a palazzo, or something else. In a small landowning lord. Military villages are exempt from paying
domain, the palace could simply be a larger house. taxes altogether, and although production villages may
yield higher revenue, they do not involve corvée since their
When describing the palace, note the characteristics of the occupants are regarded as fully free tenants and not serfs.
building serving as the palace (HP, defence systems, and
garrison). As the residence of the ruler, it is the place where Also, mark down villages that belong to some of the nobles.
they stay if someone attempts to harm their life. Ruler can not gather taxes from there but they are in the
domain and increase its population.
The palace is likely the meeting place for the council.

178
In addition, attention should be paid to the project table. Chancellors:
The Asteanic society largely relies on serfs called tenant
• The strategist’s Tactics Skill Level is subtracted from
farmers, who work in the ruler’s estates and build castles,
the Discontent percentage.
roads, and other things as commanded by the ruler.
• The high magistrate’s Law and Society Skill Level is
For smaller constructions, there is no need to mark anything
subtracted from the Corruption percentage.
separately; one villa is built for as many villages as it is later
associated with the maintenance of the villa. However, for • The land magistrate’s Mathematics and Economy
larger projects such as castles and road networks, many Skill Level is added to the Prosperity percentage.
villages are involved, which, after the completion of the
• The archpriest’s Theology Skill Level is subtracted from
project, are released from this duty and can move on to
the Time of Troubles percentage.

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some other task.
In addition, the domain council includes a sea magistrate,
court wizard, and chief shinobi, but their skills do not affect
the aforementioned percentages.

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Each chancellor is accompanied by a corresponding office
and bureaucracy:
• Strategist: Military Command
• High Magistrate: Magistrates and Supreme Court
• Land Magistrate: State Treasury and Manor
Managers
• Sea Magistrate: Customs Office and Border Posts
Court Wizard: Wizards Laboratory

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Chief Shinobi: Secret Contacts
Archpriest: Council of Temples
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Depending on the number of villas and fortresses, you may
or may not want to mark them on the domain map.
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If corvée is not used in the domain (because all residents


are fully free), then all establishments requiring the
corvée to build them, cost double the amount.

Domain’s Ruler and Chancellors


The ruler and chancellors govern the domain, each able to
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undertake various activities at every turn. Additionally, their


skills impact the percentages of Corruption, Discontent,
Prosperity, and Time of Troubles.
Ruler:
• The ruler’s Mathematics and Economy Skill Level is
added to the Prosperity percentage.
• The ruler’s Law and Society Skill Level is subtracted
from the Corruption percentage.
• The ruler’s Tactics Skill Level is subtracted from the
Discontent percentage.
• The ruler’s Theology Skill Level is subtracted from the
Time of Troubles percentage.

Domain Rules 179


In smaller domains, not all these departments need to exist, simply the most powerful priest. The ruler has no control
and not all positions need to be filled. The ruler may decide over this self-proclaimed archpriest, and they can use
not to create any departments or hire any chancellors, but in their Actions as the GM sees fit or, most often, do nothing.
such cases, no one influences the mentioned percentages, The ruler can replace the self-proclaimed archpriest with a
and the ruler can only perform their own actions, extending hired individual, but this may lead to the emergence of new
the time needed for domain development. On the other hand, rivals.
one person can fill multiple positions, allowing cost-saving
Establishing an office and hiring a new chancellor does
in governance. Domain Actions are linked to chancellors; if
not consume the ruler’s Action. Established departments
one person oversees multiple offices, they can only perform
and hired chancellors start working and receive a salary
one or two Actions (depending on domain size).
immediately; they can be used in the same Domain Turn.

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Offices are necessary to perform specific types of
Departments can also be closed, and chancellors can be
Domain Actions. The ruler can theoretically undertake all
dismissed. Starting from the next Domain Turn, they no
chancellors’ Actions, but in reality, they can only perform
longer need to be paid, and no Actions associated with a
Actions related to the created offices. If a chancellor
closed department can be performed.
is hired, the corresponding department is automatically

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established, and both the chancellor’s salary and department
maintenance costs are added to expenses each Domain Other Incomes and Expenditures
Turn. If no chancellors are hired or one person is hired for
Apart from taxes, which we have already covered, the
multiple positions, an appropriate office must still be created
domain ruler’s income also comes from various estates such
to perform certain Domain Actions, such as establishing a
as villas, mines, and plantations owned personally by the
Customs Office to undertake sea magistrate Actions.
ruler, where tenants perform corvée or hired workers are
Maintaining each office costs 200 GD times the Domain’s employed. All such establishments and associated tenant
Price Multiplier per Domain Turn. For example, in a size 1 villages providing corvée must also be noted on the Domain
domain, each department costs 200 GD, in a size 2 domain, Sheet.

administrative activities.
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1000 GD, and in a size 3 domain, 4000 GD. Once a department
exists, the ruler can use their Action to perform relevant

The office consists of a few employees and a couple of rooms


Customs
Additional income for the ruler may come from customs.
Customs are collected at the Asteanic Empire’s external
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in the ruler’s palace or capital for size 1 domains. For larger borders, and the sea magistrate and customs office handle
domains, departments can become extensive complexes the collection. The right to collect customs in the Asteanic
with branches across the domain. Many government empires is reserved for the emperors, whom players are
employees at the same time also serve the ruler as samurai unlikely to portray, at least initially. However, local rulers,
(for that, sometimes the Asteanic government system is played by the players, are responsible for collecting them,
called samurai bureaucracy and the samurai – samurai- allowing them to deceive their emperor. (After all, the
bureaucrats). emperor’s domain also has the Corruption percentage.)
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The second expenditure is the chancellors’ salaries. If players Therefore, we need to explain the nature of customs duties.
take on the roles of chancellors themselves, they may decide Although one might initially feel inclined to start calculating
not to pay themselves a salary. However, if NPC chancellors customs duties based on the Domain Market Capacity, it
are hired, their salaries must be paid. Chancellor salaries are is not directly related. The size of customs duties actually
generally determined through role-playing agreements. depends on the domain’s location, specifically whether the
Still, for the quick creation of a domain with average NPC domain has a significant trade port where overseas goods
chancellors, it can be agreed that all chancellors have +10 arrive and whether this trade port facilitates the sale of
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Skill Level in all leadership skills and each desires a salary of goods beyond the domain.
100 GD times the Domain’s Price Multiplier per Domain Turn.
During the game, better-skilled chancellors can be found, If overseas goods are not transported beyond the domain,
and their hiring can be played out. and only local supply occurs, customs can indeed be
collected solely based on the Domain’s Market Capacity.
As an exception, maintaining the council of temples costs However, most major trade cities have a kind of hinterland
the ruler nothing, as it consists of the most important where goods arriving at the port are further sold. In this
priests in the domain who earn income from other sources. case, the size and Market Capacity of the hinterland are
Additionally, the ruler does not need to establish the council; considered when determining customs duties. For large
it forms automatically when the domain has some significant trade cities, this hinterland can extend to thousands of Trade
temples or at least a network of temples. Tonnes, while for small and local trade cities, it may not exist
The ruler can appoint the archpriest, to whom they must or only be a few dozen to a couple of hundred Trade Tonnes.
then pay a salary (or negotiate another agreement). If the The game master determines the size of the hinterland
ruler does not make this appointment, the position is taken by looking at the maps. As a reminder, 10 000 inhabitants
by the priest with the closest relationship to the local mean 25 Trade Tonnes of Market Capacity. The largest trade
nature god. If there is no nature god in the domain, then cities in the Asteanic world and their general hinterlands are

180
outlined in the Economics module. Small cities usually have
no hinterland, and for very small cities, there is usually no
overseas trade at all. Trade is local, and no customs duties
are charged.
Since customs duties are collected only on the import of
goods and only from merchants who are not citizens of a
specific empire, the amount collected on 100 Trade Tonnes
of goods can vary greatly. In Asteanic empires, the average
customs duty is 450 GD per 100 Trade Tonnes. This is because
empires are large, and a large portion of trade is domestic

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and not subject to customs duties. Moreover, foreign goods
are often brought by local merchants who do not pay
customs duties.
However, if it is a state outside of one of the Asteanic Empires

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where there are no local merchants, it is possible to collect a
whopping 3000 GD in customs duties for 100 Trade Tonnes.

Taxes from Vassals and Free Cities


If the ruler has a daimyo vassal or there is a free city on their
land, they pay a predetermined tax each Domain Turn.
However, this amount is significantly smaller compared to
what could be collected directly from the region. The exact
amount can be determined through in-game role-playing

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agreements. The game master may assume that free cities
would like to pay around 2 GD to 5 GD per free family living
there, and daimyos about 10 GD for each village on their
lands.
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Expenditures Corruption, Prosperity, Discontent,
The ruler’s first expenditure is not so much an expenditure and Time of Troubles
as it is the fact that the ruler does not actually receive all the
money from taxes and estates. In the domain description, there are four crucial percentages,
that are rolled during each Domain Turn and on special
After calculating the domain’s profit, a small percentage occasions indicated by the GM. With each roll, there is a
calculation is required, deducting the Corruption percentage chance that something will happen; for example,
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percentage from the total profit. This does not mean that if Corruption is at 15%, there is a 15% chance of a corrupt
specific samurai bureaucrats set aside thousands; it’s more event occurring each turn.
about overall sloppiness and wastefulness. Although there is
also some cheating. The Corruption percentage cannot be The Corruption percentage is subtracted from the domain’s
permanently reduced by any adventure! income before it reaches the ruler’s treasury. This percentage
is influenced by the domain’s size, the ruler’s Law and Society
The domain’s most significant expenditure is its bureaucracy Skill Level, the high magistrate’s Law and Society Skill Level,
and government, as discussed in the subchapter on domain
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and the establishments built in the domain. High corruption


chancellors. leads to corrupt events often associated with financial losses.
The third major expenditure is the ruler’s lifestyle, the cost The Prosperity percentage is the opposite of Corruption, the
of which can be taken from the lifestyle cost table in the higher, the better. Positive events result from the Prosperity
Equipment chapter. It should be noted that even the smallest percentage. A domain can be both extremely corrupt and
and poorest domain ruler lives at least like a minor noble. prosperous simultaneously; one does not exclude the other.
When calculating, note that the prices in that table are for Prosperity percentage is also influenced by establishments
one month, while the Domain Turn is three months. and the ruler and land magistrate’s Mathematics and
The fourth expenditure is the quarterly maintenance of all Economy Skill Level.
built establishments, specified in the description of those The third is the Discontent percentage, which, again, is
establishments. negative – the smaller, the better. The Discontent percentage
The remaining expenditures are related to specific events. is reduced by the ruler and strategist’s Tactics Skill Level. A
War costs, mercenary payments, repayment of bank loans, high Discontent percentage leads to riots, civil unrest, an
etc. increase in Corruption, and a decline in Prosperity.

Domain Rules 181


Discontent is also raised by any unfair or tyrannical actions These percentages are always rolled in the same order at
the ruler takes that become public knowledge. Whether the beginning of each Domain Turn:
an action is tyrannical or not is evaluated by the GM. Every
1. Corruption
tyrannical action permanently increases the domain’s
discontent by 5%. 2. Prosperity
What actions are considered tyrannical? 3. Discontent
For example: 4. Time of Troubles
• Assassination of a domain inhabitant. This is because the results of previous rolls may affect other
percentages in the same turn.
• Abduction of a domain inhabitant.

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Carefully observe whether the impact of an event applies to
• Imprisonment of an important domain inhabitant
the same Domain Turn, the following one, or the same and
without a believable reason.
all subsequent ones!
• Execution or severe punishment of a domain inhabitant

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without trial. Ongoing Events and Rivals & Allies
• Confiscation of property from a domain inhabitant Many of the rolls for the previous percentages lead to
without reason. events that can eventually contribute to the unfolding of
• And so on. an adventure. Some of these events are simple and can be
resolved with a sentence or two, while others may require
How to get rid of this permanent unrest? People tend a separate adventure to reach a resolution. In the field of
to remember the crimes committed by their rulers until Ongoing Events, events whose solutions are yet to be found
rulers organize some free entertainment for them or get should be noted so that they are not forgotten.
them drunk on the state’s money. Domain rulers have
Additionally, many decisions create rivals and/or allies for
costly but effective.
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corresponding Actions for organizing such events, which are

The fourth, the most distinctive, is the Time of Troubles


percentage. The Time of Troubles percentage is influenced
by the domain’s size and the ruler and archpriest’s Theology
the ruler. These should also be recorded because many
events mention that rivals or friends are doing something.
The individuals and groups mentioned as rivals and friends
in these events are those noted as rivals and friends. While
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powerful rulers can be marked individually as friends and
Skill Level. While the previous percentages express the rivals, simpler individuals generally don’t have the ability to
relationship between the domain’s inhabitants and their harm or assist the ruler as an individual. In such cases, we
rulers, the Time of Troubles percentage indirectly expresses write rivals and allies as larger groups/factions, such as the
the relationship between the domain’s inhabitants and domain nobles, the domain artisans’ syndicates, the licensed
nature and the deities. The percentage characterizes the merchants of the domain, or the small people of the domain.
possibility of diseases and famines in the domain and is
therefore difficult to define. SAKE world inhabitants suspect Initially, when starting the game, players are unlikely to have
m

that the displeasure of the deities with humanity is behind rivals or allies unless agreed upon otherwise or unless the
diseases and famines, but it cannot be proven, and some adventure played specifies otherwise.
things argue against it. Namely, a war between people
raises the Time of Troubles percentage, while constructing
waterworks and creating sanitary conditions in the domain
lower it. However, the percentage rises most when the
domain grows. Whether it’s the deities who dislike human
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expansion, just chance, or unsanitary conditions is hard to


say.
The Time of Troubles percentage behaves a little differently
than the other domain-characterizing percentages. It is
usually quite low, and years can pass without the player
rolling an event falling within this percentage. However,
when they do, the percentage starts growing with each
turn and increases almost every time a roll falls within
the percentage. Famine deepens over time, and diseases
become more severe. The technical functioning of this is
detailed later.
It is relatively easy to bring the Time of Troubles percentage
to zero in a small domain. However, this does not matter. The
Time of Troubles percentage always remains at least 1%.

182
Domain’s Otherworld and Nature
Gods
Once everything happening in the human world is clear,
the question of the domain’s Otherworld and the lesser
gods living in the domain remains to be resolved. While in
the more populated areas of the world, there is a very small
chance that some nature god is still alive to have control over
the domain, some form of Otherworld or even Otherworlds
are always there for each domain.

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The guide to creating the domain’s Otherworld or any
Otherworld pocket can be found in the Sorcery module, in
the Otherworld chapter.
It must be decided whether there is a god living in the

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domain who can influence its nature to some extent. In
areas where people have lived for a long time, such gods
are usually killed because it is quite difficult to live alongside
strange and capricious beings whose whims can bring
drought, plague, or flood. The earliest period of Asteanic
history is the Age of Heroes, which mainly consists of myths
about how Asteanic heroes fought with the nature gods and
monsters and eventually made their archipelago habitable.
In areas with low population density, where there are no

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large cities or which include mountains, thick forests, or
large swamps, powerful spirits or otherworldlings can still
be found, who hold the role of a local nature god.
Nature gods always belong to the group of lesser gods,
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meaning that priests can make contracts with them and
must adopt some of their taboos or principles. Lesser gods
always have some physical manifestation that is theoretically
possible to kill and thus end the influence of the nature god
over the domain.
Although all domain nature gods are lesser gods, the
opposite may not be true. Some gods, such as many ancestor
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gods, are in the status of lesser gods, and priests can make
contracts with them to learn spells, but they have no power
over the region’s nature or Otherworld. This may be due to
some more powerful lesser god who already plays the role
of the local nature god.
If a nature god lives in the domain, the type of deity must be
Sa

determined. This can be based on the domain’s geography


– mountain gods live in mountainous domains, swamp
gods in swampy ones, and so on. Although all gods can be
categorized by appearance or portfolio, in the end, they are
individual in nature, different from each other in desires and
behaviour, eccentric, and capricious.
In a domain where a nature god lives, similar types of regular
otherworldlings may appear. For example, if a powerful
tengu is the nature god of the domain, new tengus may
occasionally appear in the domain.
Examples of nature gods and guidelines on how to create
them can be found in the Sorcery module, in the Gods
chapter.

Domain Rules 183


Micro-Domains aka Noble Estates Corresponds Corresponds
Micro-Domain
A micro-domain, or noble estate, comprises only a handful to Number of to Number of
Population
of villages and villas, or other facilities such as distilleries or Villages Villages
other manufactures. Under a
Up to 3 0%
thousand
A micro-domain can represent a noble family’s limited
land holdings, a business venture, a criminal network, a 1000-1750 4-7 5%
significant temple, or a samurai or shinobi clan, among other 2000-2750 8-11 10%
possibilities.
3000-3750 12-15 15%
In some cases, a micro-domain may not have permanent

e
4000-4750 16-19 20%
residents (e.g., a distillery with only employees). However,
5000-5750 20-23 25%
enterprises involved in agriculture need tenant villages and,
consequently, residents. In the Asteanic cultural region, the 6000-6750 24-27 30%
labour requirements of agricultural estates are addressed 7000-7750 28-31 35%

fil
through a system of corvée (unpaid labour of tenant farmers). 8000-8750 32-35 40%
The primary distinction from a standard domain is its political 9000-9750 36-39 45%
nature. The ruler of a micro-domain is unlikely to be the
highest authority in the region but rather a noble, affluent If the population of a micro-domain reaches ten thousand, it
landowner, productor, or someone similar. Consequently, could be considered a domain with a size of 1. This is place
free individuals generally do not inhabit micro-domains, for a consideration for players and the GM. If the micro-
making it impossible to collect taxes from them. Even if domain is not a political entity but a personal landholding
the domain owner rents out their lands to someone from of one family, the regular domain rules cannot be applied
the freeman castes, they collect rent rather than taxes. Tax because there are no free people living on the land, and the
ruler still does not have the right to collect taxes or anything

e
collection falls under the jurisdiction of the state.
Secondly, the ruler of a micro-domain must personally pay
taxes to the state based on their caste and the micro-domain’s
nature. A land aristocrat pays taxes of the land aristocrat
similar.
On the other hand, if the ruler of a micro-domain is recognized
politically – becoming a daimyo, rising to the patrician caste,
etc. – then the micro-domain can be raised to size 1, even if
pl
caste, and a productor pays taxes of the productor caste. If
a land aristocrat incorporates a manufacture, they will start the population is less than 10 000.
paying both types of taxes. If a micro-domain is a samurai
clan, it likely has a lord who doesn’t want taxes but has given Establishments in Micro-Domains
other responsibilities to the clan, such as tax collection on
their behalf, border patrolling, and participation in military The ruler of a micro-domain can initiate the establishment of
campaigns. one village, villa, manufacture, or mine during the Domain
Turn.
m

As micro-domains aren’t independent political entities, they


aren’t affected by events related to Corruption, Prosperity, Micro-domains can create tenant villages and military
Discontent, or Time of Troubles. The ruler of a micro-domain villages but are unable to establish production villages since
does not deal with these percentages. Prosperity, Discontent, their inhabitants belong to the free tenant’s caste and thus
and Time of Troubles percentages are nonexistent for micro- cannot be tax subjects to a random noble.
domains. However, Corruption remains a factor. It is For all facilities where the cost of establishment and
subtracted from the micro-domain’s income similarly maintenance depends on the domain’s size, the domain
to standard domains. The level of Corruption in a micro-
Sa

size is considered one. Facilities that somehow increase the


domain also depends on its population, meaning that in tax base do not function in micro-domains because a small
the smallest micro-domains (e.g., a productor’s factory noble has no right to collect taxes. This means that networks
complexes), Corruption may not occur at all. of taverns do not function, the tax office does not operate,
and a mint does not function because a small noble hardly
has the right to mint their own money, although secretly
they could do so.

184
To establish manufactures, productor’s license must be
purchased from the local overlord, and it must be discussed
with the GM whether this is even possible. Manufactures are
related to the region’s population, and existing manufactures
may already be in place.
The establishment of mines may also require permission
from local rulers, who may be more interested in acquiring
land than permitting a private mine. The same applies to
fortified structures—regional rulers may not be interested in
private fortresses and strongholds emerging on their lands.

e
Chancellors of Micro-Domains
The ruler of a micro-domain can hire domain chancellors
and establish corresponding offices. All costs and salaries are

fil
the same as those for a domain with a size of 1.
All chancellors in micro-domains have one Action, and they
can broadly do the same things as chancellors of a standard
domain. The question is more about whether it makes
sense – micro-domains do not face many of the problems
that standard domains do. Additionally, a micro-domain is
likely part of a larger state and may not require an army, tax
officials, secret police, or other things typically associated
with a state.

e
For the establishment of all military units, villages, and
other facilities, where a standard domain’s chancellors can
establish around 5 times the size of the domain in facilities, a
micro-domain leader can establish only one facility, village,
pl
or military unit during the Domain Turn.
m
Sa

Domain Rules 185

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