Saturday, February 3, 2024

Dungeon Masters Companion: Dominions

According to the Companion Set rules, the D&D fantasy world is loosely based on medieval Europe, before the invention of the printing press (circa 1440), and without firearms.

However, the Lands and Environs of the D&D Wilderness, based on the map of the Continent in module X1 "Isle of Dread", also include regions inspired by various cultures in Central Asia, the Middle East, and North America.

This renders the dominion system, the development work for which is credited to Garry Spiegle in the Preface to the Companion Set, somewhat challenging to integrate.


"The Lands and Environs of the D&D Wilderness" are a culturally diverse region not particularly suited to the dominion system as described in the Companion Set rules


The pseudo-feudalism described in the Companion Set may apply to:

  • the Grand Duchy of Karameikos (a grand duchy is technically a monarchy)*
  • the Kingdom of Vestland (more so based on its description in module X3 "Curse of Xanathon", rather than as originally described in module X1 as a state composed of many petty "kingdoms" loosely united under one ruler, similar to Vikings)

*in module X12 "Skarda's Mirror" by Aaron Allston, a history for Karameikos is given wherein Duke Stefan progressed from Baron to Count to Duke (not Grand Duke), which differs from the history given in GAZ 1 "The Grand Duchy of Karameikos", also by Allston


The dominion rules do not seem appropriate for:
  • the Principalities of Glantri (a magocracy, comprised of a number of independent principalities, wherein most decisions are left to the various local councils of elders and the princely stewards)
  • the Ethengar Khanate (based on the clans of the central Asian steppes)
  • the Heldann Freeholds
  • the Soderford Jarldoms (ruled by “Jarls" - Earls, similar to independent counts)
  • the Atruaghin Clans
  • the Republic of Darokin (a plutocracy, that is, the government is run by the wealthiest merchant families)
  • the Emirate of Ylaruam (ruled by an Emir, a King of tribes)
  • the Kingdom of Ierendi (the king and queen are only figureheads, with actual rule being held by a few, co-equal, aristocratic families, making Ierendi an oligarchy)
  • the Minrothad Guilds (a syndocracy, the government is run by the heads of the various trading guilds)
  • the Empire of Thyatis (an autocracy resembling the medieval Byzantine empire, which never adopted true feudalism)


"Continental Overview of Wendar and Denagoth" in relation to the Northern Wildlands, Norwold, and the Lands and Environs of the D&D Wilderness


In X11 "Saga of the Shadow Lord" and X13 "Crown of Ancient Glory", both released after publication of the Companion Set, author Stephen Bourne incorporates land grants as rewards for the successful completion of each adventure:


Module X11:
A grateful Wizard-King will offer each member of the group the title of baron or baroness and a dominion covering 2-3 hexes each, in the plains and forests bordering the Northern Wildlands.
Module X13:
The PCs may be granted the Duchy of Estine, the Barony of Gallma, the Barony of Krenholme, the Viscounty of Finhagen, the County of Vander Plett, the Barony of Darnen, the Viscounty of Glenfork, or the Barony of Brinforth*
*other fiefdoms mentioned in X13 "Crown of Ancient Glory" include the Duchy of Rhoona, the Duchy of Estine, and the County of Darien.


The Kingdom of Norworld in CM1 "Test of the Warlords", a vast region north of the Lands and Environs of the D&D Wilderness, was conceived in order to showcase the Companion Set dominion system to its full advantage.



Dominion Administration:

The section on dominion administration in the Dungeon Masters Companion covers dominion income and expenses, tournaments, confidence levels, and titles.*

*a very handy Dominion Worksheet was included in AC6 "Player Character Record Sheets" (1985)


Dominion Income and XP:

Experience points gained through rulership, by collecting Resource and Tax Income, is described in the DMs Companion (pgs. 4-5).*

*clarification of these rules is provided in the Master DMs book (pgs. 6-7)


Additional Reading:

"Meanwhile, Back at the Fief..." by Thomas M. Kane, in Dragon #125 (September, 1987)

Bruce Heard elaborated upon dominion economics in Dragon #187 (November, 1992); population and food in Dragon #189 (January, 1993); and Economics III - working it out, in Dragon #190 (February, 1994) which covered population growth, new villages, and mining.*

*see also "How Many Peasants?" in About Bruce Heard and New Stories (October 21, 2017)

2 comments:

  1. Aside from the tithing and tribute to the liege, the system could work for other systems of government besides High Medieval feudalism. The important parts are determining population, resources, confidence level, expenses, and events. Those can all be modified to other forms of governance. IMO anyway.

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    Replies
    1. That's a very good point, and one that I hadn't fully appreciated! Thanks for pointing it out. I particularly like the confidence level system.

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