Cherreads

Domain System Codex

Access restricted to the Host.

I. Mission Structure

The Domain System issues missions based on domain survival, stability, and growth.Missions are not optional suggestions—they are predictions of failure points.

Completion does not guarantee reward.Failure does not always result in punishment.

What matters is outcome.

Mission TiersTier I — Routine

Low-risk tasks tied to daily governance.

Examples:

Organize labor

Inspect stores

Assign guards

Failure consequence: Minimal

Rewards: Minor authority or efficiency gains

Issued when the domain is stable.

Tier II — Operational

Tasks that affect short-term efficiency or morale.

Examples:

Resolve disputes

Improve infrastructure

Manage resource allocation

Failure consequence: Localized instability

Rewards: Loyalty shifts, minor system access

Issued when strain begins to appear.

Tier III — Strategic

Decisions that shape the domain's direction.

Examples:

Population expansion

Trade agreements

Retainer integration

Failure consequence: Long-term setbacks

Rewards: New mechanics, synergy unlocks

Issued when growth becomes possible—or dangerous.

Tier IV — Critical

Survival-focused missions.

Examples:

Prevent starvation

Suppress internal collapse

Restore production

Failure consequence: Severe casualties or domain fracture

Rewards: Structural stabilization, rare opportunities

Issued when the domain is at risk of irreversible damage.

Tier V — Emergency

Catastrophic failure prevention.

Examples:

Preserve domain existence

Prevent annihilation or absorption

Failure consequence: Domain collapse

Rewards: Exceptional authority shifts, summoning authorization

Issued only when the system predicts imminent ruin.

II. Mission Types

Mission types define what kind of pressure the domain is under.

Stability Missions

Focus on keeping the domain intact.

Food

Order

Labor

Morale

Common in early rule.

Governance Missions

Concern law, hierarchy, and authority.

Justice

Administration

Retainer management

Often unpopular, but necessary.

Expansion Missions

Triggered by growth opportunities.

Territory

Population

Influence

Failure can overextend the domain.

Conflict Missions

Arise from internal or external threats.

Banditry

Rival lords

Rebellion

Violence is a risk, not a requirement.

Legacy Missions

Long-term objectives affecting history.

Dynasty

Cultural influence

Political replacement

Rare. Consequences echo for generations.

III. Summoning System

Summoning is not creation.

It is binding.

Summoned retainers arrive as complete individuals—with experience, judgment, and limitations.

Summon RanksIron

Local-level competence

Farmers, scouts, basic fighters

Easily replaced

Useful, not transformative.

Bronze

Skilled specialists

Craftsmen, officers, veterans

Improve efficiency

Strengthens daily operations.

Silver

High-value individuals

Tacticians, elite warriors, administrators

Alter local power balance

Noticeable impact.

Gold

Institutional figures

Stewards, generals, founders

Enable domain survival or expansion

Irreplaceable without consequence.

Platinum

Realm-defining entities

Figures who reshape eras

Trigger historical deviation

Extremely rare.Use permanently alters fate.

IV. Binding Costs

All summoning carries cost.

Authority allocation (often permanent)

Resource strain

Increased political visibility

Higher rank = higher dependency.

A domain that leans too heavily on one pillar risks collapse if it falls.

V. System Principle

The Domain System does not reward intent.

It rewards results.

Mercy, cruelty, wisdom, and fear are all valid—if they preserve the domain.

Power flows from people.A ruler's strength is measured by what survives them.

More Chapters