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.
