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"The Silver Warrior" by Frank Frazetta Public Domain Image |
I think one of the most interesting mechanics that have been discarded in newer games is Dominion level play. In
Dungeons & Dragons this was an option given to the players when they hit 9th level: they could choose to give up on their wandering lifestyle and become a leader within a community.
In early editions of Dungeons & Dragons this was an option granted two-player characters when they hit 9th level. They had to choose between becoming landed character or a wanderer. Becoming a landed character grants them a permanent residence, number of followers, and some sort of position of power. The specifics were dependant upon character class.
Fighters
Fighters were given the option to move to the frontiers of the land in which they live to establish a new stronghold. Thiss involved clearing land of monsters & dangers, raising the funds to build a fortress, then defending his new holdings untilnthey are cleared and setyled. Once that was accomplished, the Fighter would have a small force of men-at-arms to command. They may also choose to be a part of the system of peerage of the realm with status and privileges. Alternately they can petition to become the ruler of an existing land with no ruler, but must complete a quest to gain the blessing of the local ruler.
Clerics
Clerics were given the option to creating an Abbey stronghold. If they are in good standing with their clerical order, the order will donate a portion of the cost of establishing the stronghold and be assigned several lower-level clerics to aid them.
Magic Users
Magic-users were given two options. The simpler of the two would be to become a court magician "Magist" of a loxal lord. The character is rewarded with a stipend of several thousand gold and several low-level magic-user apprentices.
The more complex option is to capture of built a stronghold (referred to as a "tower"), following the same rules as a fighter's keep. They don't generally become a peer of the land, but are treated as a law unto themselves. They both gain apprentices, and If they build a dungeon, attract monsters to it (These do not necessarily serve the wizard.)
Thieves
Thieves do not need to settle new lands. Instead they can establish a hideout in a dungeon, cave, or fortified house. They get a few apprentice thieves to help them with day-to-day operations, and give the PC a cut in return for training. A Thief can petition for official recognition of their hideout as a guild hall by the Thieves' Guild and be granted the title "guildmaster" to earn some perks.
Demihumans
Demihumans of 9th level all have essentially identical paths to dominion-level play. The establish a stronghold like a fighter, with a little variant flavour anc bring a chunk of their clan out to expand, making them a Clanmaster. If they served their community, their elders might front a chunk of the cost. As with all classes, they get a bunch of low-level followers of the same class to serve them.
This systems for dealing with dominion-level characters were somewhat different between BECMI and AD&D.
The rules beyond that I have outlined above we're fairly scant. AD&D had few mechanics for building a castle or dungeon beyond pricing for common structural parts, and discussion of the cost of the various laborers needed to make creating a dominion happen. There wasn't a lot of other information available. And there was a hidden assumption that it would not bring the player character significant treasure, but essentially be a self-sustaining thing that happens in the background.
The Companion box included dominion rules for BECMI that were far more detailed. Not only does it cover the necessary process for clearing and settling a land, and the cost of building a castle and paying the laborers to do so, but it had mechanics for attracting people to your community.