English edition v1.3.3

#Domain Section Index — The Skeleton Of Kagamiyama

Contents

What this section is. A place that gathers every quantitative and presentation rule for the drifted domain Kagamiyama(鏡山領). Barrier, cores, facilities, morale, squads — the five clocks that make one circuit of the domain.

Core References

- Required: Domain Management · Three Ways and Six Hearts

- Reference: Lands Of Sengoku · Non-Combat Checks

- In this supplement: Premise · Campaign Loop · NPC Index


#Scent — A Domain As One Organism

A domain is not one organ. It is several organs.

The shrine is the lungs. It is where the onmyoji breathes the Barrier in and out. The well is the liver. Every drop of water in the domain comes from here and returns here. The smithy is the heart. Hot, ringing without rest, and not allowed to stop. The fields are the stomach. If this year's rice runs short, next year's people run short. The gate is the skin. When it cracks, you can see it; when it tears, everything spills out.

And all of this is wrapped in one thin hide called the Barrier.

The breath of 800 people. The clatter of thirty water buckets at the well every morning. The shrine bell twice a day. The smithy's hammer all day long. This is the pulse of one organism.

Here, you manage resources, assign personnel, and maintain the Barrier. This section translates that pulse into numbers.


#Law — The Domain's 6 Axes

This domain runs on six axes. Each axis has its own document.

AxisDocumentMain Values
Space01-01 Domain Geography6 zones, 3 directions, defense lines
Barrier01-02 Barrier SystemBarrier HP 100, weekly checks
Resources01-03 Core Economy4 grades, corruption, infusion
Facilities01-04 Domain Facilitiesinitial state of 10 facilities
Growth01-05 Upgrades1~3 stages by facility
Popular Sentiment01-06 Morale And Fearmorale 0~10 scale
Personnel01-07 Squad Limits2 slots, expedition formation

It is seven rather than six, but it is more natural to understand space and facilities together. In actual operation, use the following check order.

Weekly check order:
 1. Morale (01-06) — this week's mood
 2. Squads (01-07) — who can move
 3. Barrier HP (01-02) — how much remains
 4. Core stock (01-03) — whether there is anything to infuse
 5. Facility state (01-04) — broken or operating
 6. Upgrade progress (01-05) — progress and unlocks
 7. Geography events (01-01) — direction-specific anomalies

#Document Summaries

#01-01 Domain Geography

The physical map of Kagamiyama. The layout of the 6 zones — fortress, shrine, village, well, smithy, and fields — and the scenery of the 3 Spirit Realm boundary directions, north, east, and south. The 3-layer structure of the defense lines.

"Open the map and the domain is palm-sized. Fold it, and it fits in your pocket."

Main values:

  • Total domain area about 2 ri square(about 4km × 4km in real terms)
  • Barrier sphere radius about 1 ri(2km)
  • Resident distribution: fortress vicinity 30%, village center 50%, field outskirts 20%

When to read this document: before session start, especially in expedition departure and return scenes.


#01-02 Barrier System ★ new rule

A long-term Barrier HP system that covers the whole domain. Barrier HP 100, natural decrease -3 per week, recovery through yoma core infusion. Every Sunday night, the onmyoji makes a Barrier maintenance check. At Barrier HP 15 or lower, the "Night of Barrier Crisis" forced event occurs.

"The Barrier is one breath."

Main values:

  • Barrier HP 100 maximum / 75 start / 15 or lower crisis / 0 ending
  • Natural decrease -3/week
  • Maintenance check, Target Number 11 (basic)

When to read this document: required immediately before campaign start. At every Sunday night session ending.


#01-03 Core Economy ★ new rule

A core circulation system of yoma defeat → harvest check → storage → weekly corruption event → infusion and processing. As domain resources, only 3 stages are recorded: unstable, stable, and high-purity. Barrier HP recovery is +10/+30/+60.

"It is warm in your hand. Slightly below human temperature."

Main values:

  • Harvest Target Number 11/13/15/17 (by harvest source)
  • Basic storage limit: unstable 20, stable 8, high-purity 3
  • Core fusion(合核): 3 of the same grade → 1 of the next grade

When to read this document: every time a check occurs immediately after a yoma is defeated.


#01-04 Domain Facilities

A list of the initial states, effects, and upgrade possibilities of 10 core facilities. Main hall, shrine, smithy, clinic, well, farm, storehouse, watchtower, gate, shelter.

"Ten organs built from stone, earth, and prayer."

Main values:

  • Each facility state 0~3 stages
  • Operating Energy / weekly output
  • Chain penalties when destroyed

When to read this document: in facility interaction scenes. Also when deciding upgrades.


#01-05 Domain Upgrades ★ new rule

1~3-stage upgrade trees by facility. Costs(cores, gold, time, personnel), effects(Barrier/morale/squad/core storage bonuses), and unlock conditions(chapter progress, NPC Affinity, domain morale).

"A stone once set stands for a hundred years. One such stone keeps ten children alive this winter."

Main values:

  • 4~12 weeks required per upgrade
  • 20 total unlockable trees
  • Realistic target for final completion: 40~60%

When to read this document: at the end of each chapter, in council scenes with the lord.


#01-06 Morale And Fear ★ new rule

The whole domain's morale 0~10 scale. Causes and results of changes. Fear accumulation(0~5) and rebellion conditions(morale 2 or lower + fear 4 or higher). It quantifies the invisible resource called the residents' hearts.

"Before the number reaches 0, the voices are already gone."

Main values:

  • Morale 0~10 (basic start 6)
  • Fear 0~5 (basic start 1)
  • Rebellion check 2d10 / weekly

When to read this document: resident-facing scenes, after casualties occur, and immediately after a Barrier crisis.


#01-07 Squad Limits ★ new rule

Quantifies this domain's personnel reality. 2 squad slots(domain defense / expedition), 4 types of support squads fixed to the domain, and rules for individual retainers accompanying the party.

"Eight go out, five return. That is the law of Sengoku."

Main values:

  • Total population 800 / available armed force 20 / PC-mobilizable 8
  • Squad slots 2
  • Elite-grade squads cannot be operated

When to read this document: every expedition formation scene.


#Linkage Map — How The Domain Rules Mesh

The six axes are not independent. If one side collapses, the other also shakes.

[Barrier HP] ←— core infusion —— [Core Economy]
  │            ↑
  ↓       core harvest │
 resident perception → [Morale] ←— casualties — [Squads]
  │                 │
  ↓                 ↓
 [rebellion risk] ← Barrier damage ← facility destruction
  ↑
 [facility state] ←— upgrades —— [Upgrades]
  │
  └─── defense structure —— [Geography]

#Major Chains

  • Core shortage → Barrier HP falls → resident anxiety → morale -1 → rebellion risk — the most common chain.
  • Squad casualties → morale -1 → volunteer replenishment decreases → squad reformation delayed → defense gap → Barrier HP -3 — the second chain.
  • Facility destruction → weekly output decreases → food/resource shortage → morale -2 → upgrades unavailable — a long-term chain.

#Positive Chains

  • High-purity core acquired → Barrier HP spikes → residents feel relief → morale +1 → volunteers increase → squad replenishment — the climax pattern.
  • Upgrade completed → facility efficiency ↑ → weekly output ↑ → morale +1 → upgrade unlock — the growth pattern.

#Weekly Operations Timetable (For GMs)

One week in Kagamiyama. Actual session progress is also recommended to follow this rhythm.

DayDomain EventMain Check Documents
Monweekly roll call · squad formation01-07, 01-06
Tue~Thuexpedition · weekly work01-03, 01-04
Friexpedition return · casualty report01-07, 01-06
SatLull recovery · upgrade progress01-05
SunBarrier infusion · maintenance check01-02, 01-03

#GM Operation Tips — Keep The Six Axes Alive

#The Order That Must Not Be Shaken

  1. Look at morale first. When the number appears first, the players tense up.
  2. Count and form squads. "Who goes today?" should have a different answer every week.
  3. Reveal Barrier HP. Give the exact number every week.
  4. Say the core stock out loud every time. "How many Minions do we have left right now?"
  5. Only check facility state when players ask. Checking every facility every week is exhausting.
  6. Advance upgrade progress only 1~2 spaces each week. Do not race far ahead.

#How Not To Overwhelm

Running all six axes at once exhausts the GM. It is recommended to focus only on the current week's 2~3 core axes and pass the rest with summary narration.

  • Chapter 1: Barrier, cores, squads (3 axes)
  • Chapter 2: + morale (4 axes)
  • Chapter 3: + facilities (5 axes)
  • Chapter 4: + upgrades (6 axes)
  • Chapter 5: all

Introduce the axes gradually along the players' learning curve.

#The Secret To Making Players Enjoy The System

  • Turn the weight of choice into numbers: show that "morale -1" actually returns as a problem next week.
  • Do not hide tradeoffs: make the players calculate that "if we take this upgrade, that upgrade is delayed by 4 weeks."
  • Celebrate victory with numbers: revealing "Barrier HP +60" after gaining a high-purity core is a session highlight.

#New Rule Warning (Reemphasis)

The 4 documents marked ★ in this section quantify rules that are absent from the core or only partially mentioned there.

  • Barrier System, Core Economy, Morale and Fear, Squad Limits — limited to this campaign.
  • Do not import them back into the core(they may conflict with the core basic rules).
  • See Design Notes for detailed principles.

#Connected Sections

  • NPC Index — the faces living inside the domain. Keys to morale and upgrade unlocks.
  • Spirit Realm Environment — the world outside the domain. Source of cores.
  • Chapter 1 — where these domain rules first operate in play.
  • GM Tools — domain sheets and tracking forms.

"A domain is a single organism. When one side hurts, another side shows." — Hoshino Gensho, teaching Akihisa the meaning of the weekly council.