#Morale And Fear — The Domain's Heart
Contents
New rule. Quantifies the entire domain population's Morale 0~10 and Fear 0~5. This is a supplement-specific system not present in the core rules.
Core References
- Required: Three Ways and Six Hearts · Non-Combat Checks
- Reference: Domain Management · Samurai Loyalty
- In this supplement: Barrier System · Domain Facilities · Squad Limitations
[New Rule] Morale And Fear System
The core Domain Management rules focus on domain economy, and treat resident morale only as a narrative element. This supplement quantifies the long-term closed-in fear and survival pressure of the drift situation, raising the residents' hearts into a resource equal in importance to the Barrier, cores, and squads. It is tracked every week and, through the defined chain, can lead all the way to domain collapse.
#Scent — What The Heart Is
The hearts of 800 people rest on a single scale.
That scale weighs unfairly. When one person cries, two others go quiet; when one person laughs, five people feel at ease. Morale is not an average. The weakest person's voice rings the loudest.
To know the domain's morale, stand by the Well in the morning.
Morale 8. People talk. They discuss today's weather with their neighbors. A baby cries. A mother laughs. The bucket sounds bright.
Morale 6. There is speech, but it is short. No one asks what will happen to the Barrier tonight. Not asking becomes a custom. The bucket sounds the same.
Morale 4. They line up. They yield their places to one another. But there is fatigue in that courtesy. An old person tells a young one to draw water first. The young one does not say thanks -- that has already become normal.
Morale 2. No one comes to the Well. Even if someone draws water, they do it alone. A baby cries, but the mother does not soothe it. She has no words for soothing. The bucket sound is calm. It comes less often.
Morale 0. There is no sound at all. Not because the Well has dried up. Because no one draws from it.
#Law — Morale Scale
#Basic Structure
| Item | Value |
|---|---|
| Morale range | 0 ~ 10(integer) |
| Starting value | 6(immediately after the drift, hope still remains) |
| Weekly natural change | ±0(if no special event occurs) |
| Danger line | 3 or lower -- rebellion risk |
| Extreme | 0 -- domain functions stop |
| Maximum | 10 -- ideal, can be reached only temporarily |
#State By Morale Band
| Morale | Resident Mood | Domain Impact | GM Narrative |
|---|---|---|---|
| 9~10 | elated | all checks +1, upgrade progress +1 | festival, victory, hope of return |
| 7~8 | positive | daily life stable, morale stays at baseline | ordinary morning, laughter |
| 5~6 | normal | baseline state, no modifier | half silence and half conversation |
| 3~4 | anxious | upgrade progress -1, squad Cohesion -1 | avoids eye contact, short conversations |
| 1~2 | despairing | all checks -1, rebellion risk | occasional crying, some children sick |
| 0 | collapse | domain functions stop, squads may disband | silence, desertion begins |
#Temporary Overflow
- Morale cannot exceed 10(if it reaches that value, it stays there and automatically takes -1 at week's end)
- Special events(successful return, etc.) can temporarily raise it to 11~12, but it immediately converges to 10
#Causes Of Morale Change
#Causes Of Morale Increase(+)
| Cause | Change | Frequency |
|---|---|---|
| Barrier HP 80 or higher maintained for 1 week | +1 | weekly |
| high-purity core acquired and infused successfully | +2 | extremely rare |
| upgrade completed | +1 | 1 time in completion week |
| lord RP success(major decision) | +1 | 1~2 times per arc |
| PC heroic return(defeating a Lord-grade yoma) | +1 | 1 time per arc |
| festival or consolation event | +1 | 1 time when declared by the lord |
| outsider NPC joins | +1 | event |
| Shrine group prayer(1/month) | +1 | Monday morning |
#Causes Of Morale Decrease(-)
| Cause | Change | Frequency |
|---|---|---|
| Barrier HP 30 or lower | -1 | if maintained for the week |
| Barrier HP 15 or lower | -2 | crisis week |
| expedition squad casualties(per 1 person) | -1 | casualty report week |
| squad annihilated | -3 | event |
| lord RP failure(silence, broken promise) | -1 | on failed check |
| facility destroyed(state 2→0) | -2 | destruction week |
| onmyoji weakening +1(becomes public) | -1 | when residents witness it |
| onmyoji death | -4 | event |
| Farm crop-failure warning | -1 | by season |
| long-silent lord(absent from meetings for 3+ days) | -1 | event |
| core shortage for 2 consecutive weeks | -1 | cumulative |
#Automatic Decline
- If there is no morale increase for 3 consecutive weeks without a morale-maintenance event → automatic -1(stagnation decline).
- The GM may omit this at their discretion(to fit story pacing).
#Fear Scale
Track Fear 0~5 separately from Morale. Fear is the accumulation of specific dread, and unlike Morale, it does not fall quickly.
#Fear Structure
| Item | Value |
|---|---|
| Fear range | 0 ~ 5 |
| Starting value | 1(immediately after the drift, baseline anxiety) |
| Natural decrease | -0 ~ -1 per 1 week(conditional) |
| Danger line | 3 or higher -- rebellion chance ↑ |
| Extreme | 5 -- mass panic |
#State By Fear Band
| Fear | State | GM Narrative |
|---|---|---|
| 0 | perfectly calm | almost impossible to reach |
| 1 | everyday anxiety | sometimes cannot sleep at night |
| 2 | conscious fear | children do not point outside the Barrier |
| 3 | silent fear | talking about yoma is taboo |
| 4 | just before mass panic | some residents try to flee |
| 5 | mass panic | rebellion, self-harm, and desertion explode |
#Causes Of Fear Increase(+)
| Cause | Change | Frequency |
|---|---|---|
| yoma sighted at Barrier edge | +1 | max 1 time/week |
| Barrier HP enters 15 or lower | +2 | immediate |
| news of a Lord-grade yoma breakthrough attempt | +1 | event |
| onmyoji publicly collapses | +1 | event |
| direct resident harm(injury or death) | +2 | event |
| Night of Barrier Crisis fails | +3 | event |
| darkness/silence staging(3+ days) | +1 | GM discretion |
#Causes Of Fear Decrease(-)
| Cause | Change | Condition |
|---|---|---|
| lord's official speech(successful check) | -1 | 1 time/week |
| Barrier HP recovers to 60 or higher | -1 | immediate |
| Lord-grade yoma defeated | -1 | event |
| Shrine purification ritual(1/month) | -1 | led by onmyoji |
| 1 uneventful week passes | -0.5 | automatic(round) |
Fear falls more slowly than Morale. Once it reaches 4, recovery takes 3~5 weeks.
#Morale/Fear Interaction
The two values are independent, but they affect each other.
#Interaction Table
| Situation | Morale | Fear | Additional Impact |
|---|---|---|---|
| Morale 3 or lower + Fear 3 or higher | unchanged | unchanged | rebellion check activates |
| Morale 2 or lower + Fear 4 or higher | unchanged | unchanged | Target Number for rebellion checks -2 |
| Morale 8 or higher + Fear 2 or lower | unchanged | unchanged | upgrade progress +1 |
| Morale 10 + Fear 0 | impossible | — | only temporary(in the setting) |
#Possible Chain
Morale falls → Fear increase accelerates
while Morale is 3 or lower, weekly Fear +1(automatic)
Fear rises → Morale decrease accelerates
while Fear is 4 or higher, weekly Morale -1(automatic)
Both collapse → rebellion
Morale 2 or lower + Fear 4 or higher = rebellion check
#Rebellion Check
The collective decision-making of domain residents. It occurs when trust in the lord and onmyoji collapses.
#Check Conditions
- Morale 2 or lower + Fear 4 or higher both maintained for 1 week or more
- OR Morale reaches 0
- OR within 3 weeks before Barrier HP reaches 0 + Morale 4 or lower
#Check Formula
Rebellion check:
2d10 + Lord Akihisa influence(+1 baseline) + Three Ways and Six Hearts modifier vs Target Number
Target number:
Baseline: 13
Morale 1 or lower: 15
Fear 5: 15
After onmyoji death: 17
Check results:
Success: delay rebellion by 1 week, Morale stays +0
Failure: rebellion occurs(light/medium/major)
Catastrophic failure(1-1): riot
Great success(10-10): Morale +2, Fear -1(the lord reestablishes himself)
#Rebellion Types
Light rebellion(check failure):
- some residents(50 people) attempt desertion
- Slot A squad Cohesion -1
- Morale -1 permanent decrease
- requires 1 week to settle
Medium rebellion(check -5 or lower):
- many residents(150 people) stage a sit-in or desert
- squad Cohesion -2
- 1 facility destroyed(roll d10)
- Morale -2 permanent
- requires 2 weeks to settle
Major rebellion(check -10 or lower, catastrophic failure):
- civil strife occurs
- lord in crisis -- possible replacement
- Slot A squad casualties d10 people
- 2~3 facilities destroyed
- Morale -3 permanent
- affects campaign ending branches
#How The Lord Can Intervene
The lord may intervene through lord RP within 1 week before the rebellion check.
| Action | Effect | Risk |
|---|---|---|
| official speech | Fear -1, check +1 | on failure, Fear +1(backfires) |
| weapon distribution(attempt to arm residents) | check +1 | Smithy stock depleted |
| expanded rice rationing | Morale +1 | Farm stock -500 koku |
| meet resident representatives | check +2 | takes time(1 week) |
| joint declaration with the onmyoji | check +3 | onmyoji weakening +1 |
#The Lord's Heart And Morale
Morale is not just a number; it reflects the lord's Three Ways and Six Hearts.
#Morale Effects By Heart
| Heart | Morale Bonus | Fear Bonus | Situation |
|---|---|---|---|
忠 | +1 weekly | -0 | when staying with residents |
覇 | +0 | -1 | after Barrier crisis or battle |
慈 | +1 | -1 | visiting the injured |
虛 | -1 | +0 | when the lord withdraws |
眞 | +0 | -1 | empathy with the onmyoji |
魔 | -2 | +2 | when the lord breaks down |
#Lord RP Check
Roll dice in major lord decision scenes.
Lord RP check:
2d10 + lord's dan(+1) + Heart(+1~+3) vs Target Number
Target number:
Speech: 11
Decision: 13
Mediate internal/external conflict: 15
Intervene in rebellion: 17
#Weekly Morale/Fear Procedure
Every Monday morning or Sunday night.
#Order
1. Tally last week's events(Morale +/-)
2. Check Barrier HP band → apply automatic modifiers
3. Apply natural change(if stagnation lasts 3 weeks, -1)
4. Apply Fear automatic change(conditional)
5. Check rebellion conditions
6. Confirm weekly Morale/Fear
7. Stage a resident scene(for the current band)
#Timing
- Every Monday morning(in-session time): settle last week
- Every Sunday night(session ending): settle this week
- Calculate 2 times within the campaign(narrative rhythm)
#Morale By Resident Stratum(Optional Rule)
If a single overall Morale value feels too averaged, detailed tracking by resident stratum is possible. This option raises campaign difficulty.
#4 Strata
| Stratum | Population | Independent Morale |
|---|---|---|
| retainers/samurai | 20 | independent morale(loyalty to the lord) |
| artisans/merchants | 50 | independent morale(centered on Nohachi and Yasuko) |
| farmers/commoners | 380 | independent morale(centered on the village head) |
| elderly/children | 250 | independent morale(sensitive to Fear) |
Each stratum has Morale 0~10. Each stratum reacts differently. The average is the overall Morale.
#Morale Collapse By Stratum
- samurai stratum Morale 2 or lower: squad Cohesion -2
- artisan stratum Morale 2 or lower: facility weekly output -50%
- farmer stratum Morale 2 or lower: Farm crop-failure chance +50%
- elderly/children stratum Morale 2 or lower: whole-domain Fear +1(weekly)
Warning: stratum management increases GM burden. Optional rule.
#Fear/Madness Connection(Optional Rule)
The core madness concept can also be applied to PCs.
#PC Fear Accumulation
- If a PC stays in the domain during a week when domain Fear is 4 or higher, PC personal Fear +1
- When PC Fear reaches 5 → forced change to a specific Three Ways and Six Hearts Heart(GM discretion)
- PC Fear 5 maintained for 3 weeks → temporary madness check
#Madness Check
Madness resistance check:
2d10 + Courage + Wisdom + lord affinity vs 15
Failure: confused state for 1 round(checks -2)
Catastrophic failure: temporary madness(GM handles actions for a day)
This rule deepens the concept that Fear is a psychological resource. It is an option for strengthening the campaign's dark tone.
#GM Tips — Keep Hearts Alive
#Show The Scene Before Naming The Number
- Morale 5 → 6: "This morning at the Well, you hear one more laugh."
- Fear 3 → 4: "The children do not look toward the Barrier. They play with their backs deliberately turned."
- Just before rebellion: "When the lord went to the morning council, one retainer did not raise his head."
#Revealing Morale Changes
- Morale changes are shown to the players. But reveal relative changes, not absolute values.
- "Morale rose compared with last week" -- the number stays on the GM sheet.
- Fear works the same way.
However, when the rebellion check activates, state it explicitly("by Morale/Fear conditions, the rebellion check is active").
#Weight Of Lord RP
- The lord's decision scenes use real dice checks. Do not handwave them.
- Failure must matter. Once he fails, the effect remains into the next week.
- When the lord's Heart changes, discuss it with the players.
#Actually Run The Chain
Show that a single event can produce 2~3 weeks of aftermath.
- expedition squad annihilated(-3) → next week Fear +1 → following week rebellion conditions activate
- upgrade completed(+1) → next week Morale maintained → following week upgrade bonus
Players should feel that "our actions affect things 3 weeks later."
#Pitfalls To Avoid
- Lowering Morale once and then leaving it alone: it matters only if tracked every week.
- Lowering Fear too easily: once Fear accumulates, it lasts.
- Keeping rebellion only as a hypothetical threat: actual activation 1~2 times per campaign is recommended.
- Not allowing the lord to fail: the possibility of failure is narrative tension.
#Recommended Morale/Fear Pace By Campaign Arc
| Chapter | Average Morale | Average Fear | Rebellion Risk |
|---|---|---|---|
| Chapter 1 | 6~7 | 1~2 | none |
| Chapter 2 | 5~6 | 2~3 | none |
| Chapter 3 | 4~5 | 3~4 | conditional |
| Chapter 4 | 3~4 | 3~4 | 1~2 times |
| Chapter 5 | 2~6(extreme) | 4~5 or 1~2 | 2~3 times |
Chapter 5 is polarized. Morale moves to extremes depending on climax progress.
#Sheet Format — GM Tracking
[Morale/Fear Sheet]
Current week: week ___
Morale: ___/10
Compared with last week: +__/-__
Main causes of change:
- ___
- ___
Expected next week: ___
Fear: ___/5
Compared with last week: +__/-__
Main causes of change:
- ___
- ___
Expected next week: ___
Rebellion risk:
[ ] inactive(normal)
[ ] conditionally active(Morale 3 / Fear 3+)
[ ] forcibly active(Morale 2 / Fear 4+)
Last check: ___
This week's lord RP:
- ___
Check: ___ vs target ___
Result: ___
Morale by stratum(if optional rule is applied):
samurai: __/10
artisans: __/10
farmers: __/10
elderly/children: __/10
Notes:
___
For the dedicated sheet, see 80-06-morale-tracker.md.
#Morale/Fear And Ending Branches
During the Chapter 5 climax, Morale/Fear states affect ending branches.
| Final State | Possible Ending |
|---|---|
| Morale 7+ / Fear 1~2 | Return Ending(great success) -- 90% of residents survive and return |
| Morale 5~6 / Fear 2~3 | Return Ending(normal) -- 70% of residents survive and return |
| Morale 4 / Fear 3~4 | Settlement Ending -- remain in the domain |
| Morale 3 / Fear 4+ | Transformation Ending -- domain altered, partial survival and return |
| Morale 2 or lower | Fall Ending -- internal collapse |
| week of catastrophic rebellion failure | Rebellion Ending(special) -- lord falls |
Morale is the last arrow. No matter how much Barrier HP remains, if the residents' hearts collapse, the domain falls.
#Connected New Rules / Documents
- Barrier System — interaction between Barrier HP and Morale
- Domain Facilities — facility destruction → Morale chain
- Upgrades — completion → Morale +1
- Squad Limitations — casualties → Morale decrease
- Young Lord — lord RP check system
- Onmyoji — public onmyoji collapse and Fear
- Residents — faces of Morale
- Core Three Ways and Six Hearts — the lord's Heart and Morale
"Before the number reaches 0, the voices have already disappeared. We must count the number of voices. That is what a domain is." — Hoshino Gensho, explaining the nature of Morale to Akihisa.
