English edition v1.3.3

#Morale And Fear — The Domain's Heart

Contents

A village notice board with blank paper, a cracked cup, and an extinguished lamp, morale fraying without any text.

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

ItemValue
Morale range0 ~ 10(integer)
Starting value6(immediately after the drift, hope still remains)
Weekly natural change±0(if no special event occurs)
Danger line3 or lower -- rebellion risk
Extreme0 -- domain functions stop
Maximum10 -- ideal, can be reached only temporarily

#State By Morale Band

MoraleResident MoodDomain ImpactGM Narrative
9~10elatedall checks +1, upgrade progress +1festival, victory, hope of return
7~8positivedaily life stable, morale stays at baselineordinary morning, laughter
5~6normalbaseline state, no modifierhalf silence and half conversation
3~4anxiousupgrade progress -1, squad Cohesion -1avoids eye contact, short conversations
1~2despairingall checks -1, rebellion riskoccasional crying, some children sick
0collapsedomain functions stop, squads may disbandsilence, 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(+)

CauseChangeFrequency
Barrier HP 80 or higher maintained for 1 week+1weekly
high-purity core acquired and infused successfully+2extremely rare
upgrade completed+11 time in completion week
lord RP success(major decision)+11~2 times per arc
PC heroic return(defeating a Lord-grade yoma)+11 time per arc
festival or consolation event+11 time when declared by the lord
outsider NPC joins+1event
Shrine group prayer(1/month)+1Monday morning

#Causes Of Morale Decrease(-)

CauseChangeFrequency
Barrier HP 30 or lower-1if maintained for the week
Barrier HP 15 or lower-2crisis week
expedition squad casualties(per 1 person)-1casualty report week
squad annihilated-3event
lord RP failure(silence, broken promise)-1on failed check
facility destroyed(state 2→0)-2destruction week
onmyoji weakening +1(becomes public)-1when residents witness it
onmyoji death-4event
Farm crop-failure warning-1by season
long-silent lord(absent from meetings for 3+ days)-1event
core shortage for 2 consecutive weeks-1cumulative

#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

ItemValue
Fear range0 ~ 5
Starting value1(immediately after the drift, baseline anxiety)
Natural decrease-0 ~ -1 per 1 week(conditional)
Danger line3 or higher -- rebellion chance ↑
Extreme5 -- mass panic

#State By Fear Band

FearStateGM Narrative
0perfectly calmalmost impossible to reach
1everyday anxietysometimes cannot sleep at night
2conscious fearchildren do not point outside the Barrier
3silent feartalking about yoma is taboo
4just before mass panicsome residents try to flee
5mass panicrebellion, self-harm, and desertion explode

#Causes Of Fear Increase(+)

CauseChangeFrequency
yoma sighted at Barrier edge+1max 1 time/week
Barrier HP enters 15 or lower+2immediate
news of a Lord-grade yoma breakthrough attempt+1event
onmyoji publicly collapses+1event
direct resident harm(injury or death)+2event
Night of Barrier Crisis fails+3event
darkness/silence staging(3+ days)+1GM discretion

#Causes Of Fear Decrease(-)

CauseChangeCondition
lord's official speech(successful check)-11 time/week
Barrier HP recovers to 60 or higher-1immediate
Lord-grade yoma defeated-1event
Shrine purification ritual(1/month)-1led by onmyoji
1 uneventful week passes-0.5automatic(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

SituationMoraleFearAdditional Impact
Morale 3 or lower + Fear 3 or higherunchangedunchangedrebellion check activates
Morale 2 or lower + Fear 4 or higherunchangedunchangedTarget Number for rebellion checks -2
Morale 8 or higher + Fear 2 or lowerunchangedunchangedupgrade progress +1
Morale 10 + Fear 0impossibleonly 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.

ActionEffectRisk
official speechFear -1, check +1on failure, Fear +1(backfires)
weapon distribution(attempt to arm residents)check +1Smithy stock depleted
expanded rice rationingMorale +1Farm stock -500 koku
meet resident representativescheck +2takes time(1 week)
joint declaration with the onmyojicheck +3onmyoji 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

HeartMorale BonusFear BonusSituation
+1 weekly-0when staying with residents
+0-1after Barrier crisis or battle
+1-1visiting the injured
-1+0when the lord withdraws
+0-1empathy with the onmyoji
-2+2when 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

StratumPopulationIndependent Morale
retainers/samurai20independent morale(loyalty to the lord)
artisans/merchants50independent morale(centered on Nohachi and Yasuko)
farmers/commoners380independent morale(centered on the village head)
elderly/children250independent 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

  1. Lowering Morale once and then leaving it alone: it matters only if tracked every week.
  2. Lowering Fear too easily: once Fear accumulates, it lasts.
  3. Keeping rebellion only as a hypothetical threat: actual activation 1~2 times per campaign is recommended.
  4. Not allowing the lord to fail: the possibility of failure is narrative tension.

ChapterAverage MoraleAverage FearRebellion Risk
Chapter 16~71~2none
Chapter 25~62~3none
Chapter 34~53~4conditional
Chapter 43~43~41~2 times
Chapter 52~6(extreme)4~5 or 1~22~3 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 StatePossible Ending
Morale 7+ / Fear 1~2Return Ending(great success) -- 90% of residents survive and return
Morale 5~6 / Fear 2~3Return Ending(normal) -- 70% of residents survive and return
Morale 4 / Fear 3~4Settlement Ending -- remain in the domain
Morale 3 / Fear 4+Transformation Ending -- domain altered, partial survival and return
Morale 2 or lowerFall Ending -- internal collapse
week of catastrophic rebellion failureRebellion 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


"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.