IMPERIAL LIBRARY

Domain Action Reference

A player-facing guide to the kinds of actions a regent may take during a domain turn: diplomacy, rulership, holdings, war, intrigue, trade, and public declarations.

What Is a Domain Action?

A domain action is a major decision taken by a regent during a campaign turn. These are not small personal errands. They represent the use of authority, wealth, influence, agents, soldiers, priests, guild factors, magistrates, spies, or magical power.

In Heirs of Empire, domain actions are submitted through the player portal as turn orders. The DM reviews the order, considers the current political situation, applies costs and risks, and then resolves the result as part of the turn.

This page is a practical player reference, not a full rules engine. Exact costs, modifiers, and consequences may depend on the campaign situation, the target, rival actions, and DM adjudication.

Action Categories

Most actions fall into one of the following broad categories.

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Rule and Province Actions

Actions used to govern land, improve stability, expand authority, and shape the public life of a province.

Rule Province
Public

Attempt to increase the level, prosperity, organization, or administrative strength of a province.

Commonly involves: Gold Bars, Regency, local support, stability, and time
Agitate
Public or Secret

Influence public opinion, loyalty, unrest, legitimacy, support for a cause, or opposition to a rival.

Commonly involves: Regency, agents, priests, heralds, guild contacts, or public speeches
Decree
Public

Issue a public order, law, proclamation, demand, reform, tax policy, religious edict, or formal declaration.

Commonly involves: Political authority, reputation, legal power, and consequences
Stabilize Province
Public

Address unrest, famine, disorder, corruption, banditry, religious tension, or a recent crisis.

Commonly involves: Gold Bars, Regency, officials, soldiers, priests, or guild support
domain
Holding Actions

Actions used to create, strengthen, challenge, destroy, or defend law, temple, guild, and source holdings.

Create Holding
Public or Secret

Establish a new holding in a province where your domain has room to grow.

Commonly involves: Gold Bars, Regency, local contacts, and opportunity
Rule Holding
Public or Secret

Increase the strength of an existing holding, expanding your influence in that province.

Commonly involves: Gold Bars, Regency, agents, clergy, merchants, magistrates, or magical power
Contest Holding
Public or Secret

Challenge a rival holding and attempt to reduce, disrupt, or remove their influence.

Commonly involves: Regency, leverage, claims, spies, pressure, and political risk
Fortify Holding
Public

Protect a holding through walls, guards, secure vaults, loyal officers, magical wards, or defensive infrastructure.

Commonly involves: Gold Bars, time, specialists, and visible commitment
handshake
Diplomacy and Court Actions

Actions used to build alliances, negotiate treaties, settle conflicts, make claims, or influence other powers.

Diplomacy
Public or Secret

Negotiate with another regent, domain, noble, temple, guild, realm, foreign court, or faction.

Commonly involves: Messages, gifts, promises, Regency, Gold Bars, concessions, or threats
Create Treaty
Usually Public

Formalize an alliance, trade agreement, peace settlement, vassal arrangement, marriage pact, or mutual defense agreement.

Commonly involves: Consent of involved parties, public terms, witnesses, and political trust
Claim Title
Public

Assert a claim to a throne, province, inheritance, office, regency, temple authority, guild right, or ancient privilege.

Commonly involves: Legitimacy, documents, bloodline, support, diplomacy, and risk
Send Embassy
Public or Secret

Dispatch envoys, priests, merchants, agents, scholars, or heralds to open or improve relations.

Commonly involves: Gold Bars, reputation, travel, gifts, and clear instructions
swords
Military and War Actions

Actions used to raise forces, move armies, defend territory, declare war, or resolve military pressure.

Muster Troops
Public

Raise new military units, mercenaries, levies, ships, scouts, guards, or specialized forces.

Commonly involves: Gold Bars, province capacity, training time, loyalty, and logistics
Move Troops
Public or Secret

Move military units between provinces, toward borders, into defensive positions, or onto campaign routes.

Commonly involves: Roads, ships, terrain, scouts, secrecy, and supply
Declare War
Public

Formally begin open hostilities against another domain or power.

Commonly involves: Political justification, readiness, allies, armies, treasury, and consequences
Occupy or Defend Province
Public

Use military force to control, protect, contest, or pressure a province.

Commonly involves: Units, commanders, fortifications, morale, supply, and local reaction
payments
Trade and Wealth Actions

Actions used to generate income, expand trade, invest in infrastructure, fund projects, or manipulate markets.

Create Trade Route
Public or Secret

Open a commercial route between provinces or markets to generate wealth and political leverage.

Commonly involves: Guild influence, Gold Bars, safe roads or ships, partners, and stability
Invest in Province
Public

Fund roads, ports, courts, markets, shrines, defenses, granaries, or administrative improvements.

Commonly involves: Gold Bars, time, workers, skilled labor, and local cooperation
Finance Project
Public or Secret

Provide funding for another domain, mercenary force, temple mission, construction effort, or covert objective.

Commonly involves: Gold Bars, written terms, trust, and consequences if exposed
Emergency Tax or Relief
Public

Raise emergency funds or spend money to relieve a crisis, famine, war burden, plague, or public hardship.

Commonly involves: Gold Bars, loyalty, reputation, and short-term political pressure
visibility_off
Intrigue and Secret Actions

Actions used for espionage, investigation, sabotage, covert diplomacy, misinformation, or hidden preparations.

Espionage
Secret

Gather information, uncover plots, identify troop movements, read political intentions, or expose hidden threats.

Commonly involves: Spies, agents, bribes, contacts, time, and risk of discovery
Sabotage
Secret

Disrupt a rival's holding, army, project, road, fleet, court, treasury, reputation, or supply line.

Commonly involves: Agents, access, secrecy, opportunity, and serious retaliation if discovered
Counter-Espionage
Secret

Protect your domain from spies, informants, assassins, saboteurs, smugglers, and hostile agents.

Commonly involves: Loyal officers, money, informants, law holdings, and careful review
Secret Diplomacy
Secret

Negotiate privately with another regent, rival, rebel, pretender, foreign power, or enemy faction.

Commonly involves: Secure messengers, trust, leverage, and plausible deniability

Writing a Good Domain Order

A strong order tells the DM what you are trying to accomplish, where it happens, who is involved, what resources you are committing, and what result you hope to create. The more politically complicated the action is, the more useful your explanation becomes.

Name the action clearly

Use a specific action label such as Diplomacy, Rule Holding, Agitate, Espionage, Muster Troops, or Decree.

Identify the target

Name the province, holding, ruler, domain, faction, army, title, route, or public audience affected by the action.

State your intent

Explain what you want the action to accomplish, not just what mechanics you hope to trigger.

Commit resources

List any Gold Bars, Regency, troops, agents, favors, promises, public speeches, or other support you are using.

Describe the approach

Tell the DM how your regent is attempting the action: persuasion, intimidation, bribery, faith, law, trade, secrecy, force, or compromise.

Define success

Say what outcome you are hoping for so the DM can adjudicate partial success, complications, or failure more fairly.


Example Order Format

Action: Diplomacy
Target: Duke Alam of Alamie
Resources: 1 GB for gifts, legal scribes, and formal messengers
Public or Secret: Public
Intent: Open negotiations for a defensive pact against Ghoere.
Approach: Emphasize mutual security, shared trade interests, and the danger of allowing one aggressive neighbor to dominate the region.
Desired Result: Secure a formal meeting, improve relations, and prepare the ground for a treaty next turn.
Turn Order Checklist

Does the action have a clear name?

Did you identify the target?

Did you say whether it is public or secret?

Did you list GB, RP, troops, or other resources?

Did you explain your political approach?

Did you include your desired result?

Did you consider possible consequences?

Public vs. Secret

Public actions may appear in chronicles, rumors, court gossip, diplomatic notices, or regional news. Secret actions are hidden unless discovered, betrayed, investigated, or exposed by events.

Secret does not mean safe. Covert plans can fail, leak, provoke retaliation, or create evidence.

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