Rulership & Factions
Ruling Worlds & Building Empires
Introduction
The Dragon World is full of powerful warriors, but only some seek to rule. Whether your character conquers a planet through force, unites its people through diplomacy, or simply declares themselves its protector, the act of governance changes a world for everyone on it.
This document covers Factions, planetary rulership, Planetary Improvements, Decrees, and Faction War. The Conquer a Planet and Form Faction Activities in Activities & Quests describe the requirements to trigger these systems. Everything that happens after is detailed here.
Factions
What Is a Faction?
A Faction is a named organization of player-characters. It is the entity that holds planets, issues Decrees, and appears on the game's records as the Ruler. "The Saiyan Star Empire rules Vegeta," not "Kohlra rules Vegeta."
Every ruled planet has a Faction behind it. There are no solo Rulers: a character who conquers a planet by themselves automatically creates a one-person Faction and must name it. This keeps the system unified: whether you are a single warlord or a five-member alliance, the mechanics are the same.
Forming a Faction
A Faction is created in one of two ways:
A Faction must have a name. Choose something that fits the Dragon World as this is the name that other player-characters and NPCs will use to refer to your organization in-character. Suggested bases for these names, based on Alignment and scale, can be found in the Faction Ranks section.
Faction Leadership
One member is the Faction Leader. The Leader makes all mechanical decisions: choosing Decrees, setting travel policy, directing Improvements, declaring war. The Leader may informally delegate to other members, but mechanically, the Leader is the decision-maker.
The Leader's Alignment determines the Faction's Alignment for all governance purposes (see Ruler Alignment below). If the Leader's Alignment changes, the Faction's governance Alignment changes with it at the start of the next Quarter.
If the Faction Leader departs, dies, or is removed, the remaining members must designate a new Leader immediately. If they cannot agree, they must fight. If no members remain alive, the Faction is inert and will eventually be dissolved at Game Master discretion. You will want to find a way back to life quickly, in that circumstance!
Membership
Members may join an existing Faction at any time with the Faction Leader's agreement, posted via Activity Form.
Members may leave at any time by posting in their character board. The Faction retains all planets regardless of who departs. The Faction conquered the world, after all, and not the individual.
The Faction Leader may remove a member at any time.
Faction Rank
Overview
Factions grow in influence as they expand. Rank is determined automatically based on the Faction's current state: either its member count or the number of planets it holds, whichever qualifies it for a higher Rank. If a Faction no longer meets the requirements for its current Rank, it drops immediately.
Each Rank has a title that varies based on the Faction's Alignment, reflecting the character of the organization in the wider universe.
Note! If a Faction's Alignment changes due to a leadership change, the Rank title updates immediately to reflect the new Alignment. The Rank itself and all benefits are unchanged.
Conquering & Defending Worlds
Conquering a Planet
The Conquer a Planet Activity starts an Event: if the planet has no player-character Faction holding it, an NPC defender based on the planet's Typical Power Level will resist. If the planet is held by a player-character Faction, its members must defend it themselves. All characters on or off the planet have two Quarters to join the Event and oppose the conquest. The Quarters are not consumed and can be used on other Activities.
Conquest is always per-planet. If a Faction holds five planets and an attacker conquers one of them, only that planet changes hands. The other four are unaffected. Holding an interplanetary territory requires real logistics: keeping members stationed across your worlds, investing in fast engines, or learning teleportation techniques.
Note! Conquering a planet does not have to be depicted as a violent takeover, even if it triggers an NPC fight. It could be a democratic process resulting in resistance, a declaration of protection, a trade negotiation backed by strength, or anything else you can imagine. But violence is always on the table.
Defending a Planet
When a Conquer attempt is made against a Faction-held planet, any member of the defending Faction may respond, not just the Leader. They have two Quarters to arrive and oppose the conqueror. If no Faction member responds, the planet falls.
This creates real strategic decisions. A Faction holding Vegeta, Earth, and Cold #01 needs to consider that if someone starts conquering Earth and our most-available member is on Vegeta with Advamced Engines (2 Quarters of travel, arriving just barely too late), we cannot respond in time. Warp Engines (1 Quarter), Instant Transmission (instant), Kai Kai (instant), or simply keeping a member stationed on each world are all solutions, each with their own trade-offs.
What Happens When a Planet Changes Hands
Governing Worlds
Ruler Income
Each Quarter, a Faction earns passive Zeni from all planets it holds. This income is split evenly between all Faction members, rounded down. Splitting is mandatory and automatic.
The base income per planet is determined by the Faction's Alignment (see below). An additional 500z per planet beyond the first is earned regardless of Alignment.
Ruler Alignment
The Faction's Alignment — determined by the Leader's Alignment — shapes how its worlds are governed. These effects are passive and automatic for all Faction-held planets.
Planetary Improvements
Overview
Planetary Improvements are specific, concrete enhancements that a Faction builds on its planet through sustained governance. Each Improvement has a category and a Quarter cost. A planet can hold multiple completed Improvements simultaneously — a world that has been governed for a long time should look and feel genuinely different from one conquered last week!
Each Quarter, when a Faction issues an Improvement Decree for a planet, one Quarter of progress accumulates toward the chosen Improvement. When the total reaches the Improvement's cost, it is complete and its effects are permanent until lost through a Condition change or conquest.
Improvement progress is specific to one Improvement at a time. A Faction that switches to a different Improvement before completing the current one loses all accumulated progress toward it, unless the Faction has Neutral Alignment (which retains half, rounded down, applied to the new target).
Economic Improvements
Military Improvements
Cultural Improvements
Infrastructure Improvements
Decrees
Overview
Each Quarter, a Faction may issue one Decree per planet it holds. Decrees are free: they cost no EXP and consume no Quarters. A Decree is posted as an Activity Form by the Faction Leader.
A Decree can either advance a Planetary Improvement or provide an immediate short-term benefit via a Policy Decree. You cannot do both on the same planet in the same Quarter unless you have the Rank III Grand Decree benefit. This is the core tension of governance: invest in the future or take advantage of the present.
Improvement Decrees
An Improvement Decree names a specific Planetary Improvement to work toward. One Quarter of progress accumulates. When the total reaches the Improvement's Quarter cost, it is complete. The Faction then begins working toward the next Improvement of their choice.
Policy Decrees
Policy Decrees provide an immediate benefit for one Quarter. Choosing a Policy Decree means no Improvement progress is made on that planet this Quarter.
Travel Policy
Separate from Decrees, a Faction Leader may set a planet's travel policy to either Open or Restricted at any time. This is a standing order that persists until changed, does not consume a Decree, and may be altered freely.
Faction members always bypass their own Faction's travel restrictions.
Faction War
Declaration
A Faction Leader at Rank II or above may declare war on another Faction by posting a declaration in their character board. This takes effect immediately:
Conditions and War
A war declaration alone does not damage planets. The War-Torn Condition is triggered on a specific planet only when actual combat between members of warring Factions occurs there, or when a Conquer a Planet Event takes place on that world. Political status enables the fighting; the physical damage to worlds requires someone to actually fight.
Peace
A Faction War ends only when both Faction Leaders agree to peace, or when one Faction has no living members. Either Leader may propose peace at any time. If the other accepts, the war ends immediately.
Planets that shifted to War-Torn during the conflict do not automatically recover when peace is declared. They follow the normal rules for that Condition.
Rulers, Factions & the Dragon Balls
Earth and Namek each possess a set of Dragon Balls, making them among the most strategically valuable planets in the universe. A Faction that holds Earth or Namek and sets travel policy to Restricted controls access to the Dragon Balls: anyone who wants to gather them must fight their way onto the planet first.
The Dragon Ball mechanics themselves are unchanged. The strategic value lies in the Faction's ability to gatekeep access, not in any direct mechanical advantage over the Dragon Balls.
Wishes interact with governance in several ways defined in The Dragon Balls: Restore World restores a destroyed planet to Nominal (without restoring its previous Rulers or Improvements), Teleportation bypasses travel restrictions, and Restore Life can revive fallen Faction members at critical moments!
Faction & Decree Activity Form
Ruling Worlds & Building Empires
Introduction
The Dragon World is full of powerful warriors, but only some seek to rule. Whether your character conquers a planet through force, unites its people through diplomacy, or simply declares themselves its protector, the act of governance changes a world for everyone on it.
This document covers Factions, planetary rulership, Planetary Improvements, Decrees, and Faction War. The Conquer a Planet and Form Faction Activities in Activities & Quests describe the requirements to trigger these systems. Everything that happens after is detailed here.
Factions
What Is a Faction?
A Faction is a named organization of player-characters. It is the entity that holds planets, issues Decrees, and appears on the game's records as the Ruler. "The Saiyan Star Empire rules Vegeta," not "Kohlra rules Vegeta."
Every ruled planet has a Faction behind it. There are no solo Rulers: a character who conquers a planet by themselves automatically creates a one-person Faction and must name it. This keeps the system unified: whether you are a single warlord or a five-member alliance, the mechanics are the same.
Forming a Faction
A Faction is created in one of two ways:
- Two or more player-characters voluntarily form one via the Form Faction Activity. They choose a name and designate a Faction Leader.
- A single character successfully completes the Conquer a Planet Activity. A one-person Faction is automatically created and the character must name it.
A Faction must have a name. Choose something that fits the Dragon World as this is the name that other player-characters and NPCs will use to refer to your organization in-character. Suggested bases for these names, based on Alignment and scale, can be found in the Faction Ranks section.
Faction Leadership
One member is the Faction Leader. The Leader makes all mechanical decisions: choosing Decrees, setting travel policy, directing Improvements, declaring war. The Leader may informally delegate to other members, but mechanically, the Leader is the decision-maker.
The Leader's Alignment determines the Faction's Alignment for all governance purposes (see Ruler Alignment below). If the Leader's Alignment changes, the Faction's governance Alignment changes with it at the start of the next Quarter.
If the Faction Leader departs, dies, or is removed, the remaining members must designate a new Leader immediately. If they cannot agree, they must fight. If no members remain alive, the Faction is inert and will eventually be dissolved at Game Master discretion. You will want to find a way back to life quickly, in that circumstance!
Membership
Members may join an existing Faction at any time with the Faction Leader's agreement, posted via Activity Form.
Members may leave at any time by posting in their character board. The Faction retains all planets regardless of who departs. The Faction conquered the world, after all, and not the individual.
The Faction Leader may remove a member at any time.
Faction Rank
Overview
Factions grow in influence as they expand. Rank is determined automatically based on the Faction's current state: either its member count or the number of planets it holds, whichever qualifies it for a higher Rank. If a Faction no longer meets the requirements for its current Rank, it drops immediately.
Each Rank has a title that varies based on the Faction's Alignment, reflecting the character of the organization in the wider universe.
Rank I
Requirements: The Faction exists. No planets or minimum membership required beyond the Faction's formation.
This is the default state of any newly formed Faction. The Faction has an identity and a name. If it holds planets, it can govern them, issue Decrees, and set travel policy. This is the baseline.
Rank II
Requirements: 3 or more members OR 1 or more planets held.
The Faction has grown beyond an informal partnership.
Rank III
Requirements: 5 or more members OR 3 or more planets held, AND a minimum of 1 planet held.
The Faction is a galactic power.
Requirements: The Faction exists. No planets or minimum membership required beyond the Faction's formation.
| Alignment | Title |
|---|---|
| Good | Patrol |
| Evil | Force |
| Neutral | Outfit |
This is the default state of any newly formed Faction. The Faction has an identity and a name. If it holds planets, it can govern them, issue Decrees, and set travel policy. This is the baseline.
Rank II
Requirements: 3 or more members OR 1 or more planets held.
| Alignment | Title |
|---|---|
| Good | Guard |
| Evil | Army |
| Neutral | Syndicate |
The Faction has grown beyond an informal partnership.
- Faction Transit: Members may travel between Faction-held planets freely, bypassing any travel restrictions set by the Faction. Travel time is unaffected; only the Challenge requirement is waived.
- Faction Rates: Medical facilities on Faction-held planets, where they exist, are priced at Interstellar Market rates for all Faction members.
- Declare War: The Faction Leader may formally declare war on another Faction (see Faction War below).
Rank III
Requirements: 5 or more members OR 3 or more planets held, AND a minimum of 1 planet held.
| Alignment | Title |
|---|---|
| Good | Galactic Protectorate |
| Evil | Empire |
| Neutral | Coalition |
The Faction is a galactic power.
- All Rank II benefits.
- Faction Communications: All members are treated as possessing a Quantum Communicator for communication with each other. This does not grant Market-rate purchasing; for that, you still need to actually own one.
- Grand Decree: The Faction Leader may issue one additional Decree per Quarter, assigned to any Faction-held planet of the Leader's choice. This means one planet receives two Decrees that Quarter, which may be any combination (two Improvement Quarters, an Improvement and a Policy, or two Policies).
Note! If a Faction's Alignment changes due to a leadership change, the Rank title updates immediately to reflect the new Alignment. The Rank itself and all benefits are unchanged.
Conquering & Defending Worlds
Conquering a Planet
The Conquer a Planet Activity starts an Event: if the planet has no player-character Faction holding it, an NPC defender based on the planet's Typical Power Level will resist. If the planet is held by a player-character Faction, its members must defend it themselves. All characters on or off the planet have two Quarters to join the Event and oppose the conquest. The Quarters are not consumed and can be used on other Activities.
Conquest is always per-planet. If a Faction holds five planets and an attacker conquers one of them, only that planet changes hands. The other four are unaffected. Holding an interplanetary territory requires real logistics: keeping members stationed across your worlds, investing in fast engines, or learning teleportation techniques.
Note! Conquering a planet does not have to be depicted as a violent takeover, even if it triggers an NPC fight. It could be a democratic process resulting in resistance, a declaration of protection, a trade negotiation backed by strength, or anything else you can imagine. But violence is always on the table.
Defending a Planet
When a Conquer attempt is made against a Faction-held planet, any member of the defending Faction may respond, not just the Leader. They have two Quarters to arrive and oppose the conqueror. If no Faction member responds, the planet falls.
This creates real strategic decisions. A Faction holding Vegeta, Earth, and Cold #01 needs to consider that if someone starts conquering Earth and our most-available member is on Vegeta with Advamced Engines (2 Quarters of travel, arriving just barely too late), we cannot respond in time. Warp Engines (1 Quarter), Instant Transmission (instant), Kai Kai (instant), or simply keeping a member stationed on each world are all solutions, each with their own trade-offs.
What Happens When a Planet Changes Hands
- The conquering character's Faction (or their new one-person Faction) is now the Ruler.
- All Planetary Improvements that were in progress are lost. Completed Improvements remain unless the Condition of the planet destroys them (see Planetary Conditions).
- The planet's current Condition is unchanged by the conquest itself, though if combat occurred on the planet, a Condition change (such as War-Torn) may be triggered.
- Travel policy resets to Open.
Governing Worlds
Ruler Income
Each Quarter, a Faction earns passive Zeni from all planets it holds. This income is split evenly between all Faction members, rounded down. Splitting is mandatory and automatic.
The base income per planet is determined by the Faction's Alignment (see below). An additional 500z per planet beyond the first is earned regardless of Alignment.
Ruler Alignment
The Faction's Alignment — determined by the Leader's Alignment — shapes how its worlds are governed. These effects are passive and automatic for all Faction-held planets.
Good
A Good Faction governs through protection, service, and cooperation with the planet's people. Think of the Z-Fighters defending Earth, the Namekian Elders guiding their villages, or a Kai watching over their quadrant.
Evil
An Evil Faction governs through exploitation, fear, and raw dominance. Think of the Planet Trade Organization conquering and selling worlds, King Vegeta sending Saiyans to subjugate planets, or a Changeling warlord bleeding a world dry.
Neutral
A Neutral Faction governs pragmatically, focusing on efficiency and adaptability. Think of the Interstellar Market's Changeling brokers, the Androids of M-1 maintaining their own systems, or an opportunistic crew that takes what works and discards what doesn't.
A Good Faction governs through protection, service, and cooperation with the planet's people. Think of the Z-Fighters defending Earth, the Namekian Elders guiding their villages, or a Kai watching over their quadrant.
- Income: 750z per planet per Quarter.
- Planetary Effect — Prosperity: All characters on Faction-held planets gain +50 Zeni when performing the Working Activity.
- Stability: Negative Conditions triggered by anything other than a cosmic-scale event, supernatural occurrence, or planet destruction require two consecutive triggers before actually applying.
- Improvement Affinity: Economic and Cultural Improvements take 1 fewer Quarter to complete (minimum 2 Quarters).
Evil
An Evil Faction governs through exploitation, fear, and raw dominance. Think of the Planet Trade Organization conquering and selling worlds, King Vegeta sending Saiyans to subjugate planets, or a Changeling warlord bleeding a world dry.
- Income: 1,500z per planet per Quarter.
- Planetary Effect — Crucible: All characters on Faction-held planets gain +0.5% Power Level per 50 EXP for Basic Training, stacking additively with other bonuses.
- Degradation: At the end of every in-game year (four Quarters) of continuous Evil rule on a planet where the Faction has not issued at least two Improvement Decrees during those four Quarters, the planet's Condition shifts to Destabilized. If already Destabilized or worse, it remains where it is.
- Improvement Affinity: Military Improvements take 1 fewer Quarter to complete (minimum 2 Quarters).
Neutral
A Neutral Faction governs pragmatically, focusing on efficiency and adaptability. Think of the Interstellar Market's Changeling brokers, the Androids of M-1 maintaining their own systems, or an opportunistic crew that takes what works and discards what doesn't.
- Income: 1,000z per planet per Quarter.
- Planetary Effect — Commerce: All items purchased on Faction-held planets that would normally be subject to the 50% off-Market markup are instead subject to only a 25% markup. Items already at Interstellar Market rates are unaffected.
- Efficiency: After completing the first Improvement on a planet, all subsequent Improvements on that planet take 1 fewer Quarter (minimum 2 Quarters).
- Flexibility: When an in-progress Improvement is abandoned to begin a different one, retain half of accumulated Quarters toward the abandoned Improvement (rounded down) and apply them to the new one. All other Factions lose all in-progress Quarters when switching.
Planetary Improvements
Overview
Planetary Improvements are specific, concrete enhancements that a Faction builds on its planet through sustained governance. Each Improvement has a category and a Quarter cost. A planet can hold multiple completed Improvements simultaneously — a world that has been governed for a long time should look and feel genuinely different from one conquered last week!
Each Quarter, when a Faction issues an Improvement Decree for a planet, one Quarter of progress accumulates toward the chosen Improvement. When the total reaches the Improvement's cost, it is complete and its effects are permanent until lost through a Condition change or conquest.
Improvement progress is specific to one Improvement at a time. A Faction that switches to a different Improvement before completing the current one loses all accumulated progress toward it, unless the Faction has Neutral Alignment (which retains half, rounded down, applied to the new target).
Economic Improvements
Marketplace
Quarters: 3
The planet's trade infrastructure is expanded and formalized. Commerce flows freely.
Prosperity Program
Quarters: 4
The planet's economy has been cultivated and stabilized. Opportunities for gainful work are plentiful.
Quarters: 3
The planet's trade infrastructure is expanded and formalized. Commerce flows freely.
- All items purchasable on this planet are available at Interstellar Market rates. If the planet already offers some items at Market rates via Planetary Features, this extends the benefit to all available items.
Prosperity Program
Quarters: 4
The planet's economy has been cultivated and stabilized. Opportunities for gainful work are plentiful.
- Working Activity gains are increased by +25% on this planet, stacking additively with other bonuses.
Military Improvements
Garrison
Quarters: 4
The planet's defensive infrastructure is organized and hardened. Invaders face prepared defenders.
War Academy
Quarters: 4
A culture of martial excellence has been cultivated on this world. Fighters grow stronger through the planet's combat traditions.
Quarters: 4
The planet's defensive infrastructure is organized and hardened. Invaders face prepared defenders.
- All Faction members defending this planet in combat gain +1 to Defense.
- The Conquer a Planet response window for this planet is extended by 1 Quarter (3 total).
War Academy
Quarters: 4
A culture of martial excellence has been cultivated on this world. Fighters grow stronger through the planet's combat traditions.
- All Power Level gains from combat on this planet are increased by +15%, stacking additively with other bonuses.
Cultural Improvements
Academy
Quarters: 3
The planet has become a center of learning where knowledge is shared freely between warriors of all backgrounds.
Training Grounds
Quarters: 4
Specialized training infrastructure has been built across the planet, accessible to anyone with the will to use it.
Quarters: 3
The planet has become a center of learning where knowledge is shared freely between warriors of all backgrounds.
- Technique teaching between characters on this planet has both the EXP cost and the time cost halved.
Training Grounds
Quarters: 4
Specialized training infrastructure has been built across the planet, accessible to anyone with the will to use it.
- All Training Activities on this planet gain +0.5% Power Level per 50 EXP, stacking with other bonuses and subject to existing caps.
Infrastructure Improvements
Medical Center
Quarters: 3
Proper medical facilities have been established on this world, or existing ones have been improved.
Festival Grounds
Quarters: 3
The planet has invested in recreation, community gathering, and cultural events. The population is engaged and creative expression thrives.
Quarters: 3
Proper medical facilities have been established on this world, or existing ones have been improved.
- If the planet lacks medical facilities, they are now available at Interstellar Market rates: 500z to instantly recover HP and Ki after battle or to recover from being Knocked Out in battle, 1,500z per limb to instantly remove Crippled, and 3,000z per limb to instantly remove Severed.
- If the planet already has medical facilities, their costs are reduced to Interstellar Market rates if not already.
Festival Grounds
Quarters: 3
The planet has invested in recreation, community gathering, and cultural events. The population is engaged and creative expression thrives.
- Free Quests written on this planet award a minimum of 50 Bonus EXP to all participants instead of 25.
- Sparring on this planet provides an additional +0.5% Power Level per 50 EXP, stacking with other bonuses and subject to existing caps.
Decrees
Overview
Each Quarter, a Faction may issue one Decree per planet it holds. Decrees are free: they cost no EXP and consume no Quarters. A Decree is posted as an Activity Form by the Faction Leader.
A Decree can either advance a Planetary Improvement or provide an immediate short-term benefit via a Policy Decree. You cannot do both on the same planet in the same Quarter unless you have the Rank III Grand Decree benefit. This is the core tension of governance: invest in the future or take advantage of the present.
Improvement Decrees
An Improvement Decree names a specific Planetary Improvement to work toward. One Quarter of progress accumulates. When the total reaches the Improvement's Quarter cost, it is complete. The Faction then begins working toward the next Improvement of their choice.
Policy Decrees
Policy Decrees provide an immediate benefit for one Quarter. Choosing a Policy Decree means no Improvement progress is made on that planet this Quarter.
- Levy: The Faction extracts additional resources. Gain 500z this Quarter (split among members). All purchases on the planet by non-Faction characters are subject to an additional 25% markup, stacking with existing markups. Warning: Three or more consecutive Levy Decrees on the same planet automatically shift the planet to Destabilized at the end of the third consecutive Quarter. A single non-Levy Decree resets this counter.
- Bolster: The Faction prepares for conflict. All Faction members defending this planet in combat this Quarter gain +1 to Defense. This stacks with the Garrison Improvement.
- Festival: The Faction invests in culture and commerce. Free Quests written on this planet this Quarter award a minimum of 50 Bonus EXP to all participants instead of 25. Working Activity gains on this planet this Quarter are increased by +25%.
Travel Policy
Separate from Decrees, a Faction Leader may set a planet's travel policy to either Open or Restricted at any time. This is a standing order that persists until changed, does not consume a Decree, and may be altered freely.
- Open: Characters may arrive at and depart from the planet freely. This is the default.
- Restricted: Characters arriving at or departing from the planet must Challenge any Faction member present on the planet. If no Faction member is present, this cannot be enforced. A Challenge to arrive or depart does not cause the Faction to lose the planet, but the Challenger may declare it a Conquest Challenge at their discretion if victorious.
Faction members always bypass their own Faction's travel restrictions.
Faction War
Declaration
A Faction Leader at Rank II or above may declare war on another Faction by posting a declaration in their character board. This takes effect immediately:
- The normal two-Quarter Challenge protection period is waived for all members of both Factions when fighting each other.
- Challenges between warring Faction members on planets held by either Faction may be declared as Conquest Challenges: if the attacker wins, they claim that specific planet for their Faction.
- The Conquer a Planet Activity may be used against warring Faction-held planets with no additional requirements.
Conditions and War
A war declaration alone does not damage planets. The War-Torn Condition is triggered on a specific planet only when actual combat between members of warring Factions occurs there, or when a Conquer a Planet Event takes place on that world. Political status enables the fighting; the physical damage to worlds requires someone to actually fight.
Peace
A Faction War ends only when both Faction Leaders agree to peace, or when one Faction has no living members. Either Leader may propose peace at any time. If the other accepts, the war ends immediately.
Planets that shifted to War-Torn during the conflict do not automatically recover when peace is declared. They follow the normal rules for that Condition.
Rulers, Factions & the Dragon Balls
Earth and Namek each possess a set of Dragon Balls, making them among the most strategically valuable planets in the universe. A Faction that holds Earth or Namek and sets travel policy to Restricted controls access to the Dragon Balls: anyone who wants to gather them must fight their way onto the planet first.
The Dragon Ball mechanics themselves are unchanged. The strategic value lies in the Faction's ability to gatekeep access, not in any direct mechanical advantage over the Dragon Balls.
Wishes interact with governance in several ways defined in The Dragon Balls: Restore World restores a destroyed planet to Nominal (without restoring its previous Rulers or Improvements), Teleportation bypasses travel restrictions, and Restore Life can revive fallen Faction members at critical moments!
Faction & Decree Activity Form
Code:
[b]Planet:[/b] Which planet the Decree applies to.
[b]Decree:[/b] Improvement Decree: name the Improvement being worked on and its accumulated Quarter total.
OR Policy Decree: Levy, Bolster, or Festival.
[b]Travel Policy:[/b] Restricted or Open (only note if changed this Quarter).
[b]Details:[/b] Any relevant specifics.
Rulership Tip!
Every Quarter you Levy instead of building is a Quarter your planet doesn't grow. Every Quarter you Bolster is defense bought at the cost of progress. Governing well means accepting that you can't do everything at once, and that what you choose — and what you choose not to do — defines the kind of Faction you are. The best Rulers are the ones who make their planets worth fighting over!