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The Birthright World

Index

The Domain Guilds Law Source Temples Assets Armies Fortifications Treasury
The Domain Turn

Random Events


Taxation and Trade
Domain Maintainence
Troop Maintainence
Troops
Domain Actions

The setting is the continent of Anuire, which is a newly discovered continent. Rulers around the world are anxious to settle this new land and claim it for themselves. You have come to settle these new lands for various reasons. Your emperor may have sent you, you may be escaping political or religious persecution, or just because you are a frontiersman. You will be in total control of the new colony. Your mission is to survive and prosper.

There are several races of humanoid and demi-humans, including several human cultures. The most common races are elves,dwarves, 1/2 elves, halflings, goblins, orogs, and humans.

The Domain

Domains will be referred to in the game as all provinces and holdings held by a ruler. This includes Provinces, Guilds, Sources, and Temples.

Provinces: A province is a political division like a country or township. Generally the divisions are a result of terrain, economics, and loyalties. Most provinces measure about 1,000 to 1500 sq. miles- about 30-40 miles sq, although exact dimensions of a province are not important.

Holdings: Four types of holdings exist: guilds (guilder), law(senators), sources(wizard), and temples (priest). A province is limited in the number of holdings it can support. A province is limited to holding up to 10 levels of each type of holding. This means that one ruler could own a level 10 law, while another could own a level 10 guild, two others could own a level 5 source each for a total of 10 source and there might be ten temples at level 1 each for a total of 10 levels in any one province. See below for rules on building holdings and reducing opponents holdings.

Guilds:Guild holdings provide tax money only for the guilder character. The guild may be whatever type he/she specifies. This is purely for fun as the type does not matter. Guild levels determine the amount of tax the guilder recieves each turn. A level one guild would bring in one gold whereas a level 10 guild would bring in 10 gold.

Law:Law holdings are similar to Guilds except that only a Senator can collect taxes on Law holdings. As with guilds the level of the law holding determines the amount of money it brings in. Level one law brings in one gold. Level 10 law brings in 10 gold.

Sources: Source holdings are similar to law and guilds except only a wizard can collect taxes on a source holding. The same rules apply here as above. A level one source provides one gold and a level 10 provides 10 gold.

Temple: Temples similar to guilds, law and source holding provide taxes for priests only. As before the taxes levied are based on the level of the temple. One gold for level one up to ten gold for level 10

Important Note: Any type of character may build any of the above holdings but only the specified character type may collect taxes on that holding. This would allow a Senator to build sources if he wanted to keep a local wizard out of his province.

Assets:Anything the regent controls that is not listed above is an asset. Assets can be a major factor in the success of the regent's domain. Four types of assets exist: armies, fortifications, trade routes, and treasuries.

Armies are the military forces at a characters disposal. A province ruler can raise army units as he sees fit only in the province(s) that he rules or unowned provinces up to the maximum levels of holdings he owns. For exapmle if a Senator owns a total of 10 levels in three different provinces he can raise and maintain 10 unit points of armies. He can never have more than the total of his holding’s levels. So a guilder with a level 5 holding in one province could own 5 infantry or two calvary and one infantry or any combination of army units to a max of 5.

Fortifications make a holding more difficult to attack. Fortifications double the defense number of any units within the holding. A holding need not be completely fortified to gain the benefit, however only a number of units equal to the fortification level gain the benefit. A holding may hold up to its level in unit points. For example a level 5 fortified Temple could hold 5 units of infantry or 2 units of calvary

Trade Routes generate income for a domain. Trade routes may exist between any two rulers located in different provinces. Trade routes generate gold based on the level of holdings the trade routes connect. If a level 5 guild and a level 2 guild are connected in different provinces then the gold generated would be 3. (5+2=7/2=3.5 rounded down =3). You cannot open a trade route with your self as this is simply taking money out of one pocket and putting it in another.

The Treasury of a domain is critical to a regent's success, since holdings and armies cost money.

The Domain Turn

During the domain turn, a regent directs his domain's growth in several ways: by working to increase the ratings of holdings; engaging in diplomatic or mercantile ventures; waging war; raising fortresses; and applying himself to the affairs of the domain. In addition to the actions the regent may plan to take, events may force him to respond to the action's of other regents, monstous incursions, or natural disasters.

Domain Sequence of Play:

Step 1. Random Events- This will be given to you as determined by the DM.

Step 2. Taxes/Trade routes will be collected each turn.

Step 3. Pay Maintainence Costs. You must pay to maintain your armies and fortifications.

Step 4. Declare actions. This is where you decide what you want to do in a turn and how to spend your money

Step 5. Battles (if needed)

Step 6. Attrition ( only if you do not pay maintainence costs in step 3 or have more than 10 troop units in a province)



Random Events
Keep in mind many of these events may be solved in any number of ways, however some of the events do have certain requirements that must be met to solve the problem. If you think of a way to solve the problem that is not suggested in the description then feel free to run it by me and I’ll tell you whether it could work or not.

See below for the descriptions of each event.

Table1: Random Events

1d100 Roll

Event

1d100 Roll

Event

 

 

 

 

01

Blood Challenge

46-47

Assassination Attempt

02-05

Crime Wave

48

Important Kidnapping

06-08

Spy Discovered

50-55

Minor Raid

09

Minor Magical Event

56-61

Bumper Crops

10-12

Corruption

62

Major Magical Event

13

Major Natural Disaster

63-64

Accident

14-18

Festival

65-67

Important Wedding

19

Major Raid

68

Rebellion

20-21

Rioting/Unrest

69-71

Refugees

22

Religious Unrest

71-72

Supernatural Event

23-24

Tournament

73-75

Treason

25

Noble/Important Birth

76-77

Feud

26-28

Trade Matter

78-79

Disease/Plague

29-30

Great Captain

80

Astronomical Event

31-32

Matter of Justice

81

Cataclysmic Natural Event

33-35

Pest Infestation

82-84

Labour Dispute

36-37

Important Death

85+

No event

38

Theft

39

Shipwreck

   

40-45

Invention Fails (SS, EE, II, etc)

 

Event Descriptions

1: Blood Challenge- Your right to rule has been challenged. You may take no actions until the matter is resolved by paying 3 gold or Creating a Senate at a cost of 4 gold. If you already have a senate the maintenance of the senate increases by 1 gold and you do not lose your actions.

2: Crime Wave- A much larger number of crimes than usual are being reported. These could be the result of general lawlessness in the province, a new thieves guild, or even a serial killer. If the regent does nothing about the problem then it may result in a loss of loyalty in the province leading to riots/unrest or rebellion. This action may be solved by conducting counterespionage to locate and deal with the culprit(s)

3: Spy Discovered- A spy has been discovered inside the regent's household. A minor household servant has been gathering important information to sell to one of the PCs enemies or may already be selling it. It may only be the one servant, or an entire ring of enemie’s spies may have been set up inside the regents household.
This event can also be used if one of the PCs spies has been discovered in another nation. Either way it could lead to a diplomatic incident..

4: Minor Magical Event- This covers visits by a wizard or famous magician to the PCs lands. Perhaps the wizard is seeking employment in the PCs court of he may be a regent seeking to expand his source holdings into the PCs realm. If a magician then he may be a popular illusionists or even a major oracle who has come to seek either the PCs patronage or may be just passing through.
If seeking employment the wizard may perform 1 spell per turn provided you have the sources needed. Also the price of the wizard may be anywhere from 1gold/turn to 100gold/turn depending on the wizard and who knows what kind of person the wizard might be so be careful in who you hire.

5: Corruption- A member of the PCs court, or treasury staff has either embezzled, or stolen outright a chunk of the treasury. The regent tax collection is lower by 1d3 gold each turn until the culprit is discovered. Unless dealt with quickly and quietly it could also lead to a loss of loyalty. This is dealt with using counterespionage.

6: Major Natural Disaster- This event covers all major natural disasters, including such things as flooding, forest fires, earthquakes, famine, etc. The disaster strikes an entire province, reducing its income by 1d6 GB for the turn. A relief effort, costing 1d3 GB is also required or the effected holdings will lose one level per turn from deaths. If the situation continues to go unheeded then conditions will worsen and may result in loss of the province and/or open rebellion by the people.

7: Festival- A major festival is being conducted where the regents presence is required. This may be an annual event, or a special celebration held to honour the regent or a particular god. Although not as important as a noble wedding or funeral, the regent is expected to attend and spend at least 3 gold on arrangements.

8: Major Raid- A large force of bandits or enemy troops has raided one of the regents provinces, stealing 1-10 gold from the regents holdings (depends on the size of holding in the province). This may be the beginning of a military campaign by a NPC nation, or just a one time event. Either way the regent is forced to take action either to punish the raiders or to give a show of strength or he will suffer a major loss loyalty. It is also possible that the raiding will continue until the PC takes actions, with similar effects each season. This can be dealt with in any number of ways but the most common is a military presence in the province and/or counterespionage

9: Rioting/Unrest- An agitator in one of the regents major town or cites has stirred up trouble and started a series of riots against the regent. While not as serious as a rebellion it may grow into a full scale rebellion if the regent lets it drag on for too long. The rioting results in a 1 gold loss per turn until dealt with and could worsen into a rebellion. This event is usually dealt with via Diplomacy, Agitate, Grant (giving the people a park or other item they demand) or Occupying the province and Decreeing Marshall Law.

10: Religious Unrest.- This covers a wide range of things. The people are unhappy with the current religion and want reform or they are unhappy that there is no religion at all (ie no temples). They may also be unhappy with foreign religions inside your lands. (ie other Domain’s temples) This action is usually resolved by either building a temple or changing the religion of the province or driving out opposing religions via war or the contest action.

11: Tournament- The regent has been invited to a tournament, and has either been asked to personally compete, or send a champion to represent him or the nation. He suffers no consequences if he declines the offer, but as other regents from the region are likely to be present it is a good opportunity for diplomacy.
A tournament is not usually deadly, but assassins could be lurking around, or an accident could occur.

12: Noble/Important Birth- A major noble family, or other important family in the PCs domain has recently been blessed with a birth. The PCs has been invited to attend a celebration in honour of the new child and is expected to come. The regent must spent 6 gold for gifts and arrangements. If he does not attend, or at the very least send a lieutenant with gifts then he will offend the noble family. This brings no immediate trouble, but may in the future. If the PC is a priest regent then he may be asked to conduct the naming ceremony or something similar.

13: Trade Matter- This covers all matters of trade that effect the PCs domain. Perhaps an existing trade route brings in extra gold, or closes down. If the TR brings in extra gold the result may be up to a 3 gold boost for that one Trade Route. If a Trade Route closes then no gold is generated from the Trade Route and it must be re-established.

14: Great Captain/Heresy-The inhabitants of a domain are swayed into placing their trust in someone other than the regent. This event usually indicated the appearance of a charismatic hero with dangerous views. The rise of a Great Captain neutralizes one holding of the regent’s domain. If the holding contains troops these troops will then randomly attack adjacent holdings in an attempt to capture them and turn them to the Great Captain. If there are no troops the Great Captain is treated as a rebellion but the holding may try to Agitate adjacent holdings into rebelling.

15: Matter of Justice-An issue of justice of legality arises with serious implications for the regent. The populous may demand a constitution or bill of rights, freedom for surfs or indentured servants, or a better criminal justice system. This may solved using a Decree or Agitate action for example. If left unattended this could lead to riots or rebellion of the entire domain.

16: Pest Infestation-A plague of rats, locusts or other pests has infested one of the PCs provinces eating everything in sight. The tax collection of that province will be reduced by 1d4 GB until the problem is dealt with. It is up to the PC to come up with a good way of dealing with the pests. The infestation will continue until the problem is solved and may spread to other provinces if not handled in a timely manner.

17: Important Death-A powerful lord, important merchants, etc in the PCs kingdom, or domain, has died and the PC is expected to attend the funeral, and also bring 4 gold in gifts for the grieving relatives. Depending on the importance of the person a state funeral may also be called for. Failure to respond to this results the PC has offending the dead persons family and could lead to any number of other random events such as rebellion, riots, etc...

18: Theft- This does not cover minor theft, but rather something major. Something important to the PC has been stolen, perhaps a magical items or piece of jewelry. If the PC does not respond then nothing occurs, he does not get the item back either.
If the item stolen was the crown jewels (or similar) of the PCs kingdom then he must respond and recover the items or suffer a major loss of loyalty due to the loss of the symbols of his rule. Other effects could also come into play here as well depending on exactly how important the item was.

19: Shipwreck- If the PC owns any ships then one of them has been involved in a shipwreck, roll 1d4. On a roll of 1-3 then the ship has been swept against the rocks and destroyed total, with the loss of 25-50% of the sailors, or troops who were on board at the time. If a 4 is rolled then Nesirie has been forgiving and the ship has only run aground on a sand bar and requires only 1d2 gold for repairs.
If the ship involved in the shipwreck was one on a trade route at the time then the trade routes income will be reduced for this turn by the amount the ship would have carried. It will return to normal next turn, assuming the PC can send another ship on the route.

20: Invention Fails- If you own one of the invention/advancements then for whatever reason it ceases to function and may or may not be repaired as determined by the GM. 

21: Minor Natural Disaster-A minor natural disaster such as a blizzard, landslide, or minor flooding has hit one of the PCs provinces. Tax collection has been reduced by 1 gold and any road, bridge, or castle construction has been halted for this turn due to the problem. The problem will usually correct itself automatically by the end of the turn.

22: Assassination Attempt-A botched attempt is made on the regent or an underling’s life. Assassins may be agents of a foreign power or dissatisfied subjects. The culprit may be discovered using spying (if foreign agent) or counterespionage (to gather clues or seek out a dissatisfied subject).

23: Important Kidnapping-A lieutenant, vassal, or important official of the PCs realm has been kidnapped and a ransom is being demanded. The ransom may be as small as a few gold or the kidnappers may be demanding a holding or province be handed over. If the PC fails to respond at all then he suffers a major loss of loyalty from his holdings (1d4 rebel) and the victim is killed. If he gives in to the kidnappers demands, or the victim dies in a rescue attempt then he suffers a minor loss of loyalty (1 holding of level 3 or less rebels). If he is successful and rescues the victim then all holdings are increased by 1 for purposes of tax collection and Trade Routes for 1 turn. A rescue attempt can be made using espionage, adventure, etc...

24: Minor Raid- A small collection of bandits or monsters has raided a single province in the PCs kingdom (or holding if he controls no provinces). The problem will usually only be short term, but if the PC ignores it then he suffers a loss of 1 gold due to his inaction. It is also possible that the minor problem may grow into a major raid if the PC takes no action as the raiders or monsters grow less cautious.

25: Bumper Crops- Good condition in the kingdoms farms has led to an increase in tax collection. Tax collection is increased by 1d10 gold for that one turn.

26: Major Magical Event-This covers a wide range of happenings, including duels between wizards and the like. Effects of this event and how to deal with them will vary as widely as the event itself

27: Accident- This covers many different things and can be used for bridge collapses, landslides destroying areas of a road or even the deaths of an army unit in a barracks fire or something like that. The lasting effects of this event depend on what the accident was. A collapse of a castle wall would lead to the reduction of the level of that castle, and a destroyed bridge must be rebuilt.
It is also possible that the accident was the results of sabotage by enemy agents. That is up to the DM though.

28: Important Wedding-This action is similar to the Important Death event. A wedding in a noble family, or other important family is to be conducted and the PC has been asked to attend. Gifts of 4 gold are expected. If the PC is a priest regent then he will have been asked to perform the ceremony and arrangements will cost 3 additional gold. Regents will simply offend the noble family if they do not accept the invitation.

29: Rebellion-One holding becomes unowned by any player. Any units in that holding are considered rebels and fight to defend that holding. A capital may not rebel. A holding may be recaptured by occupying it with a number of army units equal to the holding’s level. This means if it is a level 5 holding 5 Infantry would be required or 2 calvary and 1 infantry, etc. If the holding contains rebellious military units. Those units must be destroyed first. Also if the holding is fortified you must follow the rules for assaulting fortified holdings. Diplomacy, Agitation and Azumi’s Acupuncture are potential alternatives to quelling a rebellion but only Military Occupation is guaranteed.

30: Refugees- The refugees could be fleeing their homes as the result of war, famine, political unrest, tyranny, etc. The refugees may just passing through the PCs kingdom and will require 1d3 gold in food and supplies. If the refugees with to remain in the PCs domain until the trouble in their homeland has died down it will cost 1d2 gold per turn for the PC to keep them supplied with food etc. If the refugees want to settle in the PCs kingdom, then one RULE action that turn will be automatically successful. The PC suffers no consequences if he fails to pay or sends the people on their way but will look bad in the eyes of other regents and his own citizens and will lose the chance that other refugees might come later wishing to settle in his land.

31: Supernatural Event- This covers any sort of Supernatural event such as Undead from the Shadow World rampaging across the PCs lands. They may have either been summoned, or it may be a natural occurrence. The effect of this event left unattended will vary depending on the event. Also effective resolutions will vary depending on the event.

32: Treason- Some of the PCs followers, perhaps even and entire unit of soldiers has turned against him and gone over to the side of an enemy. The PC must respond to punish those who have committed treason or he will be shown up a weak ruler and suffer a drop in loyalty across the PCs realm. Other units may decide to switch sides or rebel.

33: Feud-2 important families in the PC’s domain become embroiled in a feud. One of the holdings is reduced by one level as a result of armed supporters within the holding disrupting business as usual. The reduction may be rebuilt at normal costs.

34: Disease/Plague-A horrible disease has broken out amongst the people of a province in the PCs kingdom. The result of the plague on the people causes all holdings in the province to drop by 1 level for every 2 turns the plague is left uncured. A BLESS LAND spell must be cast on the target holdings to cure the plague. If untreated the plague will spread to an additional province each turn, with similar effects for each province.

35: Astronomical Event-A meteor shower, comet, or similar event leads to the discussion among the people of the PCs domain on the omens that it foretells. This may have little effect on the PC, but the oracle could just as easily decide that the meteor means that the PC is an unfit regent and should be replaced.

36: Cataclysmic Natural Event- A great natural disaster has struck the PCs kingdom. This could be a major earthquake, volcano, hurricane or similar. The result of this is that holdings or Trade Routes produce no income this turn, and the PC must spend 1d4 GB on a relief effort for each effected holding. Failure to respond to the disaster results in a loss of 1 level for each holding effected as well. In the case of Trade Routes they may restart on their own or may have to be restarted via the Trade Route action depending on the disaster. The Blizzard of 1229 is a good example of this kind of disaster

37: Labour Dispute-A workers uprising or strike has stopped all construction or trade in a province for this turn. No building is done on any castles or other structures in the province or all trade routes have been closed down until the dispute is solved. If the PC ignores the problem it will continue with similar effects and may spread. This can be dealt with using Decrees, Grants, Agitate, Diplomacy or any other action that might be appropriate (approved by the GM)

2. Taxation and Trade-

Ruling a domain is expensive. Fortunately, regents can collect money from their subjects. Senators levy taxes, guilds generate income, wizards create gold from lead and priests collect offerings. Regents may have great responsibilities, but with care, they muster the resources to meet them. A regent can declare war to raid or pillage his neighbors or holdings in his province. If his armies are unopposed in a province, he can order them to pillage that area and take whatever gold the holdings there would normally collect. This reduces the owner of the holdings collection by an equal amount on the next turn. One army unit may only pillage one holding at a time. Fortified holdings cannot be pillaged. You may only pillage holdings of owners you have declared war on. You cannot pillage the same turn you declare war. You must wait until the next turn.

Holding Taxation:

Holding

Level

Gold

Collected

Pillage
1 1 1
2 2 2
3 3 3
4 4 4
5 5 5
6 6 6
7 7 7
8 8 8
9 9 9
10 10 10

3. Pay Domain Maintainence- the strength of a domain is measured not only by the power of its ruler and armies, but also by its economic health. Many regents have ruined their lands through careless fiscal policies. Each domain turn, the regent must cover the expenses of his government.

Payroll- regents must pay the maintainence costs of any military units under their command. If a unit goes unpaid, it disbands.

Maintainence Costs- Each fortified holding and occupied province (a foriegn province held by the regent's troops) costs 1 gold; if the regent fails to pay, the fortification's level drops by one or the province rebels. The regent must also pay a maintainence cost for his holdings. Count the number of law, guild, source and temple holdings in the regent's domain. Total this number and refer to the chart.

 

Domain Maintainence Costs:

Total levels of All Holdings Maint/Info

Cost (gold)

1-2 0
3-6 1
7-12 3
13-18 4
19-24 6
25-30 8
31-40 10
41-50 13
51-75 17
76-100 25
101+ 33 +1 per 3 levels

* not cumulative with previous line; 104 holdings cost 34 GB

If the regent can't meet expenses, he must disband army units or create money through the finances free action to meet his kingdom's demands.

The unit cost of a troop is the same as its maintainence cost for purposes of max number of troops that can be maintained based on total holding levels and for placing units inside a holding. So a level 3 holding could hold one calvary and one archer or one artillerist and one archer, but not a calvary and an artillerist. Also a domain containing three holdings totaling 9 levels could maintain nine units of troops. (i.e nine infantry, 4 calvary + 1 infantry, 3 knights, etc..) assuming they had the gold to do so.

Maintainence Cost of Troop Units

Unit Type

Base Move

Muster

Cost(gold)

Maint/Unit

Cost(gold)

Muster

Req'ts

Attack

Defense

Archers

2

2

1

L(2)

3

1

Artillerists

1

4

2

L(5)

1/4vs.holding

3

Calvary

3

4

2

L(3)

3

2

Infantry

1

2

1

L(1)

1

3

Infantry,Elite

1

4

2

L(3)

2

4

Irregulars

2

1

1

L(1)

1

1

Knights

2

6

3

L(4)

4

3

Levies

1

0

1

L(1)

0

2

Pikemen

1

2

1

L(2)

1

3/4vs. mounted

Scouts

3

2

1

(L0)

1

2

Galleon 3 4 2 Law3 3 3
Transport 2 2 1 Law3 1 1
Roundship 5 3 3 Law3 0 1

Routine Communication: Players are free to discuss plans, and issues before the action round begins if they know who their allies are. Any written communication must be through the DM as written letters may be intercepted through Espionage actions. Any communication through messenger may be intercepted in this way. Communicationg routine threats, offers, or remarks to other regents does not require the use of a diplomacy action. Similarly if a player receives a routine communication he can make a brief response-i.e accepting or declining a proposal without forfeiting an action.

Example: The DM informs Sue that her regent character has received a request from the kingdom of Microsoft. Microsoft wishes to move troops through Gromitopia to aid Landkercheif in a war against Spirit's Hope. If Sue's character answers with a simple "yes" or "no" she does not spend an action. However, if she wants to negotiate for what Microsoft will pay for the right to move troops through Landkercheif, her character must expend an action to perform Diplomacy.

Routine Travel: At the beginning of each domain turn, players will decide where their regent characters should be located. Regents can relocate to any province or holding in their domain. Underlings can also be located anywhere in the domain the regents wishes. This cost is free.

Troops:

Archers: troops skilled with the Anuirean longbow are greatly feared throughout Anuire. Archers wear leather or padded armor and are equipped with a heavy melee weapon such as a battle axe or morning star in addition to their longbow.

Artillerists: Have the special ability to attack castles and fortified holdings. Castles and fortified holdings cannot be attacked without them; Artillerists are of little use in a field battle unless fighting from prepared positions.

Calvary: Anuirean calvary are used for flank attacks, engaging light troops such as irregulars or militia, and harrying an enemy position. Most calvarymen wear chainmail or brigandine armor and fight with lance, crossbow, and sword. Calvary are also popular in Khinasi.

Infantry: Anuirean infantry are used against archers and pikes; they are ineffective against mounted troops in the open field. Infantry are often armed with large, powerful weapons such as two-handed swords, halberds, and battle-axes.

Infantry, Elite:The finest infantry units are equipped with splint, banded, or plate mail and are capable of enduring anything short of a heavy horse charge. Many Brecht realms command these units.

Irregulars: Irregulars include skirmishers, barbarians, marauders, and the like. Their equipment varies widely and is often in poor condition. Rjurik, Vos, goblin, and gnoll formations are often irregulars.

Knights: Mounted on heavy war horses and equipped with superior armor, a formation of knights can smash any defense except a line of pikemen. A company of knights is composed of professsional retainers as well as titled nobles. Vos varsk riders are considered knights because of their heavy armor and shock value.

Levies: The weakest troops on the battlefields of Anuire are local levies or militias. Poorly equipped and often poorly led, levies are used as a ballista fodder by callous commanders. Wise generals use levies to relieve other army units of secondary duties such as home defense or protection of supply lines.

Pikemen: The predominance of knights in Anuirean warfare ended with the introduction of pikes. Pikemen operate in dense masses, creating an impenetrable hedge of spear points. Front rank pikemen often wear plate mail or breastplates, while secondary echelons tend to forego armor.

Scouts: Acting as skirmishers and infiltrators on the battlefield, scouts are extremely useful for gathering information. An army with a company of scouts automatically identifies enemy forces in adjacent provinces, allowing the general to bypass strong forces and seek out weaker ones, if desired. A scout may also participate in a raid on an adjacent province. The raid cause the same effect as the random event Monsters or Brigandage. The loss of gold suffered by the target goes to the raiders treasury. Scouts may also perform sabotage missions as described under the espionage action.

4. Declare Actions

This is the phase of the game where the regent declares his intent to perorm one of the actions stated below. A regent may perform as many actions each domain turn as his gold allows. These actions may be any from the list below as long as the regent can afford the actions gold.

Domain Actions:

The foundation of the domain turn lies in the regent's choice of actions. Does he start a new war, or does he carefully build up his resources peacefully? Does he try to destabilize powerful neighbors, or maneuver enemies into attacking each other? Does he withdraw from public life and spend his time in quiet solitude and study? Is there a heroic quest for him to embark on? As a regent a PC possesses great control over his own life and the direction of his domain. A regent may perform any number of actions he wishes in a turn assuming he can afford them all and has an underling available to accomplish the task.

Resolving Actions:

Actions are not automatically successful. Many require a success roll: Percentage dice are rolled, and if the roll is equal to or lower than the action's success number, the regent's action succeeds. If the roll fails, the action is wasted. Success numbers can be modified in two ways. First the action may require the holding levels to be used as a modifier to the roll. Each level of the holding is equal to 5%. So to raise a level 5 to level 6 costs 7 gold and gives a base success chance of 50% + 5x5=25% for holding levels so a base of 75% success. Regents may also spend gold to increase or decrease the acting regent's success number. The regents spending gold must have a holding in the province affected. Each gold counts as 5%. The success chance can never be reduced to 0 or improved to 100%. The max. is 95% and the minimum is 5%. When an intent to perform an action is declared, all regents that are affected or would know about the action are informed of the regent's intent. For example, Prince John wishes to rule a Law (3) to a Law level (4). The command line would read "I command Prince John to Rule Law(3) to Law(4) This action could be opposed by anyone else in the province with a holding . It could also be supported by anyone in the province. The regent declaring the action would list the amount of gold he wishes to spend to increase success chance. Any other regent who wishes to support the acting regent would put the number of gold they wish to spend on their command sheet. Any regents who oppose the action would put the number of gold to spend in opposition on their command sheet. The regents will not know how many gold were spent by any of the other regents, but they will know whether it was in support or opposition of the action.

Each province or holding is bid on separately, so if the regent were attempting to rule two Law holdings each attempt may have a different success number based on the gold spent by the regents affected.

Action Descriptions:

Adventure Sucess: Special

Base Cost: 1 gold for outfitting the character

This action allows the character assigned to possibly gain money or a relic for the regent's domain. If the regent is assigned to this action, his domain is inactive during his absence. The command line would read "I command Prince John to Adventure for money or specific artifact". You must choose one or the other. The length of the adventure will be determined randomly and may be anywhere from a month(1turn) to no more than 6 full months (6turns) (1d6). If searching for a relic you must state the specific relic you seek. The results possible are below:
Roll Result
Seeking Gold Seeking Relic
0-5% Death Finds Cursed Version
6-10% nothing Finds Cursed Version
11-50% Nothing Nothing
51-85% Gains 2 gold Gains 2 gold + Clue
86-90% Gains 4 gold Gains 4 gold + Clue
91-100% Gains 6 gold Gains Relic

Agitate Success: 50%+

Base Cost: 2 gold

A regent with a holding can use his influence to agitate or stabilize another holding. A ruler can agitate in favor of himself. A successful agitate results in a drop in loyalty of the holding. A second successful agitate action will result in the rebellion of 1 level of the target holding. The success number is increased by the difference between the aggressive holding and the target holding’s level. The success can also be modified by spending gold. One gold is equal to 5% success.

Example: The High Priest Sederach wants to strike at King Raidamos, who rules a Law(6). Sederach controls a temple(4), so his success chance is 50% + (6-4 x 5%) or 40%. Sederach had decided to spend 10 gold which improves his success chance to 75%. The action is then processed. The target holding does not get a chance to respond. 

Build Success: 75%+

Base Cost: 1gold+

First of all it can be assumed that the common buildings are already built except bridges. If you need a common building built for some reason it will be made known to you as a random event. This is a catch all for the construction of buildings, palaces, halls, bridges, roads, lighthouses, and so on. This action cannot be used for a castle or fortification. Construction proceeds at the rate of 1d6 gold per domain turn. In other words, if the DM decides that a lighthouse will cost (13 gold), the regent spends 1d6 gold each domain turn until the project is completed. The regent needn't have 13 gold on hand to simply to start the project, since he will earn gold as time passes. Examples of such projects follow.

Wood or Stone Building: This may be a village council hall, customs house, warehouse, silo, chapel, or great ministry building or seat of government. Costs range from 1 to 30 gold depending on the size and grandeur of the building.

Bridge: A wooden bridge over a moderate river costs 1d4 gold; a stone bridge costs 1d4+1 gold. Bridging a large river costs two to three times as much. An especially strong or ornate bridge costs even more. Bridges are handy for ensuring rapid movement of troops. The bridge builder does not need permission of the province owners to build the bridge, however, the bridge may be opposed by anyone in the two provinces the bridge is connecting.

Palace: A regent who desires luxurious residence may choose to build a palace. Palaces cost 5d6 gold, depending on size and extravagance. A palace costs an additional 1 gold per turn to maintain, but it serves to add 1 gold to each trade route owned by that ruler in that province. The other player that entered the trade route agreement does not benefit from the palace.

Road: Roads are required for overland trade routes. Regardless of the length of the road, the full cost must be paid, even if the road only cuts across the corner of a province. A road can follow any reasonable path through the province, however, so two towns on opposite ends of their respective provinces can be linked as easily as two towns across the border from each other. Roads will cost 1 gold for every province they cross. There is no cost to maintain a road but they can be destroyed by natural disasters etc.. Once a road is built anyone may use it as needed.

Contest Succcess: 50%+

Base Cost: 1 gold/ level of holding being contested (If the holding level is unknown a minimum of 10 gold must be spent to cover the holding)

A regent can neutralize another regent's holding by contesting his influence. If the attempt is successful, the contested holding does not generate gold for its owner. A level 1 holding without troops is destroyed by being contested successfully. The success number is modified by the difference between the attacker's holding and the contested holding. The holding remains contested until the attacker relents, loses all of his own holdings, or the defender succeeds in a rule action. The success may also be modified by 5% for every one gold.

If a contested holding is contested a second time, its owner loses the holding and its slots become uncontrolled.(In other words the holding is destroyed.)

Ex. Two thieves are rivals in a province, Wirt controls a guild (3), Bensien controls a guild(2). If Wirt contests his rival's holding, his success number becomes a 55%. If Bensien contests Wirt's guild his success number would be 45%.

Rulership of a province may be contested as well. A province is automatically contested if it is conquered during a war. See occupation.

Provinces can be contested peacefully under certain conditions. if a ruler's holding is at 1 and that is the only holding he controls in that province then the province can be contested by another player with a holding in that province. Two successful contests results in a change of ownership of the province. The province must remain empty of any troops to be contested peacefully. If troops are moved in on the turn a peaceful contest is being conducted the contest fails.

Create Holding Success; 50%+

Base Cost: 1 gold

A regent wishing to establish a holding in a province where he has no holdings may create holding. This gives the regent a holding(1). He is then free to rule or contest in order to increase the influence of his holding. Other players with holdings in the province or the province owner may try to prevent or assist in the creation of a holding. The interfering ruler's holding is added to or subtracted from the success number without spending gold. Any player in the province can spend gold to affect the outcome one way or the other at a cost of 1 gold =5%

Declare War 

Base Cost: None

Any regent can declare war. A regent must declare war before he can move military units into provinces, except scouts (Scouts are special troops, see War), into provinces that do not belong to him; if he doesn't declare war, he can make troop movements only within his own realm. Other regents that are affected by this action will be informed of the regent's intent to Declare War. Other regents will be able to declare war on their next turn and declare an intent to invade on the same turn. This may only be done by the domain(s) that have had war declared against them and they may only invade the kingdom that declared war. For example: Landkercheif declares war on Spirit's Hope in Turn 1. In turn two Spirit's Hope receives a message saying Landkercheif has Declared War. Spirit's Hope may then Declare War on Landkercheif and invade in the same turn (turn 2). Spirit's Hope may only invade Landkercheif this turn unless Spirit's Hope is already at war with another kingdom. Landkercheif may also declare its invasion this turn (turn 2). See War for more details. Regent's may defend without declaring war but cannot move troops into hostile territory unless they declare war. Example: I command Prince John to Declare War at Spirit's Hope.; This means Prince John has declared war on Spirit's Hope.

Decree Sucess: Special

Base Cost: 1 gold (You must have a Law holding to make a decree)

This action is a catch-all for special missions the regent wants his subordinates to undertake. A decree cannot affect another regent's domain in any way except through taxes. Beyond these guidlines, a decree can have any effect the DM deems appropriate. Some possible effects include:

*Generate gold for the domain's treasury by seizing assets, passing a tariff,etc. on a trade route. For example there is a trade route that runs through a province owned by a player not involved in the trade route. That province owner could tax the trade route thus increasing his own treasury and decreasing the gold from the trade route. The price may be set by the province owner up to 10 gold(5 gold/domain involved). Only those with Law holdings may declare a decree.

Diplomacy Success: Player Determined

Base Cost: 1 gold

Negotiations with other domains fall under the diplomacy action. Regents are assumed to maintain basic contact with their neighbors and pass routine messages. However, diplomacy as a domain action is a full-court affair designed to achieve a specific goal. Diplomacy may have the following effects:

*Create or break an alliance

*Create an agreement to allow a trade route to exist between two kingdoms.

*Force concessions such as tribute or territory from another regent.

*Respond to a random event such as a feud, unrest, or brigandage.

*Anything the DM doesn't disallow.

Diplomacy should not take the place of a more appropriate character action-if the regent wants to start a war, he should declare war.

Disband Success: Automatic (unless forced via magic then 50%)

Base Cost: None

A regent is always free to dismiss army units from his service. Regular army units simply break up and go home. A regent may also choose to disband any holding, although his gold production may suffer. The only advantage to this is saving the maintainence cost involved. Example: I command unit 4 to disband at Province Peril Trees.; This would disband unit 4 located in Province Peril Trees.

Espionage/Counterespionage Success:50%

  • Espionage Base Cost:1gold/province (except capitals 3 gold/capital

  • Counterespionage Base Cost:4gold/domain
  • Assassination(limit 1 attempt per domain per turn)
  •  Base Cost:5gold/underling; 10gold/Ruler Success: 50%+
    see also Clarification of Espionage

    Espionage includes any kind of spying or covert actions. Espionage can:

    *Reveal the nature of diplomatic agreements between two domains.

    *Catalog troop movements and strengths in a foreign province.

    *Create an event such as an assassination, intrigue, corruption, or heresy in another domain.

    *Trace the responsibility for another espionage operation.

    *Rescue prisoners, secretly move important people or messages, or conceal who is behind certain other actions.

    *Sabotage a holding or asset (road, special project, etc). Success reduces the holding’s level by one, destroys the road or Special Project, etc. Fortified holdings are immune to sabotage. Only scouts can sabotage a holding or asset.

    The success rate for this action is 50% regardless of the number of provinces you are spying on. So if you spy on 4 provinces (non-capitals) the cost would be 4 gold with a success of 50%. Failure means you learn nothing in any of the provinces. Counterspying would cost the same at the same success chance.

    Scout raids fall under this action

    Finances Success: Special

    Base Cost:None

    A regent can obtain loans from anyone with money to lend. The terms of interest and payment are left to the regents involved; An interest rate of 10% for one year is normal. If a regent defaults, the character holding the debt has little recourse but it is doubtful that anyone else will lend the regent money again.

    Fortify Success: 90%+

    Base Cost: Special

    Building strongholds in a domain is a good way to deter attack and tie up enemy forces in a war. A regent can fortify a single holding or castle; the latter affects the entire province. When builging a foritification or holding on the first turn you must spend at least the minimum amount of gold needed to reach the 1st level. (Fortifictions= 4gold, Castles = 8 gold at normal rates)

    Holdings: any type of holding can be fortified. A fortified holding remains under the regent's control even if the province in which it lies is occupied by hostile forces. Fortifying a holding costs 4 gold per holding level. Work proceeds at a rate of 1d6 gold per domain turn; Fortification of a great cathedral may take years. A regent may pay 5 gold per level of fortification to make the work progress at 2d6 gold per domain turn.

     

    Grant Success: 50%+ (see below)

    Base Cost: Varies

    A regent may bestow promotions, gifts, or titles any time he chooses. He can sponsor the arts or sciences, fund an expedition, elevate a commoner to a noble rank, or give another regent money. A grant can:

    *Respond to a random event

    *Bring in 1d3 gold for the treasury on a successful Expedition.

    The success number for this action indicates whether someone is angered by the regent's use of power. The success number worsens by 5% for each gold the regent spends in grants and for each noble title the regent bestows. If the regent fails the roll, an appropriate random event occurs only if the regent is obviously not acting in the best interest of the domain. Donating 5 gold to an orphanage isn't likely to anger anyone, but giving that amount to a personal friend might encourage corruption, intrigue, or unrest. The expedtition requires 1 gold to outfit.

    Example: I command Prince John to Grant Title at Noble of Province Peril Trees.

    Example: I command Prince John to loan 3gold at Microsoft.

     

    Lieutenant Success: 50%+

    Base Cost: 5gold/underling

    A regent may attempt to recruit a new noble, peasant or anyone in between to serve him at court. This involves many interviews, massive paperwork, and background checks on the individual trying to land the position at court. Other domains may support or oppose this action accordingly. A domain may try to plant a member of its own court in the new court as a spy. This requires two successful espionage actions at normal costs. One to disguise the spy and a second against the target domains capital the same turn the target domain is attempting to hire a new underling. Keep in mind a successful counterspy by the target domain may uncover your mole. A domain may never have more than 10 Lieutenants at one time.

    Example: I command Lord William to hire a new lieutenant named Dan at a cost of 5 gold base + 9 gold to raise the success chance to 95%.

    Move Troops Success: Auto

    Base Cost: 1 gold

    At the regent's command, any troops loyal to him march to any site in his domain. Moving troops costs 1 gold per 10 units/provinces; i.e. 1 gold can move 1 unit across 10 provinces, 10 units across one province, five units across two provinces, and so on. Troops require one full action round to relocate when moving by land; when they move they are not available for use until the next action round. A regent must declare war or ask permission to move troops through provinces he does not rule.

    Example: I command unit 3 to move at Province Peril Trees.

    Muster Troops Success: Auto

    Base Cost: Special

    A regent can create new armies by mustering troops, or raising a levy in a province he rules, is unowned or in which he has holdings. A holding can raise military units equal to its level (never higher) in a single domain turn. The province ruler can bar other regents from raising armies in his province if he wishes. A unit may not be used in the same turn it is created except as defense. One underling can muster/disband troops all over the domain with a single muster action. 

    Militia: Mustering a militia unit carries a special condition. Since militia units or levies are composed of people who have other jobs, raising militia temporarily reduces a holding’s level by 1. The holding's level is restored when the militia is disbanded. If the unit is destroyed in a foreign war, the holding's rating is permanently lowered.

    Realm Spells Success: 50%+ for all spells (unless otherwise stated)

    Base Cost: See Spells (You must have a source/temple holding to cast realm spells)

    A priest or wizard regent can spend a domain action to cast a realm spell that affects the entire province. Realm spells are a special type of magic available only to regent spellcasters. A wizard/priest regent may only cast three spells per domain turn.

    Research Success: 80%

    Type: Character Base Cost: See spell

    Wizards and priests can perform spell research. The cost is the base cost of casting the spell. 

    Rule Success: 50% +

    Base Cost; 1 gold

    With this action, a regent spends time and energy advancing the causes of his domain. By ruling, he can increase a holding's level by 1 per turn. A holding can be ruled only once per domain turn. Note that for a regent to increase a holding, a level must be vacant. Ruling a holding costs 1 gold base plus gold equal to the target level; for example, improving a guild (3) to a guild (4) costs 1 gold base plus 4 gold. Rulers of other holdings in the province may oppose a rule by adding or subtracting the levels of their holdings at 5% per level.

    Senate Formation/Dissolution Success: auto/25%

    Formation Cost: 3gold

    Maintenance: 1 gold/turn/blood challenge or failed dissolution

    Normally when a Domain is hit with the Random Event "Blood Challenge" they lose all actions except the one needed to resolve the Blood Challenge, and they must pay 3 gold.
    However with the Senate Formation Action when a Domain is hit with a "Blood Challenge" they have another option. The ruler may pay the normal 3 gold as required by the current rules, lose all actions except the one needed to resolve the Blood Challenge, and call for the formation of a Senate made up of those who might challenge his or her right to rule. The ruler must then pay another gold to keep the Senate content. So the turn that you form the Senate it will cost you a total of 4 gold. The Senate would then cost 1 gold per turn to maintain, until you were the target of another Blood Challenge, at which point the Challenge would have no effect, but your maintenance on the Senate would increase by another gold. In essence the Senate is allowing these challengers to your throne a place to voice their opinions, and in return you are paying for it with gold instead of lost actions.
    Senate Dissolution
    If the Maintenance Cost of the Senate becomes too expensive then you may call for Senate Dissolution. On the turn you call for Dissolution you must pay the current Maintenance Cost of the Senate to have a 25% chance of successfully dissolving the Senate. You may pay additional gold (%5 per additional 1 gold) to gain a better chance of dissolution. You may not use Holding Levels to influence the outcome of this action. If a Senate Dissolution attempt fails, then the Maintenance Cost goes up an additional gold. The Maintenance Cost of the Senate can never be reduced. .

    Trade Route

    Base Cost: 2 gold (1gold/domain)

    A regent who controls a guild holding can attempt to open a trade route, thereby increasing the money-making power of his domain. Both parties involved in the Trade Route must agree to the Trade Route. Overland trade routes can't be created unless a road links the largest towns or centerpoints of the two provinces involved.. Each domain turn, a trade route generates gold equal to the average of the two holdings it links.
    Trade routes are neutralized if the regent's guild holding in either province is contested, if one of the host provinces is conquered in war, the host guild is besieged, a connecting road/bridge is lost, or if the ruler of a province the TR passes through chooses to suppress it by decree. (The province ruler's law holding must be equal to or greater than the regent's guild holding to do this.) If a trade route passes through a province, anyone with a law holding in that province may tax that trade route. (for this only a level 1 law is req’d) Trade Routes can also be neutralized if the regent ignores certain random events such as feud, natural event, corruption/crime, monsters/brigandage, or trade matter. When the suppressing condition ends, the trade route resumes operation. Creation of a trade route costs 1 gold. A guild holding may have a number of trade routes equal to its level. Therefore, a level 2 guild could have 2 trade routes, while a level 10 guild could have 10 trade routes.A regent may avoid paying taxes by discontinuing the Trade Route, re-routing it around the province that taxes are being collected in or by contesting the Law holdings that are taxing the route. If a route is stopped due to war or some other event, the TR owners have one turn to re-route for no addt'l cost. If they do not re-route within this time limit a new Trade Route must be setup with normal costs and actions