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Underlings
Bodyguards
Death of an Character
Castles



Underlings

Underlings may be designated as either a Senator, Guilder, Priest, or Wizard. You may only have one of each type designated at any given time. They must all be designated at the same time. You cannot designate a Priest one turn, then a wizard the next, etc.. This means only 4 underlings may have a class designation at any given time. If one of these underlings is killed you may then designate another underling to take his/her place. Designating an underling as the same type character as you ruler allows the underling to take over and continue collecting taxes. (Example: If King Henry is a Guilder and he has a wizard underling, priest underling and a guilder underling, only the guilder underling could take over in the event of King Henry’s death.)

Designating an Underling as a Wizard.

This allows that underling to learn wizard spells assuming you have the proper level of sources required to learn the spells. (see rules regarding spells) He may only cast one spell per turn. This underling may take over as ruler if you currently have a Wizard ruler.

Designating an Underling as a Priest

This allows that underling to learn priest spells assuming you have the proper level of temples required to learn the spells. (see rules regarding spells) He may only cast one spell per turn. This underling may take over as ruler if you currently have a Priest ruler.

Designating an Underling as a Guilder

This only allows that underling to take over rulership if you currently have a Guilder ruler. There are no other benefits to having a guilder underling.

Designating an Underling as a Senator

This only allows that underling to take over rulership if you currently have a Senator ruler. There are no other benefits to having a senator underling.

Ruler Changes
I will allow people to change their ruler via (decree action) elections, inheritance, etc. but it will be made public to all of Anuire and you can only do it once per year. The new ruler must be the underling that matched the class. If you are a wizard/priest and you change your ruler, the former ruler then becomes your wizard/priest underling or else he loses his ability to cast spells. As an underling, the former ruler may now only cast 1 spell per turn.
Examples:
Ex. 1:King John of Slovania is a Guilder. Johann of Slovania is the underling that has been assigned as a Guilder. Slovania holds elections. King John vs. Johann. Johann wins. Johann is now King. He is the only one eligible to run against the king b/c he is the only guilder underling.
Ex 2: King Tim of Gromitopia is a Wizard and can cast up to 3 spells/turn. PeeWee of Gromitopia is the underling that has been assigned as Wizard and can cast 1 spell only/ turn. Gromitopia holds elections and PeeWee wins and becomes king. Tim is now considered the underling Wizard and may only cast 1 spell/turn. The new king PeeWee may now cast 3 spells/turn if he has learned 3 spells. If Tim is not assigned as the underling Wizard he loses all ability to cast spells.



Bodyguards

A new unit to protect your characters. They will cost 2 gold to create and 1 gold/turn to maintain. Bodyguards lower an assassination attempt by 50% automatically. Once assigned to a character they are always with that character until reassigned or the character is killed. If the character is killed the bodyguards can be re-assigned but would you trust them after that?

Death of a Character

Upon the event of a character's death, be it through assassination, decree, sloppy bodyguards or whatever other means, that character may be replaced after 5 turns using the Lieutenant action as described under the actions section of the rules. It does not matter if the character was an underling or a ruler. If a ruler is killed one of the current underlings of the same class may take over rulership. I would hope everyone would role-play this out in their turns.


Castles

Castles will be large fortified structures that serve to fortify an entire province. They will cost 8 gold/level to build and 1 gold/turn to maintain. Work progresses at a rate of 1d8 gold per turn. You may pay 10gold/level and have the work progress at 2d6 gold per turn.

You may upgrade a Fortified Holding to a Castle of the same level as the fortification for a cost of 4gold/level (or 5gold/level for speedy construction). Example: Gromitopia has a level 5 Source holding that is fortified to level 5. Gromitopia could spend 20 gold (4 gold/level) to upgrade this source to a level 5 castle. This work would progress at the same rates as mentioned above. Holdings (owned by castle owner) in a province with a castle will be considered to be fortified up to the level of the castle. For example Hill Dale has a level 10 Temple, a level 6 Guild, a level 3 source and a level 5 castle. The temple would be considered fortified up to level 5, the guild up to level 5, and the source would be completely fortified. A holding that is fortified thusly will gain all the benefits of a fortified holding as described in the rules under the fortifications section.

In addition to the above benefit a castle reduces the success chance of an espionage action by 5% per level of the castle. A castle also prevents the random event monsters/brigandage.