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Domain Actions

Realm Actions: actions involving holdings can be performed either on any/all holdings of the same type found in several provinces that belong to the same realm (e.g. all temples in Diemed), or on any/all holdings of any type within a single province (e.g. all holdings in Aerele). Note that lieutenants cannot perform realm actions, only domain actions.

Character Actions: On the other hand, if a lieutenant is not used for a domain action on any given round, he may perform a character action (such as Research or Adventure) without using the one free lieutenant action per turn. Any/all lieutenants not performing a domain action can be assigned to a character action every round. These extra/bonus/free actions must meet the following criteria:
The action must have no regency point cost.
The action must be a character action.
As for a lieutenant action no extra regency may be spent to aid the success.
Lieutenants cannot hire other lieutenants.

Critical Failures and Successes: A roll of 1 on any action is an automatic failure, regardless of spent RPs. Additionally, if the roll is 1 and 10 or more points below the required success number, the result is a critical failure, with some minor bad thing related to the action happening to the regent's domain. On the other hand, a roll of 20 is an automatic success, and if it is also 10 or more points above the required success number, the result will be especially good, with a small bonus gained.

Actions avaiable using BirMail vBirMail - Birthright PbEM - v4.1.21.63

Miscellaneous

  This is a miscellaneous catch all action.  Whenever you want to do an 
action that doesn't fall into any of the other actions currently added 
to the program, Then this is the action which will be run.
  This action tells the character that they have done the action, along 
with charging the value entered.  The actual specifics then need to be 
entered directly into the data views.

Create Holding

  A regent wishing to establish a holding in a province where they have
no holdings may create a holding.  This gives the regent a holding (0).
They are then free to rule or contest in order to increase the influence
of their holding.
  Creation of a holding can be opposed or supported by any regent with
a similar holding in the province, or by the province ruler.  The
interfering regent's holding or province rating is added to or subtracted
from the success number without spending RP.  Any concerned party can
spend Regency Points to influence the success roll.
  This action can also be used to create a secret holding.  For this the
base chance is 20+ and the costs are doubled.

Trade Route

A regent who controls a guild holding can attempt to open a trade route,
thereby increasing the money-making power of their domain.  A trade
route must be established between two provinces of different terrain
types or with different races as the primary inhabitants.
Overland trade routes can't be created unless a road links the
two provinces involved.  Trade routes can also be created using 
waterways, river's and the sea, as long as the regent has enough ships
to carry the trade.

  Each domain turn, a trade route generates GBs equal to the average of
the two provinces it links for the regent who owns the route.  In
addition, thief regents who control trade routes collect RP equal to 
the money generated by trade the route.

  Trade routes are neutralized if the regent's guild holding is contested,
if one of the host provinces is conquored in war (and the conquorer 
wishes to destroy the trade routes), or if the ruler of the host province
chooses to suppress it by decree. (The ruler's law holding must be greater
than the regent's guild rating to do this.)

  Creation of a trade route costs 1GB and 1RP.  The success number is
improved by the current level of the regent's guild holding.  Regents
with guild or law holdings in the same province can oppose the action.
each standard trade route created is automatically set to give 1GB tax to
the ruler at each end of the trade route.

  Provinces of level 1 to 3 are limited to one trade route; level 4 to
6 provinces can support two trade routes; level 7 to 9 provinces can
support three.  A realm action can be used to create up to four trade
routes at the same time, but all trade routes must originate from
provinces within the same realm and be of the same type ( all land or all sea ).
The number of open slots is shown on the realm web pages.

  Trade routes can be created as smuggling trade routes at a cost of 2GB
and 2RP.  Smuggling trade routes are invisible to the ruler at each end,
(although they still take up a slot - so an observant ruler can find them).
Only one smuggling trade route can be created each action.

Fortify Holding Or Province (Build Castle)

  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 a castle; the latter affects the entire province.
  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 Bars per
holding level.
  Castles: Fortification of a province creates a new holding for that area:
a castle.  Castles cost 8GB per level.  A castle can accomodate a garrison
of one military unit per level.  Castles can exceed the level of the province,
but  the cost doubl;es once the castle level is greater than the province level.
It's expensive to build a fortress that exceeds the nearby resources.
  Although construction of a fortification can go last for many domain turns,
it requires an action only on the turn that construction is begun.  The costs
for the first domain turn are paid at this time; in later domain turns, the
costs are paid in the Domain Maintenance phase.
Work proceeds at a pace depending on the urgency of the building.

A fortify action is a domain or realm action but a single action can be used to
fortify as many holdings and/or provinces as desired.
Example Action for turn request:
  Domain action - Fortify
Build castle to level 5 in Aerele - Standard speedFortify law holding in City Of Anuire to level 2 - Standard speedFortify guild holding in City Of Anuire to level 3 - Medium speed

Rule Holding

Increase the level of a holding if uncontested.
Secret holdings can be ruled with this action, however they cost twice as much to rule.  Also the base success chance is set to 20 + newlevel.
If the holding is contested this will instead remove the contest.  You CANNOT do this on a holding contested due to being occupied! You must instead remove the occupation forces.

Rule Province

Increase the level of a province. This can only be done by the province ruler.
This will reduce the maximum source level of the province and may reduce the level of existing sources in the province.
Any regent whose source holding may be affected by the action may bid regency AGAINST the success of the action.
Success chance is 10+new pLevel or more on d20.
e.g. for ruling up a level 3 province to a level 4 province you need 14+ on d20 to succeed.
Provinces with loyalty below average cannot be ruled up.
Provinces with loyalty of average suffer a -10 to the success chance for rule actions.
Provinces with loyalty of good suffer a -5 to the success chance for rule actions.
Provinces with loyalty of very good suffer no penalty to the success chance for rule actions.
WARNING: Due to the influx of less loyal people when a province is ruled it will suffer a 1 level loyalty drop.

Invest Province

Invest a province that you have militarily conquered or that the current owner does not mind you investing.
You MUST have a priest regent agree to do the investiture for you - this is a free action for the priest and will cost him nothing.

Invest holding - willing transfer

Invest a holding with the owner's consent.
As long as you have the owner's consent to success chance is 2+ rather than 10+ and you will not have to worry about them bidding against you.
NOTE: You need the current owner's willingness to do this. i.e. they must willing say they will allow it. Merely not bidding against you does NOT make the investiture willing.You MUST have a priest regent agree to do the investiture for you - this is a free action for the priest and will cost him nothing.

Invest holding - unwilling / by force

Invest a contested holding against the owner's wishes.
The holding must first be contested by you are someone on your behalf.
The success chance is 10+holding level. You may bid RP to increase the chance of success. Others may also bid for or against your success.The basic cost of the action is 1GB and RP equal to the holding level.
If successful the ownership of the holding will be transferred to you.
You MUST have a priest regent agree to do the investiture for you - this is a free action for the priest and will cost him nothing.

Contest

  A regent can neutralize another regent's holding by contesting their
influence.  If the attempt is successful, the contested holding does
not generate regency or Gold Bars for its owner.  A level 0 holding is
destroyed by being contested.  The success number is modified by the
difference between the attacker's holding (or province rating, if he's
the ruler) and the contested holding.

  The holding remains contested until:
  * the attacker relents
  * the attacker loses all of their own holdings or rule of the province
  * the defender succeeds in a rule action.

  If a contested holding is contested a second time, its owner loses
the holding and its slots become uncontrolled.

Agitate

A regent with a holding can use their influence to agitate or stabilize
the province's loyalty toward its ruler.  A ruler can agitate in favour
of himself.  A priest regent can do this once per domain turn as a free
action.

The success number is increased by the difference between the active
regent's holding and the province rating.  If the ruler supports the 
effort, the ruler's law holding is subtracted from the success number.
The success number can also be modified by spending Gold Bars, at a
rate of one per point. If the agitator succeeds by a margin or more, the
province loyalty changes two stops.

Diplomacy

Cost       : 1 RP, 1 GB
Success    : Auto (if other regent aggrees)
Description:
  Negotiations with other domains fall under the diplomacy action. Regents
are assumed to maintain basic contact with their neighbours and pass
routine messages back and forth.  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 alliance,
 * Create an aggreement ot 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 feud, unrest or brigandage,

  Diplomacy should not take the place of a more appropriate character
action - if the regent wants to start a war, he should declare war.
Diplomacy Against PC Regents: When a player character is the subject of
a diplomacy action, the player dictates wheather the action is successful.
Their character does not need to spend an action to respond yes or no, but
for major actions (such as aggreeing an alliance), both characters must
carry out the action.

  For many diplomatic events, both character's involved MUST at least include
their aggreement for the action in their turn report.  Failure to do so will
cause the action to fail, no matter what e-mail messages have occurred.

Create Embassy

Cost       : 1 RP, 1 GB
Success    : Auto (if other regent aggrees)
Description:
  An embassy can be created to another character as long as they
give permission. They give the controlling regent a free diplomacy
action once per turn with the character, as long as the regent maintains
a court that turn. Ambassadors may also provide reports on the affairs
of their assigned character (and goings on in the character's HQ province
every turn, if there was something of interest that wasn't reported in the
newspaper. A regent can maintain a maximum of 5 'generic' ambassadors,
though he can assign his lieutenants as ambassadors beyond that limit (those
lieutenants will then be unavailable for other actions). Each embassy counts
as one holding when it comes to determine the domain maintenance. An
ambassador may be recalled or kicked out of the country at any time.
  Ambassadors can also be killed (if they are lieutenants they may have
some ability to defend themselves), but this is a terrible violation
of international rules and may carry repercussions.

Diplomacy - Create Diplomatic Relation

  Similar to an alliance, A character can create a specific aggreement 
with other characters.  The aggreement is generally only between province 
rulers and characters within their lands, however it has been known for 
characters to get together to help each other out.
  There are currently three types of aggreements: Official Guild, State 
Religion and Court Mage.  When a province leader gives a regent one of 
these statuses, they then automatically support all actions like Rule 
and Create holding within their own lands with their province level.
  Cost: 1GB, 1RP.  Action should be done by the province ruler.

Seek Lieutenant

This character action means that a regent will spend an action testing people and seeking a trustworthy lieutenant.
Remember that no lieutenant is 100% trustworthy but as lieutenants they are almost totally trustworthy. You can never be totally sure though...
You can if you wish seek a blooded lieutenant - probably from within your own family, but for some reason blooded characters tend to like to rule rather than follow so may be slightly more likely to go their own way on occasions.
If you invest land or holdings to a blooded leiutenant then they become a regent in their own right.
Although no less loyal in theory a regent lieutenant has their own objectives and although they may initially be left under the control of the same player the character may be made an NPC ( i.e. put under the DM's direct control ) or even a PC at any time the DM so desires.
i.e. don't try to abuse the system by seeking a blooded lieutenant merely as an extension of your own bloodline or to get extra actions. Think how you ( as the lieutenant ) would react if your own regent tried to use you in such a manner.

Espionage

Espionage can be used for many things, e.g. spying, forgery or intrigue
Success is 20+ and base cost is 1GB but additional GB or RP can both be spent to increase the chance of success.

Train Non Weapon Proficiency

  A character can spend an action honing his skills.  The character
studies a skill they already know, trying to become better at it.  At
the end of the action, a 1d20 is rolled.  If the roll is higher than the
proficiency's current score, he increases the score by one point.

Example Action for turn request:
  Character action - Train Administration NWPNote: Currently only regents ( not leiutenants ) can train their non-weapon proficiencies.

Move Army

Move military units. Cost is currently 0.1GB per unit times the terrain move cost.
There are two versions of this:
Free action : Move armies. Move an army from any province to any other province, through friendly territory only.
War Move : One or move units may move in a single war move. The distance that can be moved is determined by the movement points of the unit and the terrain crossed.

Move character

Use this free action to move a character ( regent or lieutenant ) to a new location.
Sometimes it is important to have a character in a certain location,
e.g. to fight in a battle, cast a realm spell, inspire troops, oversee a project, avoid an assassination, etc.Using this action ensures that there will not be a conflict between where you think your characters are and where the DM thinks they are.

Move Ships

Move a ship.

Board Ship

Move a unit onto a ship to move it quickly to another province.

Disembark army from ship

Remove a unit from a unit into the province the ship carrying it is in.

Assign ship to Trade Route

The income from your sea/river trade routes is limited by the number of ships you have assigned to each.
Use this action to assign new ships to an existing trade route.
To avoid confusion when you wish to allocate a ship specify the ship number ( see your turn report ) as well as its type and location.
e.g. Free Action: Assign ships to trade routes:
  Ship #4, Aerele Galleon assign to trade route CF, Aerele to Lindholme
  Ship #53, Aerele Caravel assign to trade route CF, Aerele to Lindholme

Muster Arny unit

Recruit more troops.

Levy Province

Mobilise the province population. Reduces the provicne level and creates some levy units.

Unlevy a province

Unlevy a province.
At least half of the levies from the province must be in the province at the time.
Any levy units that were lost must have been lost in the province rather than elsewhere.
Upon doing this free action the province level will be increased and a number of levies equal to the new province level will be disbanded to repopulate the province.

Disband / Kill Army unit

Disband an army unit. Usually because it is too expensive to maintain.

Research unit

Research a new type of unit. The unit type will then be available for mustering troops of that type in following domain turns.

Upgrade Military Unit

Upgrade a military unit. Primary uses are:Upgrade infantry to heavy infantry.Upgrade heavy infantry to elite infantry.Upgrade cavalry to knights.Upgrade irregulars to infantry, archers or pikemen.

Build Miscellaneous building

Various buildings can be built. For example shipyards, war academies, academies of magic etc.
Before doing this action you should agree with the DM about the type of building, what it will do and how much it will cost.

Build Palace

Palaces reduce your court costs. This action will start a building project to build a palace. The palace reduces your costs by 1GB per 6GB you spent on the palace but costs 1GB to maintain.

Build Road

This will start a building project to build a road. Roads may cross a number of provinces. One long road is cheaper than lots of short roads covering the same distance but will take longer to build.

Build Bridge

Bridges are needed to allow roads to cross rivers. A land trade route needs not only a continuous road between the source and destination but also bridge across every river crossed on the way.

Build Ship

This will start a building project to build a ship.

Disband / Kill Ship

Disband/scuttle a ship.  Effectively destroys the ship preventing any maintenance cost from being needed.

Give or Grant GB/RP

Give GB or RP to another character.

Increase Bloodline

  A regent may choose to increase his/her bloodline strength by spending
Regency Points.  This can be done at any time.  The regent must spend a
number of RP equal to the score he/she is trying to reach; a regent with
a bloodline strength of 25 may rise it to 26 by spending 26 Regency Points.
A character can rise their bloodline strength by no more than 1 point per
domain turn in this fashion.

Example Action for turn request:
  Free action - Increase bloodline strength.

Research spell ( includes lieutenant research )

Learn a new battle magic or realm magic spell.
If done by a lieutenant the lieutenant learns the action rather than the regent.
Success chance depends on the type of spell:
Battle Magic : 20+, -1 per 3 character levels, can spend GB or RP to increase chance.
Realm Spells : Blooded characters only. Chance depends on the int of the character as for learning normal spells.
	Each extra GB spent increases chance by 5%. ( NOT 2% as per rulebook! )

Cast Warding

A ward is a powerful spell that can be cast on a province to prevent unfriendly forces entering the province.

Declare War

A declare war action is a domain action which gives you four war moves for that action.
Each war move involves an optional move by every unit in your army then an optional action by each unit chosen from the actions below:
Battle - attack the defenders of a province.  Warning - if the province has a castle the defenders may hide in the castle.
Capture Castle - attack a castle in a province. You must have an atrillerist.
Occupy Province - occupy an undefended province.
-  If you captured the castle you need one unit per province level.
-  If not you need units equal to the province level + castle level + number of defenders remaining.
-  Immediately upon occupying a province you may also occupy any or all unfortified holdings in the province.
Conquer Holding - used against fortified holdings in a province you have occupied. This takes control of the holding until the occupation is lifted.

War Move : Battle - Run Manually

This action is done by one or more of your units in a war move.
By doing this action you make an attack by one or more of your units on one or more enemy units.

War Move : Capture Castle

This action takes a war move for one or more of your units. You MUST capture the castle in a province before you can invest the province. If the castle is not captured it is a lot more difficult to occupy a province. Capturing a castle reduces the castle level by 1d4-1.

War Move : Occupy Province

Occupy a province. You must have military units in the province. You must have captured or neutralised the castle. This requires a war move by one or more of your units.

War Move : Conquer holding.

This requires a war move from one or more of your military units. At least one unit of artillerists is required. This involves an all-out frontal attack on a fortified holding.

Occupation : Pillage Province

Brings in some income to the pillager but reduces the province level as people are killed or flee the province.

Occupation : Unoccupy province

Use this action to clear the occupation of a province. For example if you or an ally invest the province.

Occupation : Occupy holding

The province the holding is in must have been occupied first.
This action can only be done on unfortified holdings.
Doing this will record the holdign as having been contested due to occupation of the province.
Occupied holdings may be detroyed or invested the following domain turn if the occupation still exists.

Occupation : Unoccupy holding

If you have previously contested a holding due to your occupation of a province then you make a deal with the holding owner you can use this action to remove the contest.

Occupation : Destroy holding

This action can only be done in an occupied province on a holding in the province that was contested or occupied the previous turn.
This action involves the regent's troops wiping out the influence of the holding.
Used on a level 0 holding the holding will be wiped out totally.
Used on a holding bigger than level 0 this will reduce the holding level to 0.

Occupation : Drive down source holding

Can only be done on a source in a province that is occupied and was occupied the previous turn as well.
This reduces the level of a source holding by 1.

Occupation : Free Castle

If you have captured a castle you may free it to the previous owner without damage by using this action.

Cast Bless Land

Details of this action still need to be entered.

Cast Gold Rush

  The character casts the Gold rush spell on either their own domain
or another character's domain.  Gold rush increases the next turn's
income by 50%, but the spell can only be cast once in every 3 turns.

Cast Detect Leyline

Discover if leylines are in a province.

Flag Army Unit

Flag units owned by the character in the flag of another character
so that the units seem to belong to the other character.

Pay Army unit

During turn processing and tax income calculation, code is included
to ensure you don't spend more money than you have.  Officially
units should disband automatically if you can't afford to keep them.

Units flagged as unpaid can be paid for using this action or swapped
for a different unit, (as the program just flags units randomly to
make up the cost).

RP can be used to pay for units at a rate of 5RP to cover 1GB cost.

Destroy Trade Route (Suppress by decree)

A regent controlling a law holding can destroy trade routes by decree.  The Law
holding must be greater than the TR owner's guild level, in order to succeed.

Spell - Stop your spell

As a free action you can stop any of your spells that are currently active.

Cast Population Growth

Population Growth
Sphere: All 
Regency: Special 
Gold: Special 
Required Holding: 3
Caster Level: 3
Duration: 4 Domain Turns

This spell works by promoting good health
and prosperity throughout a province. By casting
Population Growth, the priest encourages expansion
within the target province.

In the four domain turns following the
casting of the spell, the province has a continuous
chance of expanding. At the beginning of every domain
turn (before Step taxes), the priest pays 1 GB and 1 RP.
He may also pay additional RP and GB to influence the
die roll (a 1-point bonus per RP or GB spent). The
priest rolls 1d20 and adds the levels of all his
temple holdings in the province (and any RP or GB
bonuses) to the roll. If the result is 20+ , the
province level increases by 1 (If the die roll fails,
the priest can try again prior to the next Domain Turn
until the spell duration expires). The priest
immediately pays GB and RP equal to the new level of
the province. Thus, if a province were raised from
level 4 to level 5, the priest would pay 5 GB and 5 RP.

If the province level increases, there is
a chance that the priests holding level will increase
by +1 as well. Each temple level that he controls
provides a 10% chance of improvement. The player rolls
a d100, trying to roll less than 10 times his holding
level.

Example: Janina controls a temple (3) in
a province (7) and casts Population Growth. She pays 1
RP and 1 GB, then rolls a 12 at the beginning of a
domain turn. Adding her temple (3), the result is 15.
The attempt fails.

Before the next domain turn, she pays 1 RP
and 1 GB and rolls again. This time, she adds 3 RP and
3 GB, giving a +6 to the die roll (for a total
modifier of +9). She rolls 15, resulting in a 24.
Janina pays 8 RP and 8 GB, and the province level
immediately increases.

Janina now has a 30% chance of increasing
her temple holding. She rolls a 54, however, and
fails. Before the next domain turn, she may try again
to raise the province level. This spell may not
increase a province level beyond (9). It may be used
to increase the level of a single province no more
than 2 points in four domain turns. If the province
level is increased in the first two domain turns of
the spell, the magic immediately ends. The priest may
cancel the spell at any time (if he runs out of money,
for example, or if he chooses only to raise the
province by one level).

----
You simply specify the province you wish to cast this in
(has to have a Temple level 3+ that you own in it).  You
also get to say how many GB and RP you want to bid each
turn (you can only specify one set of bids that are used
each turn and if u can't afford a bid the program will reduce
your bid appropriately).

The spell activates after all Action 3's have been processed
BEFORE running taxes (so make sure you have money left spare
after actions or it will fail).

If your holding is destroyed / Contested or reduced to less than
a Temple(3), then the spell will end.

A province can still only be successfully ruled once per turn,
if the province ruler rules the province then the spell will have
no effect that turn.

Only one Population Growth spell can be cast on a province at any one time

Cast Maintain Armies

Maintain Armies (Creation)
Regency: 1 RP/3 units 
Required Holding: 3 
Gold: 1 GB/3 units 
Caster Level: 2
Duration: 1 Domain Turn

This spell enables the casting priest to
adequately maintain his (or his allies) armies at a
minimum cost. By multiplying food, water, and sundries
for army units in the same province as his holding, he
may defer expenses necessary to keep armies in the
field.

This spell must be cast during the third action
round of a domain turn. The priest chooses which
armies in the same province as his temple (3) will be
included in the spell. He pays 1 RP and 1 GB per three
units (rounded up). Casting the spell on five units, for
example, would cost 2 RP and 2 GB.

The units are magically provided with food, water, pay,
and other necessities to last them a full domain turn.
Once enchanted, the units may leave the province and
keep the benefits of the spell. The regent(s) who control
these units need not pay normal maintenance for the
enchanted troops during the domain turn following the
casting.

Cast Misc Mage Spell

Mage's have acces to a variety of powerful realm spells fueled by mebhaigel.

Cast Misc Priest Spell

Priest's have acces to a variety of powerful realm spells fueled by the devotion of their followers and the might of their god.

Change Tax Rate for Province

Change Tax Rate for a province. You must own or occupy the province. The owner can't change the tax rate when it is occupied.

Change Court Spending

Change Court Level.

Change base data

Change base data

Forge Ley Line

This will forge a ley line connecting two provinces.

Espionage Province

Espionage province will always reveal non-secret holding information in a province.  If a 10+ is rolled, trade routes are shown.  If a 20+ is rolled, secret holdings (names, not lvls) and smuggling routes (existence, no names) will be revealed. The base cost is 1GB but additional GB or RP can both be spent to increase the chance of success.

Invest Coronation

Invest an entire realm by the coronation ceremony.
You MUST have a priest regent agree to do the investiture for you - this is a free action for the priest and will cost him nothing.