Rules of the Game

This page discusses these rules in greater detail. You should read this carefully, and I recommend that you save this webpage for future reference. "I haven't read the rules page" won't be accepted as a valid excuse.

Character Death

I've had bad experiences with character deaths in a PBEM. Therefore in this game, every regent is made immune to assassination. They can still die in battle or adventures, or be taken prisoner and bloodthefted. However, bloodtheft will ONLY transfer the victim's bloodline to the slayer (as per rulebook) - the latter will not automatically gain control of the victim's domain.

Vassals

I've also been burned by allowing too many vassals. This game is pretty big, if it gets any bigger it risks collapsing under its own weight. Therefore - although regents can hire lieutenants, they cannot create any new vassals. The existing regents are the only holding controllers in the game. If one dies or drops out, then he can be replaced, but the total number of regents in play at any one time (and therefore the number of actions that need to be processed) cannot be greater than the starting number.

Domain Turn and Action Submission

This game is run one turn at a time. There will be a deadline for submitting your actions, displayed prominently on the main page. All turns must be submitted by that date, midnight, your time; late turns may be accepted at the DM's whim, but will not be able to affect any other domains. To submit turns, use this turn submission form. When submitting each turn, rename the RTF file to the form of YourDomainName#.rtf (where # is the number of the turn for which you are submitting). If you must leave for some personal business, let me know in advance and I will run your domain for you. If you don't send me any turn submissions for three consecutive turns, without informing me in advance, your domain will revert to NPC status.

To submit a turn, fill out the turn submission form and send it to the e-mail address of the DM covering your area. We will resolve the actions and at the start of the next turn mail you your updated domain sheet (which will include the income for the new turn).

Law Claims
Law claims are simplified. If your law holding is greater than or equal to the target taxed holding, you collect 1 GB from the claim. Law holdings collect nothing from targets greater than themselves.

Court Costs
Court level will not affect the success of diplomacy with PC or NPC regents. However, the court level will affect the success roll of the following actions: Create (not trade routes), Investiture, and Rule. Actions involving sources will not depend on court level though. Additionally, the base costs of the Decree actions will change depending on your court. The exact modifiers are listed below:

Court Level Description Success Modifier Decree Cost
0 GB No court at all. Diplomacy and decree actions are impossible. -4 Impossible
1 GB Court maintained at a minimal level. Facilities equal to a common inn, a few servants, no specialized retainers such as musicians, tutors, or falconers, no events such as feasts or balls. -4 3 GB
2 GB Court maintained at a minimal level. Facilities equal to a common inn, several servants, still no specialized retainers, nor any events. -3 3 GB
3 GB Barely acceptable court, with 'quaint' facilities, and a scattering of retainers. No affairs of state. -3 2 GB
4 GB Barely acceptable court, with 'quaint' facilities, and a couple of retainers. Affairs of state are rare. -2 2 GB
5 GB Almost acceptable court, with 'quaint' facilities, and a few retainers. Occasional affairs of state. -1 2 GB
6 GB An average court with good facilities, plentiful servants and retainers, and regular galas and festivities. +0 1 GB
7 GB An above average court with good facilities, plentiful servants and retainers, and regular galas and festivities. +1 1 GB
8 GB A good court with fine facilities, abundant numbers of servants and retainers, and regular galas and festivities, and more. +2 1 GB
9 GB An opulent center of power - the envy of nearby kingdoms. Art, literature, and sports are celebrated. Guests are waited on hand and foot. Every day brings a festive event of some kind. +3 1 GB
10 GB An over opulent center of power - the envy of all kingdoms. Art, literature, and sports are constantly celebrated. Guests are waited on hand and foot, and head and neck. Every hour brings a festive event of some kind. +4 0 GB

Court level cannot be set higher than 10 GB. Also, you can only shift your court costs a maximum of 3 GB per turn (i.e. a court of 6 GB could be shifted anywhere from 3 to 9 GB next turn).

Initiative: Initiative is determined by rolling 1d10 and adding the regent's level. Regent can choose to delay their actions until later in the round, so that they go last (or second-to-last, etc. as described in the rulebook p.40). They cannot choose specific placement however.

Realms and Realm Actions: actions involving holdings can be performed either on any/all holdings of the same type found in different provinces (which don't have to be in the same realm), or on any/all holdings of any type within a single province (e.g. all holdings in Porto Preto). Note that lieutenants cannot perform realm actions, only domain actions (this is in fact an official rule from the BR rulebook - see page 57). Some of the realms in this game are quite spread out - a realm is defined as all lands under the control of a single regent - so in the case of colonial powers, their colonies count as being part of the same realm as the mother country.

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) 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. No extra RPs can be added to such actions, either. Lieutenants also 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.

Supporting and Opposing: Actions that can be supported or opposed by certain regents have this fact mentioned in their descriptions below. Additionally, only such regents can spend additional RPs supporting or opposing the action. Thus, a source holder cannot affect another regent ruling a temple, so he cannot spend RPs on it, either. For most actions, the regent attempting them can support himself with additional RPs.

Class Bonuses: Some character classes receive bonuses to their actions as follows:
Fighter: Declare War or Raid Province once/turn as a free action.
Paladin: Declare War or Agitate once/turn as a free action, but usable only against direct religious enemies.
Ranger: Special Ranger Espionage once/turn as a free action.
Priest: Agitate once/turn as a free action.
Thief: Espionage or Piracy once/turn as a free action.

Government types

This game is slightly unusual in that several nations already in play have unusual governments with some special rules in play for each. (You can read these rules here.) Its possible for nations in the course of the game to adopt these government types or even come up with their own governmental system. The action you would use here is Progress.

Income

Income is simplified in this game. Provinces produce taxes as follows:

Province Level Light Tax Moderate Tax Severe Tax
1 1 GB 1 GB 2 GB
2 1 GB 2 GB 3 GB
3 2 GB 3 GB 5 GB
4 2 GB 4 GB 6 GB
5 3 GB 5 GB 8 GB
6 3 GB 6 GB 9 GB
7 4 GB 7 GB 11 GB
8 4 GB 8 GB 12 GB
9 5 GB 9 GB 14 GB
10 5 GB 10 GB 15 GB

Temples and guilds produce income as follows:

Province Level Holding Level
1 2 3 4-5 6-7 8-9 10
1 1 GB - - - - - -
2 1 GB 2 GB - - - - -
3 1 GB 2 GB 3 GB - - - -
4 2 GB 2 GB 3 GB 4 GB - - -
5 2 GB 2 GB 3 GB 4 GB - - -
6 2 GB 2 GB 3 GB 4 GB 6 GB - -
7 2 GB 3 GB 4 GB 5 GB 7 GB - -
8 2 GB 3 GB 4 GB 5 GB 7 GB 8 GB -
9 2 GB 3 GB 4 GB 5 GB 7 GB 8 GB -
10 3 GB 4 GB 5 GB 6 GB 8 GB 9 GB 10 GB

The below table lists all actions available in this game, as well as my personal clarifications and modifications, if any.

Action Type Base Cost Base Success Notes
Adventure C - - Adventures are possible in this game. Bear in mind that it is a swashbuckling setting - adventures which capitalise on that feel will have a better chance of success than those that don't. Note that adventures are risky - your character could well be killed or captured during the course of an adventure. Also bear in mind that due to the Red Curse natives here are exceptionally well "clued up" on magic, and know what sort of powers mages have. Do not expect a high level mage to be able to get away with murder - he cannot.
Agitate DR(F) 1 RP, 1 GB 10+ Used to raise or lower province loyalty. Agitation can be supported or opposed by any law holdings in the province. Priests can perform this once per turn as a free action.
Bombardment D 1 GB Automatic Baronial warships and cannon units (cannons, culverin and horse artillery) can choose to bombard a province. Bombardment costs 1GB per bombarding unit, as smokepowder is expensive. When bombarding, add up the missile ratings of all the ships involved. Every 10 points reduces a random holding or castles level by one. Every 50 points reduces the province level by one also. Bombarding Renaissance technology castles is dangerous, such a castle can inflict a number of automatic hits equal to its level on the attacking fleet, which could sink several ships.
Build F Var Auto This is a catch-all action that can be used to initiate various normal construction projects. Most projects are built at the rate of 1d6 GB per turn, though if you are short on money you can suspend any projects until further notice. You may rush a project to 2d6 GB per turn, but the cost rises by 20%. Remember also that building in provinces of level 3 or less increases the build cost, as described in the Rulebook. Some specific constructions are discussed below.
Build City F 5 GB Auto With this action, the realm ruler doesn't actually build a whole city, but rather places the foundations for one (town hall, guard barracks, etc.). A city can only be built in a province of level 3 or higher. Upon completion of the foundation, the next Rule Province action performed in the affected province will receive a +3 bonus, cumulative with any other modifiers. This is a one-time bonus, regardless of the success or failure of the Rule action. Only one city can be built per province, and there are some cities already existing at the start of the game (see holding pages). A city may have the same name as the province it is in, or you can make a different name. Cities also cannot be built in high mountains, swamps, and deserts.
Build Monument D Var Auto Builds a great monument in your realm. A monument can provide some sort of bonus to your domain. Before building monuments, submit them to the DM for approval.
Build Palace F Var Auto A palace is normally built in the capital province. It costs from 5 to 30 GB. For every 5 full GB of the palace, the regent gets a bonus of +1 GB to his court (the court still cannot exceed 10 GB). Thus, with a 30 GB palace, the regent would have an average 6 GB court without the need to pay for one. A palace costs 1 GB to maintain however. This structure need not necessarily be a palace for non-landed regents, e.g. it could be a great temple for priests, a villa for guilders, or a tower for wizards.
Build Road F Var Auto Roads are built province by province - they are assumed to automatically connect with adjacent provinces, unless it is cross a national border (in which case, diplomacy is required, though there is no extra cost incurred for crossing a border). Its cost is double the movement cost of the province the road is being built in. A road can only be built in a province if the province ruler gives permission for it. Roads are built instantaneously. Note that building cost for roads is increased in the same manner as the general build action (above).
Build/Buy Ships F Var Auto Ships can be built for 80% of the listed price, rounded to the nearest integer (these costs are listed on the Units page). Only port provinces (level 4 and above) can build ships. Each province can build a maximum number of ships at any one time equal to its level, and any single regent can only build ships simultaneously up to the level of his highest holding in the province. You can also purchase ships immediately for the listed buying cost.
Contest Holding DR 1 RP 10+ One successful contest will make the target holding contested and unable to produce any RP or GB. A second successful contest will destroy the contested holding. Contests can be supported or opposed by holdings of the same type as the target holding, and by the province ruler. The same regent cannot support or oppose with more than one holding. Law holdings can contest any other type of holding, but but other holdings can only contest targets of the same type.
Contest Province D 1 RP 10+ Provinces which are rebellious and in which the ruler has only a law (0) or no law at all can be contested. Such province then generates no income and can be divested by the contesting regent.
Contest Trade Route DR 1 RP 10+ A trade route can be contested from both its starting and its ending province, by any regent who has a guild holding in them or by the province ruler. The trade route's "level" for the purpose of contests is equal to its GB income. A contested trade route produces no income to its owner. Contesting it again will eliminate it. A contested trade route can also be invested by the contester if he has a guild in the starting province (see Investiture below). As a realm action, this can be used to contest any/all trade routes starting and ending in a single province.
Create Holding D 1 GB 10+ Creates a holding (0). This action can be supported or opposed by province rulers and by any holdings of the same type already in the province (the same regent can use all his available holdings for this). Only true wizards can create source holdings.
Create Province D 1 GB/ 3 GB 10+ Creates a new province in available territory. If the territory does not border the regent's already existing territory, the cost is 3 GB. Some lands may be untamed and may require some military units to bring order. For a list of available territories, see the Holdings pages. Any province rated at 0 without a ruler is fair game.
Declare War D(F) None Auto This action allows the regent to move troops into enemy territory. Unlike in the standard rules, a declare war action only allows you to move your troops 1 province into enemy territory. Every regent involved in a war wishing to move troops into enemy territory must use this action. This action lasts only for one round - if you wish to move troops into more enemy provinces on subsequent rounds, you must spend another action. Fighters can perform this as a free action once per turn (but they must still spend an action if they wish to join the battle personally).
When attacking enemy provinces, remember to send the plan of action for the war moves (troop movement, general battle strategy and tactics, etc.). Any character participating in battle will not be able to perform other actions that round.
Decree F Var Auto This action is used to pass laws, make official announcements, etc. It cannot affect another regent's domain in any way except indirectly (e.g. by setting a tax on trade). Only one Decree action is allowed per round (three per turn). The cost of this action depends on your court level. Decrees can also shut down trade routes if the law level of the ruler exceeds the guild level of the trade route creator.
Diplomacy F None Special In practice, there is no Diplomacy action in this game. All regents are free to make and break any agreements, public or secret, with anyone at any time. All that is required is a note from the participants detailing the agreement.
Disband F None Auto/5+ This action disbands military units. Disbanding standard mercenary units will require a success roll, with failure indicating that the mercenaries become bandits. Special mercenary companies won't (usually) become bandits when dismissed, as long as you pay them their fee. This action can also disband holdings, castles, and ships. Castles have a "scrap value" equal to 10% of their normal cost, which will be received upon disbanding. Ships have a scrap value of 30%-80% of their normal cost (rolled randomly).
Espionage D(F) 1 GB Special This action covers various subterfuge activities. The success number will be determined by the DM; the player will not be told the final success number, however, so that if he receives no information, he won't know whether he failed or there was nothing to discover. Espionage is made more difficult the farther the target province is from one of your holdings. Espionage can also be performed to find out the person responsible for any Espionage done to you. Thieves can perform this as a free action once per turn. You must spend at least 1 GB on Espionage, and any additional GB or RP spent will improve the success chance. Other things affecting Espionage may be:

Favorably:

  • spy's and allies' law or guild holdings in the target province
  • province level (espionage is easier in high-level provinces)
  • previous espionage attempts (multiple attempts improve success chance with each attempt)

Unfavorably:

  • victim's and allies' law or guild holdings in the target province
  • distance of target province from the spy's holdings (provinces far away from your operations are harder to spy in)

Ranger Free Espionage: This is a variation of espionage that can be used only by rangers as a free action once per turn (although ranger regents and lieutenants can also use it as a domain action, of course). This variation can only be used to locate and catalogue enemy troops. The only other rule-related difference is that the ranger substitutes "province level" for "magic level" for the improvement in success number and rangers get a -3 bonus to their success number. For example, if a ranger regent wanted to spy on the Bellayne forces in Pawcester (4/1), his success number is 20 (base) + 3 (Queen Catherine's law holding) - 0 (ranger's guild holdings) - 1 (source level) - 3 (Ranger bonus) = 19+. Now either of the regents could spend RP or GB to affect that number.

Exploratory Trade - - - Not available.
Finances - - - This action is not available as all money is in GB. Loans can be negotiated with other regents.
Forge Ley Line D 1 RP, 1 GB 5+ Wizards can create ley lines with this action. Ley lines must start from a source, but can end in a province in which the wizard holds no sources (this is an official rule from Book of Magecraft, p. 25). However, ley lines attached to only one source last for only a turn, dissipating afterwards, unless the wizard creates a source on the other end before the ley line disappears.
Fortify DR 1 RP Auto A castle can be constructed by province rulers only; it fortifies all their holdings in the province. A fortification can be built by anyone and fortifies only one non-law holding. Building proceeds at 1d6 GB/turn. Castles cost 8 GB per level, and fortifications 4 GB per level. A regent may opt to pay 10 and 5 GB per level respectively, to have the work progress at 2d6 GB/turn. A province ruler can prevent building of fortifications in any province he rules.
Grant F Var Auto This action is used to grant something (either tangible or intangible) to another person. Examples include the granting of gold, noble titles, etc. Regency points cannot be granted, they have to be transferred via Investiture; the only exception to this are transfers of RP between lieges and vassals, which can be performed freely.
Excessively large grants for no good reason may result in the regent being seen by his vassals and lieutenants as frivolous and incompetent. Also if a regent grants only a small percentage of his treasury, this will have less effect than if he grants a major part of it. Thus, a guildmaster who constantly grants large amounts of money to another regent may find his underlings attempting to replace him. Tribute established via a diplomatic agreement or vassalage is not a grant and does not cause such consequences.
Hold Action F None Auto A regent may opt to wait until the end of the round before performing an action. In that case, he holds his action and performs it only after all other regents have made theirs. However, a held action can only be performed in reaction to some other event - if no such event occurs, the regent loses the action.
Improve Unit DR 1 RP, 1 GB Special Available. This action is from the Book of Regency which can be downloaded from the WotC website. Note that in the PDF Book of Regency pages 86 and 87, which contain the Improve Unit action description, are switched. Before improving units it is recommended that you discuss your desired end result with the DM, as not all improvements will necessarily be allowed. Note that this action creates unique, individual units. For entirely new "standard" units to be created (for example, ironclad warships, rifled cannons, that sort of thing) use Progress instead.
Instigate Rumor F 1 GB 10+ Starts a rumor, which will appear in the newspaper next turn, without being connected to your name. If you wish for your rumor to appear immediately, send it to the DM and it will be posted on the message board.
Investiture DR Var Var All rules for investiture in Book of Priestcraft (coronation, designation, recognition, vassalage, divestiture, bloodline transfer) are used. Only one of the two regents involved needs to spend an action for investiture to occur. Investiture requires a blooded priest with access to a temple (1); this is a free action for the priest. Investing guilds and sources does not require a priest. The various types of investiture are discussed below:
  • Coronation: a regent abdicates in favor of another. Cost is 1 GB.
  • Designation: a regent designates a heir or heirs (which is a wise thing to do), who inherit the domain upon his death. Cost 1 GB. If your regent dies and has a designated heir, you will take control of the heir (unless he is another PC).
  • Recognition: this is a willing transfer of one or more holdings to another regent. Voluntary investiture of holdings is done the same way as divestiture (see below), except the success is automatic.
  • Vassalage Agreement: such an agreement is required to set up a vassal. It may include any agreements to transfer RP or GB (though only the RP transfers are guaranteed by the vassalage agreement). The cost for the investiture is equal to the total levels of holdings and provinces invested to the vassal, as well as 1 GB. Upon creation of a vassalage agreement, both the liege and the vassal gain much honor, and their bloodline is increased by 1 for every such agreement (and it is quite possible for a regent to have multiple lieges, via various arrangements).
  • Divestiture: one or more holdings can be invested if all of them have been occupied or contested by the investing regent. The base success chance is 10 for each holding (rolled separately for each, and modified by the target holding's level), and the ceremony costs 1 GB per target to be invested, plus RP equal to the total levels of the targets.
  • Realm Divestiture: a whole domain or realm controlled by another regent may be divested with a single investiture action if the donor is alive and physically present (not necessarily willing). The recipient must pay 1 GB and RPs equal to the domain power of the realm to be taken over. If the donor is unwilling, success number is 10 (rolled only once) modified by the difference between the recipient's and the donor's bloodlines. If the domain to be divested has not been physically conquered or contested, investing it merely makes it neutral/contested, and the donor or his heirs can use their own counter-divestiture to reassert their claims.
  • Bloodline Investiture: investing a bloodline from another character requires both the recipient and the donor to be present (not necessarily willing). Success number is 10 if the donor is unwilling, otherwise automatic.
  • Transferring Regency: a one-time transfer of RPs to another regent requires an investiture action. It costs 1 GB in addition to any RPs granted. The maximum RP that can be granted per turn cannot exceed the receiving regent's bloodline strength.

Several ceremonies between the same two regents can be combined into a single action. Battlefield investiture described in Book of Priestcraft is also in use.

NOTE: You cannot invest a province on the same turn you invade it. You must wait at least until next turn.

Ley Link F 1 RP Auto From Book of Magecraft, with one modification: the receiving wizard does not need to already have sources of his own. This is the only way for wizard lieutenants to cast realm spells through their master's sources (they cannot do that otherwise). Remember that the affected sources are not available to the lending wizard for two rounds, unless he makes another Ley Link action to take them back.
Lieutenant C None Special A regent may search for a lieutenant with this action. To perform it, specify what kind of lieutenant (race, class, bloodline) you would like, and I will determine if such is available, maybe even presenting you with several choices (you can specify different types of lieutenants wanted). Finding lieutenants inappropriate to your domain (e.g. elves in human realms) may have a risk of failure. If you want a lieutenant more suited to another domain type (a landed regent seeking a priest, for example), prior negotiation with the domain in question (simple negotiation, not necessarily Diplomacy) will improve your chances of getting the lieutenant. The maximum number of lieutenants for each regent is five. Lieutenants cannot look for more lieutenants, as not deigning to give them a meeting with you speaks volumes of your likeability!
Move Ships F None Auto Moves ships to anywhere in the sea or along the coast. Ships committed to movement are unavailable for that round's war moves, but can be recalled for 1 GB. When moving ships, you must submit a rough course for your ships to sail and specify it along with your action. In open sea, ships rarely encounter each other unless they have orders to actively seek other ships or patrol a specific area. When moving on rivers, at least one river bank must be friendly (not necessarily allied); permission must be asked from non-allied regents. On rivers, ships are quite likely to encounter each other.
Move Troops F Var Auto Moves troops across friendly provinces. This costs 1 GB per 10 movement points, which are then spent by units according to terrain (e.g. moving 10 units through plains costs 1 GB, but moving them though hills costs 2 GB). Troops require a full action to move and are not available for use in that round (even in the war moves!). The regent can recall them to their original province if his domain is invaded, but any GBs spent on movement are forfeited.
Move Troops by Sea F Var Auto Moves troops on own or friendly ships. If an ally's ships are used, that ally must mention this fact in his turn submission. Cost is 1 GB per 5 units (or part thereof), regardless of distance. You must plot a course for ship movement as described in Move Ships action.
Muster Armies F Var Auto Musters military units. Temple regents can muster units allowed by their holdings without needing anyone's permission. Additionally, temples may muster their special units (such as Shieldmaidens or Inquisitors) without permission. Guilders can only muster mercenaries unless at the province ruler gives them permission to muster standard units. Mustered troops are available for offensive actions on the next turn after they are mustered; however, they can be used defensively in the same turn they are mustered. Standard mercenaries can be mustered by anyone at any time, and are available for any actions immediately.
When mustering troops, don't forget to specify the province in which you muster them.
Piracy D (F) Free Special Allows piracy of enemy sea trade routes. When conducting this action you must select one or more ships to use, and pick a target province which is a start or destination point for one or more sea trade routes. There is a base 10+ chance of pirates being in a position to intercept trade ships. Baronial Frigates and Eusdrian vessels have a 5+ chance however. Success means a naval battle with upto d4 trade vessels. Captured ships yield their cargo value in GB to the pirate, and may be kept by the pirate navy. The nation responsible for piracy is not normally obvious, and espionage may be required to track down the culprit. Thief regents can conduct one piracy action each turn as a free action.
Progress D Varies Varies Available, but with the following limits.
  • Only one progress action per turn, max.
  • Maximum of 20 RPs spent on progress each turn. GB cannot be spent to improve success. The most common use of the progress action will be in improving the technology of your nation. In all cases, seek DM approval before you submit your turn.
  • Raid Province D (F) 1 GB Special Sends several units to raid an adjacent province. A successful raid transfers GB equal to moderate taxation of that province from the victim's to the raider's treasury, and will destroy one random trade route present if there are any. Note that any battles happen immediately, not in the war moves. Castles may use their "standard garrisons" to defend against raids. Fortified holdings may only defend if they are the targets of the raid. Fighters can conduct one free raid action per turn.
    Realm Spell D Var Special Used to cast realm spells. Priest lieutenants can cast realm spells through the temples of the regent they serve. Wizard lieutenants cannot cast realm spells through their regent's sources unless the regent first uses a Ley Link action to give them control of the needed sources.
    Relocate Capital D 1 GB Auto This action allows a regent to move his capital (or headquarters for non-landed regents) to another province. This is useful is the former capital has been conquered, for example. Without a capital/headquarters, all domain and realm actions suffer a -4 penalty to success rolls.
    Research C Var Auto This action is used to research various things.
    • Realm Spells: base cost 1 GB per required caster level or required source level, whichever is higher. Priests don't need to research that as they automatically get all available realm spells.
    • Battle Spells: not available.
    Rule Holding DR 1 GB, Var RP 10+target level Increases the level of one holding (or more if used as a realm action). The RP cost is equal to the target holding level; however, ruling a holding to level 1 does not require any RPs. The success number is worsened by the target level of the holding. The province ruler and any regents with the same type of holdings can support or oppose the action, though the holding being ruled cannot support itself. Also note that, like contests, a single regent cannot oppose with both province level AND a holding - the province level opposition overrides holding opposition, not stacking with it.
    Rule Province D Var Var Increases the level of one province. The action costs 1 GB and 1 RP per target level. The base success number is 20, minus the maximum level of the province being ruled (including any bonuses from oases, rivers, etc.). Thus, the base success number for ruling an inland steppe province without any rivers would be 20-6=14. This number is worsened by the target province level; e.g. ruling the aforementioned province to level 3 would have a success number of 17+. Additional modifiers include +2 to the roll if the province's loyalty is high, and -4 if it is low. Regents cannot spend extra RPs to improve this success number, though any bonuses from court level and founded cities apply. This action can only be opposed by the source holders in the province; if (and only if) such opposition occurs, the ruling regent may spend extra RPs not exceeding the opposing source levels.
    Trade Chain - - - Not used. You can use the normal Create Trade Route action to span the Savage Coast.
    Trade Route DR 1 RP, 1 GB 10+ As a realm action this action can create any/all trade routes starting in a single realm. A maximum of 4 trade routes can be created in a single action. All of them must be either land or sea (no mixing). The base cost must be paid for each route, and success is also rolled separately. A trade route brings the average of the province levels at each end in GB, every turn. A regent must have his own guild at both the route's start and end; however, an agreement allowing the regent to use a different guild at the route's end can be concluded. Guilds don't affect the trade route income, only the ability to create them. Also, different terrain in starting and ending provinces is not required. You cannot create a sea trade route to "parts unknown". Note: When a trade route is created, it takes a free slot from both the starting and the ending province. Thus a sea trade route from Slagovich to Smokestone City counts against the maximum number of sea trade routes of both provinces.
    This action can be supported by the creating regent's guild holdings. It can be opposed by others' law and guild holdings in both the starting and ending province (the same regent can use any number of holdings for opposition). Trade routes are neutralized (but not eliminated) if the guild at either end is contested, the trade route itself is contested, or one of the host provinces is occupied. Trade routes are completely eliminated if they are contested twice, or the law holder in either host province suppresses them by decree (his law holding must be greater than the route owner's guild holding in the same province).
    Trade Service DR 1 RP 10+ Available. This action is from the Book of Regency which can be downloaded from the WotC website.

    Racial Modifiers

    To reflect the fact that not all races are as adaptable as humanity, some races have penalties when attempting certain actions. If the race does not appear on this list, it has no modifiers. Penalties may possibly be overcome by use of the progress action.

    Race Modifiers
    Elf / Ee'aar Progress action has regency cost tripled. Rule province, create trade route and create guild actions have a -5 penalty on the rolls. These penalties cannot be overcome by progress actions.
    Phanatons, caymas and humanoids Create trade route actions have a -5 penalty. Progress actions can solve this drawback.
    Enduks and Manscorpions -3 penalty on both create trade route and create guild. This cannot be offset by progress actions.
    Wallaras and Gurrash Neither wallaras or gurrash can ever own guild holdings. Wallaras are cursed so they cannot take Progress actions, while gurrash are virtually animals and incapable of progress.
    Herathians Consummate masters of magic, the Herathians do not consider technology to be worth bothering about. Therefore they cannot advance technologically.

    Warfare

    Running Battles
    I will likely use some sort of system quicker than warcards to resolve battles. However, you should still specify your battle plans and such, as these will certainly affect the outcome.

    Castle Assaults
    Artillerists (or equivalent units) are required for castle assaults. If a castle is successfully assaulted, it loses 1d4 levels (possibly being destroyed) and is captured by the attacker.

    Spotting and Identifying
    Spotting enemy units (an ability of scout units) allows to determine the presence and number of enemy units in an adjacent province, as well as a rough estimate of the proportion of mounted units within the enemy army. Enemy units in a regent's own provinces are automatically spotted by him, regardless of his own forces.
    Identifying enemy units (such as the result of Espionage action and Scry realm spell) allows to determine the exact composition of the enemy army in a province. If the regent has a non-source holding or units in a province, enemy forces moving into it are automatically identified.

    Occupation and Pillaging
    Pillaging will bring GB equal to severe taxation doubled. A pillaged province is reduced by 1 level.
    Occupying the province also gives the option to occupy any/all law, temple and guild unfortified holdings in it. Occupied holdings drop to level zero immediately. Alternatively, the occupying army can choose to reduce a single source by 1 level.

    Prisoners
    Units surrounded in battle or ridden down by cavalry can be taken captive. Of course a regent may give orders to take no prisoners. Prisoners may be returned through negotiation, but must be either re-equipped by their regent (for half the muster cost) or disbanded. If a regent ignores offers to ransom his own units taken prisoner, the loyalty in his provinces may suffer. Prisoners must be guarded by military units (one unit is enough to guard any number of prisoners); if unguarded, they have a chance to escape.

    Port Blockades
    A port province (level 4+) can be blockaded. At least as many ships are needed as the province's level. Ships without missile capabilities cannot blockade. A blockade stops all traffic into and out of the port. Anyone wishing to pass must either get permission or fight. River blockades are discussed below under Terrain.

    Repairing Ships
    To fully repair damaged ships, the gold bar cost is the ship's build cost divided by the number of hits that the ship has (at full strength), per hit taken (these costs are listed on the Units page). This takes a slightly modified build action, so you repair 1d6 GBs worth per turn and requires the use of a port (this does count as a ship being built). Repaired units may not be used in the action round that they are repaired.

    Terrain and Trade

    The following table indicated the various terrains, their maximum province level, movement cost, and the base road cost.

    Terrain Type Maximum Level Movement Cost Base Road Cost
    Plains 10 1 2 GB
    Hills 9 2 4 GB
    Forested Hills 7 2 (1 for elves) 4 GB
    Low Mountains 7 2 (1 for dwarves & orogs)* 4 GB
    Medium Mountains 5 4 (2 for dwarves & orogs)* 8 GB
    High Mountains 3 8 (4 for dwarves & orogs)* 16 GB
    Forested Mountains 5 4 (2 for dwarves, elves, & orogs) 8 GB
    Light Forest 8 2 (1 for elves) 4 GB
    Heavy Forest 6 3 (1 for elves) 6 GB
    Jungle 6 3 (1 for elves and orcs) 8 GB
    Swamp 4 3 6 GB
    Marsh 4 3 6 GB
    Moor 4 2 4 GB
    Highland 6 2 4 GB
    Steppe/Savannah 6 1 2 GB
    Desert 1 1 2 GB
    Tundra 1 3 6 GB
    Glacier 1 4 8 GB
    River +1 ** N/A
    Coast/Lake +1 N/A N/A
    Oasis +4 N/A N/A

    * Certain mountain ranges cannot be crossed; such places are indicated on the map as thick black lines, showing uncrossable province borders. Dwarf and orog units can cross such mountain ranges normally though.
    ** A river takes all movement points to cross, unless there is a bridge (road) going across.

    Rivers, coasts, lakes, and oases modify the normal maximum level of the province. These modifiers are cumulative (thus a desert province with a river and an oasis can have a maximum level of 8). The maximum level is 10.
    Roads halve the movement cost of terrain. They can be built into high mountain provinces, but not across them. Roads cannot be build across impassable province borders.

    Rivers
    For ease of play, rivers cannot be sailed by ships. Only coastal provinces can harbour ships or conduct sea trade.>

    Realm Spells

    All realm spells from the basic rulebook, Book of Magecraft, and Book of Priestcraft are available, unless stated otherwise below. I have made a few modifications for realm spells, as outlined below:

    Battle and War Spells

    Battle spells are not used in this game.

    Most normal spells are not used either. Only those useful in mass warfare (ones listed on the warcards) are useful (I will, however, take note of spells available in adventure actions). Bear in mind, though, that this game is not about archmages ruling the world, it is primarily concerned with armies and diplomacy. While battle and war magic will help, it is no substitute for an army. The war spells available in the game are listed below, sorted by spell level:

    Wizard

    1. Phantasmal Force, Wall of Fog
    2. Fog Cloud, Hypnotic Pattern, Improved Phantasmal Force, Pyrotechnics, Web
    3. Fireball, Gust of Wind, Lightning Bolt, Melf's Minute Meteors, Spectral Force
    4. Confusion, Dig, Fear, Hallucinatory Terrain, Ice Storm, Massmorph, Rainbow Pattern, Solid Fog, Wall of Fire, Wall of Ice
    5. Advanced Illusion, Chaos, Cloudkill, Transmute Rock to Mud, Wall of Force, Wall of Iron, Wall of Stone
    6. Chain Lightning, Control Weather, Death Fog, Death Spell, Disintegrate, Lower Water, Move Earth, Otiluke's Freezing Sphere, Permanent Illusion, Programmed Illusion, Transmute Water to Dust
    7. Delayed Blast Fireball, Mass Invisibility, Power Word Stun, Prismatic Spray
    8. Incendiary Cloud, Mass Charm, Prismatic Wall, Symbol
    9. Meteor Swarm, Power Word Kill, Prismatic Sphere

    Priest

    1. Bless (All), Courage (War), Morale (War)
    2. Chant (All), Emotion Perception (War), Obscurement (Weather), Rally (War), Warp Wood (Plant)
    3. Adaptation (War), Call Lightning (Weather), Caltrops (War), Fortify (War), Prayer (Combat), Pyrotechnics (Elemental Fire), Spike Growth (Plant)
    4. Entrench (War), Hallucinatory Forest (Plant), Leadership (War), Lower Water (Elemental Water), Produce Fire (Elemental Fire), Tanglefoot (War)
    5. Control Winds (Elemental Air, Weather), Disguise (War), Flame Strike (Combat), Illusory Artillery (War), Insect Plague (Animal), Spike Stones (Elemental Earth), Transmute Rock to Mud (Elemental Earth), Wall of Fire (Elemental Fire)
    6. Blade Barrier (Creation, Guardian), Fire Seeds (Elemental Fire), Gravity Variation (War), Transmute Water to Dust (Elemental Water), Turn Wood (Plant), Wall of Thorns (Plant)
    7. Control Weather (Weather), Creeping Doom (Animal), Earthquake (Elemental Earth), Fire Storm (Elemental Fire), Holy Word (Combat), Illusory Fortification (War), Shadow Engine (War), Sunray (Sun), Symbol (Guardian)

    Custom Spells

    Custom-made realm spells may be available at your DM's discretion. Also some spells from the Birthright website may be available. In any case, check with your DM before researching such spells.

    Return to Main page