| Adventure | C | If you want to go on an adventure (or send your LT's on one), contact me, and we'll come to an agreement |
| Agitate | A (F) | Agitate for or against yourself or others. |
| Build Road | F | A road connects two adjacent provinces. Its cost in GB is equal to the sum of the connected provinces' movement costs. A road is built instantaneously (the only exception would be extrimly long roads, or if some event hinders/slows the building). |
| Build Palace | F | A palace substitutes for court expenses. It costs 5-30 GB, and for every 5 GB you get a 1 GB bonus to your court value. You can build more expensive palaces, but only up to 30 GB are counted for court expenditures |
| Build Ships | F | You can build ships in a province where you've got a Ship Yard. At the same time, you can maximum build a number of ships equal to the lowest of your Ship Yard level, and your province level. |
| Build Ship Yard | F | Only provinces of level 4 or higher can support a Ship Yard. It cost 8 GB's to build each level. |
| Build other | F | You can build anything else you want, and I will determine the game effects, if any. |
| Contest | A | Contests a holding or a province. In addition to the usual contest. You
now also have the option to do a contested Rule. After the first Contest (if you where
successful), you can either do another ordinary contest, or a Contested Rule. What the contested rule does, is to raise your holding by one, and lower the opponents with one. The cost of this action is what a rule would cost + the normal cost for a contest. |
| Create Holding | A | Creates a Holding (0) in a eligible province (no changes). |
| Declare War | F | Declares An Official War against an opponent. You can Declare War against as many as you'd like at the same time. While other classes have to pay for each Declare War, Fighters can pay as if they just Declared War on one domian. When you Declare War you get a free Make War. |
| Decree | F | Make a Decree about something. Might be just for fun (which might bring xp :), or it might affect your or others actions. |
| Diplomacy | A | Conduct an official diplomacy with another domain. Diplomacy is never
resolved with a die roll, even with NPCs. You may still want to throw in some extra GBs,
to make the other party more receptive. The following are possible things that may be
achieved with diplomacy: *Create a trade alliance - allows trade routes to be created between the two countries, both by the rulers and all other guildmasters based in those countires (unless specifically banned) *Create a military alliance - allows the allies to move troops into each other's territories, and requires them to come to each other's aid during a war *Make an official demand of territory. This will guarantee that the giving party will not oppose the taker's Investiture action *Propose a vassalage agreement - the liege and vassal are considered to have both trade and military alliance, and they may further agree among themselves on the vassal's tribute to the liege (if any) *Respond to a random event such as feud, unrest/rebellion, etc. Note that you can combine several Diplomacy proposals into a single action. However, you can only do Diplomacy with one realm in a single action. |
| Disband | F | Armies, holdings, TR's and castles can be disbanded. |
| Espionage | A | Espionage can be used to perform one of the following thing (only one at a
time): *Reveal military info about a realm (number of troops, castle levels, military alliances, current military research if any) *Reveal a realm's troops movements and exact locations *Reveal a realm's political/economic situation (regent's current level and bloodline strength, treasury size, lieutenant levels and possible bloodlines, realm's current friends and enemies, current diplomatic negotiations) *Create a random event such as assassination, intrigue, corruption, or heresy. Assassinating a regent is very difficult and costly. The base cost is 1 GB per target's level (and no, you don't know the current level of each regent). If the assassinated regent has a heir, the heir assumes control of the domain. If no heir was nominated, there will be turmoil in the domain for the next round, after which someone (usually one of the lieutenants) will take control of the domain, but will lose all RP and half the GB. *Check on a specific rumor (if successful will reveal whether it's true and the rumor's origin). Note that some rumors are thrown in by the DM. *Steal some gold from another regent's treasury. If successful, you manage to steal 1d20 GB. If not successful, your attempt may be revealed. *Trace the responsibility for espionage done against you. You don't need to be sure that espionage has been performed - if you are paranoid, you may wish to check on things anyway *Kidnap a regent or a lieutenant. *They could then be killed (see above) or sold for ransom. If a regent is kidnapped and held away from his country, he can't perform actions and does not get any info about what's happening in his realm. The only exception is that his lieutenants can perform an Espionage action to organize a rescue, or pay the required ransom via Diplomacy. *You can assassinate a regent's advisor. The advisors are seneschal, marshal, magist, and spymaster (although the titles may be different in each realm). If the advisor is not present, the player doesn't get that advisor's portion of the domain summary (so assassinating the marshal can really cripple the realm's ability to handle warfare). A new advisor can be hired for 5 GB, as a free action (but you cannot hire a lieutenant on the same round). Espionage actions are rolled by me always. You won't be told if you succeeded or not. The Espionage might take several months before being completed, or there might be nothing to report or you fail...but which one is not something you will know. |
| Exploratory Trade | A | Usually not available (exception is if regent go on the trade himself, but that will mean he's at least gone for 3 months, and he might dissapere forever...). Exeptions will/might accure. |
| Finances | F | no change. Are used to change coins/valuables into GBs, and GBs into coins/valuables. |
| Forge Ley Line | A | Ley lines can only be created between two of your sources - you cannot put a ley line just anywhere. Each end of a ley line must have at least a 0-level source. Of course, ley lines can connect several sources, and they will provide power for each connected source. E.g. say you have a source (7) connected to a source (0), which is in turn connected to a source (3). Each of these sources would have a power of 7 for spellcasting purposes. Ley line can be freely removed by the owner. |
| Fortify | A | Creates or improves castle (cost 10/lvl) or fortifies a holding. The costs doubles when makeing a castle/fort of higher value then the province level. |
| Grant | F | This action can be used to freely give any amount of GB, guild/source holdings (but not provinces). RP's might also be given to Allies/vassal. A landed regent may also grant another regent the right to collect taxes from any of his provinces (this can be rescinded at any time). Things like titles and patronages can also be granted. |
| Hold Action | F | Delay your action intill later in the Action Round (no changes). |
| Investiture | A (F) |
All the investiture actions in the Book of Priestcraft is used. *Coronation: One regent abicated in favour of another. *Designation: a regent designates a heir or heirs (which is a wise thing to do), who inherit the domain upon his death. If your regent dies and has a designated heir, you will probably be allowed to 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 honour, 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). *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. |
| Lieutenant Action | (A) | Regardless of the number of lieutenants, you can have only one lieutenant action per turn, and you cannot spend RP to affect the success chance. |
| Lieutenant Search | A | Aquire another Lieutenant. Success and Cost varies. |
| Move Troops | F | Relocates troops within domain. Troops can't enter foreign provinces without approval. |
| Move Ships | F | Move your ships. |
| Move Troops by Sea | F | Move your ships by sea. |
| Muster Armies | F | Muster troops. Also remember that many troops require a province or a holding of a certain level to be mustered. |
| Muster Ships | F | If you wish to buy ships immediately, rather than build them, the price of the ship will be increased by 25% (round up). |
| Ply Trade | C | Use your skills to earn some extra money. |
| Raid Province | A | Raid a neighboring province, or a seaside province with ships. Will result in the seizure of goods equivalant of moderate taxation in a province (the number of units or actual province level, whichever is lesser). Province loose a loyalty level. |
| Realm Spell | A | Cast Realm Spells. |
| Relocate Capitol | C | 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 | Can be used to research realm and battle spells that you don't know yet. Might also be used to research other "stuff". |
| Rule Holding | A | Increases the level of your holding. |
| Rule Province | A | Promote growth in your province. Spending extra RP is not allowed when ruling a province (the only exception is if a wizard with a source uses it to oppose your Rule Province action; in that case, you can spend RP up to the opposing source's level). The time it takes for a province to reach it's next stage varies. Usually it takes as many months as the new province level. |
| Trade Route | A | The usual number which says how much GB/RP you earn, is usually the
MAXIMUM of what you can earn. Further described below. |
| Sea Trade Route | A | Goes under the same rules as Trade Rules. Please note that you cannot create both land and sea trade routes in the same action. |
| Spreading Rumors | F | This can be done at any time, as a free action. You can spread any number of rumors in a single action, but each rumor costs 2 GB (1 GB if you are a guilder or a thief). The rumor will be added to the Rumors for next round, and the DM reserves the right to edit rumors to improve readability. |
| Training | C | Character gains level advancement, improves profiency scores, or gain 1 hp. |
| Train Unit | A | Warrior Class characters, can use an action to try to train a Unit. They succeed if they succeed with a Leadership NWP. A unit needs to be trained as many months as it's next battevalue increasement, to reach it's next battlevaue. |
| Trade Chain | A | Not available as described in the Rule Book. You can bring surplus commodities to another prov. though. |
Lieutenants can't take Realm Actions (this is a standard BR rule).
Realm Actions can either affect several types of holdings in one province, or one holding
type in a single realm
(where realm are a land/kingdom ruled by a regent, like Avanil or Boeruine).
And of course, ruling provinces can't be a part of any kind of realm action (this is also
a standard BR rule).
In addition to spells, you might at some points be able to research other things, like
new unit types, or a improvement
on some exsistent technology.
However, you can't do it at will - instead when the time is right I will notify you of the
possibility of new research
(or if you think the time is right, you can ask me, and give me an written example of your
research).
Generally, new units will become available when you hire a specific lieutenant, achieve a
specific goal (no, you don't know
what these might be), or more completent people seek imployment as soldiers and the gear
is better then what's usual...
Also note that research (both spell and others) may well last several rounds,
necessitating a Research action every round until it's done.
So it's best to ask your advisors about the expected research time before doing anything
major.
Researching realm spells costs 1 GB per level, or 1.5*base GB cost, whichever is higher.
The time required is 1 round per 3 levels.
Researching Battle Spells: costs 1 GB, takes 1 round per 3 levels.
Wizards can exchange realm and battle spells between themselves by taking an action (both
of them).
Any number of spells can be exchanged in a single action.
Only regents which controls provinces, or the type of holding which are
supported/opposed, 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 (and in some cases even gold).
Some action you are not aware of others doing "against" you. In these cases the
GM will use up to your, if you have one, defence pool
for counteing that perticalur action.
Also those times when you're not available for ordernary RP bid, you'll be able to use up
to your written down RP defence pool.
Otherwise, as long as you meet the above requirements, and it's an action your character
are aware of, a normal RP bid might
be inisiated.
The usual number to tell how much you earn, is the maximum (of course exceptions, and
short time changes over this does happen/exist).
You earn this "MAX" if you own the only route which bring a commodity to a
province which need that commodity.
Eks: Food from Aerele (4) to Imp. City (10) = 7 GB/RP
If 2 brings a commodity to that province, the earnings on both routes reduced with 1/3
(rounded up).
Eks: Food from AAA (5) to BBB (7) = 4 GB/RP (normally 6)
Food from CCC (2) to BBB (7) = 2 GB/RP (normally 3)
If 3 bring the same commodity, the earnings on all 3 routes, are divided in half.
If you bring a commodity to a province which don't need it, the earnings are reduced by
1/3.
Commoditys:
Food (grain, cattle, vegetables, fish)
Metals (Iron, bronze, include coal also)
Presious metals (Gold, Silver) Gives +1 GB (no ekstra RP)
Luxury (Spices, Gems, Silk, Drugs). Gives +2 GB (no ekstra RP)
General Gives -1 GB/RP
General can of course be transported to every province.
The first to being a special commodity to a province, will get a one time bonus of +50% GB/RP
You can make TRs as a Realm Action, but there is a max. of 4 Land Routes or Sea Routes.
A province of level 1-3 can support 1 route in and 1 route out
A province of level 4-6 can support 2 routes in and 2 routes out
A province of level 7-9 can support 3 routes in and 3 routes out
A province of level 10 can support 4 routes in and 4 routes out
The income of TRs are somewhat reduced because of the above TR rules.
Over a year the income of land owners are also somewhat reduced. In the fall a land
produce
+10% taxes, while in the winter the land produce -15% taxes.
Your outcome is divided into two things, Maintainance, and Upkeep.
Maintenace are your domain maintainance, court expenditure, pay to your LTs,
castles/fortification maintainace, and your expenses because of occupied provinces.
Upkeep are your army and navy upkeep.
You can only use administration on Maintainace, not upkeep.
Your domain maintainace are your province levels, and the number of holdings you
own/control.
So if you own a province 3/4, and the temple (3), and guild (3) your domain maintainanace
are 1 GB.
Domain Maintaince Costs (your province levels, holdings and TRs controlled)
| 1-2 | 0 Gold Bars |
| 3-6 | 1 Gold Bar |
| 7-12 | 2 Gold Bars |
| 13-18 | 3 Gold Bars |
| 19-24 | 4 Gold Bars |
| 25-30 | 5 Gold Bars |
| 31-40 | 7 Gold Bars |
| 41-50 | 10 Gold Bars |
| 51-75 | 20 Gold Bars |
| 76-100 | 30 Gold Bars |
| 101+ | 1 GB pr 3 provinces/holdings/TRs |
The following are the actions where you can reduce your SN (success number) with GBs:
Agitate and Espionage.
Diplomacy migth also be affected with GBs. The GBs are then bribes...if it helps
depends on the one(s) you bribe.
Notes on Diplomacy:
If someone uses a diplomacy action to come to talk with you, and it result in either
an official and/or permanent agreement of somekind, or you need to discuss the things
the other person has to say on a more lengty matter (meaning that you talk things
over instead of just consider what the other guy has to say, and you do more then
just accept, decline, or give a small statement to his proposal (or whatever)).
Responce plans
You need to write down (and make sure I have a copy), of your responce plans.
This is the RPs (and GBs in a very few instances) which you use to counter actions which
(might) influence you.
The Following all should have given me if they care about what happens:
How much RP will I use to oppouse a secret holding:
What will I do to counter espionages done against me/or done in my realm/domain:
The following you should also have written down incase you are not able to bid for them
yourself:
What will I do if someone creates a holdings in my realm/in a province where I have a
holding:
What will I do if someone rules a holding in my realm/a province where I have a holding:
What will I do if someone agitates for/against me:
What will I do if someone contests my holdings:
What will I do if someone contests someone elses holdings:
General (military) Defence Plan:
Court
| 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 |
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 with another roll of 20, the result will be especially
good, with a small bonus gained.
Class Bonuses: Some character classes receive bonuses to their actions
as follows:
Fighters and Rangers: Train Unit
Paladin: Train Unit or Agitate once/turn as a free action, but usable only against direct
religious enemies.
Priest: Agitate once/turn as a free action.
Thief: Espionage once/turn as a free action.
Guilders: Guilders Trade bonus to SN
Rivers
Rivers can only be sailed by ships with a hull of 2 or less. The only exceptions is the
Maesil, which can be sailed by any
ships up to Tuor's Hold and Maesford provinces.