House Rules

 

Ambassadors

Ambassadors are diplomatic representatives that are sent to the court of another regent or ruler. To send ambassador, you must perform Train Ambassador action and have the permission of the regent or ruler you wish to send ambassador to. Maximum number of ambassador is equal to court level.

Ambassadors will periodically send reports of political events and rumors that reach the court. Moving ambassadors through dangerous territories may not always be successful.

One court may host number of ambassadors equal to its level. Ambassadors require upkeep of 1gb or 2rp per season.

 

Aristocrats

Aristocrats are now a PC class, focused on skills and feats that enhance their leadership abilities.

 

Battle Magic

Battle Magic: This is a Metamagic feat available to spellcasters of level 3 or better. Spellcasters with this feat may memorize spells of levels 1-3 as 2 levels higher and use them as battle spells. Battle Spells cannot be spells which work by touch, except for healing spells(it would require caster to touch every soldier in target unit!). Battle Spells always allow Saving Throws if they are hostile. DC for saves is 10 + enhanced level + spellcasting modifier. Offensive spells deal 1 hit unless the target unit makes a Reflex Save. Defensive spells give +1 to unit's defense. Healing spells restore 1 hit. Behavior-affecting spells make unit take no action for 1d4 battle rounds unless it makes Will Save. Attack-enhancing spells give +1 to all offensive values. Attack-reducing spells decrease all offensive values by 1.

 

Birthright Skills

Administration: Administration check is made at the beginning of the turn (by DM) and may reduce total upkeep of domain. DC is 5 + province number/2 + holding number/2 + buildings number/2 + units number/2 which reflects the fact that it is harder to administer a larger domain. Every point of difference between successful roll and DC subtracts total upkeep by 2,5%, up to maximum of 25%. Critical success automatically reduces upkeep by 30%. Critical failure will increase upkeep by 10%.An action may be spent to take 20 on Administration Check. DC is 15 + full upkeep cost in GB. Administration can also be used to save 1GB on Domain Action cost. DC is 20 - standard GB cost. GB used to influence success doesn't count. If the check fails, -2 penalty is imposed on action check. Finally, this skill can be used to settle justice random events. 5 or more ranks in Administration give +2 to success roll for Create Holding and Rule Holding actions. This is a class skill for Aristocrats, Clerics and Rogues.

Diplomacy: Used to impress NPC regents and settle diplomatic random events.

Gather Information: Used to settle intrigue random events. 5 or more ranks in this skill give +2 to Espionage action.

Inspire Followers: Successful check against DC15 allows use of Agitate as one Free action in any province, even without a holding. It can also be used to improve morale of army units in combat. 5 or more ranks in Diplomacy give sinergy bonus of +2 to Inspire Followers. 5 or more ranks in Inspire Followers give +2 bonus to Agitate action. Class Skill for Aristocrats, Bards, Clerics, Fighters and Paladins.

Scry: Allows character to sense the flow of mebhaighl. DC to sense casting of Realm Spells is 20. Identifying the target of detected realm spell is DC25. Locating the source of Realm Spell is DC30.

Warcraft: Winner of opposed warcraft check in battle may choose wether to move first or second in the battle. On successful check against DC 15 + twice the level of fortification, commander may lead his army in assault even without Artillerist units. 5 or more ranks in this skill give +2 to Improve Unit action. Class Skill for Aristocrats, Fighters and Paladins.

 

Birthright Feats

Black Strike: described in conversion

Bloodline Prodigy: Requires Bloodline Strength 17+. One Blood Ability is strengthened.

Blood Focus: Requires Bloodline Strength 17+. Your Blood Abilities gain DC +2.

Call Upon the Sea: For Clerics and Paladins of Nesirie. May use up one Turning attempt to maximize a healing spell when close to sea.

Conqueror: +1 to Inspire Followers and Profession(warcraft) skill checks.

Creatures of Kreisha: For Clerics of Kreisha. Gives ability to summon stronger creatures with summoning spells.

Great Leader: Gives +2 to Inspire Followers, Agitate and Leadership checks.

Leadership: May attract one unit per turn for free, though it still must be maintained.

Master Administrator: +2 to Administration checks.

Master Diplomat: +2 to Diplomacy checks.

Military Genius: +2 to Warcraft checks.

Regent Focus: +4 to chosen action checks.

Seafarer: +2 to Sailor checks.

Statesmanship: Requires Int 13+. +1 to all action checks.

 

Bloodlines

First of all, Bloodline Strength in 3rd edition is half Bloodline Strength in 2nd edition.

Bloodline Strength determines Bloodline Modifier. It is calculated same as Ability Modifiers: Bloodline Score/2 - 5. It is used for saves vs Blood Abilites.

Maximum RP Collection is twice the Bloodline Strength.

Maximum RP Pool is five times the Bloodline Strength. When the RP pool overflows (goes over maximum), Bloodline Strength is increased by 1.

Base Save and Spell Penetration DC for Blood Abilities is 12 for Minor, 15 for Major and 18 for Great.

For Bloodtheft, rules from Travis Doom's conversion are used.

 

Buildings

Buildings are built using Build action. Some of them have levels, like Holdings, and are limited by Province level.

Newspaper Press: Allows owner to print newspaper. Requires level 4 province and upkeep of 1gb per season. Player newspapers will can be uploaded on game site or some other, as player wishes. Links to new issues will be provided on News page.

Colossal Statue: Only one per realm. Gives +2GB per Trade Route that connects to province. May be built in level 4 province in realm which had some great person in its history. It counts as holding towards domain upkeep. Costs 30GB to build.

Oracle: Gives free Espionage action per turn and chance to predict future events. Costs 30GB to build and requires level 5 Temple Holding. Only one per church. Counts as 1 holding towards domain upkeep.

Great Workshop: Reduces Build costs by 25%. Costs 25GB to build and counts as 1 holding for domain upkeep. Requires level 5 province. Only one per realm.

Great Academy: Provides better Lieutenants, increases chances to learn spells and gives free Espionage action per turn, as well as Level 15 laboratory. Costs 100GB to build and 4 per season to maintain. Requires level 7 province. College of Sorcery in The Imperial City is currently the only Great Academy in Anuire. Only one per realm.

Lighthouse: May be built in any coastal province. Costs 5GB per level and counts as 1 holding per 3 levels. Give +1 per 3 levels to maneuverability to adjacent ships.

Bridge: Allows road to cross a river. Costs 1GB for small and 2GB for large rivers. Counts as Holding for domain Upkeep.

Road: Eliminates movement cost and allows creation of land Trade Routes.

Irrigation: Only in Plains, Deserts and Hills provinces. Gives +1 to Maximum Provnce Level. Requires adjacent river, lake or already irrigated province. Costs 5gb in Plains, 10gb in Hills and 15gb in Desert. Counts as Holding towards domain upkeep.

Palace: Gives +1 to court level per level. Can be built only in capital province. Costs 5gb per level and 1gb per season to maintain.

Military Academy: Gives higher starting experience to mustered units. Requires level 4 province. Costs 15gb and counts as Holding for domain upkeep.

Naval Academy: Gives higher starting experience to mustered ship crews. Requires level 4 coastal province. Costs 15gb and counts as Holding for domain upkeep.

Church: Churches are larger than Temples (which are built when level 0 Temple Holding is created) and give +25% income to Temple in the same province. Counts as holding for domain upkeep. Costs 5gb to build.

Grand Cathedral: Great religious structures provide +5 to all religious actions and give +25% to Temple income, not cumulative with Church. They allow the owner to muster one additional unit which doesn't count towards realm's maximum. Only one per church. Costs 100gb and requires 1gb seasonal upkeep. Requires level 7 province. If the owner is State Religion, province will never rebel against the leader.

 

Characters in Battle

Different characters provide different adventages to their armies:

Druids: +1 vs Humanoid units

Dwarves: +1 defense, +1 movement on mountains

Fighters: +1 defense, -1 to morale for enemies without commander

Clerics: +1 to morale

Ranger: May add terrain card to battlefield

Wizards and Sorcerers: Ignore F results caused by magic.

One army can be lead by only one character. If there are more characters on field, one must be chosen as leader.

 

Court

Court modifier affects Create, Rule and Investiture actions with Law, Guild and Temple holding and provinces. Source holdings are not affected.

Court Level=Upkeep Description Modifier
0 No court at all. No Diplomacy and Decree actions.  
1 Services as common inn. -6
2 Services as common inn. -4
3 Acceptable court, occasionally a retainer or two. -3
4 Acceptable court with a couple of retainers. -2
5 Acceptable court with several retainers. -1
6 Average court with good services. Regular balls and banquets. 0
7 Above average court with good services. Regular balls and banquets +1
8 Good court with great services and regular festivites. +2
9 Opulent court. Place of art, literature, sports and celebrations. +3
10 Over-opulent court. Place of art, literature, sports and celebrations. +4
11+ Over-opulent court. Place of art, literature, sports and celebrations. +4 +1/2lvls

 

Creating magical items

On Cerilia, mebhaighl or divine power is required to enchant items. In addition to requirements from DMG, a temple or source of half required caster level (rounded up) is needed to create a magical item.

Wanna-be enchanters will also need a laboratory, which is built using Build action. The lab needs to be of level equal to caster level required to create an item. Alternately, enchanters may rent laboratories at the College of Sorcery for number of GB per season equal to level of laboratory.

Research action is used for item creation. One research action may be used to create more than one item, as long as total time spent is equal to one month.

RPs are used to pay for item creation instead of XP. One item cost RP equal to it's GB cost, rounded up.

 

Clerics and Spells

Clerics don't learn conventional spells. They have access to all spells using 2nd edition Sphere Access rules. However, they have to research Realm Spells just like all other spellcasters. Same rules are true for Paladins.

There are several new Domains Birthright Clerics can choose. They are: Charm(Laerme, Sarimie, Eloele), Fire(Laerme, Avanalae), Justice(Haelyn), Moon(Ruornil), Night(Ruornil, Eloele), Nobility(Haelyn), Reason(Avanalae), Sea(Nesirie), Spell(Ruornil, Avanalae), Storm(Cuiraecen), Suffering(Kriesha), Terror(Belinik), Trade(Sarimie), Wilderness(Aeric), Winter(Kriesha)

 

Druids and Clerics of Erik

Druids and Clerics of Erik can cast same spells, but Druids use Sources as Wizards and Sorcerers. Rangers also use sources.

 

Guild Policies

Just like people can be taxed in different ways, natural goods can also be exploited in different ways. There are three different policies.

Preserving: This policy preserves nature and forbids destruction of forests and wildlife. It will  give a penalty of -1GB to taxation of all holdings and provinces.. Depending on the beliefs of general population, it may have influence on loyalty. Under this policy, a province will loose one devastation point per year until it is restored.

Normal: This policy has no effect on taxes, but neither does it have effect on magical potentail.

Devastating: This policy takes all that the nature offers. All holdings and provinces gain +1GB to taxation, but the nature is damaged as per Devastation Rules from Talinie Sourcebook. Each time guilds earn more than half the maximum guild income, province gains 1 devastation points. When it gets 20 devastation points, one level of magical potential is lost.

 

Holdings and Occupation

A one or more units may be used to reduce a holding to level 0 in one season.

Regents may "hide" units within fortified Holdings when province is under siege or occupation. Those units will engage in battle only if the holding itself is attacked. Same rules apply as for units garrisoned in castles. The holding will be reduced only when its defending units are eliminated.

 

Lieutenants

One regent or ruler may have number of lieutenants equal to 1+ his/her Charisma modifier. Blooded lieutenants may be made vassals, enabling their liege lord to gain rp from their holdings.

Lieutenants may perform one non-realm action per turn. Vassal lieutenants DO NOT gain three regular actions. Taking lieutenant on adventure or to battle does not spend lieutenant action. Only one lieutenant may be used per season for lieutenant action, though all may join an adventure or battle. Regency may not be spent for lieutenant actions, except for casting Realm Spells. Training lieutenant to new level(when expirience is acquired) is a Free action and doesn't spend lieutenant action.

 

Limiting Army Units

One realm may support a number of units equal to sum of its province levels.

There is a special rule for mustering Knights. Every Law holding of level 4 may support one Knight unit, plus another one for every two levels above 4th, up to maximum of 4 units of Knights at level 10. Every temple of Haelyn or Cuiraecen of level 4 or higher may support one units of Temple Knights.

Regents and rulers may muster knight over allowed maximum, but at twice the cost and mustering time. Knights mustered over limit will start with minimum experience, while those mustered from Law holdings will already have some, to reflect their noble training.

Churches of Haelyn or Cuiraecen with at least one level 4 or higher Temple may build a Knightly Order to muster one Knight unit above their maximum. Every church may have only one Knightly Order.

Knights still count towards overall units limit. Levies do not count towards this limit.

 

Loyalty and its effects

There are 10 levels of loyalty, 1 being least loyal, and 10 being most loyal. Loyalty is mostly affected by taxation, some buildings and Agitate action, but other actions may affect loyalty as well. This is left to DM, and players will be informed of effects their actions had on loyalty. Severe taxation will decrease loyalty by 1 level per season. Light taxation will increase loyalty by one and no taxation by 2 levels per season.

Agitate: The number of levels that successful Agitate action adds or subtracts is determined by success margin.

Demagogue: This spell will shift loyalty by 1 level per 2rp spent.

 

Mustering Armies

One unit takes a number of months equal to it's mustering cost to train. Levies are raised immediately. One province may have number of levies equal to its level. When a Levy unit is destroyed, it's home province looses a level.

All non-Levy units may be put to reserve. Reserve units require only half standard upkeep but need a month to be activated again.

 

Reducing and Contesting Sources

To reduce or contest Source Holding, the aggressor must know its location. Destroying Source Holding may decrease magical potential of its province.

 

Pools and Purses

Every player should determine his/her Regency Pool and Gold Purse for bidding wars. You will aslo have to tell DM in which actions you wish to use your Pool and/or Purse. If not spend, RP and GB from Pool and Purse will still be available for other expanses.

 

Prestige Classes availability

Arcane Archer: Only for Elves who live in Elven domains.

Assassin: In Khinasi or Brechtur. DMG

Dwarven Defender: All Dwarven realms except Mur-Kilad. DMG

Loremaster: All except Vosgaard. DMG

Shadowdancer: Worshippers of Eloele. DMG

Elven Knight: Elven realms. NEW

Iron Guardian: Member of Ghoere's Iron Guard. NEW

Manhunter: Followers of Ghaellie Sidhe. NEW

Moon Priest: Clerics of Ruornil. NEW

War Priest(modified): Clerics of Belinik. NEW

Warlord: Any leader of army. NEW

Watch Guard: Member of the Watch of Giantdowns. NEW

Cavalier: Anuire, Khinasi, Brechtur. S&F

Devoted Defender: any. S&F

Drunken Master: All except Elves and Khinasi. S&F

Duelist: Brechtur. S&F

Fist of Hextor: Followers of Belinik or Kriesha. S&F

Ghostwalker: Elves. S&F

Knight Protector: Dwarven realms, Anuire. S&F

Lasher: any. S&F

Master of Chains: Anuire, Khinasi, Brechtur, Dwarven realms. S&F

Order of the Bow Initiate: Elves, Rjurik, Khinasi, Anuire, Vosgaard. S&F

Ravager: Followers of Belinik. S&F

Tribal Protector: Rjurik, Vosgaard. S&F

Warmaster: Anuire, Khinasi, Dwarves. S&F

Acrane Trickster: any. T&B

Bladesinger: Elves and Elven Half-Elves. T&B

Candle Caster: any. T&B

Elemental Savant: any. T&B

Fatespinner: any. T&B

Mindbender: All except Elves. T&B

Pale Master: All except Elves. T&B

Spellsword: any. T&B

Church Inquisitor: Followers of Haelyn or Avani. DotF

Consecrated Harrier: Followers of Moradin, Avani, Haelyn, Ruornil, Kriesha. DotF

Contemplative: All except Elves. DotF

Divine Oracle: Followers of Ruornil, Avani, Nesirie. DotF

Holy Liberator: All except Elves, especially good for followers of Cuiraecen. DotF

Hospitaler(modified): Followers of Nesirie. DotF

Hunter of the Dead: All except followers of Vos gods. DotF

Master of Shrouds: Followers of Kriesha. DotF

Sacred Fist: Followers of Ruornil. DotF

Templar: All except Elves. DotF

Warpriest: Followers of Moradin, Cuiraecen, Belinik. DotF

Dread Pirate: Brechtur. S&S

Dungeon Delver: Dwarves. S&S

Outlaw of the Crimson Road: any. S&S

Spymaster: any. S&S

Thief Acrobat: any. S&S

Vigilante: any. S&S

Virtuoso: any. S&S

Animal Lord: any. MotW

Band of Infindels: Dwarves, Goblins, Elves. MotW

Blighter: All except Elves. MotW

Bloodhound: any. MotW

Deepwood Sniper: Elves, Rjurik. MotW

Exotic Weapon Master: any. MotW

Eye of Gruumsh: Goblins. Goblin gods instead of Gruumsh. MotW

Foe Hunter: any. MotW

Forsaker: Rjurik, Vosgaard. MotW

Frenzied Berserker: Rjurik, Vosgaard. MotW

Geomancer: any. MotW

King/Queen of the Wild: any. MotW

Oozemaster: All except Elves and Dwarves. MotW

Shifter: Druids. MotW

Tamer of Beasts: any. MotW

Tempest: any. MotW

Verdant Lord: Elves, Rjurik. MotW

Watch Detective: any. MotW

Windrider: Elves, Anuire, Khinasi, Vosgaard. MotW

 

Prestige Holdings

Levels of holdings may be upgraded to Prestige Holdings using build action. The levels that are taken up by Prestige Holding do not count for other purposes. Prestige Holdings count in domain upkeep and have upkeep of their own. Prestige Holdings are disabled if their main Holding is contested, and destroyed if it is destroyed. Prestige Holdings may not be built over Speciality Holdings.

Grand Market: Costs 10gb to build and 2rp per season to maintain. Takes up 1 Guild level and allows creation of additional Trade Route over the maximum. Only one per realm or guild.

Shrine of Wisdom: Costs 8gb to build and 2rp to maintain. Takes up 1 Temple level and gives +2 to owners Wisdom. One per church.

Royal Heralds: 8gb to build and 2rp to maintain. Takes up 1 Law level and gives +2 to Charisma. One per ruler.

Great Customs House: 8gb to build, 2rp to maintain. Takes up 1 Law level a gives +1gb to province taxation.

Smuggling Network: 5gb to build and 2rp to maintain. Takes up 1 Guild level and takes 1gb from province taxation. This Prestige Holding is secret.

Royal Spa: 4gb to build and 1rp to maintain. Takes up 1 Source level. Gives +3 hit points to anyone allowed to visit it. One per realm.

Stone of Land's Will: 8gb to build and 2rp to maintain. Takes up 1 Source level. Gives +2 to Intelligence. One per Wizard.

Watch Towers: 8gb to build and 1rp to maintain. Takes up 1 Law level and scouts into adjacent provinces identifying all units.

 

Ruling Provinces

When a province is ruled to new, higher, level, it can be ruled again only after number of turns (seasons) equal to its new level. For example, if a province is ruled from level 3 to level 4, attempt to rule it to level 5 can be made only after 4 turns have passed.

Hint: Don't use terms like "rule" in IC letters. It is only used in game mechanics and sounds awful if used in-character. Words like "expand", "upgrade" and "improve" are good substitutes.

 

Shadow Mages

A class of mages who draw on Awnmeibhaighl, magical power of the Shadow World. As DM for more details.

 

Speciality Holdings

Unlike Prestige Holdings, any Holding can be turned into Speciality Holding and back. Speciality Holdings cost more and are harder to Rule, but give additional benefits. They still keep their main function.

Secret Police (Law): DC +6 and +5gb cost for all actions. Only for LN and LE regents. Only random events, occupation and Agitate action can decrease loyalty in the province. Minimum Level is 6.

Civil Defense Program (Law): DC +6 and +5gb cost for all actions. Allows Levies to be raised as Irregulars. For realms which already rise Levies as Irregulars, improve to Pikemen. Minimum Level is 3.

Border Guards (Law): DC +6 and +5gb cost for all actions. Requires invaders to leave behind 5 units behind to bypass this province. Minimum Level 3.

Appeals Court (Law): DC +5 and +5gb cost for all actions. Gives +5 to all actions in the province. Minimum Level is 5.

Bank (Guild): DC +7, +5gb cost for all actions. Adds 1 level to Guild for purpose of taxation. Owner may lend number of gbs that don't exist equal to Bank Holding level. If the borrower doesn't repay, Guilder must repay the debt him/herself. Bank Holding may not be reverted to Guild Holding if there are loans waiting repayment. Minimum Level 7.

Financial Market (Guild): DC +4 and +5gb cost for all actions. DC +4 and +5gb cost for all actions. Gives +1 to Guild level for purpose of taxation and allows the holding to be ruled 1 level above province level. Minimum Level 7.

Order of Knighthood (Temple): DC +4 and +5gb for all actions. Allows mustering of one additional unit of Temple Knights(over realm maximum) and pays upkeep for them. Minimum Level 4.

Scriptorium (Temple): DC +4 and +5gb for all actions. Gives +1 level for taxation and gives +5 bonus to Progress action. Minimum Level 4.

Elven Palace (Source): DC +5 and +5gb for all actions. Gives +1 to Guild levels for influencing actions success and counts as 10gb Palace. Minimum Level 5. Elves only, one per Wizard.

 

Spies

Spies are acquired using Train Spy action and one player may have any number of spies. Spies are sent using Espionage action and will provide bonuses to all Espionage actions in their province, as well as some unique actions that cannot be performed without spies.

 

Trade Routes

Trade Routes link two Guild Holdings and go both ways, using up slots for both Guilds. They may link only Guilds in province with different goods.

Trade Routes may link Guilds of two different Guilders. In that case, they must make an agreement about the division of income. They both gain RP for that Route.

Sea and River Trade Routes require ship with enough cargo space to transport income. Owners of Trade Route may transport less than full income, but the rest will be lost.

 

Terrain Effects

Terrain Type Maximum Province Level Movement Cost Magical Potential
Plains 9 1 5
Hills 8 2 5
Mountains 6 3 7
High Mountains 3 4 9
Forest 8 2 7
Ancient Forest 6 3 9
Swamp 5 3 8

Rivers and coasts give +2 bonus to Maximum Provnce Level.

Dwarven provinces gain +4 to MPL in High Mountains, +2 in Mountains and +1 in Hills.

Elven provinces gain +4 for Ancient Forests and +2 for Forests.

Provinces with mixed terrain have average values of all present terrains and gain half modifiers from all of them.

 

Wizards and Sorcerers

Only Elves can be Sorcerers. Other races can be only Wizards.

 

Racial Coexistence

Rulers of one race ruling another race may have great increase in DC, according to the table below:

 

Dwarf Elf Gnoll Halfling Human Ogre Goblin Orog
Awishleign +2 +2 0 +5 +2 0 0 0
Dwarf 0 +5 +5 +1 +2 +2 +5 +10
Elf +5 0 +2 +2 +5 +5 +5 +10
Gnoll +5 +5 0 +5 +2 +2 +2 +5
Halfling +2 +2 +5 0 +2 +5 +5 +10
Human +2 +5 +2 0 0/+2 +2 +2 +5
Ogre +5 +10 0 +2 +2 0 0 +2
Goblin +2 +10 +2 +5 +5 +2 0 +5
Orog +15 +10 +5 +10 +5 +2 +2 0

Note: Humans have modifier 0 if ruling subjects of same nation, and +2 if ruling subjects of other nation. For example, if Sword Mage got to rule Ghoere, he would have +2 to all DCs because he is Vos.

This modifier is applied to all actions. Also, units of other races make d20 roll each turn. If they fail against DC 5 + racial coexistence modifier, they desert. This roll is also made at the beginning of every battle.

 

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