HOUSE RULES
DEMOGRAPHICS
- One gold bar equals five thousand gold pieces.
- All construction costs / rule action costs / real property values should be multiplied by five.
- Guild rule action costs / income should be multiplied by three. This represents the productivity gained through recent innovations like centralized banking and division of labor.
- Advanced technology is just starting to appear in Anuire. Prototypes of crude steam engines, explosives, gunpowder, and mechanical devices have been created.
- Provinces which have reached level six are starting to become urban centers of industry, trade, and commerce. Technology and "enlightened" philosophies are more likely to appear in these areas.
- The levels of major personalities in the Birthright Campaign Setting have been modified according to the following formula: 2x + 4
- Dual-class and multi-class characters have retained their full strength in all classes -- modifed in accordance with the aforementioned formula.
MAGIC & WARFARE
- All casting times for conventional spells and all creation / activation times for magical items are increased. Actions / rounds become minutes, minutes become hours, hours become days, and so forth.
- The vitalizing spell point system from Unearthed Arcana is used.
- The market value of all magical items should be multiplied by three.
- All spells must be researched independently. They cannot be traded or transcribed.
- Companies are comprised of approximately one hundred twenty men.
- The mustering cost for all units should be squared.
- The time required to muster all units is one month multiplied by the original gold bar cost.
- All costs for conducting a war during the winter should be multiplied by three.
- The rules introduced in Heroes of Battle supplement will be employed extensively to determine the players' effects on the overall outcomes of battles.
PHILOSOPHY
- All existing holdings at the start of the game are assumed to have been established legitimately.
- Law holdings held by regents who do not rule the realm represent special rights / privileges / titles / estates which have been earned.
- Temples are not subject to taxation. Regents cannot claim a cut of the tribute offered to the gods.
- Guilds represent fraternities of traders and craftsmen -- organized along lines similar to that of the Skulls / the Freemasons. Historical levels of taxation are determined by the Dungeon Master.
- Arbitrary confiscation of property will result in a widespread popular revolt.
- Anuire is extremely enthocentric. Elves, druids, and foreigners are evil. Democracy, civil liberties, and naturalism are foreign concepts. Adopting an "enlightened" philosophy in an area without the appropriate social / cultural framework will result in a widespread revolt.
- Alignments and previous misdeeds of major personalities are not common knowledge. Players who assume bad intent without proper cause may have to deal with difficulties caused by advisors, lieutenants, and henchmen who are not working with the same out-of-character knowledge.