Character System

This game has emphasis on strategic management of domains, so the character system is intentionally more generic. Since this game is based on completely new regents, you have to create a new character, although in the case of major realms (Avanil, Boeruine, etc) he should still be from the same ruling family.

Class

A character can pick only one class, no multiclassing. There are no class levels, a character simply has a class and that's it. There are no racial restrictions on any class except paladins and barbarians, although some race-class combinations are extremely rare (goblin guilders, for example).

Note that all regents, regardless of their class, also receive full RP from Provinces.

Skills

Starting characters begin with 15 skill points. Any subsequent characters such as new lieutenants get 5-25 skill points, the exact amount being somewhat random but possibly influenced by the time and resources you put into looking for a skilled lieutenant. These skill points may be spent to buy ranks in the skills shown below. A skill can have no more than 5 points put into it, but bonuses can raise it further.

Characters also get a bonus skill point based on their race and class. This bonus can raise a skill above 5 (up to 7 if both race and class give bonus to the same skill).

Skill Races Classes
Administration Anuireans nobles
Commerce Brechts guilders
Diplomacy Khinasi -
Intrigue halflings  rogues
Martial Rjurik, Vos, goblins, dwarves barbarians, fighters, paladins, rangers
Sorcery elves magicians, wizards
Theology - priests

Blood Abilities

Starting regents' bloodline strength will be generally similar to the one possessed by the previous "official" regent of that domain, although the DM may change it slightly as he sees fit (in particular regents with extremely low bloodline scores will likely get them raised to be more playable). Each character can choose one blood ability from the below list, limited by his bloodline derivation. New characters are free to pick any bloodline derivation they wish except Azrai; however, scions of powerful families such as Avan will have their derivation predetermined.

The character's bloodline strength (great, major, minor, tainted) has no effect other than seeing how prestigious and ancient a particular family is. Bloodline strength generally comes from the father (even if the mother's strength is greater), but marrying into more prestigious families can eventually raise the dynasty's own strength.

Note that bonuses to skills can raise a skill above 5 (or higher, if the skill also gets a race or class bonus).

Blood Ability Derivations Effects
Battlewise An Character leading a land army gives all friendly units within sight of him a discipline bonus equal to half of his Martial skill, rounded up. Character also has a lower chance to die or be captured in a land battle.
Berserkers Blood Vo, Re +1 to Martial skill. Character has a higher chance to kill a commander of the opposing force whom he meets on the battlefield. Character himself will never be captured in battle, only killed.
Blood History Br, Ma, Vo +1 to Diplomacy OR Intrigue skill. Character can recall memories from all of his ancestors. This lets him add a +5 bonus to Investiture action, once per turn.
Bloodmark All +1 to Diplomacy skill. Character gains +1 to his bloodline score for every vassal he has (this ability is only useful to regents), including court wizards.
Character Reading Ba, Br, Vo +1 to Intrigue skill. Character has a 90% chance to detect treachery or bad-faith deal if he negotiates with the other party in person.
Charm Aura Ba, Br +1 to Diplomacy skill. Character can cause 1d4 enemy units to defect to his side (becoming mercenary), if he is leading his army. This will target random units, most likely those with lower discipline
Courage An Character leading a land army gives all friendly units within sight of him a discipline bonus equal to half of his Martial skill, rounded up. Additionally, the particular unit led by the character gains the Fearless trait, never routing or surrendering unless ordered to do so.
Divine Aura All +1 to Diplomacy OR Theology skill. Once per turn the character can attempt to raise the loyalty of a province where he has a holding, with a 75% chance of success (only useful for regents). This takes no action.
Divine Wrath An, Ba, Ma +1 to Martial skill. Additional bonuses in jousting/melee performed by the character. Enemy units directly facing the character in battle have reduced discipline and are more likely to rout (unless they are fearless).
Healing An, Ba, Re +1 to Sorcery OR Theology skill. Character is less likely to die in battle or in jousting/melee (any results indicating death will be rerolled once). The healing can also occasionally extend to other friendly characters.
Home Hearkening Br +1 to Sorcery if character has that skill. Character imposes -2 to all Contest actions performed against his holdings (only useful for regents). Additionally, if the character is held prisoner or is otherwise away from his domain, he can still run it without penalties.
Light of Reason Ba +1 to Sorcery if character has that skill. In battle, character can cause a flash of sunlight from himself, reducing the discipline of enemy units immediately facing him. This effect is even more powerful against undead or Shadow World forces, greatly damaging and hindering them.
Persuasion Br +1 to Diplomacy skill. Character also gains +5 to Agitate actions performed by himself.
Sea Song Ma Character gains +1 to Martial skill when in a sea battle, and increases the fleet's discipline if he is leading it. Once per turn, by touching a specific body of water he can gain information about possible activity in some specific area of it. This is limited to things that the water can actually "feel".
Shadow Form Br +1 to Intrigue skill. Character gains +5 to Espionage actions performed by himself.
Travel Ba, Br, Ma, Vo When a free or court action requires the character to be personally present (such as Diplomacy or disbanding holdings), he can perform any number of such actions in the same round, instead of just one (though court action slots must still be expended for each).
Also, any RP put into counter-espionage pool gain a 20% bonus (6 points gained for every 5 RP spent).
Unreadable Thoughts All +1 to Intrigue skill. Negates the effect of the second ability of Character Reading as pertains to the character personally (no treachery will be detected if such is present).

Realm Spells

Wizard characters begin the game with five realm spells of their choice and can research others from the below list. New realm spells may be created with the DM's prior permission.

Spell Req Source Level Cost Duration Effects
Alchemy 3 3 RP per GB created Instant Creates 1 GB for every 3 RP spent to power this spell. The maximum amount of GB created with one casting cannot exceed the character's Sorcery skill or the level of the source used to cast this spell, whichever is lower. This spell can only be cast once per turn.
Battle Armor 4 4 RP, 2 GB 1 round/skill Target single unit receives +2 to its defense and discipline.
Battle Arms 2 1 RP/unit, 1 GB/unit 3 rounds Target units (up to one per Sorcery skill) receive +1 to melee and ranged (if the unit has it).
Battle Seeming 4 1 RP/unit, 1 GB 1 round/skill Target units (up to one per Sorcery skill) assume the appearance of some other kind of unit. Lasts until the affected unit receives any casualties in battle.
Death Plague 5 1 RP/total province levels, 2 GB Instant Target provinces (up to half the caster's Sorcery skill, rounded up) are affected by a magical plague, causing each to lose a level. This spell starts in a single province and spreads to an adjacent province every round, up to the maximum affected by the spell. A Bless Land spell cast on the affected provinces in time will counter Blight Land in place of its normal effects.
Defection 2 1 RP/unit, 2 GB/unit 3 rounds Takes control of up to 1 unit per Sorcery skill that are in the target province. The units follow the caster's orders for the duration. They will only follow orders that could normally be given to them, including disbanding. Special unique units cannot be controlled. This spell can target units in a province adjacent to the source used to cast it.
Demagogue 3 5 RP/grade of loyalty, 1 GB Instant This spell targets up to one province per caster's Sorcery skill; all target provinces must be adjacent and within the same realm. It shifts loyalty of the provinces in the desired direction, by as many grades as desired provided the caster pays for each shift in each province.
Dispel Realm Magic 1 1 GB Instant or 1 turn/skill This spell is cast in one of two ways:
  • Targeted dispel: Targets an ongoing realm spell effect. The dispelling caster makes a check of 1d20+Sorcery skill+extra RP spent. The DC for this check is 11+opposing caster's Sorcery skill+RP cost of the target spell+extra RP spent by the opposing caster.
  • Protective dispel: Creates a protective ward in the affected province for 1 turn per Sorcery skill. The caster must decide how much RP to spend on the spell when it is cast; more cannot be added later, but the same RP will stay in effect for the duration. Whenever a realm spell is cast in the province, the dispelling caster may make a check as above, with the RP he originally spent modifying the roll. If the check succeeds, the spell is counterspelled.
Disrupt Mebhaighl 7 5 RP/target source level, 1 GB 1 round/skill Targets the raw mebhaighl of one province. While in effect, no-one including the caster can use the magic sources of the province to cast realm spells, and any ley lines passing through it are disabled.
Enhance Source 2 2 RP+1 RP/new source level, 1 GB 3 rounds Improves one source holding by one level for the purposes of spellcasting only. This spell can be only cast once per year (4 turns).
Feign Destruction 1 10 RP, 10 GB 3 rounds This spell targets one province. It has the following effects:
  • The affected province appears to be destroyed by whatever means the caster chooses.
  • The province cannot be raided, looted or pillaged (it’s impossible to find valuable goods).
  • Only the defenders can initiate combat. If there is no native army present, no combat can take place (native soldiers can simply remain under the illusion and will not be attacked, because they will appear as handicapped, diseased or otherwise incapacitated).
  • The contest action will not work, nor will investiture (it's impossible to estimate the assets that are to be transferred).
  • All holdings within the affected province produce no income, as the rulers' officials cannot locate any money or resources to be collected.
  • Trade routes connected with the province produce no income.
Gold Rush 2 2 RP/affected province or holding, 1 GB Instant This spell affects up to 1 province per Sorcery skill; all provinces must be in the same realm. The spell immediately yields 50% of the normal income of the affected provinces and all holdings in them to their owners. This spell can only be cast once every 4 turns.
Legion of Dead 3 4 RP/unit, 1 GB/unit 2 rounds/skill Summons up to 1 undead legion per Sorcery skill. A caster can control up to 3 units per Sorcery skill at any one time. The caster must remain with the units at all times or they will be destroyed.
Ley Line Mask 2 1 RP/line, 1 GB 12 rounds This powerful illusion misdirects any attempts to trace, sunder or otherwise interact with your ley lines. The affected ley lines do not need to be in the same province as the caster, but do need to be connected to the source province. This spell must end or be dispelled before your ley lines can be traced, sundered, or otherwise tampered with.
Ley Line Sunder 6 RP equal to the two sources connected by the ley line, 1 GB Instant This realm spells allows you to temporarily disrupt or permanently destroy a ley line that passes through your domain. The target ley line must initiate, terminate, or pass through the targeted province. You must make a check against the ley line. A check is 1d20 + 3 per caster's Sorcery skill + RP spent by the caster to support the check. The DC is 11 + the sum of the two sources which the ley line connects + RP spent by the target to oppose the check. If this check fails, the ley line is unaffected by the sundering attempt. If the sunder check succeeds, then the line is disrupted and cannot be used for 3 rounds. If the check succeeds by 10 or more, the ley line is destroyed.
Ley Line Trace 1 1 RP, 1 GB Instant This spell targets one province and enables a wizard to sense disturbances in the natural flow of mebhaighl such as those created by ley lines. This spell informs the caster of the number of ley lines that initiate in the studied province, terminate in the province, or pass through the province. For lines that simply pass through the province, the caster is aware only of the lines’ existence and the direction of the flow. If a line both begins and ends in provinces in which the caster has source holdings or ley line connections, she is also aware of which regent controls the ley line. If the line is in use during the casting of the spell, the caster is aware of that fact as well as the source level to which the ley line is attached.
Ley Line Ward 3 1 RP/line, 1 GB 12 rounds You can place arcane traps on your ley lines to discourage others from attempting to sunder or otherwise tamper with your ley network. You can set traps on up to one ley line per Sorcery skill. The affected ley lines do not need to be in the same province as the caster, but do need to be connected to the source province. Anyone attempting to deactivate, sunder, or otherwise tamper with your ley line is immediately subjected to the trap. Both the caster and the victim roll a d20 check modified by their Sorcery skill. If the caster wins, the victim becomes unable to cast realm spells or use ley lines for a number of rounds equal to the difference between rolls. This effect can be removed with a successful Dispel Realm Magic (cast by someone else on the victim, obviously).
Mass Destruction 5 10 RP/unit, 5 GB Instant Targets one unit per Sorcery skill that is within a single province. The final rituals of this spell can be completed in the round following the actual casting, and the caster must be within sight of the target units to unleash the destructive energies (his choice of type, such as fire, lightning, ice, etc). Target units are destroyed if they fail to resist the spell (resistance is based on unit level and discipline). This spell also causes some collateral property damage.
Raze 5 10 RP/damage level, 2 GB/damage level Instant The caster may attempt to reduce a target fortification in level, or they may attempt to destroy it outright. Unfortified buildings are treated as having one level of fortification for the purpose of destruction. Although this spell can also be used to destroy cathedrals, warehouses, and other buildings, such destruction does not do any permanent harm to the political power represented by the holdings that these buildings represent. If a significant non-fortified building of a holding is destroyed, the holding is treated as being temporarily one level lower than normal for one season.
Scry Province 1 1 GB Instant Cost is 5 RP plus additional 3 RP per province of separation. Caster makes a scrying check, adding his Sorcery skill to the roll. Both the caster and the target of the scrying may spend RP to affect the roll. The DCs for various scrying goals are listed in the d20 BRCS, p.144 (varying from 5 for common information to 30+ for extremely hard to get information).
Stronghold 7 10 GB 1 turn/skill Creates a castle or another building in the province. The RP cost is equal to the GB cost to build that structure normally, though terrain does not affect the cost. The spell can be cast to extend the duration of the building before it ends; in that case the cost is only 1 GB instead of 10, and half the normal RP cost.
Subversion 1 2 GB 1 round Targets one holding, province, army, or lieutenant belonging to another regent and forces them to take one discrete domain, court, or free action (such as contest, agitate, raid, etc). Cost is 3 RP per level of holding or province, 5 RP per army unit, or 15 RP for a lieutenant.
Summon Monstrous Unit 3 5 RP/unit, 2 GB/unit 2 rounds/skill Summons quasi-real monsters of the caster's choice from the Shadow World. Up to 1 unit per Sorcery skill can be summoned. They are available for battle immediately upon summoning. Slain monstrous units fade into nothingness; if any survive the full duration of the spell, there is a chance that they will manage to remain in this world, plaguing the province they are in until dealt with. Stats for summoned monster units are shown on the Military Units page.
Transport 5 4 RP/unit, 1 GB Instant You open a massive dimension door through which an entire army may move instantly to a destination province in which you also have a magical source or ley line. You can transport units a distance that is equivalent to a number of movement points equal to four times your Sorcery skill. For example, a wizard with skill 5 can move twenty units 1 province, ten units 2 provinces, or one unit 20 provinces. Terrain does not affect this magical movement, and all units arrive fresh and eligible to fight in the action round in which this spell is cast. They cannot however use the Move Troops action in the same round, before or after the spell. It costs an additional 5 RP per unit to use this spell on unwilling units, who may resist the spell. This spell can also be "held" to be used during any battle in the round when it is cast.
Warding 5 5 RP/province, 2 GB/province 1 round/skill Creates a barrier of impenetrable mist and fog around the target provinces, up to 1 province per Sorcery skill. Small parties can pass the ward if they manage to resist the spell. Military forces cannot pass, all trade routes connected to the target provinces become contested, and diplomacy or investiture involving the provinces is impossible. Lasts until the end of the next turn.

Priest characters begin the game with all realm spells granted by their deity. New priest realm spells may be created with the DM's prior permission and must fit the deity's theme. Paladins can also cast certain realm spells, the DM will let you know which.

Spell Deity Req Temple Level Cost Duration Effects
Battle Fury Haelyn, Cuiraecen, Belinik, Kriesha, Ruornil, Moradin, Kartathok 2 1 RP/unit, 1 GB/unit 12 rounds Target units (up to one per Theology skill) receive +2 to melee, +1 move, -1 defense, -1 discipline. They become fearless and must always engage enemies in melee if possible.
Bless Army Haelyn, Cuiraecen, Belinik, Nesirie, Sarimie, Kriesha, Ruornil, Moradin, Kartathok 3 1 RP/unit, 1 GB 1 round/skill Target units (up to one per Theology skill) receive +1 to their melee and ranged (if the unit has it).
Bless Holding All 2 3 RP/holding level, 5 GB 3 rounds Targets one holding. It makes the holding fortified to its maximum level and immune to contest actions. As a note, anyone attempting to contest the affected holding will not receive any indication that this spell is in effect; the contest attempt will simply fail, and the contestor may draw his own conclusions.
Bless Land All 1 1+ RP/province, 1 GB Instant This spell targets up to one provinces per Theology skill and costs RP equal to the difference between province level and casting temple level (minimum 1 RP/province). Each affected province immediately produces 1 GB for its ruler. Every guild holding of level 1+, and each of the caster's temples in the affected provinces also immediately produce 1 GB for their owners.
Blight Land All 1 1+ RP/province, 1 GB Next collection This spell targets up to one provinces per Theology skill and costs RP equal to the difference between province level and casting temple level (minimum 1 RP/province). Affected provinces and all temple and guild holdings in them produce 1 GB less income next turn, unless this spell is dispelled. The caster's temples suffer no income reduction, and if cast by the state religion of a realm, the cursed provinces also lose loyalty. A Bless Land spell cast on the affected provinces in time will counter Blight Land in place of its normal effects.
Conversion All 3 3 RP, 5 GB 1 round Along with the casting of this spell, the priest makes a Contest Holding action against another temple in the same province, subject to normal resolution. If successful, instead of becoming contested target temple loses one level and the caster's temple gains one level.
Dispel Realm Magic All 1 1 GB Instant or 1 turn/skill This spell is cast in one of two ways:
  • Targeted dispel: Targets an ongoing realm spell effect. The dispelling caster makes a check of 1d20+Sorcery skill+extra RP spent. The DC for this check is 11+opposing caster's Sorcery skill+RP cost of the target spell+extra RP spent by the opposing caster.
  • Protective dispel: Creates a protective ward in the affected province for 1 turn per Theology skill. The caster must decide how much RP to spend on the spell when it is cast; more cannot be added later, but the same RP will stay in effect for the duration. Whenever a realm spell is cast in the province, the dispelling caster may make a check as above, with the RP he originally spent modifying the roll. If the check succeeds, the spell is counterspelled.
Holy War Haelyn, Cuiraecen, Belinik, Moradin, Kartathok 3 1 RP/province, 1 GB/province 3 rounds Allows the priest to muster troops without permission of landed ruler. This spell does not grant the ability to recruit any unit types the priest would not be able to recruit otherwise, merely allows them to be mustered without restrictions. Affects up to one province per Theology skill.
Honest Dealings Avanalae, Haelyn, Belinik, Nesirie, Sarimie, Eloele, Ruornil, Moradin 3 3 RP/province level, 2 GB 1 turn/skill This spell targets one province. In the affected provinces, all guild holdings are reduced 2 levels for purposes of income generation. Additionally, Agitate and Espionage actions automatically fail, and it becomes difficult for individuals to tell any lies.
Interdiction All 5 1 GB/target holding Special Excommunicates target regent (and his vassals if desired). Each turn that the interdiction is in effect, the caster must pay RP equal to the total levels of target holdings that are under the interdict; if he ceases paying this cost, the interdiction ends. Every round during the interdict, the caster's temple holdings make an automatic Destabilize action against all targeted regent's holdings; this costs nothing and does not take the caster's domain actions, and neither can he improve their success chances by spending more RP or GB. The RP cost per turn for the interdict goes down appropriately if the destabilization reduces the levels of target holdings. In addition, target regent's provinces are effectively reduced by the levels of the caster's temples in them for the purposes of taxation and regency collection. Finally, if the caster decides to Agitate against the target regent, his temple holdings count as double level for that purpose.
Legion of Dead Haelyn, Nesirie, Sarimie, Eloele, Kriesha, Ruornil 3 4 RP/unit, 1 GB/unit 2 rounds/skill Summons up to 1 undead legion per Theology skill. A caster can control up to 3 units per Theology skill at any one time. Unlike the wizard version, the priest does not need to remain with the units; he can issue standing orders, or appoint a commander for the undead.
Magical Tithe Sarimie, Eloele 4 3 RP/province, 1 GB Instant This spell affects up to one province per Theology skill. The affected provinces, as well as every law, temple, and guild holding in them not owned by the caster, immediately lose 1d4 GB each. The money is deducted from the targets' treasury and transferred to the caster's treasury. The victims' treasury cannot drop below zero; if it is emptied, the spell transfers no more money from that regent. On the round following the casting of this spell, all affected regents know what happened to their gold.
One True Faith Haelyn, Belinik, Cuiraecen, Moradin 4 5 RP/province, 3 GB/province 3 rounds Affects up to 1 province per Theology skill. In the target provinces, priests of one other deity who is an enemy of the caster's are unable to cast normal spells for the duration. Realm spells can only be cast if the target wins an opposed roll of d20+Theology skill against the caster; otherwise the attempted spell fails. In addition, the caster gains +2 to Contest Holding and Destabilize actions against the target religion.
Population Growth All 3 Special 4 turns Promotes population growth in the target province, granting a bonus equal to caster's Theology skill to any attempts to rule it for the duration. The caster must pay 1 RP and 1 GB every turn this spell is maintained. If the province is successfully ruled during this time, the caster must immediately pay RP and GB equal to the new province level, but his temple holding also rises in level immediately free of charge. This spell may not increase a province level beyond 9, and the province cannot be ruled more often than it normally could be.
Scry Province All 3 1 GB Instant Cost is 5 RP plus additional 3 RP per province of separation. Caster makes a scrying check, adding his Theology skill to the roll. Both the caster and the target of the scrying may spend RP to affect the roll. The DCs for various scrying goals are listed in the d20 BRCS, p.144 (varying from 5 for common information to 30+ for extremely hard to get information).
Summon Nature's Army Aeric 2 4 RP/unit, 1 GB/unit 3 rounds Summons up to 1 forest legion per Theology skill. Must be cast in a forest or dense forest province; the former can muster at most 10 units and the latter 20 units before they are deforested. Forest legions cannot leave their home province. Stats for forest legions are on the Military Units page.
True Believer All 2 2 RP, 1 GB 3 rounds Identifies all worshippers or nonworshippers of the caster's religion in a single province. This grants the caster +1 to Contest actions against other temples in the province for the duration.
Ward Realm All 2 5 RP/province, 2 GB/province 3 rounds Creates a protective ward around target provinces (up to one province per Theology skill). All creatures, including military units, who are enemies of the caster's religion suffer penalties to their attacks and discipline within the affected provinces. The same penalties apply to any summoned creatures, and they may be banished if they remain within the ward.

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