Rules of the Game

Character Death

Characters CAN die in this game, so be warned. Usually this can only happen if you place your character in clear danger (such as a battle or other dangerous personal undertaking). Bloodtheft is not allowed against regents, but other blooded scions can be bloodthefted. Assassination of regents is also not allowed in this game; anyone else can be assassinated, but not regents.

Creation of New Regents

Creation of new regents (as vassals, by splitting off part of your holdings, by having a lieutenant create his own new holdings, etc.) is NOT allowed. There are already many regents in this game and adding any more would only cause it to bog down. If one of the existing regents is totally eliminated from the game, then a new one might be created, at the DM's option. The only exception to this is creation of a source-based domain for a realm's court wizard, if there isn't one already; this is allowed after consultation with the DM.

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 may 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 and won't have access to e-mail, let me know in advance and I will run your domain for you. If you don't send me any turn submissions for two 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 my e-mail address. I will resolve the actions and mail you your updated domain sheet (which will include the income for the new turn as well as freshly updated RP and GB totals, so you don't need to worry about that yourself).

Important! When submitting a turn, make sure you include ALL info on each action you make, including all calculations. This will allow me to process turns much faster. I retain the prerogative of ignoring any action that does not include all important info, especially if I have to spend time looking it up. This page should really give you everything you need to know about each action. The only thing you can leave out are modifiers that you are not certain about, such as support or opposition from other regents.

General Domain Administration

Domain Maintenance
The domain maintenance rules from the original Birthright Rulebook will be used in this game.  Refer to the table below.

Number of Provinces and Holdings Controlled Maintenance Cost
1-2 0 GB
3-6 1 GB
7-12 2 GB
13-18 3 GB
19-24 4 GB
25-30 5 GB
31-40 7 GB
41-50 10 GB
51-75 20 GB
76-100 30 GB
101+* 1 GB per 3 provinces/ holdings

*Not cumulative with previous line; 102 provinces/ holdings cost 34 GB

Maximum Holdings
I do not use the maximum number of holdings based on province level rule. Thus, a province (10) could have ten temples (1), for example, or any other combination.

Law Claims
You can tax temple and guild holdings of level 1 or higher in any province where your law holding is at least equal to the it. This will yield 1 GB per taxed holding, subtracted from the owner's income.

Court Costs
In general, a regent is expected to maintain a court at least equal to the level of his largest province or non-source holding. The court affects the number of possible court actions that the regent can perform in a single turn, as well as modifies the regent's and his lieutenants' Diplomacy skill. All these court actions must be used in the same turn, you cannot "stockpile" them for later use. Note also that free actions are not the same as court actions.

Court Level Description Skill Modifier Possible Court Actions
0 GB Minimal court. The regent, and perhaps allies or a few hirelings paid from the regent's personal finances, administer the domain when and where they can. The regent must personally oversee all domain actions. -3 None
1 GB Quaint court. The regent has a primary base of operations equal to a common inn with only a few servants. The regent has a local reputation within a province, but no courtiers of any note. Common folk expect to deal with the regent directly and may be put off by retainers claiming to speak in the regent's name. -2 1
2 GB Quaint court. The regent has a primary base of operations equal to a common inn with several servants. The regent has a local reputation within a province, but few courtiers of any note. Common folk expect to deal with the regent directly and may be put off by retainers claiming to speak in the regent's name. -1 2
3 GB Average court. The regent's court is mostly functional with a scattering of trusted retainers and a few specialized servants such as musicians, tutors, a huntsman, etc. The court is capable of hosting occasional affairs of state and small festivals. The regent's retainers and agents are well-known and the common folk begin to interact with the regent's courtiers rather than the regent himself for most day-to-day matters. +0 3
4 GB Average court. The regent's court is fully functional with sevaral trusted retainers and some specialized servants such as musicians, tutors, a huntsman, etc. The court is capable of hosting occasional affairs of state and festivals. The regent's retainers and agents are well-known and the common folk begin to interact with the regent's courtiers rather than the regent himself for most matters. +0 4
5 GB Good court. The regent's court becomes established and administered by its own bureaucracy. The court has good facilities, many servants and retainers, and regular feasts or festivals. People consider the regent's court to be agents of an authority (legitimate or otherwise). The common folk of the regent's holdings interact with the regent's courtiers for all but the most pressing of issues, and courtiers are assigned to carry out the regent's orders unassisted. +1 5
6 GB Good court. The regent's court becomes established and administered by its own bureaucracy. The court has good facilities, plentiful servants and retainers, and regular feasts or festivals. People consider the regent's court to be agents of an authority (legitimate or otherwise). The common folk of the regent's holdings interact with the regent's courtiers for all but the most pressing of issues, and courtiers are assigned to carry out the regent's orders unassisted. +1 6
7 GB Excellent court. The regent's court is large and capable. Courtiers exist for every major function in the realm, and many have a staff of lesser bureaucrats that report to them directly. The court is capable of hosting balls and major galas regularly. +2 7
8 GB Excellent court. The regent's court is large and capable. Courtiers exist for every major function in the realm, and most have a staff of lesser bureaucrats that report to them directly. The court is capable of hosting balls and major galas regularly, and does so. +2 8
9 GB Opulent court. The regent's court is a major center of power, the envy of nearby realms. Art, literature, and sports are celebrated. Guests are waited on hand and foot. The regent's court handles all but the most critical matters and common folk are rarely allowed (or need) to speak with the regent directly. +3 9
10 GB World-class court. The regent's court is a thing of wonder spoken of in far-off lands. Art, literature, and sports are celebrated. Guests are waited on hand and foot, and head and neck. Every day brings a festive event of some kind. The regent is expected to do almost nothing and is almost entirely unaccessible except to other powerful regents. +3 10

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). You can, however, shut down your court and fire all your servants all at once (reducing court to 0 GB); expect for this to have some repercussions.

Wizards and court actions: Since wizards normally have no court, they take realm actions related to sources (Contest Holding, Destabilize, Investiture, Rule Holding) based on their Sorcery skill instead. I.e. the Sorcery skill determines how many sources can be ruled at once. Unlike the normal Rule Holding action, sources that are ruled up do not need to be all in the same realm. If a wizard wants to have court actions to use for non-source related things (building, ruling other types of holdings) then he will either need to pay for a court or (in the case of court wizards) use his liege lord's court actions, assuming the liege gives permission since those court actions would come out of the liege's own for the turn.

Initiative
Initiative is determined by rolling 1d100. Regents can choose to delay their actions until later in the round, but then their action must be in response to something specific that occurs, otherwise it will be wasted.

Province Loyalty
Provinces can have three states of loyalty: content, unrest, and rebellion. Provinces in rebellion have all actions taken in them, by anyone, cost double normal resources (including any spent to improve the DC). Provinces in rebellion produce no RP or GB for landed ruler, law, temples, or guilds in them. If a domain caused the rebellion (usually via Agitate action) then their holdings still produce income, but their actions still cost double. When a province goes into rebellion, it produces no income next turn but the double costs do not kick in until next turn as well.
Province rulers have separate loyalty rating in each province they rule (shown on the Holding pages). Temples, guilds, and law holders have no specific loyalty ratings in realms they operate in. However, non-landed rulers may be subject to public opinion in the provinces they operate in, which may have some effects.

Class Bonuses
Some character classes receive bonus actions as follows:

These are considered free actions, not court.

Income

Provinces produce taxes as follows:

Province Level Light Tax Standard Tax Heavy Tax
0 - - 1 GB
1 - 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

You can choose one of the above tax levels for each province you rule. Collecting light or heavy taxes may affect the loyalty of the province.

Temples and guilds produce income equalling their level; those that have monopoly in a province (i.e. hold every available slot in it, although other zero-level holdings do not affect this) produce an extra 1 GB. Law and source holdings produce no GB income. Source holdings are NOT considered virtual guilds as per BRCS.

Actions

Realms and Realm Actions
Actions involving holdings can be performed either on any/all holdings of the same type in several provinces that are within the same realm, or on any/all holdings of any type within a single province. When making a realm action, you must spend a court action for every additional province or holding you are attempting to affect (for example, agitating in three provinces requires a domain action and two free actions). Lieutenants cannot perform realm actions.

Lieutenant Actions
A single lieutenant can perform a bonus domain action once per turn. No extra RP can be added to improve the success of that action, but extra GB can be.
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 or perform the Investiture action.

Free Actions
These actions are so trivial that they take up little of the regent's or the court's time. Any number of them can be performed in a turn.

Supporting and Opposing
Only regents who can normally support or oppose an action can spend additional RPs to do so. Thus, a guilder 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.

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

Action: Name of the action
Type: D (domain), R (realm), X (court), F (free), C (character)
Base Cost: Base cost of the action
Base DC: Base DC of the action

Action Type Base Cost Base Success Notes
Adventure - - - This action is not used. No exceptions.
Agitate DR 1 GB/province 15+ Used to raise or lower province loyalty to the province ruler. Priests and paladins can perform this once per turn as a free action. Only law, temple, and guild holdings can be used to agitate.

DC Modifiers:

  • increased by the difference between province level and agitating holding level
  • modified by any law holding in the province
  • modified by Diplomacy skill of any involved regents
  • modified by RP or GB spent
  • decreased by 5 if the province is in unrest and the Agitate is aimed at lowering it to rebellion

Agitate can be done as a realm action if court actions are spent to affect additional provinces.

Build X Var 0+ This action can be used to build various constructions in a province:
  • Road Network: A road network is built within a single province and creates a road connection to all adjacent provinces that also have road networks. Its cost is double the movement cost of the province (see below under Terrain). Roads are built in one round and can be used in the next one. Bridges are not used in this game; a road network in each is enough to connect two provinces across a river.
  • Ship: Ships can be built for the listed building cost (see Units page). Only provinces of level 4+ can build ships; additionally, if the province is on a river, only light-class ships can be built there. Each province can build a maximum number of ships at any one time equal to its level (no matter who is building them), 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 purchase cost which is 150% of the build cost. Ships can only be purchased in provinces that can also build ships, the purchasing regent must have a holding in that province OR have the province ruler's permission, and a maximum of one ship per province level can be bought in a province in the same round. Buying ships is done in the order of initiative, so a regent with low initiative who wishes to buy ships may find himself out of luck. Note that ports and shipyards are not built as such; any province of level 4+ is considered to have one and gains access to shipbuilding.
  • Repairing Ships: This action can be used to repair damaged ships. The cost is 2 GB for each hull hit suffered by the ship. Ships must be repaired in a province that can also build them, and count against the province's shipbuilding capacity.
  • Building: This action can also be used to build various constructions in the province. See Buildings section below for examples.

Building progresses at the rate of up to 5 GB per Build action spent on the project (the regent can set the amount of GBs he wants added per Build action). If you can use several court actions in a round, they can be Build actions devoted to the same project. Ex: a regent with a 6 GB court can use 4 court actions per round; he can make them all be Build actions, adding up to 20 GB to one project or distributing them among several projects.

DC Modifiers:

  • any law holders in the province can support or oppose
  • RP or GB can be spent to support or oppose

If nobody opposes it, this action always succeeds; the DC is only used if there is opposition. If a character has no court (and thus no court actions) he can still oversee a single construction project per round as a character action, adding up to 5 GB to it.

Cast Realm Spell D Var Auto Used to cast priest and wizard realm spells.
Contest Holding DR 1 GB/holding 10+ One successful contest will make the target holding contested and unable to produce any RP or GB. A second successful contest will reduce the contested holding to zero. Only contesting a zero-level holding will totally eliminate it (in fact this is the only way to eliminate zero-level holdings).

DC Modifiers:

  • reduced by level of the contesting holding
  • increased by level of the target holding
  • modified by level of any holdings of the same type as the target holding
  • modified by level of any law holdings in the province (a single holding can only modify the DC once)
  • modified by Administration skills of any involved regents if a law holding is being contested
  • modified by Theology skills of any involved regents if a temple holding is being contested
  • modified by Commerce skills of any involved regents if a guild holding is being contested
  • modified by Sorcery skills of any involved regents if a source holding is being contested
  • modified by RP or GB spent

Contest Holding can be done as a realm action if court actions are spent to affect holdings in additional provinces.

A holding that is contested once can be divested by the contesting regent via Investiture.

Contest Trade Route DR 1 GB 10+ One successful contest will destroy the target trade route. A trade route can be contested by any law or guild holding in either province that the route connects to.

DC Modifiers:

  • reduced by level of the contesting holding
  • increased by GB value of the target trade route
  • modified by Commerce skills of both regents
  • modified by RP spent
Contest Trade Route can be done as a realm action if court actions are spent to affect trade routes connecting to additional provinces (which must all be in the same realm).
Create Holding D 1 GB 10+ Creates a holding (0).

DC Modifiers:

  • modified by levels of any holdings of the same type
  • modified by levels of any law holdings, regardless of what holding is being created
  • modified by Administration skills of any involved regents if a law holding is being created
  • modified by Theology skills of any involved regents if a temple holding is being created
  • modified by Commerce skills of any involved regents if a guild holding is being created
  • modified by Sorcery skills of any involved regents if a source holding is being created
  • modified by RP spent
Create Ley Line D 1 RP/province crossed, 1 GB 10+ Creates a ley line between two provinces. The creating regent must specify which provinces he wants the ley line to pass through; it need not be a straight line.

DC Modifiers:

  • modified by levels of any source holdings in any province passed by the ley line.
  • modified by Sorcery skills of any involved regents
  • modified by RP spent
Create Province D 1 GB or 3 GB 10+ A small amount of unclaimed lands exists in Anuire; it is listed on the Holdings page. In order to create a province, the regent must first secure it; this can be done with military occupation, diplomacy with the current inhabitants, etc. The cost is 3 GB if the province is not adjacent to the regent's existing holdings.
Create Trade Route D 3 GB 10+ Creates a trade route between two guild holdings.
  • Trade routes can be set up between any provinces, regardless of terrain or culture. The same regent cannot have multiple trade routes between the same two provinces; however, different regents can connect the same two provinces with a trade route each.
  • There is no specific separation between land and sea trade routes. A trade route will use whatever transportation is most convenient; most Anuirean traders prefer to move along rivers and coasts, though overland and open sea transportation will be used if needed. Trade routes do not specifically require ships to be assigned to them, as it is assumed that there are trading vessels included in the cost. They can still have ships or units assigned to them for protection from attacks, though they might need permission from landed regents to operate along the entire route. Road networks are NOT needed for trade routes.
  • If either province connected by the trade route is occupied or otherwise blocked, the trade route will produce no income as long as the condition persists.
  • Only one trade route can be created per action. A rogue or a guilder regent can create two trade routes per action. This does not apply to lieutenants, who always create one trade route regardless of their class.
  • The regent creating the trade route must have guild holdings in both provinces, or negotiate an agreement with another guild that has a holding in the desired province.

DC Modifiers:

  • modified by levels of law or guild holdings in both connected provinces
  • modified by Commerce skill of any involved regents
  • modified by RP or GB spent

A trade route can be closed by a province ruler in either of its connected provinces (not others) by using a Decree action. The province ruler must have a law holding in the province that is at least equal to the guild holding supporting the route. The trade route is not destroyed, but produces no income, and anyone creating a new trade route in either province can displace the closed one if no more TR slots are available.

Decree X 1 GB Auto This action is used to pass laws, make official announcements, declare war, etc. It usually cannot affect another regent's domain in any way except indirectly (e.g. by setting a tax on trade; but see Create Trade Route action above). Decrees are generally more effective if you control a higher proportion of law holdings in a province.

War Declaration. This action is used to declare war on another regent. Once this action is performed, the two regents are considered to be at war with each other. They can now use war moves to attack each other freely from that point on, without needing to spend additional actions. Characters taking part in battles must still spend a character action that round. War can be declared on a maximum of three enemy domains in a single action. Additionally, regardless of any alliances, a regent cannot join a war unless he performs this action separately (example: A and B are allied, C declares war on A; now either B must declare war on C or C must declare war on B before B is able to join the war).
When attacking enemy holdings, a brief plan of action for the war moves (troop movement, general battle strategy and tactics, etc.) should be made. A good plan will certainly increase your chances, depending on the defender's response.
If there has been no fighting between two belligerent parties for more than one game year (four domain turns), then they are considered to have reached a white peace and another Declare War action will be needed to continue hostilities.

Destabilize DR 2 GB 10+ One successful destabilization will reduce the target holding's level by 1d3 levels permanently, though levels can be restored normally by ruling. Generally, a holding can only destabilize other holdings of the same type. However, law holdings can destabilize any other holding, and any type of holdings can destabilize a law holding.

DC Modifiers:

  • reduced by level of the attacking holding
  • increased by level of the target holding
  • modified by level of any holdings of the same type as the target holding
  • modified by level of any law holdings in the province (a single holding can only modify the DC once)
  • modified by Administration skills of any involved regents if a law holding is being destabilized
  • modified by Theology skills of any involved regents if a temple holding is being destabilized
  • modified by Commerce skills of any involved regents if a guild holding is being destabilized
  • modified by Sorcery skills of any involved regents if a source holding is being destabilized
  • modified by RP or GB spent

Destabilize can be done as a realm action if court actions are spent to affect additional provinces.

Diplomacy F 1 GB Auto Diplomacy is a free action in this game, but the same character can attend only one diplomatic meeting in a round. The only restriction is that a character engaging in diplomacy cannot also take a character action in the same round. When a diplomatic agreement is signed, all involved parties must use the diplomacy action; it should also be specified where the meeting takes place (the action's cost includes the cost of travel to another realm if need be). Here are some examples of what can be achieved with a diplomacy action, though they are by no means the only ones:
  • alliance (exact terms can be negotiated)
  • marriage between members of two families
  • formal trade agreement between two guilds
  • response to an event such as feud or unrest
  • peace treaty (see below)

Several diplomatic agreements can be combined into a single action, as long as they are held in the same place between the same regents and it makes sense to combine them.

Peace Treaty: All concerned regents (who are presumably at war) must perform this action during the same round. Afterwards, all participating regents are considered to be at peace with each other and can no longer use war moves to attack each other until war is redeclared. The terms of the peace treaty are, of course, negotiated in advance via normal communications. Peace treaties should also specify the time for which they are in effect (commonly several turns); during this time, any regent who attacks another with whom he has a peace treaty experiences a minor loss of regency.
Peace treaties commonly call for transfer of several provinces or holdings from one regent to another using Investiture. A regent who has either occupied his enemy's capital or holds him prisoner may force a peace treaty, in the process using Divestiture to claim any provinces he has occupied.

Disband F or X None 0/10+/20+ This action disbands military units, castles, or holdings. Disbanding mercenary units has a DC of 10, with failure indicating that the mercenaries become brigands. Ships have a scrap value of 30%-80% of their normal cost (rolled randomly). Castles have a scrap value equal to 10% of their cost. Disbanding holdings or other assets except ships has a DC of 20 unless the regent is personally present (this does not inhibit his other actions, but he can only personally oversee the disbanding of assets in one province in a round). Disbanding fortifications is a court action; disbanding units is a free action.

DC Modifiers:

  • any law holders in the province can support or oppose
  • RP can be spent to support or oppose
Espionage D 1 GB Var This action covers various subterfuge activities (use your imagination); however, assassination is handled differently under a separate topic on this page. Rogue regents can perform this as a free action once per turn. The DCs for various espionage activities are found in the d20 BRCS, p.109. You can set up spy networks as specified on that page, with a DC of 20; a spy network costs 1 GB to maintain, but allows the owner to perform Espionage actions in that province as court actions and gives a +2 bonus to them.

Ranger 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 does not use the target province level as a DC modifier, but gets a straight -3 bonus to their DC.

Counter-Espionage: A regent can put RP or GB into his counter-espionage pool, each turn (there is space on the turn submission sheet for that). This pool will be used to oppose any espionage actions done against that regent. A regent can also place RP and GB into another regent's counter-espionage pool, but this is limited to lieges and vassals supporting each other, or a guild regent supporting the law holders of any province he operates in. Resources cannot be taken back from the counter-espionage pool, and the regent will not know exactly how big his current pool is; however, regents will be informed if their pool runs extremely low.

DC Modifiers:

  • reduced by spying regent's law and guild holdings in the target province
  • reduced by level of target province
  • reduced by 1 for each previous (failed) espionage attempt
  • increased by target regent's law and guild holdings in the target province
  • increased by 1 per separation of target province from one of spying regent's holdings (i.e. spying in adjacent province increases DC by 1)
  • increased by part of target regent's counter-espionage pool
  • modified by both regents' Intrigue skills
  • modified by RP or GB spent

For purposes of Espionage targeted more widely against a realm, its capital province is considered to be the target province.

Grant X 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 (again, use your imagination; the effects can be minor or significant, depending on what is granted to whom). Regency points cannot be granted except between lieges and vassals (court wizards are considered vassals).
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. Taxes or tribute established via a diplomatic agreement or vassalage is not a grant and does not cause such consequences. Regular military units and levies cannot be granted to another regent, but mercenaries can be. Granting GB is affected by distance; since the money has to travel overland or overseas, it may be intercepted along the way.
Investiture DR 1 GB Var Investiture requires at least a priest regent with a temple (1) to perform the ceremony (except for elves, who do not need priests). This counts as a court action for the priest performing the ceremony However, divestiture or transfer of guild or source holdings does not require a temple, and neither does designation.

The various types of investiture are described below:

  • Coronation. You become the lawfully recognized head of an unclaimed domain or a domain held temporarily through designation. DC is 0+the size of the domain you are attempting to invest (i.e. its total number of holdings and provinces). Regents who have a holding in any province in which the invested domain has holdings, and any regents with a legitimate claim to the domain may spend RP or GB to oppose the investiture.
  • Designation. A regent designates a heir or heirs, who will inherit the domain upon his death; this action is automatically successful. If the regent later dies or abdicates, the heir assumes temporary control of the domain, gaining only half the RP from it until a ceremony of Coronation is performed. If there is no designated heir for the domain, anyone with a reasonable claim or enough power can claim it, gaining no RP until a Coronation ceremony is performed. Note: If the regent has sons, the eldest son is automatically considered heir and no designation is needed unless the regent wishes to disinherit him. Note also: If the realm or domain has an elective government (such as Endier, Ilien, and some non-family-operated guilds), heir designation is not necessary, as a new regent will be elected when needed. However, a regent may attempt to overthrow an elective government if he wishes to establish hereditary rule.
  • Transfer. A willing transfer of one or more holdings or provinces to another regent. Both regents must be physically present at the ceremony and willing, though this willingness may be coerced physically or magically. Only the regent who is giving away holdings must spend a domain action, however; this is a court action for the other regent. Success is automatic. Temple holdings cannot be transferred to a priest of another deity.
  • Divestiture. A province can be divested under certain conditions. The divesting regent must either have occupied the province, or must have a holding in it and the province must be in rebellion against its current ruler. Only a single province can be divested per action, unless the target regent is present at the ceremony (willing or not); however, even if you hold the regent prisoner, you can only divest those provinces you physically occupy or have a holding in that are in rebellion. DC for divestiture is 10+level of the province you are attempting to claim (rolled separately for each province). Regents who have holdings in the affected provinces may spend RP to support or oppose the divestiture. Holdings can be forcibly divested in an occupied province. Forced divestiture against a fellow Anuirean is considered chaotic and dishonorable; usually such transfers only take place in a ceremony of Transfer after a peace treaty; for non-Anuireans and nonhumans no such considerations exist. In any case, if you occupy a province or a holding, you must wait until next turn to divest it.
  • Vassalage. You accept the sworn vassalage of another regent. Once sworn, this ceremony provides the liege with a seasonal tribute of regency from the vassal subject, as agreed between them in advance. A tribute not exceeding 1 RP per province or holding that the vassal holds in the liege's name is usually considered to be normal. This ceremony is binding but either side can revoke it by issuing a Decree of independence.
  • Bloodline Investiture. A blooded scion can voluntarily transfer his bloodline to another person. If the recipient was unblooded, he gains the same bloodline strength and derivation, but may choose a different blood ability. If the recipient was already blooded, he instead gains 1 point to his bloodline score, and the giver's bloodline strength and derivation may also be transferred if they are stronger. In any case the giver becomes unblooded and can no longer retain or gain RPs.
  • Regency Transfer. A one-time transfer of RPs to another regent requires an investiture action. The maximum RP that can be granted per turn cannot exceed the receiving regent's bloodline strength. RP can be transferred between lieges and vassals using a Grant action instead.

Several ceremonies between the same two regents can be combined into a single action, provided that it makes sense to combine them.

DC Modifiers:

  • DC of Coronation and Divestiture can be modified by the Diplomacy skill of any regents who are otherwise able to affect the roll
Lieutenant C None Special A regent may hire a lieutenant with this action. To perform it, specify what kind of lieutenant you would like, and I will determine if such is available. Also, different classes have different availability. If the lieutenant you want is particularly rare, it may take some time for one to be found; you do not need to spend any extra actions on it, just wait.

Lieutenants have no specific maintenance costs, but showing them favor (which may be GBs, titles, items, or whatever else the lieutenant in question may value) will go a long way towards ensuring their loyalty. A lieutenant will have skills and bloodline determined by the DM (unblooded lieutenants are more common), though you can request emphasis on certain skills when you seek a lieutenant. There is no maximum number of lieutenants.

Move Ships F None Auto Ships committed to movement are unavailable for that round's war moves, but can be recalled for 1 GB. When moving ships, you should give 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. On rivers and along coasts, ships are quite likely to encounter each other. When moving on rivers, at least one river bank must be friendly (not necessarily allied); permission must be asked from non-allied regents if they control a port (province level 4+) on the river. When moving along a coast, permission must be gained from the regent who rules the coastal provinces, if any of the coastal provinces is a port.

In Anuire, the River Maesil is traditionally considered a neutral zone, open for sailing by any Anuirean regent. A regent who rules provinces on the Maesil may of course decide to disallow free passage for any or all regents (at least on his side of the river), but such a restriction would likely be met with strong opposition from others.

This action does not require free court actions to be spent.

Move Troops F 1 GB per 10 unit/provinces, free in friendly territory Auto Moves troops across provinces. Friendly provinces are defined as those ruled by the regent, his vassals, and his allies (subject to alliance terms, of course). Moving troops into other provinces requires permission from the province ruler or a declaration of war. Movement in friendly territory costs nothing; movement in neutral or hostile territories costs 1 GB per 10 unit/provinces, e.g. 1 GB could move 10 units across one province or 5 units across two provinces. Terrain movement costs do not affect the GB cost for this action. Any troops that encounter hostile forces immediately stop and cannot move any further that round until conflict is resolved.

In a single round, the units using this action can move a maximum of their normal movement rate, subject to terrain movement costs, or up to double that if they are using forced march.

There are no separate "war moves" as such; all units, at war or not, move during the round using this action, and any combat is resolved at the end of the round.

Moving large quantities of troops into low-level provinces, especially those with bad terrain, may cause some of the troops to defect or have their morale reduced, as the limited local resources cannot support huge armies in one place for a long time.

Move Troops by Sea F 1 GB per 5 units Auto Moves troops on own or friendly ships. If another regent's ships are used, that regent must mention this fact in his turn submission. Cost is 1 GB per 5 units (or part thereof), regardless of distance. Mounted units are counted as two units each. This action can be used to land troops in enemy provinces.
Muster Armies X Var Auto

Musters military forces. One court action is sufficient to muster any number of units in your holdings.

Realms may muster a number of units from a province equal to that province's level per turn. Thus, a level four province may muster four units in one domain turn. Temples and Guilds require a realm's permission in order to muster troops (though they may hire mercenaries freely). Temple and guild units count against the number of units that may be mustered from a province (domain initiative will obviously be very important here). Mercenaries and ships do not count against these limits.

Mustered regular foot units are available only on the next round after they are mustered; mounted units are available only from the beginning of next turn. Mercenaries and levy units are available immediately.

The province ruler can also ban mercenaries from his provinces with a decree action; this will prevent everyone from raising new mercenary units in the realm starting from next turn. The banning province ruler will not be able to hire mercenaries anywhere at all, and any mercenaries currently in his service will leave. The ban can be lifted at any time, which also takes one turn before mercenaries can be hired again.

If the province is in unrest or rebellion, the province ruler can only muster troops in it if he controls at least half of the law holdings there.

Maximum Number of Units

At the moment I do not impose a limit on the number of regular units that can be supported by a realm. If someone raises an extremely large army, it may become inconvenient in other ways, such as less effective chain of command.

However, there is a limit on the number of Holy Knights that can be maintained by temple domains. Each temple domain can maintain at most one such unit for every temple of level 4+.

Occupy Province X 1 GB Auto A province can be occupied by a regent's military units which must spend the entire round doing so. If they are involved in any battle, they cannot occupy a province in the same round. An occupied province generates no RP or GB for its ruler; its taxation is reduced by 1 GB per occupying unit, which goes to the occupying regent. The occupying units act as a law holding whose level is equal to their number; existing law holdings are temporarily reduced by the same amount. In addition, each unit may destroy a single holding level in the province per round. Occupying multiple provinces requires a court action for each. Once initiated, occupation lasts until units leave the province or their owner orders them to stop the occupation.

Province occupation has the following additional effects:

  • greater chance of drop in loyalty
  • any holdings in the province can be forcibly divested

A province ruler can also occupy specific holdings in his provinces; in this case, he still receives normal taxation and RP from his province, but loyalty can still drop depending on the size of the occupied holdings.

Fortified holdings are not affected by occupation unless the occupying army has also taken the fortification in question; source holdings cannot be occupied at all. Also, pillaging a province does not require occupation.

Raid Province X None Special Sends units to raid an adjacent province or a non-source holding in it. A maximum of 2 units per level of the target province or holding can be sent (e.g. a raid on a province (3) can consist of no more than 6 units). A successful raid either adds GB equal to the level of the target province or holding to the raider's treasury, or makes a Contest or a Destabilize action against the targeted holding; the raider's units act as the contesting holding. Any troops in the province will sally out to defend against a raid, unless given orders to ignore raids; but troops in other provinces cannot respond to a raid. If the province falls victim to a successful raid, it also loses one level of loyalty. The raiding units cannot be moved via Move Troops action in the same round. However, raiding can be done by sea, in which case the raiding units must be moved via Move Troops by Sea action in the same round. There is no GB movement cost for the raiding units.
Research C Var Special This action is used to research new realm spells. The cost is GB per source or temple holding level needed to cast the spell (rounded up). DC is 15+required holding level, which can be modified by RP or GB.
This action can also be used to research information that might be known to sages or the like, or to implement new technologies or designs. This use must be approved by the DM.
Rule Holding DR 1 GB 10+ Increases the level of one holding (or more if used as a realm action).

DC Modifiers:

  • increased by target level of the holding
  • modified by levels of law holdings in the same province
  • modified by levels of any holdings of the same type in the province, except the holding being ruled
  • modified by Administration skills of any involved regents if a law holding is being ruled
  • modified by Theology skills of any involved regents if a temple holding is being ruled
  • modified by Commerce skills of any involved regents if a guild holding is being ruled
  • modified by Sorcery skills of any involved regents if a source holding is being ruled
  • modified by RP or GB spent

Rule Holding can be done as a realm action if free actions are spent to affect additional provinces.

Rule Province D 3 GB 20+ Increases the level of one province. Regents cannot spend extra RPs or GBs to improve this success number. Provinces of level 4 or lower can be ruled only once per turn; higher ones can be ruled only once per year (4 turns). However, this can be attempted until the rule action succeeds, the counter starts only then.
Provinces in rebellion cannot be ruled.

DC Modifiers:

  • reduced by maximum possible level of the province, based on terrain (see Holding pages)
  • increased by target province level
  • cumulatively reduced by 1 for every previous failed ruling attempt on the same province (this resets when the province is successfully ruled)
  • increased by level of any source holdings in the province, if their owners wish to oppose the action
  • reduced by 1 if the province is the ruler's capital and home to at least a 7 GB court
  • reduced by 1 if the province has a road network in it
  • increased by 1 for every bordering hostile province
  • increased by 1 if the ruler controls less than half of its law holdings
  • reduced by 2 if the province had no taxation for the last 2 turns
  • reduced by 1 if the province had light taxation for the last 2 turns
  • increased by 1 if the province had heavy taxation in the last turn

Warfare

For the most part, I will be using a mass combat program to resolve battles. The most you need to do is take into account the abilities and stats of your units and to submit battle plans if you are involved in a battle.

Unit Strength and Casualties
Each unit has a number of men at full strength as shown on the Military Units page. Rather than killing off units, battle casualties take form of number of men killed or wounded. The total number of men is always merged within the same type of unit. Reinforcing units to full strength takes GB per unit type for foot units, 1 GB for mounted units, or 2 GB for special unique units. Also a single court action must be spent to reinforce all units in friendly territory (units in neutral or hostile territory cannot be reinforced). Reinforcing takes a full round during which the units cannot move. Levies and mercenaries cannot be reinforced.
Example: Roesone starts with 2 units of knights (200 men) and 4 units of infantry (800 men). On a foreign campaign, 30 knights and 250 infantry are lost, leaving 170 knights (still 2 units, one at lower strength) and 550 infantry (now 3 units, one at lower strength). When the army comes back home, the Baron spends a court action and a total of 2 GB (1 for the knights, for the infantry, rounded up) to reinforce them to full strength; he now has 200 knights and 600 infantry. If he wants the same army as he had before, he will have to muster a new infantry unit (200 men) for normal cost in addition to reinforcing.

Maintenance costs are not affected by units that are not at full strength, full maintenance must still be paid.

War Moves
I do not use war moves as such in this game. Armies move during a round using the Move Troops action, and any battles are resolved at the end of the round. Note that this means generally less mobile armies than in other BR games, since movement each round is limited. Thus, positioning your defensive forces well is important, road networks play a large part, and defending a long border will be very difficult.

Characters in Battle
Characters can lead a unit or a group of units that move together (maximum number of units that can be led directly are equal to the character's Martial skill); any possible bonuses apply to all units under the character's command. Characters can also move between units on the battlefield. Additionally, a single character can be appointed to be the supreme army commander, and his Martial skill will affect the general performance of his army. If more than one domain is involved in battle on the same side, each domain's army may have its own supreme army commander. In addition to regents and lieutenants leading military forces, each unit is considered to have its own commander. These are much less effective, but may rise to become potential lieutenants if the unit performs well.

Castles
Rules for castles and fortifications are more or less the same as in the d20 BRCS. The following rules are new or modified:

Prisoners
Units surrounded in battle or ridden down by cavalry can be taken captive. Generally, it is considered proper for an Anuirean to take noblemen and knight units prisoner, while lesser units are not protected by such rules. Prisoners may be returned through Diplomacy (usually as part of a peace treaty), but must be either re-equipped by their regent (for half the muster cost, rounded up) or disbanded. If a regent ignores offers to ransom his own units taken prisoner, the loyalty in his domain may suffer. Prisoners need not be guarded by military units, though if they are in a province which is occupied by an enemy, that enemy can take them for himself (if it is their original owner, he can obviously free them).

Naval Blockades
A coastal province or a river can be blockaded. At least as many ships are needed as the province's level. Ships without missile capabilities cannot blockade. For river blockades, at least three ships of light class are needed. A blockade stops all naval traffic into and out of the province or through that point on the river. Anyone wishing to pass must either get permission or fight.

Pillaging
Pillaging a province will bring GB equal to heavy taxation of the province. A pillaged province is reduced by 1 level. Pillaging can instead target the magic level of the province, in which case no GB are produced but the magic level (and possible source holdings) are reduced by 1.

Personal Combat

The following rules will be used for personal combat between characters. Generally speaking it is only used in duels and tournaments; character participation in personal combat is always voluntary, never forced. These rules do not apply to mass battles as character contribution and possible death or capture are measured in other ways there.

The combatants roll opposed d20 checks three times; best out of three wins.

The following modifiers are applied:

* Paladins can, at their option, use either one of their Martial and Theology skills (depending on whether they want primarily to fight in melee or use spells), but only one will apply.
** Age modifiers are cumulative but do not apply if the character is using magic to fight.

If the combat is not to the death and the winner rolls at least 10 better than the loser on any of the rolls, the loser has a chance of accidental death equal to 10% minus his Martial/Sorcery/Theology skill (the one used in the combat).

The tournament host decides the price that must be paid by each entrant, whether it be RP, GB, or a combination of the two; every entrant must pay the same amount. This is placed into a common winnings purse. The host can also add any amount of RP or GB himself as incentive and can participate in the tournament if he wishes. The participants (which can be regents, lieutenants, as well as random NPC nobles, but only one person from each particular domain) then fight it out by the above rules. The ultimate winner then takes 2/3 of the total winnings purse, and the person in second spot takes 1/3. The ultimate winner also gets 1 point to his bloodline (if he is blooded, otherwise no effect). If any of the winners are lieutenants, they give their RP winnings to their regent but keep the GB and bloodline increase for themselves. The host also gains 1 bloodline point after the tournament ends, but this can only be gained once every five turns at most, and can only take place if at least 5 notable people (defined as anyone with at least 'major' bloodline) attend. If the host is also the winner, the bloodline gain is not cumulative, only 1 point is gained. Attending or hosting a tournament requires a court AND a character action to be spent in the same round.

State Religions

A temple domain can be recognized as a state religion by a landed ruler via a Diplomacy action which must be taken by both regents. To be eligible for state religion status, a faith must have the majority of all available temple holding slots in the realm (i.e. its total temple levels in the realm must be over half of the total province levels of that realm).

A temple recognized as a state religion gains the following benefits within the realm:

A landed ruler who recognizes a state religion gains the following benefits within his realm:

In the case of a landed domain that also controls a temple and is its own state religion, the domain gains the +1/+2 action bonuses to Rule Province and Rule Law Holding as landed ruler, as well as +2 to Agitate within the realm; other bonuses do not apply.

Cancellation of state religion status requires a Decree action from the landed regent (or the temple regent, if he wishes to give it up). If the former state religion still holds religious majority in the realm, the landed ruler may experience regency loss or unrest.

Terrain

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

Terrain Type Maximum Level Movement Cost Road Cost
Dense Forest 6 4 6 GB
Forest 8 2 4 GB
Hills or Highlands 9 2 4 GB
Mountains 5 (10 for dwarves & orogs) 4 8 GB
Plains 9 1 2 GB
Swamp 6 3 6 GB
Special Terrain
River or Lake +1 Special -
Coast +2 - -

There may also be secondary terrain in a province. It does not affect any of the above values, it can only play a role in some battles.

A river takes all movement points to cross, unless there is a bridge going across (i.e. road networks in both adjacent provinces).

Rivers, lakes, and coasts modify the normal maximum level of the province. The modifiers are not cumulative with each other (only one of them applies). The maximum level is 10.

Roads halve the movement cost of terrain.

Buildings

The following are examples of what can be built using the Build action. Feel free to suggest other buildings and their effects to the DM. Note that multiple regents can build the same building in the same province, if they fulfill the criteria.

Building Cost and Requirements Effects
Bank 30 GB; province (7) or higher; guild (5) or higher belonging to the builder must exist in the province Trade routes controlled by the bank's owner and connected to the province with the bank gain 1 GB bonus income (a trade route between two provinces with banks owned by its controller gains 2 GB).
At the end of each turn, the gold remaining in the owner's treasury is multiplied by 1.05 (minimum gain 1 GB). This bonus is gained only once regardless of how many banks the owner has.
Castle 10 GB/level for provinces and 5 GB/level for holdings; if built above the level of the province or holding, costs for the exceeding part are doubled A castle is used to fortify a province or a holding. A castle fortifying a province can only be built by the province ruler and provides protection for all his holdings in the province, as well as any other holdings that he extends protection to (such protection can be withdrawn at any time).
Cathedral 20 GB; province (4) or higher; the builder must have a majority temple holding in the province Provides 1 RP income per turn. The temple with the cathedral is considered as 2 levels higher for purpose of casting realm spells.
Monastery 20 GB; the builder must have a majority temple holding in the province Builder gains +2 to Agitate actions in the province.
Palace 5-30 GB Provides 1 RP income per turn if valued 20 GB or higher. For every 5 full GB of the palace, the regent gets a bonus of +1 GB to his court (the total court still cannot exceed 10 GB). Thus, with a 30 GB palace, the regent would have a 6 GB court without needing to pay for one, or he could have a 10 GB court while paying only 4 GB. This structure need not necessarily be a palace for non-landed regents, e.g. it could be a great temple for priests or a villa for guilders. If a regent owns multiple palaces, only the biggest one provides the court bonus, but all of them give the RP income.
Quarry 10 GB; mountains or hills province Owner can spend up to 7 GB per Build action in the province (instead of the normal 5 GB).
Sawmill 10 GB; forest or dense forest province Owner can spend up to 7 GB per Build action in the province (instead of the normal 5 GB).
University 30 GB; province (7) or higher; must be built by province ruler Provides 1 RP income per turn. The province ruler has a better chance to find a priest or magician lieutenant. Additionally, once a university is built, it gives an extra 1 skill point to any regent or lieutenant who studies in it (this requires spending a Research action once every turn for four consecutive turns, as well as payment of possible tuition fees set by the owner). The province with the university is more prone to unrest as students are known troublemakers with radical ideas.

RP income provided by buildings is added above and beyond the limit imposed by the regent's bloodline.
Buildings can be destroyed via occupation if the invading regent wishes, and sometimes may be damaged or destroyed during a siege or assault of the province they are in, regardless of the invader's wishes.

Building Maintenance
Castles and fortifications: 1 GB/2 levels per turn
Cathedrals, monasteries: 1 GB per turn
Universities: 2 GB per turn
Other buildings cost no maintenance

Province Race

Each province has a specific race living in it at the start of the game; generally it is fairly obvious which (Five Peaks has humanoids except Sufhanie which has humans). Level 0 provinces have no significant numbers of any race and start "blank". Ruling a province of a different race than yourself is generally fraught with difficulties. Note that humans are considered a single race and get no special penalties ruling each other except possibly a little extra unrest.

The only way to change the race of a province is to pillage it down to level 0 and then Rule it back up, at which time it will acquire settlers of the ruler's own race.

Assassination

Assassination is nearly always a very emotion-provoking activity in PBEMs, especially if your favorite character is the target. For this reason, assassination of regents is not allowed - only non-regent characters can be targeted. Assassination will not depend on a single die roll - it will usually be a long, slow, expensive process with a high risk of failure.

  1. To prepare for an assassination, the regent must first locate an assassin. This is done with an Espionage action targetted at a province where the regent has a holding. The DC for this is 30+, though assassins are more easily located in larger cities (level 6+), where the DC is 25+. All other modifiers for Espionage action also apply. If the roll fails badly, word may get out that the regent is trying to contact the underworld.
  2. Once an assassin is successfully located, the regent must negotiate a price for his services. The negotiation takes a Diplomacy action combined with another Espionage action to cover things up (DC 20+, targeting your capital). If the Espionage roll fails badly, word may get out that the regent has contacted an assassin. This price depends on how powerful and well-protected the intended victim is. The price generally varies from about 20 GB for the least powerful targets to 60 GB or more for the more powerful ones. The regent's Diplomacy skill will help in reducing the price, but only a little.
  3. After the price is agreed on, all of it must be paid immediately. Then the assassin will make an attempt against his target sometime during the next several rounds. The result will be determined by the DM, based on the target's protections, the assassin's preparations, and their skills and abilities. The target may be killed, wounded, or survive unharmed. The assassin may be caught whether he is successful or not; if he is caught, he will almost certainly reveal his employer's name.

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