Condensed Rules

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WM - The Waste Mage
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Condensed Rules

Post by WM - The Waste Mage » Sat Jan 23, 2021 8:05 pm

Copy/Paste into your own Forum just leave out the beginning quote and end quote commands.

Keep the below posts separate as I have them because there is a maximum number of words they allow in each post.

I added full adventure rules under Adventure and put XP table below it. Tried to put Spells in the Cast Realm Spell Action but it went way over the limit.
Last edited by WM - The Waste Mage on Sat Jan 23, 2021 8:07 pm, edited 1 time in total.

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WM - The Waste Mage
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Posts: 667
Joined: Fri Aug 03, 2018 11:41 am

Re: Condensed Rules

Post by WM - The Waste Mage » Sat Jan 23, 2021 8:05 pm

[+] Free Actions
Build (road, misc. buildings, naval units) - Choose a Build Speed.
Fast: d6+3, 2 wasted (net increase of 3GB per turn at a cost of 5GB)
Normal: d6
Slow: d4
Very Slow: d2

Decree 1GB, you issue a decree.  You cannot use a decree to suppress trade, or set up State X. You can end official State X Status via decree. You can decree tax on trade, at no more than 100% of the trade value of your side of the trade route.  A Decree is only a free action if you have at least Court 1.  It becomes a full action if you don't. Law may decree to prevent Guild/Temple regents mustering in provinces they are active (up to Law level blocked).

Disband Free

Fortify Province/Holding Base Cost: None
Effect: Increase fortification on one holding/province.  See build action for possible speeds.  Maintenance Cost: 1GB per fort.
See Raid Action and Contest Action below for further impacts.

Grant GB transfer between two characters.  Cost, whatever is transferred.  YOU CANNOT GRANT MILITARY UNITS

Increase/Decrease Court You may increase/decrease the size of your court by 1.

Levy Province Reduces province by 1, and provides levies equal to the level of the province.  May only be done once per turn. Note that when you levy a province, any holding levels that drop as a result, stay lowered after the levies return home. Reduces loyalty 1 step.

Move Terrain Movement Costs

Muster You may muster levies at 1GB/levy.  Upgrading them will require training (as per war rules thread). You may muster up to your holding or province level (though always globally capped at province level, per province. Priority for conflicting orders will be law--province--temple--guild.

Raise Bloodline Cost, New Bloodline in RP.

Burn Bloodline You may NOT burn bloodline this game.
Full Actions
[+] Agitate
Base Cost: 1GB (can make admin check for each province after first, to reduce cost)
DC: 10+Level of Province
Modifiers: Law and Temple Holding can support or oppose.  Province owner can bid GB and RP against your action.  You can bid GB/RP to increase success chances.
Effect: You can increase, or decrease, the loyalty of a province by 1 step.  You can also shift it's alignment by 1 step.  You can Agitate any province in which you have a holding, though only Law and Temples count towards the DC. Success by 10 or more moves loyalty by two steps.

A Lieutenant can only Agitate in 1 province.
[+] Adventure Action
Random Events
There will be 10-20 random events a turn. Events are rolled for type, and location. It is possible that more than 1 event will take place in any given province.

Random Event Options: d20
Adventure - 1-11
Festival (Important Wedding, Religious Holiday, Event) - 12
Matter of Justice - 13
Diplomatic Incident - 14
Great Captain - 15
Intrigue - 16
Assassination - 17
Undead Incursion! - 18
Military (incl. Brigands/Monsters) - 19
Natural Disaster/Plague! - 20
There will be 10-20 random events a turn.  Events are rolled for type, and location.  It is possible that more than 1 event will take place in any given province.

Random Event Options: d20
Adventure - 1-11
Festival (Important Wedding, Religious Holiday, Event) - 12
Matter of Justice - 13
Diplomatic Incident - 14
Great Captain - 15
Intrigue - 16
Assassination - 17
Undead Incursion! - 18
Military (incl. Brigands/Monsters) - 19
Natural Disaster/Plague! - 20
[+] Non Adventure Events
No GB may be spent on an event if no action was spent to have a Regent or Lieutenant attend it.
Festival: Regent Action +2 OR LT Action +1/+1 per GB spent/+2 for a leadership nwp check (once).
Type Terrible (2-4) Bad (5-8) Average (9-11) Good (12+)
Landed Rebellion Loyalty Drop 1 step Nothing Loyalty Increase/Shift Province Alignment if High
Unlanded Event: Great Captain Lose a Lieutenant Nothing Shift Province Alignment
Diplomatic Incident: Regent Action +2 OR LT Action +1 / gift +1 per gb / +2 for a Diplomacy and/or Etiquette nwp check of attending character (Once only each; therefore max +4). Each Diplomatic Event will also involve +/- to relationship score with foreign realms.
Terrible (2-4) Bad (5-8) Average (9-11) Good (12+)
Event: 2x Military; -4 to Relations Event: Great Captain; -2 to Relations Nothing Foreign Aid: +d6 GB or RP; +2 to Relations
Matter of Justice: Regent Action +2 OR Lieutenant Action +1 / +1 per gb / +2 for a Diplomacy nwp check (once only)
Type Terrible (2-4) Bad (5-8) Average (9-11) Good (12+)
Landed Major Failure Minor Failure Loyalty Drop Nothing
Unlanded Major Failure Minor Failure Event: Great Captain Nothing
NB: Matter of Justice can be resolved by a choice as well; Side with the Law: Great Captain (that the target cannot gain a LT from), Side with the accused: Lose 1 Bloodline

Great Captain: Regent Action +2 OR LT Action +1 / gift +1 per gb / +2 for a Diplomacy nwp check of attending character
Terrible (2-4) Bad (5-8) Average (9-11) Good (12+)
Event: Great Captain [Spreads + Lose 1 holding level] Lose 2 holding levels Lose 1 holding level Gain a Lieutenant
Intrigue: Regent Action +2 OR LT Action +1 / +1 per GB / +2 Intrigue nwp Check (once). If unresolved, the event continues into the next turn.
Terrible (2-4) Bad (5-8) Average (9-11) Good (12+)
Event: Great Captain, 2d4+1GB stolen 2d4+1 GB stolen 2d2+1 GB stolen Nothing
Assassination: Regent investigates +4 OR LT Action +2/+1 per GB spent/+2 for an intrigue nwp check (once)
Terrible (2-4) Bad (5-8) Average (9-11) Good (12+)
Regent is Assassinated Lieutenant is Assassinated Local NPC is Assassinated (Event: Diplomatic Incident) Nothing
NB: GB Expenditure Capped at 5GB

-------
Undead/Military: 2d2+2 units appear
Will assault / pillage holding type listed if not dealt with; Brigands will have 2 Tier 4, 2 Tier 3, the rest irregulars
Monsters will have 1 Ogre, and 3-5 Gnoll, equivalent units
Undead will have 4-6 Undead units
--------

Plague: Automatic death check for everyone who has their capital in a plagued province.  NB: Plagued provinces cannot be ruled/settled in turn of a plague.  Unless province blessed, plague doesn't go away.
Natural Disaster: Potentially Building Damage, Roads Washed Away; Holding Reduced 1 level; +10% chance of death check if in your capital. Cost: 1GB per holding level, and per building/fortification you have in the province struck, or they reduce a level.
[+] Adventures
Random events in this game will basically be Adventure Hooks. If they are not resolved, then you can expect negative impacts upon loyalty and/or other possibilities.  Adventures can be done to resolve these random events. You MAY NOT attempt an adventure below the stated DC.

Random Event Adventures will be removed based on successful completion.    
If defeated on DC 0: 10% chance it is resolved
If defeated on DC 1: 20% chance it is resolved
If defeated on DC 2: 30% chance it is resolved
If defeated on DC 3: 40% chance it is resolved
If defeated on DC 4: 50% chance it is resolved
If defeated on DC 5: 60% chance it is resolved
If defeated on DC 6: 70% chance it is resolved
NB: Adventures have a Cumulative chance of completing, which means that if an adventure is attempted at DC 1 a second time, the chance it completes is now 40%.  A third time, 60%.  If you attempt an adventure on DC 1, and then DC 2 you'd have a 50% to complete it on the second attempt, etc.

Random Adventures - Negative Impacting
If you would have resolved the adventure, you can instead opt to decrease the chance of the next person resolving it by the % chance you had to resolve it based on your DC (ex. If you are the first to try the adventure, on DC1, you'd have a 20% chance to resolve it.  If you roll a 1-20, you can instead opt to reduce the chance for anyone else to complete it by 20%).

Adventure:
Adventures are rolled against your effective party level (EPL).  Success means the check was lower then, or equal to, your EPL.  If you succeed, a roll will be made on the Success Chart.  "Hits" are taken regardless of success or failure. Regents also gain XP while adventuring.  Co operative adventuring is allowed.  Take the average party level, + 1 for each extra class type (after first, ie warrior/rogue/cleric/wizard are the 4 "types"), +1 for each extra character (after first, max +5).  This is your EPL.  You only roll once on the treasure chart, no matter how many characters adventure together.  You should decide before you adventure how you are dividing any treasures found.  Lieutenants can accompany you on adventures, however, if they do - they cannot perform a Lieutenant action in the same round.  Lieutenants, not accompanying a Regent, MUST spend a Lieutenant action to go on an adventure.  Each player sending a Lieutenant on an adventure (without the PC), must spend a Lieutenant Action.

Item Notes:
ECL items increase your number of hits.  ECL items are averaged between both classes if you are multiclassed (ie, Fighter/Priest with Fullplate+2 (+2ECL) would add +1 ECL to each class, effectively +1 ECL total).

Multi Classed Characters: You may act as both classes, and are considered to be the level of your class (not the level of your effective XP level)

LIMITATION: Anyone under half the highest leveled party member do not count as an extra character or class on the adventure, though they do lower the average and do gain experience.  NB: Use base levels to determine this, not modified level from items/blood.

War Adventures: War adventures create a virtual unit that fights on your side based on DC (see units in war rules). In all other ways, they act exactly as a normal adventure.

DC, XP, Hits: All XP is split equally between anyone attending an adventure.  Hits are determined by Base_Hits +/- the amount you beat the adventure by/fail the adventure by.

DCs
DC# Rolled v EPL XP Gained Base Hits Against Party Min Level Reqd(at least 1 person)
DC0: 1d3 1,000XP 2 hits+ 1
DC1: 1d6 2,000XP 4 hits+ 1
DC2: 2d6 3,000XP 8 hits+ 1
DC3: 3d6 4,000XP 12 hits+ 2
DC4: 4d6 5,000XP 16 hits+ 4
DC5: 5d6 6,000XP 20 hits+ 6
DC6: 6d6 7,000XP 25 hits+ 8
Hits will be distributed at random, and if hits = level, the character has died.  You gain an additional hit for having CON 16, and 2 additional hits for CON 18 if you are a warrior class.  3 hits for CON 20, and 4 for CON 22+.
NB: if you 'die' on a war adventure, there is a chance you are offered a ransom instead (CHA check, if successful - you can survive if you pay GB or RP = Bloodline)


Success Chart: 1d10+modifiers - results are GB/RP gained
Roll DC 0 DC 1 DC 2 DC 3 DC 4 DC 5 DC 6
1-3: 0/0 1/0 1/0 1/1 1/1 2/1 2/1
4-5: 0/0 1/0 1/1 1/1 2/1 2/1 3/1
6: 1/0 1/1 1/1 2/1 2/1 1/3 3/2
7: 1/0 1/1 2/1 2/1 2/2 2/3 4/2
8: 1/1 1/1 2/1 3/1 3/2 3/3 4/3
9: 1/1 2/1 3/1 3/1 3/2 3/3 4/4
10: 1/1 2/1 3/1 3/2 3/3 3/4 5/4
11+: 2/1 3/1 3/2 4/2 4/3 4/4 5/5
Item: If treasure roll is at least: 10-DC, a minor item is found.  If roll is at least 15-DC, a major item is found.  If at least 20-DC, a great item is found.  You may exchange GB reward for RP reward (but not vice-versa).
---------------------

Random Adventures:

Adventure Location Types: d8
1. Ancient Ruins
2. Holy
3. Hunt
4. Naval
5. Social
6. Survival
7. Underground
8. Magical

Adventure Monster Types: d6
1. Nature [Animals & Plants]
2. Magical Beasts
3. Magical Creations [Aberrations & Constructs]
4. Outsiders [including elementals]
5. Undead
6. Humanoid [human/elf/giant/etc]

Example Structure:
<name> - Province - <type effected> - Minimum DC: X
<description>
<location type> - <monster type>
--------------------------------------------
[+] XP Table
Level Experience Required to Reach Level
1 0
2 1,500
3 3,000
4 6,000
5 12,000
6 20,000
7 30,000
8 50,000
9 75,000
10 100,000
11 125,000
12 150,000
13 200,000
14 300,000
15 400,000
16 500,000
17 700,000
*Level 17 is the maximum level available in this game.  Thieves/Bards/Guilders use a modified XP chart, 0/1,000/2,000/4,000/6,000 (afterwards following the same table above, just 1 level ahead)
The total XP possible to accumulate is 700,000
[+] Cast Realm Spell
As per Priest or Wizard Rules Page
> Lieutenants with bloodlines can cast realm spells as lieutenant actions, though they may NOT bid extra RP on spells. (See Spell Lists Next Reply)
[+] Contest
Normal Contests: Each success transfers 1 holding level [so long as of the same type as contesting holding, ie law v non law only destroy, do not replace]
Contest - Law v Law, Temple v Temple, Guild v Guild, Source v Source:
DC 10+Target Level+Your Holding Level(As you are ruling it up, should add to DC)
Cost: NewLevel RP

Contest - Law v NonLaw (except Sources)
Base Cost: 1RP
DC: 10+Level of Holding

Law may target any holding (except Sources) and the province itself if it is in rebellion. NB: You then need to use an investiture action with support of a Temple 1 to divest the province.  All other holdings may only target holding of same type.  Add 2x fortification level of holding to the DC.  Provincial fortification prevents a province from being contested through a contest action.

Contesting a holding 0 destroys it.

Modifiers: Law or Holding of same type can support or oppose.  You can bid RP to increase or decrease success chances.
* A Regent can realm contest: Contest all of the same type of a holding (as allowed by their own holding), or all holdings in a province (if via Law).
* A Lieutenant cannot realm contest
[+] Create Holding
Base Cost: 1GB (2GB for secret)
DC: 10+ (15+ for secret)
Modifiers: Law or Holding of same type can support or oppose. You can bid RP to increase or decrease success chances. Law does not impact the creation of Sources.
NB: You can generically oppose all attempts to create a Secret Holding with holding levels.
[+] Create Trade Route
Base Cost: 1GB, 1RP (2GB, 2RP for a Smuggler's trade route)
DC: 10+
Modifiers: Law or guild at either end can support or oppose. You can bid RP to increase or decrease success chances.  Requires a Guild at both ends.  If agreeing to split TR income by using an allied guild at each end, requires a diplomacy action by both guilders involved.

In order to destroy trade routes, you must remove the guilds they were built from, or you may occupy a province and destroy trade routes that way. You can alternatively also contest them with a guild or law holding. If the trade route does not have the guild on both sides of the trade route, a holder of a guild can destroy a foreign trade route as a free action.

Smuggler's Trade Route:
Base DC: 20
Modifiers: Law or guild at either end can support or oppose. You can bid RP to increase or decrease success chances.
You do not require a guild at both ends, but if the trade route is discovered, it can be suppressed by the guilder at the terminus point as a free action.
[+] Declare War: (Target)
Base Cost: 1GB
Result: You can move armies into and through Target enemy territory for the remainder of the turn.
[+] Diplomacy: (Target)
Base Cost: 1 GB.  
Further costs based on Negotiation.
- Alliance (npc/player)
- Loan (npc/player)
- Realm Spell (NPC)
- Flag holding or unit as belonging to another party.  Requires both parties participate by spending a diplomacy action each.
- Exchange Explored Maps
- NB: You may conduct Court+1 diplomatic actions per turn free, minus 1 per permanent treaty you have (Alliances).
[+] Espionage
You May use GB as Counter-Espionage. You may bid GB on all espionage actions. All Espionage can be bid against by the target of the espionage. ie, spy rings, spies, smuggler trade routes, hidden holdings. All can bid their counter-espionage against being discovered.

Espionage - Assassination (cannot be used to divest)
Base Cost: 1 GB
DC: 20+
Opposition/Support: Guild/Law in province targeted can support or oppose. This takes place in the target's capital unless they are explicitly leading troops in war, at which point it takes place in the province they are fighting in.
Effect: If you succeed, you engage your fellow PC in a combat of equal footing. If you fail by greater than 15, you automatically die in the attempt at the hands of the target. If you fail by 15 or less; the target has up to 3 rounds to prepare, or wins initiative for up to 3 rounds or can avoid the attempt entirely, at their choice (they get 1 round per 5 you fail by). For each 5 you beat the DC by, you automatically win initiative for a round, or get 1 round of preparation.

Espionage - Escape Capture
Base Cost: 1GB
DC 15+
Modified by your bonuses to espionage (province), and modded against it by the holder's resistance to espionage (province).
No penalties for distance/culture, language. No bonus for holdings in any province.

Espionage - Flag holding/units
Base Cost: 1GB
DC: 10+
Effect: you may flag a holding or military units as belonging to another party. The other party's counter espionage may be set to bid against this action. Obviously, they will also "know" that the holding/unit doesn't belong to them, while it is of course up to them to try to convince anyone of that fact.

Espionage - Plant Spy
Base Cost: 1GB
DC: 10+holdings in capital province
Modifiers: Law/Guilds in same province may support or oppose efforts. Only the person undertaking the action and the one being targeted may bid on the action. If successful, the spy will forward ALL mail communication travelling to/from the spied upon court. Lasts 1 turn (you cannot avoid this by using magic/meeting in person/etc... anything done by email counts), for the turn after spy placed (due to timing of actions being done, it is too confusing to backdate espionage after turns to include previous turn communications. So if you plant spy turn 7, you get all emails during turn 8).

You can also Plant Spy in an alliance forum, targeting the Province where the alliance is based.

Espionage (Province)
Base Cost: 1GB
DC: 5+province level
Modifiers: Law/Guilds holdings can oppose or support this action. Anyone with a holding in the province can bid against it's success. A success reveals any hidden holdings, any spy-ring, as well as any military units in the province at the time of the action. It also reveals the true owner of any flagged holdings or units.

Espionage - Spy Ring (province)
Base Cost: 1GB, 1RP/turn upkeep
DC: 15+
Modifiers: Law/Guilds in same province may support or oppose efforts.
Result: A spy ring allows 1 free action espionage/turn in the province in question.

Can be removed by a successful Espionage (Province) - the first reveals the Spy Ring, another Espionage (Province) can be used to destroy it. You may also destroy a revealed Spy Ring by military action.

Espionage - Sabotage Unit
Base Cost: 1GB
DC 5*(tier) - [ie, 5 for levies, 10 for irregulars, 15 for infantry, 20 for cavalry, 25 for elite infantry, etc]
Modifiers: Must have a guild in the province espionage being used. The character undertaking the espionage, and the owner of the unit, may bid for/against the action. Guild and Law levels can support/oppose the attempt.

Espionage - Sabotage Fortification
Base Cost: 1GB
DC 10+5/fort level
Modifiers: Law/Guilds in province may support/oppose. Castle owner may bid against the espionage. The character undertaking the espionage may bid for it. Success means a reduction by 1 level for the fortifications in the province.

Espionage - Sabotage Building
Base Cost: 1GB
DC 15
Modifiers: Law/Guilds in province may support/oppose. Building owner may bid against the espionage. The character undertaking the espionage may bid for it. Success means a reduction by 1 level of the building.

Espionage - Theft!
Base Cost: 1GB
DC 10+
Modifiers: Law/Guilds in capital of target may support/oppose. Theft may only be done in the capital of the target. For each point you beat the target DC, you steal 2GB. NB: Treasuries protect GB from theft up to their limits, and no matter how much you beat the DC by, you cannot steal GB protected by the Treasury Building.

Espionage - Theft (Item)
Base Cost: 1GB
DC 15+
Modifiers: Law/Guilds in capital of target may support/oppose. Theft of Items may only be done in the capital of the target.

Espionage - Create Random Event!
Base Cost: 1GB
DC 10+
Modifiers: Law/Guilds may support or oppose. The target must have a holding (or own the province) in the target province. Success means you create a random event.
[+] Forge Ley Line
Cost: 1GB/province crossed, 1RP/province crossed
DC: 10+
Modifiers: DC is modified by sources in the start/last point.  May be bid against by any wizard with a source along the route traveled.  Provinces in between the start/finish of the leyline do not count has having a ley line unless another Forge Ley Line action is taken to add a hook-up. You may not forge a leyline to a province where you do not have a source.
Maintenance Cost: None
[+] Investiture
Base Cost: 1GB
DC: 10+Level of Province
Modifiers: The owner of the province may bid against the action, as may any holder of law holdings in the province in question.  You can bid RP to increase success chances.  This action requires a Priest with a temple 1 in the province to perform.  You may only invest 1 province per action.  You may NOT use military occupation to divest a holding.  The only thing that can be divested via occupation is the province itself, as long as you have an allied temple 1 in the province who conducts the investiture.  You must also have occupied the province for a whole turn.  You CANNOT divest holdings via occupation.

If a willing transfer, this action requires both parties to spend a domain action to be successful and a Priest to conduct as a free action.

Investiture - Transfer RP
Base Cost: RP being transferred
Requirements: Priest must conduct (free action for priest).  Both parties involved must spend a domain action on the RP transfer, unless one is a vassal of the other.
[+] Raid Action
Base Cost: 0GB
DC: 5 (Base)
- Trade Route Income (it is easier to pick off straggling wagons, boats in large convoys)
+ (2x Fortification level)
+ Terrain Defense Modifier (not racial modifier)
- Lowest move in raiding units (The faster the raiding units can move the more likely they are to avoid patrols)
+ Highest move in defending units (Fast moving defenders can catch raiding units)
- # of raiding units with the Scout special (Trained scouts are good at avoiding defenders)
+ # of defending units with the Scout special (Scouts are good at spotting raiders)
+ 5x Watchtower level (Spots incoming raiders)

Note: Max # of units that can raid is the value of the trade route.

Success gets you 1GB, + 1GB per 5 you succeed by per raiding unit. You may only steal 2GB per unit you send.

You also gain 1 Resource carried on the trade route per 5 you beat the DC by, but no more than 1 resource per unit sent.
Note: 1 Resource is sufficient to use for a build action, or for a train action (ie, 1 wood could be used to help build a Granary if you have alternative access to stone, or to train 1 archer).

The Raid can target any province which the trade route passes through.

Failure deals 1 hit per amount you fail the action by. You deal no hits to the defenders.
[+] Research
Base Cost: 1GB
Can be used to research Realm spells (DC 10+Caster Level of spell), or used for more mundane research.  You may also use it to research normal personal spells (5 spell levels, or 5x(Library_Level+1) spell levels).
[+] Rule Holding
Base Cost: 1GB (2GB for secret), NewLevel RP (2x NewLevel RP for secret) (Except ruling to 1: costs 0)
DC: 10+NewLevel (15+ New Level for secret)
Modifiers: Law or Holding of same type can support or oppose. Your OWN holding being ruled, does not support the action. Law does not effect Source Ruling You, or anyone with a law or same type of holding, can bid RP to increase or decrease success chances.
* A Regent can realm rule holdings: They can rule all of the same holding type, or all their holdings in one province.
* A Lieutenant cannot realm rule.
[+] Rule Province
Base Cost: NewLevel GB & RP (Except ruling to 1: costs 0 RP)
DC: 5 + (2x Current Province Level) + (2x Movement Cost)
Modifiers: Source levels can oppose.  Source holders may also bid RP against it.  You may only rule provinces during the Summer Season (Turn).
Restriction: May only be used during the Summer seaon.  You may not bid to increase success.  See "Population Growth Spell" for methods to increase success chance.  You need a Granary I to rule a province to 4, and a Granary II to rule a province to 5, and a Granary III for a province 6 (assuming the province is capable of reaching these levels, see terrain modifiers).
[+] Seek Lieutenant
Cost: 1GB
Effect: Gain a random unblooded lieutenant of level 1.  Class will be determined randomly unless recruited from an Academy.  Stats will always be determined randomly.
[+] Settling Provinces/Settlers
Base Cost to Create/Settle: 1GB
- 1 Settler for a Province 0, 1 additional Settler for a Province 1. 2 Settlers further for a Province 2.
- You cannot use settlers to "settle" Provinces 3+ (so, limited to settling up to province 2)
- This is the only way to "claim" unsettled provinces.
- Create/Settle Province Action DC: 0+(2x Current Province Level) + (2x Terrain Movement Cost) [so yes, Creating and Settling a Province 1 have the same DC]
- Rule Province DC: 5+(2x Terrain Movement Cost)+(2x CurrentProvinceLevel)

+2 to Create/Settle/Rule Province for each failed attempt

Settling Rules:
Instead of ruling a province during Summer, you may elect to "Raise Settlers" as an action. This raises Province_Level Settlers (ie, Province 0: 0, Province 1: 1, Province 2: 2 ... etc)
NB: You may only do one of RULE PROVINCE or RAISE SETTLERS in a province, during the summer turn.
NB2: You cannot Settle a province during the winter.
NB3: You cannot Settle a province above Province 2 (ie, you need to use RULE PROVINCE to hit Province 3)

Settling XP:
500 for Province 0
1000 for Province 1
2000 for Province 2
250 per Settler raised

Cost to Recruit Settlers: 1GB per action
Cost to Settle: 1GB per action

NB: Settling or Ruling a province will decrease loyalty 1 step (settling to 0 won't). You cannot Settle, or Rule, a Province which has Poor or Rebellious Loyalty. A newly settled Province 0 will start with Loyalty High.

Note: Settling or Ruling provinces follow the same penalties for language, culture, alignment, as any other action.
[+] Train Military Units
Effect: Gain 1 train-point per WP, plus 2 per level of Training Grounds YOU control.  Training Points are spent to upgrade military units (see Military Rules).  NB: You CANNOT train units belonging to someone else, nor can you use someone else's Training Grounds.
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Last edited by WM - The Waste Mage on Sat Jan 23, 2021 8:25 pm, edited 3 times in total.

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WM - The Waste Mage
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Re: Condensed Rules

Post by WM - The Waste Mage » Sat Jan 23, 2021 8:06 pm

Realm Spells

[+] Cleric Realm Spells
[+] 1st Level Caster
Bless Army
Spheres: War, Combat
1st-level caster
Regency: 1RP per unit
Gold: 1
Required Holding: 3
Duration: 1 Turn
Effect: Each unit targeted, gains +1 melee and +1 missile. Can effect 1 unit per level.

Bless Land
Sphere: All
1st-level caster
Regency: special
Gold: 1GB
Required Holding: 1
Duration: 1 Domain turn
Effect: 1 province+1 province/2 levels [1@1, 2@2, 3@4, 4@6, 5@8, etc]
By performing a special ceremony, the priest invokes his deity's blessing for a province. The affected province and any holdings owned by the priest in the province are treated as if they were one level higher for all purposes. This means that affected regents may re-roll taxation and collection for the current domain turn and may increase their regency accordingly. The regency cost is equal to the difference between each target province level and the priest's temple holdings in the target provinces; a priest who control's a temple (3) in a province (5) and a temple (3) in a province (4) must spend 3RP to bless both provinces. The minimum RP cost per province is 0RP. NB: Guild 0s are not impacted by bless.
Improved Bless Land: Can Bless Level-Provinces per bless, instead of Half-level +1. Base Spell Cost: 1GB.
Certain Faiths also increase the effective Guild-Level during blesses

Dispel Realm Magic
Sphere: Protection
1st-level caster
Regency: Special
Gold: 1GB
Required Holding: 1
Duration: Instantaneous
This resembles the wizard realm spell dispel realm magic in all respects, except that only the first use of the spell is allowed. A priest may not use dispel realm magic to create a protective warding.

Investiture
Sphere: Any
1st-level caster
Regency: Special
Gold: 1GB
Required Holding: 1
Duration: Permanent
Any priest regent can perform a ceremony of investiture to arrange the transfer of regency between two characters. This severs a regent's link with specified lands and creates a new link to another regent. The donor and recipient must expand a domain action. The priest is free to seek any compensation he wishes for performing the ceremony. You require a level 1 temple in the province in which a holding is being invested for unwilling investitures. This WILL be enforced.

Protection from Realm Magic
Sphere: Protection
1st-level caster
Regency: 1RP/province
Gold: 1GB/province
Required Holding: 3
Duration: 3 action rounds
This spell allows a priest to protect provinces under his influence from the effects of an opponent's realm magic. The priest must cast protection from realm magic from a province in which he has a temple (3), but he may cast it into any other provinces where he has at least a temple (1) holding. The cost per province is 1RP and 1GB, and the priest may affect as many provinces as he can afford.
This spell gives the priest a chance to counteract any realm spell (both priest and wizard magic) cast within or into his provinces. It has no effect on existing magic; it affects only those spells cast after the protection from realm magic is in place.
The spell's success against external magic is determined by rolling versus the priest's character level and holding level. The two numbers are added together, and a 5% chance is allowed for each point of the result. Thus, protection from realm magic cast by an 8th-level priest using a level 4 temple would have a 60% chance of repelling enemy magic.
If a friendly caster wishes to use realm magic in the caster's provinces, the casting priest may temporarily suspend the effects of his protection spell. He need only concentrate on his spell as the friendly wizard performs his incantation (usually, a matter of a few hours or less). There is always a 10% chance that the protection will cancel the friendly magic regardless. The priest may cast his own realm spells in his provinces without interference from the protection spell.
The priest may spend RP to increase the chance of his protection repelling enemy magic. When the priest casts the spell, he may spend as many RP as he wishes to increase his success at a rate of 5% per RP spent, to a maximum of 95%. This "insurance" lasts for the duration of the spell.
When an opposing spellcaster attempts a spell in a protected province, he may spend RP at the time of his attempt to weaken the spell's protection for that attempt only. He lowers the spell's protection at a rate of 5% per RP spent. If he tries to cast a spell later, while protection from realm magic is still in effect, he must spend RP again (if he wishes) to weaken the protection. This spell affects only realm spells cast into or within the affected province(s). If someone casts legion of dead and sends the animated army into a protected province, the spell has no effect, the army was created outside the spell's influence. However, a spell such as death plague would be subject to the protection. This realm spell has no effect on conventional (non-realm) spells.

True Believer
Sphere: All
1st-level caster
Regency: 2RP
Gold: 1GB
Required Holding: 2
Duration: 3 action rounds
Priests may use this realm spell to identify "true believers" within a single province in which they have a temple (2) or better. The spell causes a magical "mark" to appear on all humans, demi-humans, and humanoids meeting a particular criterium in the affected province. The mark is designed by the casting priest, and may be used to identify "true believers" of his faith, or may indicate that the bearer is a non-worshiper of his faith, a non-believer, or worshipper of another deity. Only priests and paladins dedicated to the same religion as the casting priest are able to see these magical marks. True seeing reveals the mark, and certain divination spells may do the same. The magic of this spell is so potent that it affects individuals entering the province throughout the duration. The mark instantly disappears from persons who leave the province, but reappears if they return.
[+] 2nd-Level Caster
Holy War
Sphere: War
4th-level caster
Regency: Equal to GB cost
Gold: Muster+Train Cost
Required Holding: 3
Duration: 1 domain turn, +1 action/3 levels
The realm spell holy war allows a priest to muster already trained troops. You can muster up to half your level in units, up to your force pool, and may have your level worth of tier-units (ie, tier 3 = 3 points, tier 2 = 2 points, etc, if you were level 5, you could have 5 tier-worth of units). The army costs what they normally would have to muster and train up, plus 1GB and 1RP per unit. After the duration of the spell, the units return home.

Magical Tithe
Sphere: Charm
2nd-level caster
Regency: 3 RP/province
Gold: 1 GB
Required Holding: 3
Duration: Instantaneous
Only priests of Sera and Eloele have access to this realm spell. Magical tithe allows priests of these goddesses to increase the gold in their confers. The spell must be cast from a temple (3), but the priest may extend the effects to include any provinces in which he has at least a temple (0), at a cost of 3 RP/province. Magical tithe does not affect the priest's own holdings. It affects all other law, guild, and temple holdings in the affected province(s).
Each affected regent (even law regents) refers to Table 18: Guild and Temple Collection in the Birthright Rulebook and rolls to see how many GB he must immediately transfer from his treasury to the casting priest. If a regent controls more than one holding in the affected province(s), he rolls for each holding and pays the magical tithe, each time. This spell may decimate opponents' treasuries while causing Sera's or Eloele's coffers to overflow. At worst, the spell can reduce a treasury to 0 (it cannot reduce a treasury to negative numbers, in effect collecting from the next domain turn's income).
This spell has a major drawback. On the domain action after magical tithe has been cast, every regent affected by the spell knows what happened to his Gold Bars. An investigation into the missing funds turns up clues that point to larceny magic used by Sera's and Eloele's temples. Repercussions are the decision of the victims of the crime.

Maintain Armies
Sphere: Creation
2nd-level caster
Regency: 1 RP/3 units
Gold: 1 GB/3 units
Required Holding: 3
Duration: 1 domain turn
This spell enables the casting priest to adequately maintain his (or his allies') armies at a minimum cost. By multiplying food, water, and sundries for army units in the same province as his holding, he may defer expenses necessary to keep armies in the field. The priest chooses which armies in the same province as his temples (3) will be included in the spell. He pays 1 RP and 1 GB per three units (rounded up). Casting the spell on five units, for example, would cost 2 RP and 2 GB. The units are magically provided with food, clothing, pay, and other necessities to last them a full domain turn. Once enchanted, the units may leave the province and keep the benefit of the spell. The regent(s) who control these units need not pay normal maintenance costs for the enchanted troops during the domain turn following the casting. This also grants them shelter from attrition, assuming they spent the entire turn in the province of casting.
[+] 3rd-level Caster
Blight
Sphere: Plant
3rd-level caster
Regency: Special
Gold: 2 GB
Required Holding: 3
Duration: 1 domain turn
Effect: 1 province/level
This is the reverse of bless land. Blight depresses an affected province and all holdings within it by one level. Holdings belonging to the casting priest are unaffected. Blight affects one province per level. The regency cost is equal to the difference between each target province level and the priest's temple holdings in the target provinces; a priest who controls a temple (3) in a province (5) and a temple (3) in a province (4) must spend 3 RP to blight those two provinces. There is no minimum cost. If the priest is the ruler of the target province, he automatically loses one loyalty grade there.

Conversion
Sphere: All
3rd-level caster
Regency: 5RP/province
Gold: 1GB
Required Holding: 1 in each impacted province
Duration: Instantaneous (the action cast)
A priest may use this realm spell to affect 1 holding per 3 levels, rounded up (1, 4, 7, 10...). Conversion creates a series of spectacular miracles used to impress the populace of the province and win them over to the target's goals, at the expense of their competitors. The casting includes a contest attempt, with normal bidding costs/base costs, etc added. Instead of transferring 1 holding level per successful attempt, you transfer 2.


Population Growth
Sphere: All
3rd-level caster
Regency: Special
Gold: Special
Required Holding: 1
Duration: 1 Domain turn - Summer ONLY
This spell works by promoting good health and prosperity throughout a province. By casting population growth, the priest encourages expansion within the target province. He may now pay RP and GB to influence the die roll (a 1-point bonus per GB AND RP spent). This spell works in conjunction with the Rule Province Action. It is the only way to modify the DC of the Rule Province Action. The Rule Province Action must be conducted during the same turn as the spell is cast, not necessarily the same action round.
If the province level increases, the temple level increases as well. This spell cannot be used to circumvent normal max population levels (ie, can be used to rule up a province 1->2, and 2->3 assuming terrain allows. If there is a granary and terrain allows, can be used to rule up 3->4, or 4->5). A Priest may only bid their level in GB and RP (ie, Level 3 priest can only add +3 to the rule province attempt by spending 3GB and 3RP)

Ward Realm
Sphere: Protection
3rd-level caster
Regency: 5 RP/province
Gold: 2GB/province
Required Holding: 2
Duration: 3 Action rounds
When this spell is cast, it creates a protective aura around everything in the target province(s). The priest must cast it from a temple (2), but the spell may affect any provinces in which he has temple (0) or better holdings. Only one ward realm spell may be cast on a province at one time. Depending on the priest's deity, the spell has slightly different effects. Ward realm may target evil, neutrality, or good. The targeted alignment of ward realm must be an alignment not favored by the deity. Cerilian deities require their priests to conform to certain alignments; these alignments may not be warded. The chart that follows shows which alignments may be targeted. Those deities whose priests do not have access to the sphere of protection do not appear.

Deity: Targetable Alignment
Haelyn: Neutral, Evil
Erik: Evil
Cuiraecen: Evil
Nesirie: Evil
Ruornil: Good, Evil
Sera: Good, Evil
Avani: Good, Evil
Laerme: Neutral, Evil
Azrai: Good, Neutral
Belinik: Good, Neutral
Moradin: Neutral, Evil
Kartathok: Good, Neutral

The single alignment chosen by the casting priest is affected in the following ways:

·All attacks made by creatures of the target alignment within the affected provinces suffer a -2 penalty to the attack roll. Saving throws allowed to their victims as a result of such attacks are made at a -2 bonus.

·Summoned or extraplanar creatures of the target alignment must make a saving throw versus spell with a +4 penaty. Failure forces them to depart the province immediately. Extraplanar creatures might be forced to use their powers (if they are able) to return to their place of origin. If these creatures succeed their saving throws, they may remain in the province, but suffer all effects of the ward.

·A spellcaster attempting to summon a creature of the target alignment must make a saving throw at a +4 penalty to the die roll when he casts the spell. If he fails, the spell fails automatically. If he succeeds, the spell works, but the summoned creature is affected by the ward realm spell.
[+] 4th-level Caster
Bless Holding
Sphere: Protection
4th-level caster
Regency: 3/holding level
Gold: 5 GB
Required Holding: 2
Duration: 3 action rounds
A priest using bless holding can protect any holding he controls (or those of an ally) from certain negative effects.
Bless holding fortifies the target holding for the duration of the spell (as per the rules for the domain action fortify holding). The priest must pay 3 RP per level of the blessed holding (holdings of level 0 may not be fortified using this spell). This spell also makes the target holding immune to the contest action.
[+] 5th-level Caster
Excommunicate
Sphere: All
5th-level caster
Regency: 10 RP
Gold: 15 GB
Required Holding: 3
Duration: Permanent
Excommunicate is one of the few realm spells that targets an individual. It is an extremely potent attack intended to be cast against characters who were once allies of the casting priest, but have done something to make themselves "enemies of the faith." However, it may be cast against anyone, with varying effects. When cast against a regent, excommunicate proclaims the regent and his holdings to be "enemies of the faith." Until this is somehow rectified, the spell works its devastating effects on the regent and his holdings. First, every holding ruled by the target character in the same province as a holding owned by the casting priest becomes contested. Every action round after the spell is cast, the casting priest may roll (using the rules for the contest action) to see if he can successfully contest the holdings again, possibly destroying them. Because of the spell's power, these contest actions are free actions for the priest, though he must still pay 1 RP per holding involved. Second, if the casting priest decides to agitate against the target regent (or any of his known allies of vassals) he can double the value of his holdings in the agitation attempt. Third, the regent who suffers the effect of the spell is penalized in collecting taxes or tithes in provinces where the casting priest has temple holdings. The priest must subtract the caster's temple holding level from his own holding and province levels before rolling for collection. This represents the number of people in the province who believe in the excommunication and refuse to pay the regent's taxes. When excommunication is cast on an individual who is not a regent, the effect is much less widespread, but it can be just as debilitating to the character. As an enemy of the faith, whenever the victim priest encounters a follower of his faith, he will be treated as an enemy-possibly a mortal enemy, depending on the militance of the priest's doctrine. In addition, nonbelievers who live in provinces where the casting priest has temple holdings may choose to treat the excommunicated character as an enemy, out of fear of censure or excommunication themselves. The base chance of this is equal to the percentage of control the casting priest has over the province. If the caster has a temple (3) in a province (6), roughly half the people are members of the caster's temples. When the victim priest encounters anyone new of the same faith and the DM makes a check on Table 59: Encounter Reactions, the result is worsened by two grades. When the priest encounters someone not of his own faith, the result is worsened by one grade. The spell does not mark the character in any way. Rather, it affects the perceptions and attitudes of people within the provinces where the casting priest has power. The effects of excommunication can be negated by casting dispel realm magic on the province where excommunication was originally cast. Or, the casting priest can be convinced to dispel it himself (he can do so automatically). If the casting priest is destroyed, the spell ends.

Honest Dealings
Sphere: Charm, Law
5th-level caster
Regency: 3/province
Gold: 2 GB
Required Holding: 3
Duration: 1 Domain turn +1 round/level
This ceremony creates a widespread charm effect that magically guides a province's citizens toward honest and upright practices. In a province affected by this spell, agitate and espionage actions cannot succeed, diplomacy actions suffer a -4 penalty, and guild holdings are reduced two levels for collection purposes. An individual who attempts to commit a crime or tell a lie while in the province must succeed a saving throw versus spell to do so. The priest may affect one province at 5th level, two at 7th, and so on.

Legion of Dead
Sphere: Necromantic
5th-level caster
Regency: 4/company
Gold: 1 GB/company
Required Holding: 3
Duration: 1 Turn + 1 Action / level
This spell is similar to the wizard realm spell of the same name. When a priest casts this spell, he summons units of zombies and skeletons to his banner of war. These creatures, powered by the energies of the caster's faith, will perform military actions at the priest's orders for the duration of the spell or until they are destroyed by normal means.
The priest may summon one undead unit (at a cost of 4 RP and 1 GB) at 5th level, and one for every level thereafter (an 8th-level priest may call forth four undead units at a total cost of 16 RP and 4 GB). Unlike the wizard spell, the priest need not remain with is undead units to prevent their dissolution. If the priest maintains these armies beyond the end of a domain turn, he need not pay maintenance costs, since undead to not eat and attack using any weapons at their disposal.
[+] 6th-level+ Caster
Erik's Mighty Forest
Sphere: Plant
6th-level caster
Regency: 4 RP/unit
Gold: 1 GB/unit
Required Holding: 2
Duration: 1 domain turn; may muster 2/caster-level, and these units cannot leave the forested provinces {use undead stats}
Only druids of Erik may cast this spell, and it is useful only in forested areas. By calling upon Erik, the druids call forth the powers of the trees. These trees become army units, ready to fight and die for the good of the land. This spell animates trees, creating defensive armies under the priest's control. Each unit costs 4 RP and 1 GB. The tree units uproot themselves and follow the caster's orders for the duration of the spell, but they never leave their home province. When the spell expires, the trees take root where they are (or within a short distance), dying if they cannot do so. A heavily forested province can "muster" a maximum of 20 units. Lighter forests (those less dense, or covering about half a province), may produce a maximum of 10 units. This limit is important, because if units are lost or destroyed, the resulting deforestation strips the province of likely armies (and resources) for many years to come. Note that nothing allows them to take war moves in the winter.

A unit of animated trees includes approximately 50 members. As long as the spell lasts, each individual tree has the statistics of a 7-HD treant (see the Mounstrous Manual tome) and can obey complex instructions given by the casting priest. Most often, druids of Erik cast this spell to protect their most sacred provinces from invasion. Outsiders quickly believe that all the trees in certain groves have the power to move and defend themselves, making these provinces almost immune to attack or invasion.

One True Faith
Sphere: Guardian or Protection or War
9th-level caster
Regency: 5 RP/province
Gold: 3 GB/province
Required Holding: 3
Duration: 1 Turn
This spell enables the caster to prevent priests of a stated religion from receiving spells from their god. The spell must be cast from a temple (3), but the priest may affect any provinces in which he has at least a temple (1). Each province affected costs 5 RP and 3 GB. The magic affects all characters who attempt to renew their spells while within the affected provinces.

This spell affects only single religion that is somehow in opposition to the caster's religion. The DM may rule which religions are in opposition in a given region. In almost all cases, good deities allow this spell to be used only to block deities with evil alignments, while priests of evil deities will probably allow any other powers to be blocked. Neutral powers tend to grant the ability to block nonneutral deities or any deity who may be growing too powerful or risking an upset of balance.

In Game Effect: Adventuring in a province where you are of the chosen religion means you don't count the priest levels towards your party level. You are not aware of this beforehand. Further, you cannot cast domain spells via temples of the interdicted God for the turn. If targetted by assassins, you don't have any divine spells available if this effect is upon your capital.
[+] Wizard Realm Spells
[+] Source 1 Required

Detect Ley Line
(Divination)
Regency: 1RP
Gold: 1GB
Duration: Instantaneous
This realm spell enables a wizard to learn the locations of all ley lines passing through a given province. The wizard may examine ley lines in two provinces per experience level; thus, a 5th-level caster may learn the locations of all ley lines in 10 provinces. The provinces need not be adjacent. To activate the spell, the wizard must spend at least one week visiting the manifestation of one of his sources. During that time, the mage draws (to the best of his ability) a map of the area he wishes to examine. He may bring any sketches, drawings, or notes to assist him, but the map must be drawn on a specially created sheet of parchment using particular inks and quills. The provinces to be examined are then highlighted with an ink containing powdered sielshegh. The spell must be cast in the province containing the manifestation the wizard visited to prepare the map. When the casting is completed, the map must lie undisturbed. Magical energy the permanently etches the various ley lines into the map. The etched lines do not indicate the owner of the ley lines, and ancient ley lines are displayed along side those of contemporary creation.

Dispel Realm Magic
(Abjuration)
Regency: Special
Gold: 1GB
Duration: Special
This spell allows a mage regent to counter the effects of any other realm spell in the same manner that a dispel magic works against routine spells. The regency cost is equal to the regency cost that was spent on the target spell. (If the dispel is to affect one province of a multi-province spell, only the cost of one province is incurred.) You may target 1 province at level 1, and an additional one for every three levels beyond (4/7/10). Both casters may bid additional RP to determine whether the dispel is successful. Dispel realm magic can even cancel the alternative use of this spell described below.

Dispel realm magic can be cast upon a province to protect it from possible realm spells. In this use, the protection lasts one domain turn (effectively, three action rounds) per three levels of the caster. The RP expenditure determines the power of spells the dispel will prevent: for example, if the caster spends 20RP, the dispel will prevent incoming spells cast with 20RP or less. If an incoming spell were cast with 21 or more RP, the dispel would be cancelled and the incoming spell would take effect. This use prevents realm spells and halts the spread of effects such as death plague, but it does not prevent a conjured or animated army from entering the province and it does not prevent casting of conventional (non-realm) spells.

Feign Destruction
(Alteration)
Regency: 10RP
Gold: 10GB
Duration: 3 action rounds
When a wizard casts this realm spell, he causes a palace, fortress, village, or town to appear to be destroyed. The method of the apparent destruction is chosen by the wizard at the time of casting; a locale may appear to have been sacked by an army, ravaged by fire, leveled by a tornado, wiped out by a flood, or devastated by a great magical blast. In reality, the destroyed area is unharmed. No manner of divination, however, will reveal the area as anything other than damaged. The affected area does not radiate magic. Persons within the area of effect when the spell is cast witness no change; peasants in a village will have no idea that outsiders view their town as a wasteland. Only strangers who enter the area after the spell is cast witness the destruction. To their eyes, inhabitants going about their normal routines appear to be cleaning up after the devastation and trying to set their lives in order. If they speak to locals, they hear tales of despair instead of residents' actual words. A wizard can affect one province per three levels; thus, a 10th-level caster could affect the appearance of three provinces.

Protect Source
(Abjuration)
Regency: 1RP/source level
Gold: 1GB/source level
Duration: Permanent
A wizard may protect his sources from damaging effects such as deplete mebhaighl and siphon mebhaighl with this spell. In addition, the source gains a saving throw vs. the poison source spell; a saving throw vs. spell is made at the level of the source. For example, a source (7) would save as a 7th-level wizard. Success prevents the poisoning; failure means that the poison is successful. Also, manifestations of the source gain the benefit of being surrounded by a wall of force. The spell costs 1RP and 1GB per level of the source to be protected; thus a wizard must spend 4RP and 4GB to protect a source (4). A further benefit of this spell allows a wizard to "bank" Regency Points in a source. The Regency Points may then be used to bid against actions (such as contest or rule) that would harm the source. If several sources are connected by ley lines, any source on the line may draw from this RP pool to defend itself. A wizard may add RP to this bank any time during the spell's duration. If the protect source spell is ever canceled, any banked RP revert to the caster. The spell is permanent unless removed with a limited wish or wish. The death of the caster also cancels the spell. If control of the source is transferred to another individual, the source rolls a saving throw vs. spell as a wizard of the new regent's level. Success indicates that the spell remains intact; failure means the spell is canceled.

Regent Site
(Divination)
Regency: 1RP
Gold: 1GB
Duration: 3 action rounds
The regent site realm spell allows the casting wizard to continuously pinpoint the location of other regents within provinces in which he has holdings, beginning with those nearest to him. The wizard gains a mental picture of the detected regent as well as a mental picture of his immediate surroundings (guildhall, tavern, woods, etc.) and sense of the general area (a certain neighborhood in a large city, a 100-foot radius of forest, a peasant village, and so on.). The detected regents are completely unaware of the spell.

Scry
(Divination)
Gold: 1GB
Duration: Instantaneous
The scry spell allows a wizard to peer outside his domain and take equivalent of an espionage action hundreds of miles away. The regency cost varies with the distance of the target province from the caster's own domain. The spell costs 5RP plus 3RP for each province of separation; spying on a province five areas away from the wizard's domain costs 20RP. Only the information-gathering aspect of espionage may be used; the wizard can't create random events or rescue people. If the target of the scry spell is a wizard, he may spend RP against the caster to try to make the spell fail. Otherwise, it is automatically successful. DC becomes d20+Caster Level vs 10+Opposing Caster Level.

Subversion
(Enchantment/Charm)
Regency: Special
Gold: 2GB
Duration: 1 action round
By employing a magical campaign of charms and suggestions, a wizard can force a holding, province, army, or lieutenant belonging to another regent to take a domain or free action (regardless of whether such assets normally may take actions). He could force a group of military units to declare war and invade a neighboring land; he could use a holding to contest or agitate; or he could use a holding to contest or agitate; or he could instigate almost any kind of mayhem. Subversion is limited to one discrete action, and it will affect a target regent regardless of whether he has already performed an action in the current round. A cost of 3RP per level of holding, province, or character level of a lieutenant is required to subvert it; a cost of 3RP per army unit is required. The victim regent may bid RP against the casting wizard to negate the effects. The wizard can, of course, spend RP to help the spell succeed. The opponent who spends more regency controls whether the spell succeeds.

You cannot use Subversion to divest a holding or province.

Trace Ley Line
(Divination)
Regency: 1RP
Gold: 1GB
Duration: Instantaneous
This spell functions in all respects like the detect ley line spell, with one important difference: When the wizard creates a map of the region he intends to study, he marks any portion of any single ley line he knows to exist. Upon casting the spell, instead of etching all ley lines in the vicinity, the magic etches the entire length of the indicated ley line, to a maximum of two provinces per caster level. The magic maps all hook-ups and bends in the indicated ley line. The wizard must cast the spell in the same province as the manifestation he visits to create the map, but he may trace a ley line anywhere on that map regardless of size.
[+] Source 2 Required

Alchemy
(Alteration)
Regency: Special
Gold: 0GB
Duration: Permanent
A mage can create wealth by spending Regency Points to transform worthless substances into valuables. For each 4RP the mage spends, he generates 1 Gold Bar of wealth. The effect is instantaneous at the conclusion of the spell. Alchemy can be cast only once per domain turn.

Battle Fury
(Enchantment/Charm)
Regency: 1RP/level
Gold: 1GB/level
Duration: 3 action rounds
Effect: 1 unit/level
Increase the attack of a level by +3, but reduce the defense by 1.

Coffer Credit
(Conjuration/Summoning)
Regency: 1RP per 4GB borrowed
Gold: 1GB
Duration: Special
A wizard in desperate need of funds may cast this spell to borrow money from future income. After casting this spell, the desired amount of wealth magically appears in the regent's treasury. A wizard may borrow 2 Gold Bars per level from his future capital, but the funds must be repaid at a randomly-determined time in the future. After the wealth appears, the wizard need not repay any funds for six action rounds. After the sixth action round, however, the DM rolls 1d12 four times (re-rolling any duplicate results) to determine the repayment schedule. One-fourth of the amount borrowed must be repaid on each action round rolled; thus, if the wizard borrowed 9GB and the DM rolled a 2, 6, 7, and 11, the wizard would repay 3GB on the second action round, 2GB on the sixth, 2GB on the seventh, and 2GB on the eleventh. The DM need not inform the player when the money will be due; he may simply announce that the appropriate umber of Gold Bars disappear from the treasury. If the wizard borrows 10GB or more, he must pay interest on the borrowed funds. One Gold Bar is charged for each 10 Gold Bars borrowed (rounded down). The interest is added to the total owed for the purposes of dividing payments. If the wizard's treasury is empty at the time payments come due, the money owed is automatically deducted from any income the character later acquires. If the wizard discovers treasure while on an adventure, any overdue money owed immediately disappears from his share. When the wizard collects taxes, any delinquent funds immediately disappear from the total. A wizard may cast this spell on another individual's behalf. The caster may use this spell any number of times, but the future debt incurred could conceivably bring him to financial disaster.

Defection
(Enchantment/Charm)
Regency: 2RP/unit
Gold: 2GB/unit
Duration: 3 action rounds
A wizard can cast this spell to steal a military unit from an opposing regent, thereby bringing the unit under his own control. The defecting unit is treated as one of the wizard's units (or that of another regent or an appointed lieutenant stated in the casting of the spell) for three action rounds. The unit will follow its new leader's orders implicitly. If the unit survives this enforced service, it returns to its original regent when the spell's duration lapses. The caster can affect one tier per level (level 1: 1x Levies, Level 2: 2x Levies, or 1x Irregulars... etc) The units to be affected must be in the casting wizard's domain. In addition, the wizard must know the location of the units to be affected by the defection spell. Any attempt to command an affected military unit with an order other than those typically given in battle will break the spell. Thus, a unit could not be ordered to run off a cliff, for example.

Enhance Source
(Alteration)
Regency: 2RP +1/new source level
Gold: 1GB
Duration: 3 action rounds
By means of this realm spell, a wizard can improve one source holding by one level. The base cost of the spell is 2RP, plus 1RP per new (boosted) level of the source; thus, a source (5) increased to a source (6) would cost the wizard 8RP (2+6). This increase works for the purposes of spellcasting only and does not affect collection or Regency Points or other factors dependant on holding level. The spell may be used only once per year; attempts to cast the spell more than once in a year result in failure.

Gold Rush
(Conjuration/Summoning)
Regency: 10RP
Gold: 0GB
Duration: Special
Gold rush increases productivity of two characters. The result is a 50% increase in domain income in the next domain turn following the casting of the spell. It also impct trade route income. This spell may be used on a character no more then once in 3 turns.

Mask Ley Line
(Abjuration)
Regency: 6RP
Gold: 3GB
Duration: 12 action rounds
This powerful enchantment hides any or all ley lines belonging to the casting wizard. No method of location, including detect ley line and trace ley line, will reveal ley lines concealed by this spell. Ley lines are not hidden from the caster. A wizard may cast this spell on behalf of another wizard; in that event, all of the target wizard's ley lines are rendered undetectable to everyone but the caster and the owner of the ley lines.
[+] Source 3 Required

Deactivate Ley Line
(Alteration)
Regency: 2RP
Gold: 2GB
Duration: 3 action rounds
This powerful realm spell allows a wizard to temporarily deactivate a ley line. Drawing mebhaighl from a source along that ley line is impossible for three action rounds. Magic cast in the same province as a source is unaffected. Because the flow of mebhaighl is disrupted along a ley line, this spell may affect a single line of any length. Any ley lines (including hook-ups) connected to the affected line that are not powered by sources of their own also cannot be used. The casting wizard must have a source or ley line in a province through which the target ley line passes. The source can be as low as a source (0) and does not have to be the source that powers this spell. A success roll is required for the spell to succeed, with a result of 10 or better (on a 1d20) indicating success. The roll suffers a -2 penalty if the caster is merely guessing at the ley line's existence rather than knowing its location with certainty. If the wizard successfully disrupts a ley line and wishes to do so again on the following action round (thus increasing the period of disruption), he gains a +1 bonus to his roll for the subsequent spell. This benefit is cumulative for up to three attempts. The victim must continue to pay maintenance on the deactivated line or it dissipates permanently. If the target ley line is under the effects of a protect ley line or ley ward spell, deactivate ley line will fail automatically.

Demagogue
(Enchantment/Charm)
Regency: Special
Gold: 1GB
Duration: Special
This pervasive, subtle charm plays upon the fears and loyalties of a province, influencing the attitudes of its people toward its ruler. For each 5RP a wizard spends, he improves or worsens the loyalty grade of a province by one step. At 2nd level, he can affect one province; for every two levels beyond that, he can affect one additional province (in other words, two provinces at 4th level, three at 6th level and so on). The change in loyalty occurs immediately. The wizard must pay 5RP for each grade of loyalty affected in each province; casting a stable kingdom to rebellion could be very costly. The new loyalty level can be affected normally by various events. You may spread the effect to any province in which you have a source, the additional provinces do not require a source 3.

Legion of Dead
(Necromancy)
Regency: 4RP/unit
Gold: 1GB/unit
Duration: 1 turn + 1 action/level
A skilled necromancer can summon the ancient dead to his aid, raising a unit of skeletons and zombies to do his bidding. The wizard can summon one unit of undead minions for each level above 6th, so a 7th-level caster summons one unit, an 8th-level caster summons two, and so on. The wizard must spend 4 Regency Points per unit. He must remain with his undead army or the spell will be broken and the army will collapse. Refer to the Undead Legion War Card for large-scale combat information; in standard game terms, each unit comprises about 200 zombies, monster zombies, skeletons, and giant skeletons.

Legion of Dead: Each character will have a "stockpile" of undead-ready corpses (you can buy/sell them too if you want). Priests/Wizards with the necromancy sphere or access to the school will start with 2 units available. Undead-ready bodies are "used up" if you summon undead and they die in battle. If they expire at the end of the spell, the bodies are usable again.

Methods to Acquire them:
Victory in Battle: As the defender, any units that die in battle when you are victorious are available to be "harvested." As the attackers, you may spend a war move to collect bodies to be sent back home for "processing." Each unit devoted to this war action may collect 1 unit-worth of bodies.
Pillaging: Each time you pillage a province, you may collect province-level units worth of dead bodies. This still requires an additional war move to send them home for "processing" as per above.

You may also use a war move to permanently destroy corpses. You may destroy 2 units-worth per unit conducting this war move. Defenders may automatically destroy the dead bodies. Dead bodies will remain "harvestable" for 3 war moves otherwise.

Corpses not stored in a Mausoleum decay at a rate of 1/Turn. Your starting 2 do not start to decay until Turn 4 (so 1 decays turn 4, 1 decays turn 5).

excom - first contest isn't automatic, it triggers a contest action as per normal contest rules.
- can only target someone of the faith, and/or where you are state faith (recognised or unofficial)

These contests DO NOT transfer holdings (essentially, the point of the spell would be action economy potentially, to clear out holdings without needing to spend contest actions, and to be able to impact non-temples with temples).

Ley Line Trap
(Abjuration)
Regency: 1/line
Gold: 1GB
Duration: 12 action rounds
Ley trap is designed to harm wizards who try to deactivate, sunder, or otherwise tamper with an affected ley line. The spell affects one ley line (regardless of length) and all associated hook-ups. The caster is immune to the harmful effects of the spell and may use the ley line at will. A wizard may cast this spell only on his own ley lines; he may not secretly cast ley trap on an enemy's lines as a "surprise." A wizard who tampers with a trapped ley line is allowed a saving throw vs. spell. Success means the wizard escapes injury but the tampering attempt works. Failure indicates the trap disrupts the wizard's spell; the tampering attempt fails and he suffers 2d6 points of damage multiplied by the level of the highest source on the line; thus, in the case of a ley line connected to a source (3), the victim would suffer 6d6 points of damage. Only one trap spell may be cast on a single ley line at one time, but up to six lines may be affected with a single spell.

Protect Ley Line
(Abjuration)
Regency: Special
Gold: Special
Duration: Permanent
This realm spell allows a wizard to protect his ley lines from tampering by an enemy wizard. The spell safeguards affected ley lines from the deactivate ley line spell, as well as similar effects created by the rings of ley. Protect ley line offers no defense for sources or their manifestations. Lines protected in this manner also gain a saving throw against the sunder ley line spell. The line is allowed a saving throw vs. spell at the level of the highest-level source on the line; thus, a ley line connected to a source (7) would gain a saving throw vs. spell as a 7th-level wizard. Success prevents the sundering; failure means that the protect ley line abjuration is dispelled and the sunder is successful. Casting the spell costs 1GB plus 2RP per four provinces the ley line crosses. Thus casting this spell on a ley line that begins in province A, passes through provinces B, C, D, and E, and ends in province F would cost 2GB and 4RP. Hook-ups on the ley line are protected at no additional cost. The protection created by this spell is permanent unless canceled by limited wish, wish, sunder ley line, or a similar spell. Should the wizard find himself needing to deactivate or sunder one of his own ley lines, he may do so without penalty. Ley lines under the effect of this spell must be maintained normally.

Summoning
(Conjuration/Summoning)
Duration: 1 Turn + 1 Action/level
You gain 2 summoning points per caster-level; each Gnoll Irregular = 3 points, each Orog Infantry = 5 points, each Stonecrown Ogre = 8 points
Cost:
1RP per 2 summon points, plus 1RP per 2 units (2 Stonecrown = 16pts, and 2 units == 9RP; 6 Irregulars = 18pts, and 6 units == 14RP)
1GB per 4 summon points, plus 1GB per 2 units (2 Stonecrown = 16pts, and 2 units == 5GB; 6 Irregulars = 18pts, and 6 units == 8GB)
[+] Source 4 Required

Ley Ward
(Abjuration)
Regency: 3
Gold: 2GB
Duration: 18 action rounds (6 domain turns)
This spell is designed to harm or kill wizards who try to deactivate, sunder, or otherwise tamper with the affected ley line. The spell affects one ley line (regardless of length) and all associated hook-ups. The caster is immune to the harmful effects of the spell and may use the ley line at will. A wizard may cast this spell only on his own ley lines or on the ley lines of a consenting wizard; he may not secretly cast ley ward on an enemy's lines as a "surprise". A wizard who tampers with a warded ley line is allowed a saving throw vs. death magic. He may contribute Regency Points or bloodline strength points to improve his chances (receiving a +1 bonus for each point spent). Failure indicates the wizard is killed; success means the wizard suffers 1d4 points of damage multiplied by the level of the highest source on the line. Thus, in the case of a ley line connected to a source (6), the victim would suffer 6d4 points of damage. Whether the tamperer succeeds or fails the saving throw, the tampering attempt fails. Only one ley ward spell may be cast on a single ley line at one time, but multiple lines may be warded with multiple spells.

Siphon Mebhaighl
(Alternation)
Regency: 6RP
Gold: 2GB
Duration: 3 action rounds
A wizard who casts this spell may steal mebhaighl from another wizard's source or transfer mebhaighl between two of his own sources. The target source is reduced by one level for purposes of spellcasting. Thus a source (5) is treated as a source (4) when casting realm spells; other domain functions are treated normally. The siphoned level is then transferred to another source (usually one controlled by the caster). For purposes of spellcasting, that source is then treated as one level higher. The caster may also transfer mebhaighl from one of his own sources to another source. The target source can be his own or that of a wizard with whom he collaborates. The two sources involved must meet at least one of the following criteria:
¨ They are in the same province.
¨ They are in adjacent provinces.
¨ One of the sources shares a province with a ley line terminus or hook-up of the other source.

At 8th level, the caster may transfer two levels of mebhaighl from one of his sources to another single source; he may not steal two levels from an enemy source. This casting costs 12RP and 4GB. When the spell ends, all mebhaighl reverts to its original sources.

Shadow Block
(Alteration)
Regency: 2RP/province
Gold: 1GB/province
Duration: 3 action rounds
Shadow block prevents all creatures from walking into or out of the Shadow World in a specified province. This effect even applies to halflings, who normally can pass into and out of the Shadow World at will. The spell does not affect movement within the Shadow World. A wizard can affect one province per three experience levels.
[+] Source 5 Required

Death Plague
(Necromancy)
Regency: 1RP/province level
Gold: 2GB
Duration: Permanent
An evil wizard can create a horrible, pestilent plague that depopulates an area, reducing an affected province by one level. At 5th level, the wizard affects only the province in which the spell is cast. For every two levels beyond the 4th (beginning at 6th level), he can affect one additional province adjacent to a province struck by the death plague, possibly infecting the kingdom of another regent. The plague spreads instantly to the maximum area of effect. The RP cost is equal to the sum of the affected province levels; a 8th-level mage who poisons three provinces (4) must spend 12RP. Dispel realm magic or bless land can negate the effects of the death plague in one province, but only if cast in the same action round as the province is affected. Death Plague does NOT require sources in the secondary provinces impacted.

Deplete Mebhaighl
(Alteration)
Regency: 5RP
Gold: 2GB
Duration: 3 action rounds
This spell allows a caster to inhibit mebhaighl in an enemy's source. The target source drops one level for the duration of the spell. Thus, a source (5) is treated as a source (4) for purposes of spellcasting; all other domain functions (such as RP collection) are treated normally. At 8th level, a wizard may reduce two sources in the same province by one level, or may reduce one source by two levels.

Mass Destruction
(Invocation/Evocation)
Regency: 5RP/unit
Gold: 5GB
Duration: Instantaneous
This spell can slay hundreds of enemies with a single awesome barrage of devastating fire, lightning, ice, energy, or poisonous vapor (wizard's choice). The mage can affect one enemy unit plus one unit per two levels: a 2nd-level caster can destroy two, a 4th-level caster three, and so on. The target units must all be in the same province as the wizard who casts the spell. Each unit affected costs the wizard 5RP. You can target "leadership units." If you do, each character in that leadership unit triggers a death check.

Raze
(Invocation/Evocation)
Regency: 10RP/structure level
Gold: 2GB/damage level
Duration: Instantaneous
Castles and fortifications can be reduced to rubble by means of this spectacular realm spell. Reducing a castle by one level costs 10RP, so razing a castle (5) costs 50 Regency Points. There is no limit to the amount of damage that a mage can cause to a castle through one spell, he may simply reduce it in level or may destroy it outright, as long as he is willing to pay the required regency. Materials and preparation cost 2GB per level of damage the mage intends to cause. Fortified holdings can be reduced to normal holdings through this spell, but they are not otherwise damaged. The wizard must be in sight of the castle to be razed when he casts the spell and he must perform the preparations on the site.

Sunder Ley Line
(Alteration)
Regency: 10RP
Gold: 5GB
Duration: Permanent
When a wizard regent casts this spell, he severs one ley line of his choice. The severed ley line then collapses in both directions until it reaches a terminus, source, hook-up, or connecting ley line. Lines affected by the protect ley line spell gain a saving throw against the effect (see spell description). This spell has no effect on future attempts to forge ley lines in the same location.

Transport
(Alteration)
Regency: 4RP/unit
Gold: 1GB
Duration: Instantaneous
Transport allows a mage regent to instantly move troops from one province to another. He can move one unit one province per level (for example, three units move three provinces at 3rd level) regardless of terrain. Units can be moved only between provinces in which the mage has a magical source or ley line. Each unit to be moved costs 4RP. Because this spell is instantaneous, the affected units are eligible to move during any War Moves following the action round in which this spell is cast. This spell can be used on unwilling units, but the regency cost doubles to 8RP per unit.

Warding
(Abjuration)
Regency: 5RP/province
Gold: 2GB/province
Duration: 1 Turn, +1 Action/Level
With this spell, a mage weaves a barrier of impenetrable mists and fog that prevents any creatures from entering or leaving a province. Regardless of their actions, creatures are turned around and find themselves emerging from the mist at the same spot they entered it. A wizard or priest with appropriate spells or magical items has a 50% chance of successfully leading up to one person per level through the mist. A mage can ward one province at 4th level, two at 6th, and three at 8th, four at 10th, and five at 12th - 5 is the maximum number of provinces that can be warded with 1 casting. Warding costs 5 Regency Points per province affected. Wars, trade, and diplomacy are all but impossible while a warding is in effect. The caster is immune to the effects of his own warding and may lead as many individuals through the mists as he wishes. NB: Only the person who warded province may take domain actions in said province with the exception of casting of dispel magic or creation of leylines into said province. The casting wizard can lead level-units through the wards per action [excluding the action in which it was cast]. they are considered to arrive in war move#2 of that action; wizard must declare war to do so, and must accompany army in battles in that province. Armies trapped within wards, so long as they have a general with them, can take military actions within that province.
[+] Source 6 Required

Poison Source
(Alteration)
Regency: 2RP/magic potential level
Gold: 1GB/magic potential level
Duration: 1 action round/2 caster levels
Among some circles of mages, this realm spell is believed to exist in legend only. Either such is indeed the case, or the spell is so rare that only a few wizards are able to cast it. The poison source spell disrupts the flow of mebhaighl in a province in such a way that all magical sources are temporarily rendered powerless. No wizard, even the caster of this spell, can draw magical energy from an affected source. A poisoned source is treated as a healthy source for all purposes except spellcasting. Thus, the wizard collects Regency Points and pays maintenance costs as usual. Any ley lines attached to the poisoned source function normally, except they cannot draw magical power from the poisoned source. The caster must pay RP and GB according to the magic potential of the province; thus in a province of mountains rated 3/6, the caster must pay 12RP and 6GB for the spell to function.
[+] Source 7 Required
Stronghold
(Conjuration/Summoning)
Regency: Special
Gold: 5GB
Duration: 1 Turn, +1 Turn/level
By means of this spell, the wizard conjures up a castle, tower, fortification, or building of any kind. The RP cost is equal to the Gold Bar cost of constructing an equivalent stronghold, but difficult or remote terrain doesn't affect the magical version. For example, a castle (3) normally costs 24 Gold Bars; this realm spell can do the same for 24RP, regardless of where the castle is placed. Note that NWP that reduce the cost also apply to the spell-version.

Stronghold can be used to build a building as well. Note that it likewise lasts 1+Level Turns. Permanency Spell can make it permanent. This costs 1 CON and 1 bloodpoint.

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WM - The Waste Mage
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Re: Condensed Rules

Post by WM - The Waste Mage » Sat Jan 23, 2021 8:16 pm

I will slowly update the actions with links to more rules as long as space remains see "Train Military Units" under Actions for example.

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WM - The Waste Mage
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Re: Condensed Rules

Post by WM - The Waste Mage » Sat Jan 23, 2021 8:24 pm

XP Table was from old chart just updated it to new chart if anyone already copied this into their forum.

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LMC - Lord Mayor Cowell
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Re: Condensed Rules

Post by LMC - Lord Mayor Cowell » Mon Jan 25, 2021 12:31 pm

Could perhaps you, or someone else who have a good grasp on d&d rules, make a post with the differences between expertise and weapon specialization, and how they work?

Possibly dualwielding too, but thats really easier to find elsewhere. But the expertise and weapon spec.. I kep finding different answers everytime I try to find it.
Lord Mayor Cowell VI

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DM Juan
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Re: Condensed Rules

Post by DM Juan » Mon Jan 25, 2021 12:32 pm

The only difference in my mind, is the loss of the +2 damage.

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TH - The Hunt
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Re: Condensed Rules

Post by TH - The Hunt » Mon Jan 25, 2021 12:42 pm

Also the +1 to hit. Specialization gives the improved attack rate and attack/damage bonuses, expertise only gives the attack rate improvement.
"The Hunt rides. The Hunt protects."

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LMC - Lord Mayor Cowell
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Re: Condensed Rules

Post by LMC - Lord Mayor Cowell » Mon Jan 25, 2021 12:49 pm

Ok. So, specialization

"When a character specializes with a melee weapon, he gains a +1 bonus to all his attack rolls with that weapon and a +2 bonus to all damage rolls (in addition to bonuses for Strength and magic). The attack bonuses are not magical and do not enable the character to affect a creature that can be injured only by magical weapons."

Specialization, +1 hit, +2 dmg, and speed according to
http://purpleworm.org/rules/PHB/DD01527.htm

Expertise only the speed then. Good. Now, I just need to remember it...;)
Last edited by LMC - Lord Mayor Cowell on Mon Jan 25, 2021 1:01 pm, edited 1 time in total.
Lord Mayor Cowell VI

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YK - Yuri Khavlor
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Re: Condensed Rules

Post by YK - Yuri Khavlor » Mon Jan 25, 2021 12:55 pm

Expertise benefit is only attacks per round.

Only fighters can specialize (with many exceptions) (Restricted to single class fighters in Juan's games)
Only a Single weapon Specialization is allowed
Specialization is required for weapon mastery (not available in Juans game)
Anyone can expertise (only warriors in Juan's games)
A character can have multiple weapon expertise.

Tip: If you are specializing in the bow, use the version from Combat and tactics
There are other specializations that are not 'a weapon specialization' it's used as both a descriptive word and game term.
YK - Yuri Khavlor
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“Nature is not cruel, but pitilessly indifferent. The hardest lesson for one to learn, is to admit that things might be neither good nor evil, but simply callous -- indifferent to all suffering"

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