- [+] Domain Creation
-
Step 1 - Assigned Domain, Bloodline 11/15 (11 for landed Council Members - Derivation chosen, Tainted;, 15 for WB/TF and Brother Mages - derivation pre assigned) - abilities rolled
Step 2 - Roll stats (5d4 in order*)
Step 3 - Pick Domain Points
Step 4 - Pick Class(es), you start with 6,000 XP
Step 5 - Pick NWP/WP
* can default to array (15,14,13,12,10,8)
NB: Blood ability & stats will be rolled by the DM
Starting GB/RP: 5GB, 5RP
Domain Point Options:
1 of: Blooded Lieutenant (you choose class), Swap one of your starting Bloodline abilities for a choice of any eligible abilities*, or Lieutenant (unblooded, 6000XP, chosen class)
1 of: 3 NWP*, or 2 WP*, or 6000 XP*, or Blooded Lieutenant (random class), or Lieutenant (unblooded, random class, 4000 XP)
1 of: 4x Resources, or 4000 XP*, or 1d6 to a stat of your choice*
1 of: 2 NWP*, or 1d4 to a stat of your choice,* or 1 Lieutenant (unblooded - you choose class)
1 of: 2x Resources, 1 WP*, or 1d2 to a stat of your choice*, or 1 Lieutenant (unblooded - random class), or swap 2 stats
1 of Artifact: (Class appropriate) Action Mod (+2), or 3x DMG Items (completely random on the d100 chart - can be scrolls/potions)
* inherited
Resources: 5GB worth of building materials, 1 stone, 1 wood.
Starting Armies: None
Starting Navies: Each Landed Regent starts with 2 coasters
Resources: Each purchase of Resources above must be spent on different buildings (in effect, the base cost of the building is reduced by 5GB, and you are treated as having access to the required resources to build it).
Starting Realm Spells:
You start with Alchemy + 2 Realm Spells, as a Wizard
You have access to Realm Spells as per faith, as a Priest. If your Divine Faith grants Spells as a wizard, you follow their rules for starting spells.
Dual-Classing/Multi-Classing, Kits:
Multi-classing is done as per post below. A Multi-Classed character counts as both classes for random adventures. There is no dual classing in the game [unless BirMail can be fixed]. Humans CANNOT multi-class. Only single class characters may have Kits. Guilders(the class) may not multi-class, nor take a Kit (Guilder is effectively a Kit of Thief)
* can default to array (15,14,13,12,10,8)
- [+] RP Income
- All characters gain the best generation of any classes they have.
All Classes get full RP from provinces as well as the following:Example: Fighter, full Prov, full Law, 0 Temple, 0 Guild
Thief: full prov, 0 law, 0 temple, full guild
Combined: full prov, full law, full guilds
Paladin: full RP Law, half RP Temples
Ranger: full RP Law, half Rt Guilds
Fighter: full RP Law
Guilder/Thief/Bard: full RP Guilds
Priests: full RP Temples
Wizard: full RP Sources
NB: No RP will be gained from Trade Routes, non-warriors do not gain RP from Law.
- [+] Mercenary/Non Domain Rules
- You are limited to mustering 1 unit per level of Training Grounds/turn, if you have no domain. You can train the unit up to whatever level you can afford, but need access to resources to do so (your home base would need trade routes, or be in the appropriate terrain).
Non-Domained Characters can create Shipyards and Training Grounds. This replaces your standard class Building options. No other class buildings can be constructed. You may only have 1 of each in your capital (though they can be increased in size, to the size of the local province).
- [+] Race and Terrain Details
-
Losing access to a resource prevents mustering/training or building, depending on the resource. Losing access to grain with a province 4+ results in the province dropping a level Granary_Level turns after the trade route is removed.
Terrain Resources Terrain Resource Modifiers Plains Grain N/A Heavy Forest Wood +1 DEF for defender, charge negated except for Goblins, Sidhelien Hills Iron, Grain charge negated for attacker Low Mountains Stone, Iron +2 DEF for defender, no charge High Mountains Iron, Stone; Mines provide access to "grain replacement" for Karamhul and Orogs ('Mushroom Caves') +3 DEF for defenders, no charge
Terrain Charts by Race, Max Province, Movement Cost:- [+] Human
-
Terrain Max Prov Level* Movement Cost Plains 6 2 Hills 4 3 Heavy Forest 3 4 Low Mountains 2 5 High Mountains 1 7
- [+] Sidhelien
Terrain Max Prov Level* Movement Cost Heavy Forest 5 3 Plains 4 3 Hills 3 5 Low Mountains 2 7 High Mountains 1 9
- [+] Goblin
Terrain Max Prov Level* Movement Cost Heavy Forest 5 1 Plains 4 2 Hills 3 3 Low Mountains 2 5 High Mountains 1 7
- [+] Karamhul
Terrain Max Prov Level* Movement Cost High Mountains 5 3 Low Mountains 4 4 Hills 3 5 Plains 2 6 Heavy Forest 1 9
- [+] Orog
Terrain Max Prov Level* Movement Cost High Mountains 5 2 Low Mountains 4 3 Hills 3 4 Plains 2 4 Heavy Forest 1 8
- [+] Halflings
Terrain Max Prov Level* Movement Cost Hills 5 2 Plains 3 2 Heavy Forest 3 4 Low Mountains 3 4 High Mountains 1 8
- [+] Gnolls
Terrain Max Prov Level* Movement Cost Hills 5 1 Plains 3 2 Heavy Forest 3 3 Low Mountains 3 3 High Mountains 1 7
Road Build costs are (Movement Cost of both provinces)/2
Crossing a River uses up ALL movement for the war move regardless of movement speed unless a roadway exists across the river. A roadway crossing a river costs +5 to build (the cost of setting up a bridge).
Each Player can Research a Tier IV Special Unit.Race Terrain Bonus Unit Modifiers Misc Racial Mod Sidhelien Sources do not decrease from province growth +1 missile to all units, 'scout' (ignore movement cost) Only Require Wood access to build buildings Karamhul High and Low Mountains: +1 attack +1 defense all units, Move 1 all units, no mounted units Only Require Stone access to build buildings Orog -- +1 attack all units, no mounted units --- Halfling --- -1 attack (to units that have a positive modifier): 1 missile all units without missile, 'scout' (ignore movement cost) --- Humans --- --- --- Gnolls --- -1 morale, +1 melee all units --- Goblins --- -1 defense all units, units with an attack bonus lose -1 melee and gain +1 missile instead --- Genasi --- -1 melee, -1 defense all units ---
All should be of the style of pike+, scout+ or archer+
Max Source Potential:*If province has river access or coastal terrain, source max +1 (does not stack).Terrain Max Source Level* High Mountains 9 Low Mountains 7 Heavy Forest 7 Hills 6 Plains 5
Starting XP by Starting Age/Changes as Age (cumulative):
Young/Adult: 0
Middle Aged: 3,000 (-1 STR/CON, +1 INT/WIS)
Old Aged: 6,000 (-2 STR/DEX; -1 CON; +1 WIS)
Venerable: 12,000 (-1 STR/DEX/CON, +1 INT/WIS)
* -1 Str/Con; +1 Int/WisAge Categories by Race Adult Middle Age* Old Age** Venerable*** Race (Adult) (½ Base Max.) (2/3 Base Max.) (Base Max.) Dwarf 40 years 125 years 167 years 250 years Half-Elf 16 years 100 years 150 years 200 years Halfling 16 years 50 years 67 years 100 years Human 16 years 45 years 60 years 90 years Goblin 9 25 35 50 Half-Goblin 16 40 55 80 Gnoll 7 16 24 32
** -2 Str/Dex, -1 Con; +1 Wis
*** -1 Str/Dex/Con; +1 Int/Wis
- [+] XP Table
-
*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)
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 14 250,000 15 300,000 16 400,000 17 500,000
- [+] Buildings
- Each category of buildings may only be built by characters who have the appropriate class-type.
Multiclass characters can build only one "Primary Class" building.
Resources: All Buildings (except Road, Fort 1) require both wood AND stone access. Roads and Fort 1 can be built with either resource (roads only require the resource at one end of the road).
Buildings cannot exceed the Province Level, except Lab and Monolith which can be based on your source level instead, if desired.
You may only have Court+1 Build Actions ongoing at any one time.
NB: You must complete a level of a building in a province, before starting another level (ie, if you have a Training Grounds I, you can build II, but not III or more until II is done.)
Build Speeds:
Fast: d6+3, 2 wasted (net increase of 3GB per turn at a cost of 5GB)
Normal: d6
Slow: d4
Very Slow: d2
Restricted Buildings: Each domain will have 2 domain-building they can build; some faiths also grant a bonus building. You may never have more than 1 building of each type. They do not have to be in your capital (exception: those that count as a palace, automatically assign your capital). Buildings are restricted by the Province level, or your holding level in the province, if you do not rule the province (whichever is lower). Exception: Lab and Monolith can optionally be based on your Source Level alone.
Training Grounds I/II/III/IV/V
Cost: 10 GB/level
Benefit: Increase the local province and law by 1 virtual level for purposes of mustering, training. Increases training points per train action by 2/level of training grounds available. You may only ever have 1 Training Grounds, in your capital.
Academy I/II/III/IV/V
Cost: 10 GB/level
Note: Priest, plus 1 Class choice at each of Academy I, III, and V
Benefit: Recruiting a lieutenant of available class type will start at the Academy level+1, rather then level 1. You may offer other people to recruit lieutenants from your academy if you want. Your kids can attend an Academy from age 15-19 [human standard]. If you they do so, they can be recruited at the end at Academy level+1. Each Academy can train Priests, plus 1 additional class at level 1, 3, 5.
The Academy provides +1 to research/level.
Cathedral I/II/III/IV/V
Cost: 10 GB/level
Benefit: Free Agitate 1/Turn, up to Cathedral level provinces +1. Cathedral level bonus to all Agitates. Cathedrals count as a Palace.
Custom House I/II/III/IV/V
Cost: 10GB/level
Benefit: Gain access to 1 Spy Ring at Custom House level 1, 3, 5 (you can set it up as a Free Action). Gain a Bonus Trade Route in the province at level 2, 4. The Spy Rings must be in a province along a trade route chain that passes through the Custom House province (doesn't necessarily have to be your own trade route chain). Note: There may not be more than 1 Custom House in a province. Count Custom House you own as a virtual level towards how long of chains you can operate (example: A level 4 guilder has a Custom House 4, he counts as a level 8 guilder for length of chain, allowing a chain length of 4 instead of 3).
Alchemy Lab I/II/III/IV/V
Cost: 10GB/level
Benefit: Can create and sell potions that grant bonuses on adventures (3x Lab level potions/turn, bonuses granted are 1 time use. Types of bonus: +2 EPL vs specific type of adventure (adventure Bane), or +3 on treasure rolls (Luck Stone, Identify, etc), or -4 hits against party (stone skin, saves bonus, etc) - cannot stack two of same type on an adventure. You can have one of each if you wanted 3 for one adventure, but not two from same category.)
Monolith I/II/III/IV/V
Cost: 10 GB/levell
Benefit: Get 1 Free Leyline, created as a Free Action (but still has the base cost to create) from your capital to another source you control, at each Monolith level up. Your capital source is counted as 1 level higher at Monolith II, and 2 levels higher at Monolith IV. You may store 1 spell in a Monolith, to be cast later. It is stored indefinitely, until used or you change which spell is stored. Monoliths count as a Palace for Wizards of the same level.
Ship Yard I/II/III/IV/V
Cost: 10 GB/level
Benefit: Province may build 1 additional ship at a time per Ship Yard level; Province also counts as one level higher for purposes of building ships (ie. province 2 with Ship Yard II can build Roundships).
Normal: # of ships that can be built in a province is limited to 1 at a time.
Any
Siege Workshop I/II/III/IV/V
Cost: 10 GB
Effect: Creates 1x artillery (if it dies, you may replace it)
If the Siege Workshop is damaged or destroyed, you are unable to replace and artillery works at 50% efficiency (assault takes longer to destroy castles, cannot be used in combat). Each level of Workshop generates an additional Artillery unit.
Resource Extraction Building("Mine") I/II/III/IV/V/VI/VII
Cost: 10GB
Requirements: Province 1+
Effect: Extract Advanced Resources for use in Advanced Technology applications. Each level produces 2 units of resources. Building level can equal your total holding and province levels controlled, to a maximum of 7 controlled by a character in any province.
[Woods(Charcoal kiln supplies charcoal), Plains(Evaporation vat supplies saltpeter), Hills(Quarry supplies sulphur), Low mtns(Mine supplies lead), and High Mtns(Mine supplies steel).] You may transfer units of resources along trade-chains, to be used in any province along the chain.
Granary I/II/III
Cost: 10 GB
Benefit: May exceed Province 3 by Granary Level.
Note that if the Granary is ever destroyed by a raid or occupation, the province level will drop back down in Granary-Level turns.
Gymnasium:
Requirement: Province 3+, School
Cost: 10GB
Benefit: Grant 1 language NWP free to any children who grow up in the province from age 9-14, and gain 1 mental stat of builder's choice at 14. You may also move 1 NWP to a 'general' NWP from a list of 3 selected by the Gymnasium builder (ie, the builder will pick 3 NWPs, say engineering, gaming, spellcraft. Then, if a child was in the province from 9-14, their player could decide that engineering was a general nwp for that child.)
Hospital I/II/III/IV/V
Cost: 10GB/level
Benefit: +1 per level to CON on death checks (otherwise known as, CON+Hospital level vs d20)
Library I/II/III/IV/V
Cost: 10 GB/level
Benefit: Spell Research- 2 Spell-levels [1 level 2 spell, or 2 level 1 spells, for example] per Library Level/turn. You can grant people access to gain this benefit. Research Bonus: +1 per Library level. Can stack with Academy bonus if within court range.
Mausoleum I/II/III/IV/V:
Cost: 10GB/level
Upkeep: None
Benefit: You may store 10 units worth of corpse-ready dead within this structure. Any dead kept within it are immune to the raid (dead) action; destruction of the bodies during war; Espionage to destroy them.; undead ready bodies do not decay.
Normal: Bodies can be stolen or destroyed. They decay at a rate of 1/turn. A Mausoleum may be based on your Source Level (if a wizard) rather than the local province level.
Palace I/II/III/IV/V
Cost: 6 GB/level
Benefit: Increase court level by Palace level, up to a max of doubling your court level (ie, there is no reason for a palace 6).
NB: Building a Palace is the only way to 'move' your capital in game.
Upkeep: 1GB (flat)
School:
Requirement: Province 2+
Cost: 10GB
Benefit: Grant Read/Write NWP as a FREE NWP to your children if a school exists in your capital between their age of 5-9, and gain 1 physical stat of builder's choice at age 9.
Treasury I/II/III/IV/V
Cost: 10GB/level
Effect: +10 vs Espionage-Theft of Gold, +5 vs Item/Relic thefts. Per level.
Watch Tower I/II/III/IV/V
Cost: 5GB
Benefit: Acts a virtual scout in the province in question. Helps oppose Raid Actions.
Fortification:
Fortify Holding: 4GB/level
Fortify Province: 8GB/level
*Escalating cost if fortifying above province/holding level
Road Build costs are (Movement Cost of both provinces)/2
Crossing a River uses up ALL movement for the war move regardless of movement speed unless a roadway exists across the river. A roadway crossing a river costs +5 to build (the cost of setting up a bridge).
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If a province in which a building exists is occupied, the occupier would have the option to burn it down. The building would count as protected by any extra fortification in the province (any fortification above the province/holding level can protect 1 building per level).
Holding Forts only protect buildings, or if directly assaulted / essentially, are useful against the local regent rather than against an invasion, generally.
NB: Granting Access to Buildings
Granting access to buildings will require a diplomacy action conducted by both parties, and will grant permanent access to the building (you can set whatever terms you want between you). It requires a simple Decree Action to revoke access. This includes Academies, Libraries, Schools and Gymnasiums.
If you grant blanket access to any/all, you cannot charge admission, and you cannot exempt anyone from the blanket approval.
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Non Domained Characters can fortify their capital, as if it were a holding (they will have a "holding 0" of their primary class type in the province, but it isn't a holding, its just there so it can be fortified).
Building Caps: 1 building level allowed per holding or province level (total). So, you have to chose what building you want to set up... Want a School/Gymnasium and Hospital 5? That is 7 holding levels used that cannot go somewhere else. Every Fortification over holding/province level counts as a Building towards this Cap. As does every Palace level. THIS IS TRACKED ON A PER PROVINCE BASIS.
You cannot trade, sell, capture, give up, cede or in any way transfer buildings between different characters.
- [+] 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
- [+] 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 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 BloodlineMatter 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
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 NB: GB Expenditure Capped at 5GBAssassination: 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
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Undead/Military: 2d3+4 units appear
Will assault / pillage holding type listed if not dealt with; Brigands will have 3 Tier 4, 3-4 Tier 3, the rest irregulars
Monsters will have 1-2 Ogre, and 3-5 Gnoll Tier 3 units, the rest irregulars
Undead will have 6-10 Undead units
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Natural 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.
All Natural Plagues last 1d3 unless bless cast on province, which ends it.
All Natural Plagues will spread to 1d2 provinces (each turn), either along the route of a Land Trade Route, or via a Sea Route to the terminus.
A Hospital in a province infected with a Natural Plague has a 20% chance per Hospital level, to end the Natural Plague.
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 1: 10% chance it is resolved
If defeated on DC 2: 20% chance it is resolved
If defeated on DC 3: 30% chance it is resolved
If defeated on DC 4: 40% chance it is resolved
If defeated on DC 5: 50% chance it is resolved
If defeated on DC 6: 60% chance it is resolved
If defeated on DC 7: 70% chance it is resolved
NB: Adventures have a Cumulative chance of completing, which means that if an adventure is attempted at DC 2 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 30% 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 10% chance to resolve it. If you succeed, you can opt to reduce the chance for anyone else to complete it by 10%).
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. Wizards can pay 2GB, to add 1/3 of their level (rounded down) to their EPL.
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.
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+.DCs DC# Rolled v EPL XP Gained Base Hits Against Party Min Level Reqd(at least 1 person) DC1: 1d3 1,000XP 2 hits+ 1 DC2: 1d6 2,000XP 4 hits+ 1 DC3: 2d6 3,000XP 8 hits+ 1 DC4: 3d6 4,000XP 12 hits+ 2 DC5: 4d6 5,000XP 16 hits+ 4 DC6: 5d6 6,000XP 20 hits+ 6 DC7: 6d6 7,000XP 25 hits+ 8
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)
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).Success Chart: 1d10+modifiers - results are GB/RP gained Roll DC 1 DC 2 DC 3 DC 4 DC 5 DC 6 DC 7 1-3: 0/0 0/0 0/1 0/1 1/1 1/1 1/1 4-5: 0/0 0/1 0/1 1/1 1/1 1/1 1/2 6: 0/1 0/1 1/1 1/1 1/1 1/2 2/2 7: 0/1 1/1 1/1 1/1 1/2 2/2 2/3 8: 1/1 1/1 1/1 1/2 2/2 2/3 3/3 9: 1/1 1/1 1/2 2/2 2/3 2/3 3/3 10+: 1/1 1/2 2/2 2/2 2/3 2/3 3/3
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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>
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- [+] Alignment
-
NB: If your alignment is out of line with the underlying alignment of the realm you are acting in, you suffer -1 per alignment step away on all actions in the province. You may use agitate actions to attempt to change the alignment of a realm you are in.
Alignment Concepts: For ease of reference, this website has a pretty good breakdown on the various alignments. I will be using this as background for the enforcement of alignments.
Neutral: If your character is neutral along an axis, you may choose to either be neutral because you do not care one way or the other (you are 'pragmatic' ... TN being the ultimate pragmatic individual), or you may choose to be neutral because you believe there should be a balance (between law/chaos or good/evil or both, depending what you are neutral on).
Break Down of Alignments:
Lawful Good = "Righteous": Conformity/Tradition & Benevolence
Neutral Good = "Humane": Benvolence & Universalism
Chaotic Good = "Transcendent": Universalism & Self-direction
Lawful Neutral = "Orthodox": Security & Conformity/Tradition
True Neutral = "Pragmatic": Any Values, or "Balance"
Chaotic Neutral = "Autonomous": Self-direction & Stimulation
Lawful Evil = "Ascendant": Power and Security
Neutral Evil = "Ambition": Achievement and Power
Chaotic Evil = "Sybaritic": Pure Hedonism
Alignments will be done on a per-province basis (ie, each province will have it's own alignment, that will impact the DC of doing things in the province).
Province alignments can be changed with agitate actions at 1 step per action (LG to NG or LN for example).
- [+] Objectives & Character Success/Failures
- Successful completion of a Major Objective will give a 3 point boost to your bloodline
Successful completion of a Minor Objective will give a 1 point boost to your bloodline
If a boost from completing an Objective pushes you past the listed threshold below, your bloodline strength will go up as well. You may only increase your bloodline strength twice per generation.
Tainted->Minor: 20
Minor->Major: 40
Major->Great: 60
Great->True: 80, ***AND*** you must have bloodform/bloodtrait
You will have 1 major and 3 minor objectives. The completion of any objective will result in it's replacement with a new objective along the same lines, but harder, then the previous one.
Everyone will start with-
Minor:
Level 5 (or 4/4, or 4/4/4) (or if you start at level 5+, gain 1 level) --- 10 (or 9/9 or 8/8/8) --- 15 (or 13/13, or 10/10/10) --- 700,000 XP
Heir reaching 5 years of age (born in game); recruit an heir born in game, as a lieutenant (can be recruited, for human/half-elf, during the turn they'd turn 17); an heir takes over as ruler
Bloodline 10 (20; 30; 40 etc)
Major:
20 holdings/province level -- after which, it will be domain specific.
Potential Losses (p48)
A regent who fails to address a random event or hostile action, or violates his alignment, may lose some of his accumulated RP. Violations are cumulative; two minor infractions in the same domain turn quality as a major loss; two major infractions as a Catastrophic.
Minor: losses are the result of minor alignment infractions, or Destruction of multiple holdings (this means the removal of holding 0s).
Effect: Lose 1d2+1 point of bloodline strength, and 25% of your RP.
Major: losses are the result of serious alignment infractions, or forced divestiture of a single province. The breaking of a vassalage agreement will also constitute a Major Loss. A failure to uphold your liege duties is also a Major Loss.
Effect: Lose 1d4+1 points of bloodline strength, and 50% of your RP.
Catastrophic: losses are the result of alignment reversals (LE -> CG, for example), or forced divestiture of a group of provinces.
Effect: Lose 2d4+1 points of bloodline strength, and 100% of your RP.
NB: A settled agreement that sees a player lose part of their domain would not be considered a loss on the above list of losses. It is only the forceful loss of holdings/provinces.
- [+] Inheritance
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1. No heir, no children of adult age - Catastrophc: Lose 2d4 points of bloodline strength, and 100% of your RP and 50% of your GB (both of which go to pretenders).
Great Captain/Claimant per 5 holding/province levels
2. No Designated Heir, but have child of adult age - Major: Lose 1d3 points of bloodline strength, and 50% of your RP and 50% of your GB (both of which go to pretenders).
Great Captain Event per 15 holding/province levels (if you have more than 1 adult child, per 10 holding/province levels)
3. Designated Heir - Minor: Lose 25% of your RP
Designating an Heir requires an investiture action (domain action).
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Domain is split into units of 5 holding/province levels.
Example Domain: of 30 holding/province levels.
No Heir/No Kids:
6 units
6 potential claimants to domain
If provinces, skip disband step.
Else, Disband check
If Disband = True / delete holdings
If Disband = False / first PC gets chunk
Cycle through all other claimants.
No Heir Designated / 2+ children
6 units
2(3?)+ potential claimants to domain
If provinces, skip disband step.
Else, Disband check
Each check in turn for each adult child, in order of age. Potentially a lieutenant trying to act as Guardian for an underage child, or on own (min 3 contenders?)
No Heir designated, 1 child
6 units
2 potential claimants to domain; PC Child + 1 other contender (ie, 1/15)
If provinces, skip disband step.
Else, Disband check
NB: Having no designated heir, and having no children will result in the loss of your bloodline.
- [+] Children
-
Having Children
You can have up to 5 children. You cannot later replace them with more children if they die.
You assign 3x 3d4 and 3x 4d4; add 1/3 (rounded up) of the average of your parent's stats to each stat (eg, Parent 1 STR 17, Parent 2 STR 14 == 31/2 = 15.5 average... /3=5.16 = +6)
Add in any racial modifiers
Bloodline: The average bloodline score of your parents, derivation of stronger bloodline score parent, strength of weaker* [minimum tainted] - so a Great, Anduiras, 70 has a kid with a Minor, Masela 40... kid has: (70+40)/2=55, Anduiras, Minor.
Roll d2 for sex of the child. You can create a family thread, or kids or under your character, and roll them in your turn and copy over if you want.