Domain Actions
NOTE: Rules for Domain Actions in my campaign are not necessarily identical to the standard Birthright rules.
|
Action |
Type |
Cost |
Success |
Effect |
|
Char |
None |
Varies |
The character takes part in an adventure. |
|
|
Domain |
1 GB, RP |
10+ |
Increases or decreases target province loyalty one grade. Priest regents may do this once per turn as a free action. |
|
|
Free |
Varies |
5+ |
Builds roads, bridges, etc. Cost varies; Roads cost the terrain movement x 2 (i.e. a road through hills requires 4 GBs). |
|
| Build Monument | Domain | Varies | Varies | An advanced version of Build. Generally has greater benefits than a normal build action but is more expensive and time consuming. |
|
Domain |
1 RP |
10+ |
Contests a holding or province; target provides no gold or regency until Ruled. |
|
| Create Provincial City | Domain | 1GB, 1 RP per level | 10+ | Converts a large city to a separate "province". |
|
Domain |
1 GB, 1 RP |
10+ |
Creates a holding (0) in an eligible province. |
|
| Create Seaport | Domain, Realm | 5 GB per level (25 Minimum) 5 RP | 4+ | Creates a Seaport to enhance trade routes. |
| Create Underground Province | Domain | 30 GB | 20+ | Creates a province below the surface of the normal land. Requires a special engineer unit (see action description). |
|
Free |
None |
Auto |
Allows regent to move armies into foreign domains. |
|
|
Free |
1 GB |
Varies |
Issues a decree with several possible results. |
|
|
Domain |
1 GB, 1 RP |
10+ |
Creates or breaks alliance, opens trade agreement, forces concessions, etc. |
|
|
Free |
None |
Auto |
Character disbands army units or holdings. |
|
|
Domain |
1 GB |
Special |
Reveals troop movements/ positions, investigates plots or intrigues, launches assassinations, etc. Thief regents get one free Espionage action per turn. |
|
|
Free |
None |
Auto |
Character converts Gold Bars to/from personal wealth, takes out loan, or sells off assets. |
|
|
Domain |
1 GB |
10+ |
Creates or enhances castle or fortifies a holding. |
|
|
Free |
Varies |
Varies |
Character dispenses largesse, titles, or patronage. Variable effects and cost. |
|
|
Free |
None |
Varies |
Delays action until later in the Action round. |
|
|
Domain |
Varies |
Auto/10+ |
Arranges transfer of domain, regency, or bloodline. Requires the use of a priest realm spell. |
|
|
Char |
None |
Varies |
Creates a lieutenant for regent's domain. |
|
| Modify Unit | Domain, Realm | Special | 10+ | Modifies existing troops. Allows customizable units rather than stock troop. |
|
Free |
Special |
Auto/5+ |
: Relocates troops within domain. Troops can't enter provinces not ruled by regent. |
|
|
Free |
Varies |
Auto |
Creates new army units. Cost varies with unit type. |
|
|
Char |
None |
Special |
Character uses personal skills to make a living. |
|
|
Domain |
Varies |
Special |
Priest or wizard regent casts realm spell. |
|
|
Char |
1 GB+ |
Special |
Priest performs spell research or creates a Blessed item. |
|
| Research Technology | Domain | Special | 15+/20+ | Research a new industrial, mechanical or other technology. |
|
Domain |
Varies |
10+ |
Regent increases level of province or holding. |
|
| Smuggling | Domain | Special | 10+ | Creates a "black market" or hidden trade route. |
|
Domain |
1 GB, RP |
10+ |
Regent creates a trade route. |
|
|
Varies |
Special |
trains for level advancement, improves proficiency scores, or gains 1 hp. |
Regents don't spend all of their time ruling their domain. Adventures are generally handled like a standard AD&D adventure. Adventures may be used to resolve certain events. An should not extend beyond 4 weeks, if it requires the regent to be gone for longer than 4 weeks it will require a second domain action.
The results of an adventure are varied. Any gold or other treasure acquired on an adventure may automatically be converted to GBs and placed in the treasury per a normal "Finance" action.
A regent with a holding can use his influence to agitate or stabilize the province's loyalty toward its ruler (which may be themselves). An agitate action can also be used against an opposing regent, if the holding used lies within the opposing regent's borders. A priest regent may perform this actions as a free action once per domain turn.
The success number is increased by the difference between the holding and the province rating (it is easier to agitate when you have greater influence). If the ruler of the realm supports to effort, the ruler's law holding is subtracted from the success number; if the ruler opposes the level is added to the difficulty. The success number may be modified by GBs or RPs at a rate of one per point. If the roll is successful by a margin of 10 more, then the loyalty is effected by two grades. Agitate may be declares a s a realm actions effecting several provinces simultaneously.
Example: The High Preist Sedrick wants to strike at King Radmos, who rules a province(6). Sedrick controls a temple (4), so his success is 12 (10 + 6 - 4). Radmos opposes Sedrick's agitation with a Law (3), worsening the success to 15. Sedrick is really mad at the king and spends 10 RP improving the number to 5. Radmos spends 6 GBs to oppose, resulting in an 11. Sedrick adds another 5 RPs, makings the difficulty 6. Neither regent wishes to continue bidding. Sedrick rolls trying to get a 6 or higher. He rolls a 19, (13 difference) which drops the provinces loyalty to levels from average to rebellious.
This is a catch-all for the constructions of buildings, palaces, halls, bridges, roads, lighthouses, etc. The action cannot be used for castles, fortifications or other defensive constructions (these require a Fortify action). This action is Free unless the PC personally supervises or designs the project. Supervising an action increases the success roll to 2, supervising the building process also accelerates the building rate by 1 each turn.
Building in difficult terrain or remote areas adds to the cost of a structure. As a rule of thumb, building anything in a province (2) or (3) costs 150% of the normal cost. building in a province (0) or (1) costs 200% of normal. The cost is doubled again for extreme conditions, such as building in mountainous or swampy terrain.
Construction proceeds at the rate of 1d6 GBs per Domain turn (not an action). For example, a regent builds a palace costing 18 GBs, the regents spends 1d6 GBs per domain turn until the project is complete. The regent DOES NOT need to have all 18 GB on hand to start the project. If during the building phase the regent fails to pay the needed funds, no work occurs on the project for the Domain Turn. However, if the regent cannot afford the full amount rolled building will only progress to the amount allocated to the project (i.e. rolls a 5, but only pays 2 GB only 2 GBs worth of work is completed and the rest of the potential is wasted). If a regent fails to pay for the project two turns in a row work already completed on the project is reduced by 1d6 GBs per turn until work begins again. (i.e. 13 of 18 GBs of work is already complete, but the regent ignores the project for two turns. At the end of the second turn a 1d6 is rolled resulting in a 4, the project is reduced by 4 to 9 of 18 GBs. Work is permanently lost and must be recovered by spending additional funds.)
Each building project should have some benefit or reason for construction. It is up to the GM to determine the influence a building will have on a province or realm. Bonuses are not applicable until the building project is fully completed.
Sample Building Projects (Click me!)
Wood or Stone building: This may be a village council hall, customs house, public bathing houses, warehouse, silos, chapels, etc. Costs range form 1 to 30 GBs depending on the size and granduer of the building. These type of buildings can have various effects on a province or realm such as: ignore 1 Loyalty grade, +1 level to Tax roll collections, +1 GB to all trade routes in the province, reduces troop maintenance by 1GB, etc.
Bridge: A wooden bridge over a moderate river costs 1d4 GBs. A stone bridge costs 1d6+1 GBs. Bridging a large river costs 2-3 times as much. Bridges enhance troops movement and trade.
Palace or Manor: A regent may choose to build luxurious residence is so desired. Palaces cost 5d6 GB, depending on size and extravagance. Manors tend to be smaller and less luxurious costing 5d4 GBs. Both buildings cost 1 GB per turn to maintain due to the number of servants and expenses of running such a facility. For every 5 GB the regent spends on a palace or manor they receive a +1 bonus to their court for diplomacy actions. (i.e. a 25 GB palace adds +5 to the regent's court rating).
Road: Roads are required for overland trade routes and also to speed up troop movement (be careful the effects both friendly and opposing forces...). Roads costs double the terrain Movement Cost. (i.e. a road in a province of hills costs 4GBs). Regardless of the length of the road, the full cost must be paid, even if it only cuts across the corner of the province. A road can follow any reasonable path through the province.
A regent can neutralize another regent's holding by contesting their influence. If the attempt is successful, the contest holding does not generate regency or Gbs for the owner. A level 0 is destroyed by a Contest action. A successful Contest action permanently reduces a holding by 1 level. A holding may be reduced by Multiple levels. For each level contested the difficulty is increased by 5. (i.e. a level 3 holding has a difficulty of 20). The success number is modified by the difference between the attacker's holding (or province rating , if he's the ruler) and the contested holding. Multiple holdings can be contested in a single turn.
For example, two thieves are rivals in a province (5). Benson controls a guild(2). If Wart, his rival, has a guild (3) he may contest Benson's guild with a base difficulty of 9, or both levels at 14. If Benson contests Wart's guilds he has a base difficulty of 11, or 16 for both levels.
Rulership of a province can be contested as well at double the normal difficulty (i.e. 20 for first province, 30 for two). However, contesting a province does not effect its level. Rather it effects it ownership/investiture. A province is automatically contested if the province is conquered during a war. Once a province is successfully contested, it ceases to generate regency and GBs for the ruling regent until:
The attacker relents
the attackers loses all of their own holdings/provinces
the attacker dies
the defender makes a successful Rule action on a law holding (if available slots exist) or the province level.
If a province is successfully contested twice (or once in the turn after a successful invasion) an Investiture Action may be performed switching the realm's ownership. Multiple provinces can be contested in a single turn. (i.e. Gavin Tael of Ghoere successfully contests the border realm of Maesford, Alamie. Maesford will not generate RPs or GBs. If Gavin successfully contests the realm a second time all times to the regent of Alamie are broken. The following turn Gavin may perform an Investiture ceremony, effectively conquering the realm without military force).
A regent wanting to establish a holding in a province where he has no holding may use Create Holding. If successful this creates a holding(0) in the province. He is then free to Rule the holding to raise its level.
Creation of a holding can be opposed or supported by any regent with similar holdings in the province, or by the province ruler. The interfering regent's holding/province rating is added to or subtracted from the success number without spending regency. (If a regent and the province ruler both oppose the new holding their levels are both added to the difficulty!) Any concerned party (without without a similar holding) can spend regency to influence the success.
For example, Slick Willie is wanting to expand his guilds in a province(5). The province ruler and a guilder who already has a guild(3) in the realm oppose Willie, giving him a based difficulty of 18. Ol' SlickWillie knows he can turn a profit so he spends 10 regency dropping the difficulty to 8. However, to make matters worse, the local mage and the head priest of the realm have had a run ins with Slick Willie's cohorts in the past and strongly opposes him expanding his business. They both add 5 setting the difficulty back up to 18. The province ruler decides to throw in 2 more regency to raise to to 20. Poor Slick Willie just can't get a break...
Create Province: A few small amounts of unclaimed land still exists in and around Cerilia. For example, Thaele, the northern shores of Anduria, and the island of Torova Temylatin. If this action is successful the regent successfully creates a level 0 province for his domain. The cost to create a province is tripled if it does not adjoin a province already under the regent's control. (Lands separated by water other than a river are not considered adjoining.)
Before rolling for success, the GM and player should agree on the boundaries of the province. Small islands may be considered complete provinces, but larger land masses must be partitioned. Where appropriate, use geographical features to create reasonable borders; rivers, mountains, swamps, etc. are excellent natural borders.
Any regent can declare war. Unlike the standard Birthright rules (which are not realistic...) Declare War does not require a full domain action. Moving troops into an opposing regents realms is generally regarded as an act of war. As proper protocol, if a regent wishes to declare war on a realm that does not border its own realm, a regent should obtain permission from a province ruler before moving troops across provinces. Failure to secure permission may result in a declaration of war against a non-involved party. Multiple wars may be declared simultaneously. If the target of a declaration of war has already taken his action this round, he must wait until the next action to launch a counterattack.
This action is a catch-all for special missions/tasks a regent wishes to accomplish. A decree cannot directly affect another regent's domain in anyway. It cannot be used to change the loyalty or level of any province or holding, or duplicate the functionality of another Domain Action. Beyond these guidelines a decree is only limited by GM's disgresion. Some possible effects include:
Generate 1d6 GBs for the domain's treasury by seizing assets, passing a tariff, etc.
Inflict a -1 to -4 penalty to another regent's success number in an action taking place in the PC's domain by interfering with or arresting persons involved in an agitation, intrigue, etc.
Create a minor random event for another regent (driving monsters or brigands into his lands)
Create a moderate role-playing effect such as increased popularity
Declare holidays, festivals, periods of mourning, etc.
PCs cannot run wild with this action. No regent should be allowed to perform more than 1 or 2 decrees per Domain Turn. Crafty GMs should curtail overbearing player's by stressing that the outcome of the decree is uncertain. Suggest a few potential negatives. IF the PCs ignores the warning, bring to bear the full negative potential to teach a lesson. Game effects should be used to reward intelligent and appropriate decrees; penalties should be used to punish foolish decisions or those made in haste.
Negotiations with other domains fall under the diplomacy action. Regents are assumed to maintain basic contact with their neighbors and pass routine messages back and forth. However, diplomacy as a Domain Action is a full-court affair designed to achieve a specific goal. Diplomacy may have the following effects:
Create/Break an alliance
Create an agreement to allow trade routes to exist between two kingdoms.
Discuss a political marriage
Force concessions such as a tribute or territory/holding from another regent
Respond to a random event such as a feud, unrest, or brigandage
Anything else the GM doesn't specifically disallow.
The success number is modified by the difference between the regent's capital province/holding and the target's capital province/holding. The court of the regent hosting the diplomatic action cal also influence Diplomacy. Naturally, both parties may spend regency or Gbs to modify the success number.
Other modifications may be applied by the GM based on the situation. If its in the target's best interest to comply, the diplomacy effort might gain a +2 to +8 modifier. Similarly, if the action offers nothing to the target, a -2 to -8 penalty may apply (no one wants to join a losing side in a war or marry to an inferior bloodline).
Diplomacy "against" PC Regents: When a player regent is a the subject of a diplomacy action the player dictates whether the action is successful. His character does not need to spend regency/GBs to respond (unless the terms require it...). The player does not have to spend a diplomacy action to respond to a yes/no agreement, but if the player wishes to role-play the discussions or negotiate terms an action is required.
A regent is always free to dismiss military units or mercenaries from his service. Regular army units simply break up and go home. Disbanding a mercenary units, however, requires a success roll. If the regent fails the mercenaries become brigands and begin raiding the province.
A regent can also choose to "Disband" a castle/fortification, holding or province. This will result in a permanent regency loss and potentially a GB loss. The only advantage to this action is the savings on maintenance costs.
Espionage includes any kind of spying or covert actions. A thief regent may perform this action once per Domain Turn as a free action. Espionage can have the following effects:
Reveal the nature of diplomatic agreements between any two domains.
Catalog troop movements and strengths in a foreign province
Create a random event such as assassination, intrigue, corruption, or heresy in another domain
Trace the responsibility for other espionage actions.
Rescue prisoners, secretly move important people or messages
Anything else the GM doesn't specifically disallow.
The player should clearly state the intent of the operation before rolling any dice. The success number is improved by the level of the target province and the level of any guild holdings controlled by the spying regent in the province. If the operation is aimed at a province ruler, his loyal law holdings worsen the chance of success.
If the spying regent wants to remain anonymous form other players, he can declare a hold action or character action and secretly inform the GM of the espionage attempt. The action is then resolved at the end of the action round. PCs are encouraged to perform fake espionage/character actions to create question about the legitimacy of an espionage action.
Espionage may be performed as a realm action, but only for determining enemy troop strengths and movements.
Both the spy and target may spend regency and GBs to affect espionage. If the action fails by a margin of 10 or more, the target learns of the spy's identity and purpose.
Regents can convert personal wealth into Gbs at a ratio of 2,000 gp per 1 GB. Similarly a Gb can be converted to personal wealth. A regent can perform this action only once per domain turn. IF a regent attempts to convert funds to often he devalues his currency and actually reduces the value of his treasury.
In each domain turn, a regent may convert as many as 10,000 gp/5 Gbs plus 1 Gb per level of guild holdings he controls.
Loans: Regents can obtain loans from anyone with sufficient money to lend. The terms of interest and payment are left to the players and GM to negotiate. A standard rate of 10% interest per year is fair. If the regent defaults on the loan there is rarely anything the creditor can do. However, if a regent defaults it is HIGHLY unlikely they will be able to secure another loan.
Building strongholds in a domain is a good way to deter attack and tie up enemy forces in a war. A regent can fortify a single holding or a castle (castles affect the entire province).
Holdings: Any type of holding can be fortified. A fortified holding remains under the regent's control even if the province in which it lies is occupied by hostile forces.
Fortifying a holding costs 4 GBs per level. Work proceeds at a rate of 1d6 GBs per Domain Turn. A regent may spend 5 GB per level to make the work progress at 2d6 GB per Domain Turn.
Castles: Fortification of a province creates a new holding for that area: a castle. Castles cost 8 GB per level. Work progresses at 1d6 GB per Domain Turn. A regent may opt to spend 10 GB per turn for work to progress at 2d6 GBs per turn. A castle can accommodate a garrison of one military unit per level.
When a regent builds a castle, he automatically fortifies any holdings he controls in that province, up to the level of the castle. If the ruler builds a castle(3) in a province with a law(4) and temple(5), three levels of each holding are considered fortified.
Castles may exceed the level of the province, but the cost doubles once the castle level is greater than the province level. It's expensive to build a castle that exceeds the nearby resources.
Fortifications can be opposed by other regents who have holdings in the province by spending RPs or GBs. A failed success roll indicates that no progress was made on the fortification in that domain turn.
Although the construction of a fortification can take several domain turns, it requires a Domain Action only on the turn that construction is begun. The costs for the first domain turn are paid at the time of the action; the costs for the subsequent turns are paid during the Domain Maintenance phase and the success check is made in the free action step.
Several fortifications can be started simultaneously provided the regent has sufficient funds.
A regent may bestow promotions, gifts or titles any time he chooses. He can sponsor the arts or sciences, fund an expedition, elevate a commoner to a noble rank, or give another regent money. The outcome of a grant may include:
Increasing the loyalty of a nonrebellious province one grade.
Respond to a random event
Create a minor role-playing effect such as increased popularity
Anything else the GM doesn't specifically disallow.
The success number for this action indicates whether someone is angered by the regent's use of power. The success number worsens by 1 for each GB the regent spends and for each noble title the regent bestows (the more you give the more jealous and upset others get). IF the regent fails a roll, an appropriate random event occurs only if the regent is obviously not acting in the best interest of the Domain. Donating 5 GB to an orphanage isn't likely to anger anyone, but giving money to a personal friend might encourage corruption, intrigue, or unrest in the domain.
A regent always has the option to delay his action until the end of the current action round. The advantage of waiting is simple: The regent can react to anything that occurs. If war is declared on the regent or a random event comes along, the regent can address it immediately. However, the held action must be used to respond to some provocation or situation. If no one provokes the regent, he loses his action. If the regent doesn't use his held action at the end of that action round, it is forfeited.
The ceremony of investiture allows one regent to pass control of part or all of his domain to another scion. The investiture must be performed by a priest who can cast the investiture realm spell (a free action for the priest). At least one of the two regents involved must be physically present (this counts as a domain action). A priest who wishes to invest himself, must use a domain action to do so. Once the investiture is complete, the provinces or holdings in question become part of the investing regent's domain. It is possible to invest an unwilling recipient.
Investing Provinces or Holdings: A single province or holding can be invested without the permission of its ruler if it has been conquered or contested by the investor. The base success number is 10, and the investor must pay RP equal to the province or holding level. The defender can bid Regency Points normally to affect the success number.
Vassalage: An agreement of vassalage must be formalized by an investiture ceremony attended by at least one of the regents involved. The agreement isn't binding; the vassal can voluntarily break it any time he wishes. The liege is immediately aware of his vassal's actions, and may take steps to remind him of the pact. The vassal and his liege agree to a number of Regency Points that the vassal will pay the liege each domain turn. At the time of the agreement both give up that amount of RP.
Bloodline Investiture: This ceremony, which is rarely used, transfers all of the power of a bloodline from one character to another. Both characters involved must be present, but the donor need not be a willing participant. The donor gives up his bloodline entirely. If the recipient is unblooded, he assumes his patron's bloodline derivation, strength, and abilities. If the recipient is blooded, then his strength increases as if he had killed the donor by piercing him through the heart.
Investiture as a Realm Action: An entire domain or realm under one regent can be invested, but only if the regent to be divested is alive and physically present at the ceremony. The victim may be under any kind of magical or physical duress. The recipient must spend RP equal to the Domain Power (the sum of the values of provinces, holdings, and other assets) of the realm he intends to take over. Success is automatic if the target is willing; if the target is unwilling, the success number is a 10 modified by the difference between the bloodline strength of the investor and victim. If the investiture fails, the victim retains control of his domain.
If an attempt is made to divest an unwilling regent whose provinces have not been conquered, the provinces are considered contested until the new regent can defeat any opposition there and occupy them. Similarly, all holdings must be contested or conquered physically, or they remain under the control of the target's heirs. Neither the new regent nor the heirs can gain or spend regency in contested provinces. Only when a province is conquered by the new regent can he collect and spend RP there.
Normally, a hireling becomes a henchman only when he demonstrates loyalty and respect for a particular PC. Regents are different; they're besieged by people who want to work for them. By spending a character action, the regent finds a lieutenant and adds him to his list of henchmen.
Lieutenants are excellent stand-ins when a regent is busy and can provide extra muscle for the regent's adventuring party. The regent's Charisma score dictates the maximum number of henchmen who can work for him (see Table 6 in the PHB). For this purpose, a scion of a minor bloodline can add 1 to his effective Charisma score; a scion of a major bloodline may add 2; a scion of a great bloodline may add 3.
Normally, a henchman can't exceed his master's level, but for purposes of determining whether an NPC can serve as a regent's henchman, the regent adds I to his level for a minor bloodline, 2 for a major bloodline, and 3 for a great line. At the GM's discretion, lieutenants may be of higher levels than the regents they serve. This may apply if a lieutenant is a lifetime servant of a ruling family and the current ruler dies, leaving the throne to a younger member, or similar cases. Note that a PC lieutenant advances in level normally and is not hindered by the level of the regent he serves.
Lieutenant Action: Once per domain turn, the regent may assign a lieutenant to a domain action. The lieutenant may not be used for any other purpose that round, such as responding to a random event or going on an adventure. The lieutenant performs the action for the regent; in effect, the regent gains an additional action that round. Multiple lieutenants may be used to perform multiple actions, but a single lieutenant can perform only one action per domain turn. The regent must pay the gold and regency costs for the action, and no additional regency can be spent to increase the lieutenant's success chance. If the lieutenant has no expertise in the action (for example, a fighter trying to build a trade route), the success chance is cut in half.
* In the event that PCs begin to abuse the use of lieutenants a requirement for salaries may be imposed. This may be as high as .5 to 1 GB per level of the NPC. If nothing else most PCs will not be able to afford multiple lieutenants.
At the regent's command, any troops loyal to him march to any site in his domain. Moving troops costs 1 GB per 10 units/provinces; i.e. 1 GB can move one unit across 10 provinces, 10 units across one province, five units across two provinces, and so on. Troops require one full action round to relocate when moving by land; when they move, they're not available for use until the next action round.
If a regent's domain is invaded while troops are marching, he can abort their movement and replace them in their original location, but he forfeits any GB spent to move them. A regent must declare war or use diplomacy to move troops through provinces he doesn't rule. Movement by Sea: A regent can move his armies by sea by spending I GB per unit. This requires a success roll to reflect weather, ship availability, and other factors. Troops must embark at a friendly coastal or river province of level 4 or higher. They travel 100 miles (or three provinces) per day. If the voyage lasts less than one week (6 days or less), the troops are available to fight in wars that develop in the same action round. Troops may move along major rivers as long as one bank is friendly or a realm grants the regent permission to move troops along the river.
Militia: Mustering a militia unit carries a special condition. Since militia units or levies are composed of people who have other jobs, raising militia temporarily reduces a province's level. The province's rating is restored when the militia is disbanded. If the unit is slaughtered in a foreign war; the province's rating is permanently lowered; any holdings that exceed the province's level are, reduced accordingly by the Domain GM. The following table shows the effects of mustering levies in a province:
| Province Level | Levels lost per Levy raised (round down) |
| 1-3 | - 1 |
| 4-5 | - .5 |
| 6-7 | - .3 |
| 8-9 | - .2 |
| 10+ | - .1 |
For example a province of level 6 (which has a population of about 40,000 people) is not greatly effected by a 200 man unit being raised from the population. Thus it takes three levies to reduce the province level by 1. Two levies will not affect the province level.
A character with a useful skill or business interest can earn money. Bards can entertain. Characters with secondary skills or non-weapon proficiencies can pursue their trades, or thieves can engage in petty theft. The activity can last for one action round. The success roll is based on the character's proficiency score with any appropriate modifiers. The GM assigns the character's activity a profitability rating of marginal, fair, good. or excellent. Reduce the rating by one grade in a province (3) or less, and raise it one grade in a province (7) or better. Some examples are as follows:
Marginal: Farmer, fisher, forester, hunter, miner, sailor, teamster, cutpurse, pickpocket, servant, foot soldier. Profit = 5d6 gps.
Fair: Blacksmith, bowyer/fletcher, leatherworker, mason, trapper, weaver, woodworker, bandit, herbalist, or fair artist/entertainer. Profit = 10d6gp
Good: Armorer, brewer, gambler, swindler, jeweler, limner/painter, minor merchant, scribe, tailor, weaponsmith, military officer, or good artist/entertainer. Profit = (1d6+2)x10gp
Excellent: Shipwright, major Merchant, architect, engineer, excellent artist/entertainer. Profit = 6d4x10gp
Special: Wizard, priest, superb artist/entertainer. Profit = (25gpxPC level) x Province level.
A character can also make a specific item for himself if desired. An armorer can fashion a suit of armor, an artist can paint a picture, and so on. This removes all profitability for the action, but gives the character the opportunity to create a desired item with the normal chance of success.
With this action, a regent spends time and energy advancing the causes of his domain. By ruling he can increase a province or holding's level by 1. A province can be ruled only once per domain turn.
Note:
for a regent to increase a holding, a
level must be a vacant; if he controls a guild (3) in a province (3), the
province can't support any more guild activity. Ruling a holding costs 1
Gold Bar plus a number of Regency Points equal to the target level; for example,
improving a guild (3) to a guild (4) costs 1 GB plus 4 RP. The province
ruler and any regent with a similar holding in the province can support or
oppose the action by adding or subtracting the level of their own holding.
Ruling a province costs 1 Gold Bar and 1 Regency point per target level.
For example, ruling a province (3) to a province (4) costs 4 GB and 4 RP.
Ruling a holding or province from level 0 to level 1 costs 1 GB no RPs
must be spent.
Realm Action: A number of holdings may be ruled simultaneously as a realm
action, but only one province can be ruled at a time. The loyalty
level of a province also effects the chances of success in a realm. It is
easier to increase the population when the loyalty is high and the people are
happy, and harder if the populous is discontented.
| Loyalty Level | Effect |
High |
+2 to all Rule actions on the province |
| Average | No Effect |
| Low |
-2 to all Rule actions on the province |
| Rebellious | Rule actions are not possible |
A regent who controls a guild holding can attempt to open a trade route, thereby increasing the money making power of his domain. A trade route must he established between two provinces of different resource types. Overland trade routes can't be created unless a road links the largest towns or center points of the two provinces involved.
Trade routes can also be created between a seaport province and any other province. (See Create Seaport Domain Action.) A seaport province may also he linked to "parts unknown," indicating long distance trade.
Each domain turn, a trade route generates GBs equal to the average of the two guilds connected (NOT the province level, as in the original rules) it links for the regent who initiated the route. (A seaport connection to far-off lands creates money equal to half the province level.) In addition, thief regents who control trade routes collect RP equal to the extra money generated by trade route.
Trade routes are neutralized if the regent's guild holding in either province is Contested, if one of the host provinces is occupied or conquered in war, or if the ruler of the host province chooses to suppress it by Decree. (The ruler's law holding must he greater than the regent's guild rating to do this.) Trade routes can also be neutralized if the regent ignores certain random events such as feud, natural event, corruption/crime, monsters/brigands, or trade matter. When the suppressing condition ends, the trade route resumes operation.
Creation of a trade route costs 1 GB and 1 RP. The success number is improved by the current level of the regent's guild holding. Regents with guild or law holdings in the same province can oppose the action. A realm action can be used create several trade routes in the same realm at the same time. The size of the realm limits the number of trade routes available.
| Province Level | # of Trade Routes |
|---|---|
| 0 |
0 |
| 1-3 |
1 |
| 4-6 |
2 |
| 7-9 |
3 |
| 10 |
4 |
A character can spend an action honing his skills. He may train for level advancement, improve a non weapon proficiency, learn a proficiency, or exercise to increase his hit point score.
Training for Levels: If the optional rules for training to gain new levels are in play, the character can spend a character action to do so. He must find a mentor or instructor and pay any training costs.
Improve a Nonweapon proficiency: The character studies a skill he already knows, trying to become better at it. At the end of the action, the player rolls 1d20. If the roll is higher than the proficiency's current score, he increases the score by 1 point.
Learn a Proficiency: A character can learn a new skill or the use of a new weapon if a suitable instructor can be found. This option is useful if the character has saved a slot that he now wants to fill. Note that the activity of training for levels includes learning new proficiencies if the character gains slots at that level. At the DM's option, a character can learn a proficiency even if his slots are already filled. This should consume two character actions instead of one. Add a Hit Point: A character can exercise and train to add 1 hp to his score. He cannot exceed the number he would reach with maximum rolls for his class, level, and Constitution bonus; i.e., a 5th-level wizard with 16 Constitution could not exceed 30 hp.