Action list

Here is a master list of all the actions availiable.
There are four different types, Free, Character, Realm and Domain actions. In general, Character actions affect the character, Realm actions affect a regent's whole realm, and Domain actions affect just a province or a holding.
Action
Type
Cost
Success
Effect
Adventure Character None Varies Character takes part in an adventure
Agitate

Domain
Free
Realm
1GB, 1RP
1GB, 1RP
Varies
10+ Increases or decreases target province loyalty one grade.
Priest regents may agitate as a free action.
Build Free Varies 5+ Starts a building project, ship, road, bridge, castle, palace etc...
Build City Free 5 GB Auto Starts the formation and building of a city.
Build Palace Free Varies Auto Builds a palace
Contest
Domain
Realm
1RP
Varies
10+ Contests a holding or province, target provides no gold, or regency until ruled.
Create Holding Domain 1GB 10+ Creates a holding(0) in an eligible province.
Declare war Domain None Varies Allows you to move armies into other realms.
Decree Free 1GB Varies Issues a decree with several possible results
Diplomacy Domain 1GB, 1RP 10+ Creates or breaks alliances, opens trade agreements, etc, basically everytime you agree to do anything involving conversations with another realm.
Disband Free None Auto Disbands army units or holdings
Espionage

Domain
Free
Realm
1GB
1GB
Varies
Special
Special
Reveals troop movements/positions, investigates plots or intrigues, launches assasinations etc.
Thief regents get one espionage as a free action.
Exploratory Trade Domain 5 GB, 1 RP 20+  
Finances Free None Auto Character converts GB to/from personal wealth, takes out loan, or sells assets.
Forge Ley Line Domain 1GB, 1 RP 5+ Wizard regent forges ley line between two provinces.
Fortify
Domain
Realm
1RP
Varies
2+ Creates or improves a castle(cost 10GB/level) or fortifies a holding, (cost 5GB/level).
Grant Free Varies Varies Character dispenses largeesse, titles, or patronage. Variable effects and costs.
Improve Unit

Domain
Realm

1 GB, 1 RP
Varies
Special
Special
Train an existing unit in new abilities or improve old ones.
Investiture

Domain
Free
Realm
Varies
Varies
Varies
Varies
Varies
Varies
Arranges transfer of domain, regency, or bloodline. Requires a priest realm spell.
A priest who performs investiture does so as a free action.
Ley Link Free 1 RP Automatic Enables a regent wizard to temporarily transfer control of one or more of his sources and/or ley lines to another regent wizard.
Move Ships Free None Auto Allows your ships with/without troops to move.
Move Troops Free Special Auto/5+ Relocates troops within domain. Troops can't enter provinces not ruled by regent. 1GB allows 10 unit/provinces of movement.
Move Troops by sea Free 1GB/5 units Auto Relocates troops by sea or by rivers.
Muster Armies Free Varies Auto Creates new army units. Costs vary with army type.
Ply trade Character None Special Character uses personal skills to make an honest living.
Progress Realm 1 GB, 1RP Special Any regent can attempt to introduce progress to his domain through numerous means. The use of a progress domain action reflects the government's support of efforts to advance the realm's knowledge and/or worldly power. Social, technological, economic, and magical progress can all occur through this action.
Raid Province Domain Varies Special A character can send a few people into a province they are currently not at war with, items and money can be taken from that province if not adequetly guarded.
Realm Spell Domain Varies Special Priest or wizard regent casts a realm spell.
Research Character 1GB+ Special Priest or wizard performs spell research or creates magical item.
Rule
Domain
Realm
Varies
Varies
10+ Regent increases level of province or holding.
Sea Trade Routes Domain
Realm
1 GB, 1 RP
1 GB, 1 RP
10+
10+
Regent creates a sea or river based trade route.
Trade Chain Domain 2 GB, 2 RP 10+ Regents with established trade routes may use the trade chain action to extend their reach across the continent of Cerilia and beyond.
Trade Route Domain
Realm
1GB, 1RP
Varies
10+ Regent creates a trade route.
Trade Service

Domain
Realm

1 RP/Holding
1 RP/Holding
10+
10+
A regent may trade services with another regent. Both gain GB from the endevor.
Train Ambassador Domain 1 GB, 1 RP Automatic Trains a diplomatic ambassador.
Training Char Varies Special Character trains for level advancement, improves proficiency scores, or gains 1hp

Adventure

A character goes on an adventure, not really usable over e-mail.

Agitate

When a person agitates a realm, they are trying to either raise or lower the loyalty of a province by one position.

Build

You can start a building project, a palace, hall, bridge, road, lighthouse etc, (Castles are with fortify action). Building in low province levels costs more, (<= level 3). as there are less people in these remote areas, and getting goods there is harder. Each type of building costs variable amounts. The more money that you use, the better the finished building. Typical costs: Palace 6GB per palace level. Ships can also be built, (work goes at d6 GB per turn), ships can be bought at 1 1/2 normal cost from outside dealers, and will then be availiable immediately.

Build City

With this action, the realm ruler doesn't actually build a whole city, but rather places the foundations for one (town hall, guard barracks, etc.). A city can only be built in a province of level 4 or higher. Upon completion of the foundation, the next Rule Province action performed in the affected province will receive a +3 bonus, cumulative with any other modifiers. This is a one-time bonus, regardless of the success or failure of the Rule action. Only one city can be built per province, and there are some cities already existing at the start of the game (see holding pages). A city may have the same name as the province it is in, or you can make a different name. Cities also cannot be built in high mountains, swamps, and deserts.

Build Palace

A palace is normally built in the capital province. It costs from 5 to 30 GB. For every 5 full GB of the palace, the regent gets a bonus of +1 GB to his court (the court still cannot exceed 10 GB). Thus, with a 30 GB palace, the regent would have an average 6 GB court without the need to pay for one. A palace costs 1 GB to maintain however. This structure need not necessarily be a palace for non-landed regents, e.g. it could be a great temple for priests, a villa for guilders, or a tower for wizards.

Contest

A Regent can neutralize another regent's holding by contesting his influence. If successful, the holding doesn't produce GB or RP, and can not be used normally. If contested a second time, the holder looses complete control of the holding, and the slots become uncontrolled. Contested holdings are shown with a 'c' after the holding initials in realm descriptions.

Create Holding

Regent creates a level 0 holding. Creation can be opposed by a regent with a similar holding or control of the province.

Declare war

A Regent declares war on another realm, Two realms have to be at war to send troops into another realm.

Decree

This action is a catch-all for all the special things a regent wants his subordinates to undertake. This will not have any big effect, but can have minor effects, solve a random event, or bring in a bit more money.

Diplomacy

This is a catch-all for all major communication with another realm, Creating/ breaking an alliance, special agreements, force concessions, such as a tribute from another realm, or to respond to a random event. This does not include simple yes or no statements. To create an alliance or other agreement, BOTH realms must do a diplomacy action.

Disband units

This dismisses army units, sending them back home. If you disband a Mercenary unit, they become Brigands, and start raiding provinces.

Espionage

A Regent can take an espionage action, to see virtually anything they want to find out. Some agreements are done under top security, and are therefore unlikely to be seen. Espionage can also be done, to find out what troops are in what province of an enemy realm.

Exploratory Trade

Allows a regent to pack a trade ship up with an assorted cargo and sail for unknown lands and ports, hoping to bring in quite a profit.

Finances

The regent can transfer GB from/to his personal finance account, (1GB = 2,000 GP).

Forge Ley Line

A Wizard can create a ley line between two provinces, to allow magic to be used at one end, when taken from the other. Ley lines have to link a regents sources, and can not be accessed inbetween.

Fortify

You can fortify holdings, or create castles, to defend from and deter enemies. To fortify a holding costs 5GB per level of holding, to build a castle costs 8GB per castle level. Castles can go over the province level, but cost twice as much for each level after that. The fortifications are then built at 6GB per turn.

Grant

A regent may bestow promotions, gifts, or titles, or sponsor expeditions, etc.... this can have minor effects, like responding to a random event.

Improve Unit

Train an existing unit in new abilities or improve old ones. Email me your ideas for more details.

Investiture

All rules for investiture in Book of Priestcraft (coronation, designation, recognition, vassalage, divestiture, bloodline transfer) are used. Only one of the two regents involved needs to spend an action for investiture to occur. Investiture requires a blooded priest with access to a temple (1); this is a free action for the priest. Investing guilds and sources does not require a priest. The various types of investiture are discussed below:

Several ceremonies between the same two regents can be combined into a single action. Battlefield investiture described in Book of Priestcraft is also in use.

NOTE: You cannot invest a province on the same turn you invade it. You must wait at least until next turn.

Ley Link

Enables a regent wizard to temporarily transfer control of one or more of his sources and/or ley lines to another regent wizard.

Move Troops

A regent can get their troops to move about.

Move Ships

A regent can get ships to move about.

Move Troops by sea

A regent can put troops on a boat, and get it to sail, and move troops about by water.

Muster Armies

A regent can call up troops, creating units for the realms armies. Raising a levy temporarily reduces a provinces # level.

Ply trade

A Character with a useful skill or business interest can try to earn money.

Progress

Any regent can attempt to introduce progress to his domain through numerous means. The use of a progress domain action reflects the government's support of efforts to advance the realm's knowledge and/or worldly power. Social, technological, economic, and magical progress can all occur through this action.

Raid Province

A character can send a small number of troops to raid a bordering province to raid either tax money, or specific items easily availiable if they are unsufficiently guarded. Money brought back is worked out as follows: Total GB returned = Dice ((plevel - castle_level) - number of enemy cavalry in province (if the enemy has a scouting unit in the province, or in an adjacent province).

Realm Spell

Both Priests and Wizards can cast realm spells, large spells that affect large areas of land.

Research

Priests and Wizards can research new spells, or create a magical item.

Rule

With this action, a regent can rule a province or holding up a level. Using this as a Realm action can raise all holdings in a realm by one.

Trade route

Trade routes can be created between realms. To create a trade route, you must have a guild holding in the from province, and both provinces must be different terrain, or have a different race inhabiting each end. Up to four trade routes can be created in one action, but all trade routes must be the same type. Availiable types are Land, sea, Land-smuggling, or Sea-smuggling. Smuggling trade routes cost an extra 1GB, 1RP to create, and are invisible to rulers unless they look hard enough...

Trade Chain

Regents with established trade routes may use the trade chain action to extend their reach across the continent of Cerilia and beyond.

Trade Service

A regent with any type of holding or province can exchange special services for gold, much as a guildmaster with a trade route can earn gold for goods. A regent with a holding in a particular province can make an agreement with any other regent in the same province (including a province ruler) to form a temporary financial alliance. Both regents gain gold if the enterprise succeeds.

Train Ambassador

A regent wishing to establish an embassy in a foriegn land must first train an ambassador. Then the ambassador is sent to the foriegn lands as an official represenative. Each Month the ambassador will send updates on the political situation in his host country. You may move trained ambassadors around should you decide to set up a new embassy and have wish to keep an old one functioning.

Training

A character can practice anything, including the Law and Administration skills.