I am using quite a lot of "house rules" in this game, because I want to make it detailed and involved. Some of them are adapted from the Birthright Netbook (though many are modified). This page discusses these rules in greater detail. You should read this carefully, and I recommend that you save this webpage for future reference. "I haven't read the rules page" won't be accepted as a valid excuse. Alot of these ideas where taken from other Birthright PBeM games.
The following blood abilities have special uses in the game:
Domain Turn and Action Submission
This game is run one turn at a time. There will be a deadline for submitting your actions, displayed prominently on the main page. All turns must be submitted by that date, midnight, your time; late turns may be accepted at the DM's whim, but will not be able to affect any other domains. To submit turns, use this turn submission form. When submitting each turn, rename the RTF file to the form of YourDomainName#.rtf (where # is the number of the turn for which you are submitting). If you must leave for some personal business, let me know in advance and I will run your domain for you. If you don't send me any turn submissions for three consecutive turns, without informing me in advance, your domain will revert to NPC status.
To submit a turn, fill out the turn submission form and send it to my e-mail address. I will resolve the actions and at the start of the next turn mail you your updated domain sheet (which will include the income for the new turn).
Court Costs
Court level will not affect the success of diplomacy with PC regents, obviously
(unless they decide to take your court into account). Therefore, the court level
will affect the success roll of the following actions: Create, Investiture,
and Rule. Actions involving sources will not depend on court level though. Additionally,
the base costs of the Decree actions will change depending on your court. The
exact modifiers are listed below:
Court Level | Description | Success Modifier | Decree Cost |
---|---|---|---|
0 GB | No court at all. Diplomacy and decree actions are impossible. | -4 | Impossible |
1 GB | Court maintained at a minimal level. Facilities equal to a common inn, a few servants, no specialized retainers such as musicians, tutors, or falconers, no events such as feasts or balls. | -4 | 3 GB |
2 GB | Court maintained at a minimal level. Facilities equal to a common inn, several servants, still no specialized retainers, nor any events. | -3 | 3 GB |
3 GB | Barely acceptable court, with 'quaint' facilities, and a scattering of retainers. No affairs of state. | -3 | 2 GB |
4 GB | Barely acceptable court, with 'quaint' facilities, and a couple of retainers. Affairs of state are rare. | -2 | 2 GB |
5 GB | Almost acceptable court, with 'quaint' facilities, and a few retainers. Occasional affairs of state. | -1 | 2 GB |
6 GB | An average court with good facilities, plentiful servants and retainers, and regular galas and festivities. | +0 | 1 GB |
7 GB | An above average court with good facilities, plentiful servants and retainers, and regular galas and festivities. | +1 | 1 GB |
8 GB | A good court with fine facilities, abundant numbers of servants and retainers, and regular galas and festivities, and more. | +2 | 1 GB |
9 GB | An opulent center of power - the envy of nearby kingdoms. Art, literature, and sports are celebrated. Guests are waited on hand and foot. Every day brings a festive event of some kind. | +3 | 1 GB |
10 GB | An over opulent center of power - the envy of all kingdoms. Art, literature, and sports are constantly celebrated. Guests are waited on hand and foot, and head and neck. Every hour brings a festive event of some kind. | +4 | 0 GB |
Court level cannot be set higher than 10 GB.
Initiative: Initiative is determined by rolling 1d100. Regent can choose to delay their actions until later in the round, so that they go last (or second-to-last, etc. as described in the rulebook p.40). They cannot choose specific placement however.
Realms and Realm Actions: actions involving holdings can be performed either on any/all holdings of the same type found in several provinces that belong to the same realm (e.g. all temples in Diemed), or on any/all holdings of any type within a single province (e.g. all holdings in Avanil). Note that 'realm' as defined in this game is a colelction of provinces which have law holdings in them belonging to the same regent (i.e. provinces with law holdings belonging to Duke Gavin Teal comprise the realm of Ghoere, even if there may be others' law holdings in those provinces; thus a single province can be part of more than one realm). Note that lieutenants cannot perform realm actions, only domain actions (this is in fact an official rule from the BR rulebook - see page 57).
Character Actions: On the other hand, if a lieutenant is not used for a domain action on any given round, he may perform a character action (such as Research) without using the one free lieutenant action per turn. Any/all lieutenants not performing a domain action can be assigned to a character action every round. No extra RPs can be added to such actions, either. Lieutenants also cannot hire other lieutenants.
Critical Failures and Successes: A roll of 1 on any action is an automatic failure, regardless of spent RPs. Additionally, if the roll is 1 and 10 or more points below the required success number, the result is a critical failure, with some minor bad thing related to the action happening to the regent's domain. On the other hand, a roll of 20 is an automatic success, and if it is also 10 or more points above the required success number, the result will be especially good, with a small bonus gained.
Supporting and Opposing: Actions that can be supported or opposed by certain regents have this fact mentioned in their descriptions below. Additionally, only such regents can spend additional RPs supporting or opposing the action. Thus, a source holder cannot affect another regent ruling a temple, so he cannot spend RPs on it, either. For most actions, the regent attempting them can support himself with additional RPs.
Class Bonuses: Some character classes receive bonuses to their
actions as follows:
Fighter: Declare War once/turn as a free action.
Paladin: Declare War or Agitate once/turn as a free action, but usable
only against direct religious enemies.
Ranger: Special Ranger Espionage
once/turn as a free action.
Priest: Agitate once/turn as a free
action.
Thief: Espionage once/turn as a free action.
Guilder: +1 to
success roll with the actions Contest Guild, Create Guild, Espionage, Rule
Guild, Trade Route.
Each class receives regency from holdings as specified below:
Law: Fighters Receive 2 RP/level, everyone else except wizards 1 RP/level.
Temple: Priests and Paladins Receive 1 RP/level.
Guild: Guilders, Thieves and Rangers Receive 1 RP/level, Bards Receive ½ RP/level.
Source: Wizards Receive 1 RP/level.
Provinces: Everyone Recieves 1 RP/level.
Trade Routes: Guilders and Thieves recieve 1 RP
Gold Bars are received as follows:
Law Holding | Light Tax | Moderate Tax | Severe Tax |
1 | 1 GB | 1 GB | 2 GB |
2 | 1 GB | 2 GB | 3 GB |
3 | 2 GB | 3 GB | 5 GB |
4 | 2 GB | 4 GB | 6 GB |
5 | 3 GB | 5 GB | 8 GB |
6 | 3 GB | 6 GB | 9 GB |
7 | 4 GB | 7 GB | 11 GB |
8 | 4 GB | 8 GB | 12 GB |
9 | 5 GB | 9 GB | 14 GB |
10 | 5 GB | 10 GB | 15 GB |
Province Rating | Holding Level | ||||||
1 | 2 | 3 | 4-5 | 6-7 | 8-9 | 10 | |
1 | 1 GB | - | - | - | - | - | - |
2 | 1 GB | 2 GB | - | - | - | - | - |
3 | 1 GB | 2 GB | 3 GB | - | - | - | - |
4 | 2 GB | 2 GB | 3 GB | 4 GB | - | - | - |
5 | 2 GB | 2 GB | 3 GB | 4 GB | - | - | - |
6 | 2 GB | 2 GB | 3 GB | 4 GB | 6 GB | - | - |
7 | 2 GB | 3 GB | 4 GB | 5 GB | 7 GB | - | - |
8 | 2 GB | 3 GB | 4 GB | 5 GB | 7 GB | 8 GB | - |
9 | 2 GB | 3 GB | 4 GB | 5 GB | 7 GB | 8 GB | - |
10 | 3 GB | 3 GB | 5 GB | 6 GB | 8 GB | 9 GB | 10 GB |
Running Battles
I will likely use some sort of system quicker
than warcards to resolve battles. However, you should still specify your battle
plans and such, as these will certainly affect the outcome.
Castle Assaults
Artillerists (or equivalent units) are required
for castle assaults. If a castle is successfully assaulted, it loses 1d4 levels
(possibly being destroyed) and is captured by the attacker.
Spotting and Identifying
Spotting enemy units (an ability of
skirmisher units) allows to determine the presence and number of enemy units in
an adjacent province, as well as a rough estimate of the proportion of mounted
units within the enemy army. Enemy units in a regent's own provinces are
automatically spotted by him, regardless of his own forces.
Identifying enemy
units (such as the result of Espionage action and Scry realm spell) allows to
determine the exact composition of the enemy army in a province. If the regent
has a non-source holding or units in a province, enemy forces moving into it are
automatically identified.
Occupation and Pillaging
Pillaging will bring GB equal to severe
taxation doubled. The pillaging regent may opt to reduce one
law holding in the province by 1 level at the same time.
Occupying the
province also gives the option to occupy any/all unfortified non-secret holdings
in it. Occupied holdings drop to level zero immediately. The occupying regent
can also opt to invest the occupied holdings (requiring separate payments and
success rolls, though they can be combined into a single Investiture
action).
Prisoners
Units surrounded in battle or ridden down by cavalry
can be taken captive. Of course a regent may give orders to take no prisoners.
Prisoners may be returned through negotiation, but must be either re-equipped by
their regent (for half the muster cost) or disbanded. If a regent ignores offers
to ransom his own units taken prisoner, the loyalty in his provinces may suffer.
Alternately, the capturing regent may convert prisoners to slave units at no
cost (if he condones that sort of thing). Prisoners must be guarded by military
units (one unit is enough to guard any number of prisoners); if unguarded, they
have a chance to escape.
Port Blockades
A port province (level 4+) can be blockaded. At
least as many ships are needed as the province's level. Ships without missile
capabilities cannot blockade. A blockade stops all traffic into and out of the
port. Anyone wishing to pass must either get permission or fight. River
blockades are discussed below under Terrain.
Repairing Ships
To fully repair damaged ships, the gold bar cost
is the ship's build cost divided by the number of hits that the ship has (at
full strength), per hit taken (these costs are listed on the Units page). This
takes a slightly modified build action, so you repair 1d6 GBs worth per turn and
requires the use of a port (this does count as a ship being built). Repaired
units may not be used in the action round that they are repaired.
The following table indicated the various terrains, their maximum province level, movement cost, terrain type for trade routes, and the base road cost.
Terrain Type | Maximum Level | Movement Cost | Terrain for Trade Routes | Base Road Cost |
---|---|---|---|---|
Plains | 10 | 1 | Plains | 2 GB |
Hills | 9 | 2 | Hills | 4 GB |
Forested Hills | 7 | 2 | Forest, Hills | 4 GB |
Low Mountains | 7 | 2 | Mountains | 4 GB |
Medium Mountains | 5 | 4 | Mountains | 8 GB |
High Mountains | 3 | * | Mountains | 15 GB |
Forested Mountains | 5 | 4 | Forest, Mountains | 8 GB |
Light Forest | 8 | 2 | Forest | 4 GB |
Heavy Forest | 6 | 3 | Forest | 6 GB |
Swamp | 4 | 3 | Swamp | 6 GB |
Marsh | 4 | 3 | Swamp | 6 GB |
Moor | 4 | 2 | Moor | 4 GB |
Highland | 6 | 2 | Highland | 4 GB |
Steppe/Savannah | 6 | 1 | Steppe | 2 GB |
Desert | 1 | 1 | Desert | 2 GB |
Tundra | 1 | 3 | Tundra | 6 GB |
Glacier | 1 | 4 | Glacier | 8 GB |
River | +1 | ** | - | N/A |
Coast/Lake | +1 | N/A | - | N/A |
Oasis | +4 | N/A | Oasis as well as regular terrain type | N/A |
* High mountains can be entered by units (spending all their movement
points), but they must leave to the same province from which they came, i.e.
high mountains cannot be crossed.
** A river takes all movement points to
cross, unless there is a bridge (road) going across.
Rivers, coasts, lakes, and oases modify the normal maximum level of the
province. These modifiers are cumulative (thus a desert province with a river
and an oasis can have a maximum level of 8).
Roads halve the movement cost of
terrain. They can be built into high mountain provinces, but not across
them.
Rivers
Rivers can only be sailed by ships with a hull or 2 or
less.
Trade Routes
When creating trade routes, they must connect either different terrain types
or different cultures. Terrain types such as Forested Hills count as both types
for the purpose of trade routes. Thus, you could create a trade route from Hills
to Forested Hills, as well as from Light Forest to those same Forested Hills.
Certain holdings are classified as "secret societies". This means that they cannot be destroyed by military occupation, only through contests. Secret holdings can be discovered with a successful Espionage action, but only one at a time, and only for the regent performing Espionage (though he can reveal the information to others). Secret holdings are marked on the holding pages in italic font.
Some provinces may hold resources that can be developed with Develop Resource action. The exact resources and the methods of developing them are presented below.
Resource Group | Resources | Cost to Develop | Who Can Develop | Effects of Development |
---|---|---|---|---|
Foodstuffs | grain, preserved fish, honey, butter | 5 GB | Anyone | +1 GB income, province immune to famines |
Herd Animals | cattle, horses, camels | 5 GB | Anyone | +1 GB income, horses and camels reduce mustering cost of units using them by 25% |
Common Metals & Minerals | copper, iron, tin, lead, coal, steel, alum | 5 GB | Anyone | +1 GB income, iron and steel reduce mustering cost of infantry non-missile units by 25% |
Trade Goods | pottery, hides, wool, linen, wax, glassware, felt, cotton, tar, furs, hemp, papyrus | 5 GB | Guilds | +1 GB income for guilds |
Specialty Crops | salt, spices, sugar, olive oil | 10 GB | Anyone | +2 GB income |
Precious Substances | gold, silver, gems, ivory, amber | 15 GB | Anyone | +3 GB income |
Luxury Goods | silk, aromatic gums, dyes, porcelain, wine, carpets, drugs | 15 GB | Anyone | +2 GB income (+3 GB in developed by a guild), if developed by a law holding its loyalty never falls to rebellious |
Slaves | slaves | 5 GB | Anyone | Allows mustering of slave units in that province |
Knowledge | knowledge | N/A | N/A | One free Research action per turn at half cost for any regent with a holding in the province (but only one free action total for all regents) |
Holy Site | holy site | 10 GB | Temples | +2 GB income for temples, double temple level for contests |
All realm spells from the basic rulebook, Book of Magecraft, and Book of Spellcraft are available, unless stated otherwise below. Spells from the BR Netbook may be available at the DM's option - contact me before researching them. I have made a few modifications for realm spells, as outlined below: