- 1.0.0 Status Phase
- Bookkeeping Phase
- Army, Navy & Fortifications
- Planning Phase
- Resource Segment
- Regency Segment
- Action Phase
- Action Segment
- War Segment
- Post Orders Segment
- Execution Phase
- Action Segment
- War Segment
- Prosperity Segment
- Stability Segment
- Growth Segment
- Event Determination Segment
- End Phase
- Order Return Segment
1.0.0 Status Phase
Each new turn starts with the publication of the Status Report. This document describes, in general terms, what has happened in the game world since the last Status Report.
The Status Report is available to all players, and all the information contained within is available to every regent. The validity of the information will vary; some is true, some is exaggerations, and some things are outright lies.
The general Status Report will be accompanied by player-specific Secrets documents (which are mailed to each individual player). The Secrets document will offer details concerning each specific realm, including information about regency collection and income.
The Provinces & Holdings spreadsheet will also be published, giving the details of all realms and holdings at the beginning of the new turn.
While the players may know the exact composition of provinces and holdings, characters do not.
Regents are not omniscient, and should not be played in such a manner - they usually have a good grasp of what is happening in their own provinces, but remain unaware of things that change abroad.
Please keep player and regent information apart!
1.1.0 Storyline segment
This is the part when the players read and digest all the new things that are happening in the game world.
Each region, realm, or domain will have a short descriptive text detailing the things that have happened during the previous turn. It could be about the weather, battles, or anything else.
In addition, each turn will present new challenges that must be dealt with. In game terms, every major development in the world will be placed in one of the following four categories. Also note that all events will be tied to a particular realm, domain or region.
From time to time major events take place within a domain, some benign in nature, other quite harmful. Events require some sort of response from the regent, always in the form of a domain action.
Lieutenants taking adventure actions can often solve events in a proper fashion if they have the right skills. Failure to respond usually has some negative consequences.
Events are presented as follows:
Name of Event (Domain Actions suitable for resolving event): Descriptive text, explaining what is taking place.
Rumors are very similar to events, but are less substantiated and do not really require a response. There are usually a few of these each turn.
If left untended, they might linger on, disappear or grow into full events.
Secrets are really just events, or rarely a rumor, which is known to only a select few and might compromise a regent if it were published openly.
This part is always posted separately in the Secrets document.
Plots are secrets that involve one or more active players, and are used by the DM to convey information as to how the plot is proceeding.
This is also posted separately in the Secrets document.
1.2.0 Provinces & Holdings segment
This segment is about the Provinces & Holdings file, a very central part of the game, which tracks the various domains in detail. The file will be updated each turn, and you would do well to read any information about your own domain very carefully.
Major changes will also be noted in the Secrets document, but minor changes in prosperity, unrelated holdings and such will not be.
2.0.0 Bookkeeping Phase
During the bookkeeping phase the players adjust their domain records to reflect what changes took place in the previous turn (based upon the Status Report, Secrets and the Provinces & Holdings documents).
The domain record needn�t be anything fancy; it�s just your very own way of keeping track of your domain. Some players will prefer elaborate spreadsheets on their laptops with graphic presentations of income and expenses, while others may manage with just a few pieces of paper. In fact, the easiest method is taking a blank Domain Order form and filling in the details there.
The Secrets document will show the status of your treasury at the beginning of the turn. By referring the appropriate region sheet (South Coast, Eastern Marchers, etc.) in the Provinces & Holdings file, you will find the number of GBs your domain generates this turn.
The numbers may differ from your own estimates, but in many cases your actual income and expenses will be modified by events beyond your control.
Note that your income is actually the money collected the previous turn. For example, the money you receive on the start of the summer turn is that which was collected during spring.
2.1.1 Taxation level
Every landed regent decides a taxation level for each of his provinces. In itself this does not generate any income, but rather sets a limit to how much money can be collected by law holdings.
While a high taxation level may seem very beneficial to the regent, generating a hefty gold flow into his coffers, this is not necessarily the case. High taxation levels will have a detrimental impact on the province�s prosperity rating, which in turn can lead to a reduction in taxes.
Taxation levels are changed using the decree: set taxes domain action.
Every type of holding has the ability to generate income (except for Law holdings that merely collect the money produced by other holdings and Source holdings that only generate regency).
The income generated by each holding is determined by cross-referencing the holding level with the province level on Table 4-2.
In addition, provinces generate income as if it were a holding within that same province. This money represents a variety of valuable behavior not covered by holdings, and is never in play except for the purpose of law collection.
TABLE 4-2: HOLDING INCOME
The prosperity rating of a province will directly affect all holding income generation.
High prosperity ratings will result in increased income generation, while low prosperity ratings will cause a decrease in income generation.
Refer to Table 4-9: Prosperity Levels for additional details.
Law holdings have the ability to collect taxes from both the province population in general, and the various other types of holdings (except Source Holdings, which generate no income). The amount collected is equal to the percentage corresponding to the taxation level.
For instance, with Heavy Tax, Law holdings will collect 50% of the income of each other holding and the province.
Note that if there are several Law holders, or that some Law is unclaimed, you have to make sure you collect an amount according to your Law. For instance a Law holder (4) in a province (5) will collect 2,0 GB from a Temple (5) in that province, but will collect only 1,2GB from a Guild (3) in the same province.
This table is for “ideal” conditions, meaning that the Law holder has all available Law, and that every type of holding is filled to capacity, and that no special conditions apply. If this is the case the table above gives the amount of money collected by the Law holder.
TABLE 4-3: IDEAL PROVINCE COLLECTION
|Province Lvl||No Tax 10%||Light Tax 20%||Fair Tax 30%||Moderate Tax 40%||Heavy Tax 50%||Severe Tax 60%||Crippling Tax 80%||Total 100%|
2.1.4 Variable income
The above figures represent what could be called an average turn�s taxation. To add a level of randomness, the Variable Income roll is added. 3d6 is rolled for each domain, and the tax adjusted as shown below.
The roll is subject to one modifier only. On the spring turn (representing reduced taxation during winter) there is a -2 penalty and on the autumn turn (representing the bounties of harvest-time) there is a +2 bonus.
TABLE 4-4: VARIABLE INCOME
|Dice Roll||Taxation Adjustment|
The stability rating of a domain will also influence the amount of GBs collected. Refer to Table 4-11: Stability for details.
Each turn every regent collects a number of regency points (RPs). The amount collected is equal to your bloodline score (BS) or your domain power (DP), whichever is less.
By referring the appropriate region sheet (South Coast, Eastern Marchers, etc.) in the Provinces & Holdings file, you will find the number of RPs your domain generates this turn.
Calculating domain power
Domain power is calculated as follows:
Add together the levels of every province where you are the province ruler.
Your regent’s character classes are important, as classes only get domain power for certain types of holdings. Refer to Table 4-5: Character Classes and Domain Power.
Multiclass characters get the best of all their classes, but have their XP penalty applied to their domain power.
Druids: Druids get regency from both temples and sources, which may seem very powerful at first glance. But since high-level temples require high-level provinces, which means that source holdings get reduced in level.
This doesn’t apply to elven provinces, but since elves can’t have temples, that’s still not a problem.
NPC Classes: Experts, warriors etc. gain no domain power from holdings (but do gain from provinces), even if they are blooded regents. It is exceedingly rare for regents not to have at least one level in an adventuring class; blooded regents are by definition special individuals.
Commoners: Scions, and particularly regents, should never solely have levels in the commoner class. If they do, they collect regency just like other NPC classes.
Prestige Classes: Some prestige classes may also cause a character to gain domain power from additional holding types. See each class description for details.
Class Templates: Characters with class templates collect the normal regency from their base class unless otherwise noted in the template description.
TABLE 4-5: CHARACTER CLASSES AND DOMAIN POWER
It is quite common for regents to be multiclass characters – indeed, the rules favor multiclass characters. In Anuire, for example, the combination of fighter/noble is very common among the landowning nobility.
2.3.0 Army, Navy & Fortifications
When it comes to your armed forces, it is vitally important to know of unit location and their status. If you for example, moved units or fortified a holding you will have to note this down or else you’ll get very confused quickly.
Start of Turn: Your Domain Order has a special section for each of army, fortifications and navy. You will start by noting down the position/condition of your units as per the start of the turn; this should be identical to the end position/condition from last turn.
Changes throughout the Turn: Behind each unit there is a column named “Notes”. Here you write out what kind of changes the unit goes through during the turn; change of status, movement, inclusion in a field army etc (you will of course still have to write down military actions separately, but noting the intended effects of your actions on each separate unit makes bookkeeping much easier).
End of Turn: Depending on which of your actions pertaining to units succeeded, the DM will update each unit’s entry to show its location/condition at the end of the turn. Note that this overwrites your own start-of-turn entries in the DO, so keeping a copy of your DO submission might be a good idea.
Many other actions require some sort of bookkeeping. If you decide to grant someone a title, or make a trusted adviser your henchman, this has to be written down.
Other things that require your attention is advancing your regent in level, keeping track of experience and magic items and so on.
Example: If you get a new henchman, then the DM will write out his vital statistics for you. You will, however, probably have to cut and paste that information from the “DM Notes” column of the action and down into the Assets/Able Assistance section. If make one of your lieutenants an administrator, and the action succeeds, you will have to enter his name into the appropriate administrator slot in the DO.
3.0.0 Planning Phase
This is the phase where you formulate your strategy. You take into account things like income and resources available, expenses and obligations, and much, much more.
3.1.0 RESOURCE SEGMENT
No realm have unlimited money, and a tight budget is more normal than not. You need to decide who to best spend what little money you have. You need to consider the following:
3.1.1 Domain Maintenance
Every domain cost a little to administrate. The actual cost rises (slowly at first, then more rapidly in a large domain) with the number of provinces and holdings you control.
Note that it’s the actual number of provinces and holdings, not the number of levels that is counted.
Holdings (0) are not counted when determining domain maintenance.
Most medium realms and domains end up between 1 and 5 GBs per turn, with 2 or 3 GBs being the most common. Larger domains can well end up with domain maintenance as high as 6 or more GBs.
TABLE 4-6: DOMAIN MAINTENANCE
Number of Provinces and Holdings Maintenance Cost 1-2 0GB 3-4 0,5GB 4-6 1GB 7-12 2GB 13-18 3GB 19-24 4GB 25-30 5GB 31-35 6GB 36-40 7GB 41-45 8GB 46-50 9GB 51+ +1GB per 4 100+ +1GB per 3
3.1.2 Court expenditure
Every regent needs a court and the more expensive the better. Courts are important both for prestige reasons, but also have a direct influence on your ability to perform court actions (and by default also realm actions).
For each GB you use on court expenditure, you can perform one court action that turn. You can always perform one court action, even if your court expenditure is 0,5G or 0GB.
The province level of the province in which your court is located limits maximum court expenditure. See Chapter 5: Domain Actions for details on different types of actions.
Most Anuirean realms maintain courts of average level, while domains usually get by with small courts. Regents with large domains, such as Prince Avan of Avanil maintain large and prestigious courts.
In the days of the Anuirean Empire, the Imperial Court almost always had a court expenditure of 11+ GBs (well, maybe not always, but during the heyday of the empire it did).
The Imperial Chamberlain still maintains a fine court, but nowhere as grand as it used to be. Other renowned courts are those of Ilien, M�den, and Ariya.
Khinasi and Brecht regents generally spend more on courts while Vos and Rjurik spend less.
Elven courts are hard to compare to human courts, but large elven realms do tend to have quite fine courts. Dwarves also have good courts, but now extravagant ones.
TABLE 4-7: COURT EXPENDITURE Expenditure Mod Description 0GB -10 You do not have a court at all. Court actions are next to impossible. 0,5GB -6 Your court is a joke; other regents are offended if approached by you. 1GB -4 Your court is very quaint, but still severs some basic functions. 2GB -3 Your court is rather small, but is adequate for most purposes. 3GB -2 Your court is below average, but is approaching acceptable standard. 4GB -1 Your court is slightly less than average, but hardly enough to be noticed. 5GB 0 Your court considered average for a medium-sized realm. 6GB +1 Your court is considered above average. 7GB +2 You have a court that is both large and provides you with many competent hirelings. 8GB +3 Your have a large and prestigious court, suitable for a great kingdom. 9GB +4 Your court is renowned for its size, retainers, and many events 10GB +5 Your court is opulent with fantastic spending, and numerous retainers. 11GB+ +6 You gain few actual benefits, but it is good for prestige. Fitting for an Empire.
3.1.3 Army upkeep
Soldiers cost a lot to maintain, but are vital if you want to defend your realm from hostile regents. Regents that aren�t landed generally have less use for soldiers that those who do, but often find it convenient to retain a small but experienced elite bodyguard.
Every army units represents between 200-300 soldiers (and their mounts if any), with an average of 250 per unit. Each unit has an associated upkeep cost (in GBs).
Units also have a status, they can either be Active (full upkeep), Garrison (1/2 upkeep), or Reserve (1/4 upkeep).
Active: Normal cost. Units may move freely, and into areas containing enemy units. This is units in the field, actively participating in a war or conflict.
Garrison: Half cost. Units may make slow movement in friendly provinces. May not attack, but will defend against invading forces. This is the normal mode for army units, they are drilling and recruiting.
Reserve: Quarter cost. Units may not move. Is effectively demobilized, and it takes one full turn to activate them. This is militia or reservists that drill together on a regular basis, but that need time to mobilize.
For further details on units and the effects of status and its effect on upkeep, refer to Chapter 6: Armies & Warfare.
3.1.4 Navy upkeep
Navies are also expensive, but are essential to defending your coasts or major rivers. Each ship represents the vessel, its crew, and its usual complement of marines.
Every ship represents a single ship and its crew and inherent complement of marines (if any); the actual number of men on each type of ship varies. Each ship has an associated upkeep cost (in GBs). Ships also have a status, they can either be Active (full upkeep), Garrison (1/2 upkeep), or Reserve (1/4 upkeep).
Active: Normal cost. Ships may move freely into sea areas containing enemy units. These are ships at sea, actively participating in a war or conflict.
Garrison: Ships may move between friendly ports within range and may patrol sea areas adjacent to their ports. This is the normal mode for ships they are drilling and recruiting.
Reserve: Quarter cost. Ships may not move. Ships are either pulled up on land or lies at anchor with only skeleton crews.
For further details on ships and the effects of status and its effect on upkeep, refer to Chapter 7: Oar & Sail.
3.1.5 Fortification upkeep
Fortifications are vitally important in Cerilia, both when conducting offensive and defensive operations. Apart from their obvious role as a defensive barrier, they also functions as depots, training areas, command posts and much more.
There are two types of fortification, Castles that protect the entire province, and smaller Forts that only cover individual holdings.
Castles have an upkeep equal to their level, forts have an upkeep of half their level.
Like naval and army units, fortifications have a Status.
Active: Normal cost. The castle can support an active field army, and is stocked with reinforcements, supplies, and other essentials. The garrison is heavily reinforced.
Garrison: Half cost. This is the normal castle mode, fulfilling all normal duties.
Reserve: Quarter cost. The castle is essentially empty, but is kept more or less in decent repair.
For further details on fortifications and the effects of status and its effect on upkeep, refer to Chapter 6: Armies & Warfare.
You will probably want to do one or more Domain Actions each turn, and these cost money and/or regency.
You should try to pick only those actions that are necessary; anything else is a waste of time. Another approach is first to pay for everything else, and then decide which actions you can afford.
Any regent, lieutenant, or henchman with ranks in the Administration skill can spend one ply trade: administrate domain action each turn to use it to try to reduce various domain-related costs.
Hirelings (but not advisers) can also be used, but suffer a -2 penalty to their administration check.
There are a total of six administrative positions available for each domain; a single character can cover multiple positions, but must use one action for each position
The six administrative posts are:
- Seneschal – Domain maintenance
- Steward – Court expenditure
- Quartermaster of the army – Army upkeep
- Quartermaster of the navy – Navy upkeep
- Castellan – Fortifications upkeep
- Chamberlain – Action costs
Administrators: The position of administrator is an important and prestigious one.
Before a character (except regents, which are exempt from this rule) can act as an administrator, you must use the decree: grant domain action to give him the position.
If you don’t do this, the character lacks the formal authority required, and his administration check automatically fails.
Aides: It is possible to grant the position to a second character, in which case the later one becomes the aide, giving a +2 cooperation bonus to the administration check (but if either character is a hireling, the penalty for that is applied once).
The Skill Check: Administration has a DDC of 20. Since it is a character action, you can’t use influence to support it. The court modifier is added as a bonus or penalty to the check. See Chapter 5: Domain Actions for additional details.
Success means that 10% of expenses are returned to your treasury, succeeding by 10 or more reduces them by 20%, and extraordinary success returns 25%.
Some regents have some sort of treaty with another regent that demand that they transfer a number of GBs each turn (or year). This is accomplished by using the grant: offer tribute domain action.
Any gold not spent can be saved until the next turn by placing it in the treasury. Or, it can be put in the offensive or defensive purse.
You can either leave it to the DM to decide which actions the purses should be spent on, or you could note some directions in the “Treasury Notes” section of the DO.
The DM will always try to use your purses in an intelligent manner, and may leave purses alone if he deems using GBs from them meaningless; however, chances are that money in purses will be used.
Defensive Purse: Gold placed in the defensive purse will be used by the DM to help prevent hostile actions from affecting you.
Example: Your evil neighbor is agitating in one of you provinces. Checking your defensive purse, the DM spends a couple of GBs, foiling the enemy’s attempt.
Offensive Purse: Gold placed in the offensive purse, will be used to support you actions if they are opposed by other regents (and only if opposed).
Example: You attempt to rule law in you capital province, and spend a sufficient amount of regency to ensure you success. The evil guildlord doesn’t want this, and spends GBs and RPs to stop you. The DM spends some gold from you offensive purse and you action succeeds anyway.
3.2 Regency segment
Regency is the second limiting factor when it comes to ruling a domain. Just as with gold, regency is needed to make you domain work
3.2.1 Ley line maintenance
Ley lines connect sources, but require regency to remain empowered. Lines, hookups or extensions that are not maintained, automatically fade at the end of the turn.
All ley lines cost 1RP to maintain, regardless of length.
Each hookup cost 1RP to maintain.
Each extension require 1 RP to maintain.
Refer to Chapter 5: Domain Actions and Chapter 8: Realm Magic for details on ley lines and sources.
3.2.2 Realm Spells
Some realm spells with long durations require additional regency to be spent each turn to maintain them.
Refer to Chapter 8: Realm Magic for details on casting realm spells, and Chapter 9: Realm Spells for details of each individual spell.
The investiture ceremony of vassalage compels the vassal to transfer a fixed number of regency points each turn. The transfer is automatic.
Refusing Vassalage Transference: A vassal can willingly break the vassalage agreement by refusing to transfer regency points. Once broken, the transference is gone forever; you don’t have to break it each turn.
Refusing vassalage transference like this results in at least a minor regency loss. Refusing vassalage is done using the decree: refuse vassalage domain action.
Actions do not generally require the expenditure of regency, but most allow you to if you so desire. Using regency this way is a good way to ensure that you actions succeed, so setting aside some regency for this is generally wise.
By performing the ceremony of transference, one regent can transfer an agreed upon amount of regency to another. This is a one-shot ceremony; if you need to transfer more regency later, the ceremony must be conducted anew.
Ceremonies of investiture are not undertaken lightly; there should always be a good reason in-game for conduction one. Regency is never used as payment or bartered away.
Example: King William sends his trusted vassal, Ser Cobalt to Rohrmarch to establish holdings there. He uses a ceremony of transference to give Cobalt the regency he needs to set up his holdings.
Regency that is not spent can either be saved until the next turn, or they can be placed in the offensive or defensive pool.
You can either leave it to the DM to decide which actions the pools should be spent on, or you could note some directions in the �Regency Notes� section of the DO.
The DM will always try to use your pools in an intelligent manner, and may leave pools alone if he deems using RPs from them meaningless; however, chances are that regency in purses will be used.
Defensive Pool: Regency placed in the defensive pool will be used by the DM to help prevent hostile actions from affecting you.
Example: Your evil neighbor is agitating in one of you provinces. Checking your defensive pool, the DM spends a couple of points, foiling the enemy�s attempt.
Offensive Pool: Regency placed in the offensive pool, will be used to support you actions if they are opposed by other regents (and only if opposed).
Example: You attempt to rule law in you capital province, and spend a sufficient amount of regency to ensure you success. The evil guildlord doesn�t want this, and spends GBs and RPs to stop you. The DM spends some regency from you offensive pool and you action succeeds anyway.
4 Action Phase
This is the heart of the game, where players choose which domain actions they will conduct and how much effort they are willing to spend to succeed.
4.1 Domain Action Segment
The action segment is relatively straightforward. You pick your actions, note them in your DO, and fill in as much descriptive text as you feel like.
Note that lack of descriptive text will incur a -2 penalty on the action check, while a very good description will give a +2 bonus. Refer to Chapter 5: Domain Actions for details on each action.
Timing of Actions: There is no form of initiative used at the domain level (except during times of war, see Chapter 6: Armies & Warfare for details).
While the turn is divided into three action rounds this does not mean that regent actions happen sequentially (you can describe them as happening sequentially in the flavor text of each action, but it holds no true relevance rule-wise).
Instead, actions are actually assumed to take place at some time during the turn. A diplomacy action may drag out for the full three month, or it may be conducted in two weeks. Simultaneously, a war is waged, and you start to rule a law holding.
Exactly when an action is taken and how long it takes to complete, is completely irrelevant.
Conflicting Actions: Sometimes two (or more) actions come into direct conflict with each other. In such cases, the action checks are considered opposed, and the winner is the one whose action succeeds; the other action(s) fail, even if they would normally have been successful.
Example: There is one holding level available in a province, and two regents successful rule their holding there. This leads to a conflict of actions. Only the regent with the higher action check actually manages to rule his holding. The loser must pay for the action, but gains nothing.
Note that not every action that is opposed counts as conflicting actions. For example, two agitate actions, one positive and one negative, is not affected by this rule. Each is applied separately, canceling each other out.
Number of Actions: Every player gets three regent actions, one bonus regent action for class, one bonus regent action for having a lieutenant, a number of court actions equal to his court expenditure (minimum of 1), and any number of free actions (within reason). He can substitute one regent action (except his bonus regent actions) plus one (or more) court action(s) for a single realm action.
4.1.1 Regent Actions
Every regent gets three regent actions each turn.
Bonus Regent Actions: You get one bonus regent action based on class and one bonus regent action if you have any lieutenants.
Bonus actions are free, with the exception of magic research. The lieutenant bonus action is also free, provided that action is a bonus class action for one of your lieutenants.
For some classes the bonus regent action can be 3 military actions, this includes lieutenant bonus actions.
TABLE 4-8: BONUS REGENT ACTION BY CLASS Class Action Barbarian 3 free military actions Bard Agitate or Diplomacy Blademaster 3 free military actions Cleric Agitate Druid Agitate Fighter 3 free military actions Guilder Trade Venture Magician Research Mystic Agitate Noble Diplomacy Nomad Espionage Paladin 3 free military actions or Agitate Ranger Espionage Rogue Espionage Scout 3 free military actions or Espionage Sorcerer Agitate Wizard Research
Taking 10 or 20: You may take 10 on regent actions. You can take 20 on a regent action, but if you do, you use all three base regent actions (but retain your bonus regent actions).
4.1.2 Court Actions
Every regent gets a number of court actions equal to their court expenditure each turn, with a minimum of 1 (even with a court 0GB or 0,5GB). You can use regent actions as court actions if you wish.
Taking 10 or 20: You may take 10 on court actions, but you may not take 20.
4.1.3 Realm Actions
One realm action can be taken in place for one regent AND one (or more) court actions. You cannot use either bonus regent action to take realm actions.
Taking 10 or 20: You may take 10 on realm actions, but you may not take 20.
4.1.4 Free Actions
Finally, every regent may perform an unlimited (in theory, try to be a bit reasonable) number of free actions.
Taking 10 or 20: You may take 10 on free actions, but you may not take 20.
4.1.5 Able Assistance and Actions
Non-regent characters can usually take 1 character action per turn. Under any circumstances, they are always limited to three actions per turn.
Lieutenants: A lieutenant can perform a single character action each turn on behalf of the regent.
The most common tactic is to use an adventure domain action to aid to another regent, court or realm action by giving a bonus to the action check (if the adventure is successful).
Lieutenants cannot take any regent actions on their own, but they do grant a single bonus regent action, as described above. This counts as one action for that lieutenant, but is in addition to the normal single action.
Henchmen/followers: Henchmen/followers perform similarly to lieutenants (but they don�t grant any bonus regent action).
Followers rarely have the skills needed to take independent action; they generally only accompany the regent or his lieutenants/ henchmen on their adventures.
Advisers/hirelings: Advisers/hirelings are similar to lieutenants (but they don�t grant any bonus regent action).
Advisers will only use ply trade to find information for the regent, but hirelings will do anything within their area of expertise.
Generals and Admirals: Characters, who have been granted the position of either general (army) or admiral (navy), get 1 additional adventure action per turn that can only be used to lead a field army or fleet.
Administrators: Characters, who have been granted any administrative position, get 1 additional ply trade action per turn to make an attempt to reduce costs associated with their position.
If a character has been granted multiple positions, he gets multiple actions (but is still limited to a maximum of 3 per turn).
Apprentices, Squires and Such: Characters, who have been granted a position as apprentice, squire or equivalent, get 1 additional training action per turn.
4.1.6 Realms without regents
When regents die or are otherwise disabled, there is sometimes a delay in getting a new regent in place.
During turns in which a domain has no regent, it may only perform one regent action, but otherwise functions as if it had a regent (no RP expenditure is possible though).
If there are any remaining lieutenants, the domain gets a bonus lieutenant action.
A Regent, which isn’t dead, but is somehow disabled or imprisoned, gains no regency and may not spend any regency (basically the domain behaves the same as a domain without a regent).
Domains without a regent can perform an investiture action as a court action.
4.2 War order segment
Sometimes you have so many military ventures going on that the DO simply isn�t adequate for keeping track of your military units.
This is where the War Order can be used as an attachment to the regular DO. This is covered in more detail in Chapter 6: Armies & Warfare, and Chapter 7: Oar & Sail.
4.3 Post orders segment
When you have updated you domain record and decided what actions to take, it is time to write it down and send it to the DM.
We call this submitting the Domain Order. A blank form has been provided for you, and I strongly urge everyone to use it. If you are at war, you’ll also have to submit your War Order.
Using the templates will help you ensure that you include all relevant information for the DM and that will reduce his workload considerably.
5 Execution Phase
Well, that’s it for you then – your work is done for this turn, and you can sit back and relax. The next two phases are handled by the DM with a minimum of player input.
5.1 Action resolution segment
This is where the DM determines which of your actions succeed or not, in accordance with the rules in Chapter 5: Domain Actions.
Actions will be noted in your DO as success, extraordinary success, failure, extraordinary failure, or automatic.
There will also be some descriptive text – where the effects of a successful action isn’t obvious (such as for an adventure action), the game benefits of the action will be described.
Otherwise, refer to the action descriptions for the effects of each action.
5.2 War segment
This is where the DM determines the outcome of your war as laid down in Chapter 6: Armies and Warfare, and Chapter 7: Oar & Sail.
The result of any war will be described in your DO � if you take a wage war domain action, the primary outcome of your war effort will be detailed there.
The outcome of military actions taken may also yield information. The result of major battles and campaigns will also make it onto the Status Report, so check that out as well.
5.3 Prosperity segment
Prosperity is one of the most important aspects of a province. A good prosperity level makes your actions work better, hampers hostile rulers and produces more revenues. With low prosperity the opposite is true, and you might even have a rebellion on your hands.
5.3.1 Prosperity level
Every province has a prosperity level, but holdings do not. The prosperity level reflects a variety of factors that affect the relative happiness of the general population. The prosperity system then assumes that a happy population is one that is more productive and more eager to serve their ruler.
TABLE 4-9: PROSPERITY LEVELS Prosperity Levels Income Modifier Action Modifier Prosperity Modifier Utopian +50% +10 -5 grades Ideal +35% +7 -3 grades Thriving +25% +5 -2 grades Prosperous +20% +4 -1 grade Healthy +15% +3 -1 grade Content +10% +2
Steady +5% +1
Guarded -5% -1
Unsteady -10% -2
Poor -25% -3
Turbulent -50% -4 -1 grade Defiant -75% -5 -2 grades Rebellious No income -10 -3 grades
Income Modifier: Every holding that generates income will have this modifier applied to it, and as will any collection from law holdings.
Law collection is calculated using normal income (before prosperity adjustment), and the adjustment is then made. You do not first modify holding income and then also modify law collection.
Action Modifier: This modifier applies to some Domain Actions taken either by or against the province ruler. Not every action is affected, only those that are related to the prosperity of the people. Tables 5-3 to 5-6 will show which actions are affected.
The prosperity rating does not generally affect actions by or against any other regents than the province ruler, but the DM may decide it applies to allies or enemies of the ruler under some circumstances.
For instance, if a temple is declared the state faith, the DM might decide that prosperity modifiers apply to some or all actions taken by or against it, as people tend to link the temple closely with the rulers. Thus Agitate actions taken by this temple would now receive the bonus/penalty.
5.3.2 Prosperity modifier
Almost everything that happens in the game is reflected by prosperity modifiers. Prosperity modifiers are summed up after a turn has been completed.
Prosperity modifiers reflect the fact that it�s quite difficult to make people stay happy over time. The higher the prosperity level, the more the ruler needs to do to keep up their good spirits.
Likewise, if the population becomes dissatisfied, it is going to take some serious effort to make them trust their rulers.
TABLE 4-10: PROSPERITY MODIFIERS Condition Modifier Taxation
No taxes +2 grades Light taxes +1 grade Fair taxes No modifier Moderate taxes -1 grade Heavy taxes -2 grades Severe taxes -3 grades Crippling taxes -5 grades Total taxes -7 grades Troops
Levies were raised -1 or -2 grades Troops were mustered No effect or -1 grade Mercenaries present -1 grade Occupation -1 grade Foraging -1 grade Pillaging/razing -3 grades Agitation
Negative agitation -1/-2 grades Positive event +1/+2 grades Events
Positive event +1 to +3 grades Negative event -1 to -3 grades Law
No law Negative grades count double Less than half No effect Half or more Ignore one grade All Ignore two grades
Taxation: High taxes tend to make people unhappy, while low taxes make them happy.
Troops: For some reason, people tend to become unsettled by soldiers and war.
Levies: If levies were raised to protect the realm from invasion, a �1 modifier applies. If they are raised to fight a foreign war, use the �2 modifier.
Musters: Some of the people that actually join a unit are constructive members of society. Putting them into the army disrupts the province. Note that this modifier only applies in some circumstances. If the number of troops raised is half or less compared to the province level, this modifier is waived.
Mercenaries: Mercenaries have a bad reputation, and the province�s prosperity suffers from it.
Occupation: Using troops, instead of law, to control a province.
Foraging: Units that forage are actually stealing from the province�s population, which naturally makes the commoners upset.
Pillaging/razing: Pillaging or razing a province makes the commoners even more upset, as the soldiers are systematically killing/stealing/destroying everything.
Agitation: The Agitate action can affect prosperity.
Events: Things that happen during a turn can affect morale. A great festival is a positive event; invasion from the Shadow World might be a negative event.
Law: Having control of the law will enable you to control prosperity modifiers to a certain extent. You may choose which modifiers to ignore.
Having a Law (0) holding in a province (0), counts as having � the available law.
5.4 Stability segment
Stability changes in response to events taking place in the domain. It is similar to, but is relatively more stable than, the prosperity rating of provinces.
Stability can never fall below -3. If a modifier would reduce stability to less than -3, stability is set to -3 instead.
TABLE 4-11: STABILITY Stability Domain Action Check Modifier Income Modifier Dedicated +3 +10% Efficient +2 +5% Loyal +1
Corrupt -2 -5% Dysfunctional -3 -10%
Domain Action Check Modifier: Apply this modifier to all you Realm, Regent, Court, and Military actions except those with NA in the Modifier column.
Income Modifier: Your total income (except tribute and other extra income) is modified according to the table if positive. If negative, tribute and other income are also subject to the modifier.
5.4.1 Annual Alignment Increase
Each year on the winter turn, stability will increase by one provided that it is currently below the level indicate on Table 4-12: Alignment.
Alignment will never cause a loss of stability in this manner, so if you�re CE and have a +3 stability (yeah right!), you won�t lose any stability.
TABLE 4-12: ANNUAL STABILITY INCREASE BY ALIGNMENT Alignment Threshold LG +2 LN, NG +1 LE, N, CG +0 NE, CN -1 CE -2
5.4.2 Stability Modifiers
Other changes in stability can take place on any turn, and will do so as a result of actions and events in the game world. This is largely a DM discretion thing, but here are some examples.
Change of regent: Changing a regent is always a stressful time for a domain. Even if the heir has been recognized by a ceremony, there is bound to be some instability. The reaction is even worse if the heir hasn�t been recognized, or if he�s an usurper
Loss of Control: If an entire domain goes uncontrolled, it suffers a penalty. For every turn that is goes uncontrolled, it suffers another -1 penalty.
Regency Loss: If the regent performs badly, he will suffer a regency loss. The regency loss also causes a disturbance for the domain, as the regent loses face and influence.
Events: Major (as defined by the DM) events will have an impact on stability.
Completing Agendas: Completing an agenda might give a stability bonus.
War: Winning or losing battles and wars can affect stability.
TABLE 4-13: STABILITY MODIFIERS Condition Modifier Change of regent Recognized heir -1 Unrecognized heir -2 Non-heir, but strong claim -3 Tenuous claim -4 No claim -5 Loss of control Domain going uncontrolled -1 Each turn uncontrolled -1 Regency Loss Minor +0 Major -1 Great -2 Catastrophic -3 Events Major positive +1 Major negative -1 Completing agendas Minor +0/+1 Major +1/+2 War Winning a major battle +1 Losing a major battle -1 Winning a minor war +1 Winning a major war +2 Losing a minor war -1 Losing a major war -2
5.5 Growth segment
Provinces will increase in level given time. Each turn, a province will grow a number of GBs equal to its effective level, and when it has grown enough the province will go up in level.
TABLE 4-14: PROVINCE GROWTH Needed to reach next level New province level squared x growth rate multiplier Province growth Current (effective) province level
The growth rate multiplier is determined by climate and the growth rate adjustment by province terrain. See Chapter 2: Domains for additional details on climate and terrain.
It should be noted that it is possible to speed up province growth by using the rule province action. See Chapter 4: Domain Actions for additional details of how to rule up your provinces.
Example: A province (5) has a growth rate multiplier of 7. It needs to grow 6 x 6 x 7 = 252 GBs before reaching level 6.
After a few years it has only 50 GBs left to grow before reaching the next level. The province ruler then decides to speed up things a bit by using the rule province action, spending 10GBs to do so. Now the province has only 40GBs left until it reaches the next level.
5.6 Event determination segment
The DM will determine which new events will take place in which domains.
6 End Phase
6.1 Order response segment
Once the DM has completed the execution phase, he will return your DO with notes, indication which actions succeeded or not, as well as changes in units and other assets as they are at the END of the current turn.
Note: The DM will usually also send out the new Secrets document at the same turn. The return of your DO signals the end of the last turn, while the reception of the Secrets document signals the start of the new turn.