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Dungeons & Dragons

Ruins of Empire Regent Guide v.3.5 Draft 2.20 2010-03-20

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Original design: Bjørn Eian Sørgjerd Additional design: Even Eian Sørgjerd Editing and development: Bjørn Eian Sørgjerd Additional development: Even Eian Sørgjerd, Brandon “Team Graaavy” Editorial support: Brandon “Team Graaavy”, the RoE PbeM player group Playtesting: The RoE PbeM player group Members of the RoE PbeM player group (past and present): Even Eian Sørgjerd, Rune Bang Leistad, Torleif A. Bruun Vaage, Torbjørn Mæhle, Andreas Brömster, Michael Romes, Joshua Cain Nycon, Harvey Alan Slaughter, Gray Drakeson, Chris Fedor, Matt Heath, Carl Thomas Stene, Malcolm Henderson, Brandon “Team Graaavy”, Sheldon Cooper, Jon B. Kvændrup, Robert Kurelic, Tomas Mørkrid, Thorsten Weitling, Bobby “The Rock”, ShadowMoon, Jared, Wiktor, Kalle, Dimitris, Greg D., Milos Rasic, Alexander, Kasper, Geir…and probably a lot more…feel free to e-mail me if you want your name included in the list. Special thanks to: Even E. Sørgjerd for helping make the game, Harvey Alan Slaughter and Jon B. Kvændrup for helping DM, and Brandon “Team Graaavy” for his devotion to details and tireless additions to the P&H.

Based on the BIRTHRIGHT Campaign setting published by TSR and the DUNGEONS&DRAGONS® game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

Foreword

Hi,

2 Welcome to the Ruins of Empire play-by-e-mail game, set in my most beloved campaign setting – that of BIRTHRIGHT. Nowadays BIRTHRIGHT is pretty much the only game I find time to play, but once upon a time it was not so…and here follows the story of how BIRTHRIGHT became my favorite game, and how RoE came to be… When TSR first released the BIRTHRIGHT Campaign Setting back in the mid-90s, I was not exactly thrilled. Actually, I had more or less given up on AD&D 2ed and moved on to play other games. So when some players at my local gaming club, Hexagon, arranged a BIRTHRIGHT campaign, I didn’t even look at it before dismissing it as yet another low-quality steal- your-money TSR product. I’m glad I gave the setting a second chance, because as it turned out, BIRTHRIGHT was nothing like what I had expected from a TSR product at that time. Here was a setting, equally unique in both quality and innovativeness. At long last a setting that really allowed me as a DM to place adventures in a greater context and to add new elements of politics and intrigue into the usual mix of adventure and more adventure. One of my first campaigns centered on the domain aspect of play, with my play group primarily running the kingdoms of the South Coast. It was all very predictable, with a big war between Diemed on one side and Ilien/Medoere/Roesone on the other. It was a grand experience in all ways; yet it showed me that the domain system had several shortcomings and that I still disliked the AD&D 2nd edition rules when it came to running adventures. Overall, BIRTHRIGHT got added to my top-ten games list, but it was a long shot from being my all-time favorite. The defining “moment” of my BIRTHRIGHT experience started in 1997, when I got drafted into the military and got sent away to the bleak northern reaches of Norway. By chance, I got assigned to a camp not far (relatively speaking) from the city of Tromsø, the very place where one of my oldest gaming-buddies had moved some years before. With nothing to do on the weekends and no way of getting home, we decided to start gaming together again. Now, we could have ended up playing a host of games, and were actually pretty close to starting another major MechWarrior story-line or running a Shadowrun mini- campaign (another fantasy campaign was rather low on my priority list at that time). The reason I pulled out BIRTHRIGHT instead had to do with some books I had just read; A Game of Thrones by George R. R. Martin was just out in paperback and I had also plowed through a lesser-known trilogy by Elizabeth Moon, the Deed of Paksenarrion. Martin had excellent politics and intrigue on the “domain level” as well as extremely strong character descriptions and dialogue. Moon offered single-character focused novels (where the main character starts out as a lowly infantry-woman in a mercenary outfit) set in a believable low-magic world. Drawing inspiration from both books and combining them with the BIRTHRIGHT setting, I ended up putting together a character-focused camping in which the protagonists (who were horribly/wonderfully flawed) got forcibly drafted into the army of a Boeruine barony. Over the following years the campaign developed; the two main characters, Moergan Shaeme (a young runaway Dieman noble) and his faithful companion Wilfred Isilviere (a half-Khinasi bastard from Roesone) would adventure across much of Cerilia and beyond. Eventually both forged their own domains, and we got to integrate the domain rules into our campaign. The game ran for a long time, both in real life and in the game world, eventually reaching near-epic character levels and plot- lines (I believe 2ed 19th level by the end). By that time, however, I had moved on with my life and we only managed to get together to play for a few weekends each year. Indeed, my gaming time around 1999-2000 was at an all-time low. I missed it a lot, but could never seem to find time or players; at least not enough to run the kind of games I found fulfilling. And so I filled what little time I had with computer games and novels; a poor substitute at best. Back in the fall of 2000 I got introduced to the world of PbeM games by my brother Even. I joined a sci-fi game set in the 2300AD setting (a long-dead game, originally published by GDW back in the 80s). Curiously enough it was sort of similar to BIRTHRIGHT; each player controlled one faction (very domain-like) with a vested interest in the colonization of a new world on the fringes of civilized space. When that game started to falter, I decided to go ahead and set up my own BIRTHRIGHT PbeM instead. I knew there were other such PbeMs out there, Even had joined some, but I didn’t much care for them, since I was intending to try and recapture some of the flavor and greatness of the Moergan/Wilfred camping. And so I decided to do everything my own way, starting from scratch (oh, the hubris). When Ruins of Empire first started in October 2000 it was a very small game, with only the South Coast open to players and not even all of the domains there were filled. All the original players were Norwegian, primarily made up my old gaming companions. The game was entirely in Norwegian; the rules set (v1 of the RoE rules), the domain descriptions and all communication. Everything was fairly standard BR at that point (with some house rules in place and altogether new domain descriptions), with AD&D 2ed rules used for building characters and such. It became clear, however, that if the game was to continue to have a future, we would eventually need a broader player base. So by Turn 9 I have converted everything to English and greatly upgraded both the rules (v2 of the RoE rules) and the domain descriptions based on play experience. We immediately gained several new players and the game area was expanded to include parts of the Eastern Marches. By now the domain rules had evolved quite a bit, but were not really coherently presented. DnD 3E started creeping into the setting as well. 2001-2002 were good years for the RoE game; we were still small, but we had a stable and dedicated player base. In 2003 (if I remember correctly) I decided the RoE game deserved a thorough overhaul. And having too much time on my hands I undertook a back-breaking effort to upgrade the domain rules and present them as a cohesive whole (v3 of the RoE

3 rules). I also added and upgraded a lot of domain descriptions, and tried to modify the DnD 3E rules to suit my vision of BIRTHRIGHT (with limited success; it became too much work, and was eventually abandoned). In 2004 my time grew more limited again and development took a back seat to just keeping the game running. I also grew fairly weary of the whole game. Not because it was not fun, but because it took so much effort just to keep it running. I even considered closing the game down, but eventually settled for reducing turn frequency and limiting the number of players to a more manageable level. The end finally came in 2007. Turns had slowed even more as I had too little time, but more importantly my energy was gone. The major plotlines had been wrapped up and I was satisfied. Alan, one of the senior players, took it upon himself to run the game for the final 10 turns. Alas, that was not to be, as he got seriously ill in the spring of 2008 (but he’s doing better now). But I couldn’t let a dead dog lie it seems…so I decided to start a NEW game. RoE II will open in late 2008, and hopefully it will be as long-lasting and satisfying as the first. Only time will tell…

Bjørn E. Sørgjerd DM

CHAPTER 1 – INTRODUCTION

”It was in the Year of Blessed Haelyn 1520, that the South Coast entered a new and legendary era. Never before had this region experienced such fierce wars, valiant deeds and dire betrayals. To the west the indomitable Duke Diem made ready to reclaim the lands of his ancestors. To the east, Diemed’s old subjects joined in a great Alliance determined to stop him. The names of the regents will never be forgotten, Heirl Diem – the Conqueror, Teried Roesone – the Black Baron, Suris Enlien – Voice of the Moon, Moeran Aglondier – the Magister, and Liliene Swordwraith – the Iron Queen. It was during the Spring of that year, that a messenger arrived…” - from the Saga of the South Coast, written ca. 1600 HC The Ruins of Empire (RoE) play-by-e-mail (PBeM) v.3.5 Standard Reference Document (SRD) as a basis for game is based on the original Birthright (BR) rules and character-level mechanics. setting by TSR and uses the Dungeons & Dragons (DnD)

4 Rules and Setting may have gotten some inspiration from that work, the majority of the Ruins of Empire rules are quite different material from those of the BRCS. However, as a compilation of the core elements of any BR campaign, the BRCS is still well The RoE game follows many of the basic rules presented worth reading! Just remember that while the setting in the Birthright boxed set. Those of you who are already material is valid, the actual game rules are not. familiar with BR will certainly recognize most of it. There The BRwiki is another excellent source of additional are a lot alterations and additions to the rules though, so background material for BR. Just remember that since it is you need to read these the rules and maybe ask existing a collection of information of both canon material and players for some advice before you start to play. fanmade material, everything will not be universally The domain rules in particular have changed quite a lot applicable. Just use common sense and remember that RoE (you are reading them now), and may need some getting specific material takes precedence over material from other used to (the Quick Reference Sheet is a good resource for sources (including TSR canon). new players). Also check out the “FAQ & Background & For a quick way of getting updated on what has House Rules” document for additional details about the happened in the game so far, read the “Campaign History” differences between vanilla BR and Ruins of Empire. part of the FAQ. It contains a summary of all the important As for the BR background material found in the various events that have taken place since the campaign started (as TSR products, most of that goes, as long as it doesn’t well as a host of other information). contradict anything that is presented by me. I’m not above If you are actually going to be playing in the RoE PbeM, changing facts a bit to make things more interesting; for rather than just using the rules for your own games, you’ll instance, all the major NPCs are still here (or at least they also need to check out the website and the forum. And were when the game started), but they may not behave even if you are just going to use the rules for your own exactly the way you’ve grown used to in other BR games game, you should check it out anyway – and make sure (which should make things all the more interesting). you get hold of a copy of the Provinces & Holdings The DnD 3E/v.3.5 Birthright Campaign Setting (BRCS) spreadsheet. is not a part of the rule set of Ruins of Empire. While I

Provinces: Cerilia is divided into land areas called Core Concepts provinces. A province measures approximately 50 by 50 miles or 2.500 square miles, although this can vary The following is a brief summary of some of the core somewhat from province to province. Provinces either concepts of the domain rules – they will be explained in have a single ruler or they may be unclaimed, having no more detail in later chapters. ruler at all. Domain: Each player will control a domain, which is a Sea areas: The seas of Cerilia are divided into sea areas, collection of holdings and assets combined into a greater which are similar in size and function to provinces. Sea whole. The various organizations of Cerilia, such as areas have no rulers or holdings. temples and guilds, are domains. Regions: Provinces and sea areas are grouped into larger Realm: A realm is just a domain that controls one or areas called regions. Regions are important for more provinces in addition to holdings and assets. Any determining climate and weather. reference to domains also refers to realms, but not vice The South Coast is an example of a land region, while versa. The various kingdoms and baronies of Cerilia are the Straits of Aerele is an example of a sea region. realms.

5 Holdings: Each province is divided into several areas of influence, labeled holdings; namely law, manors, temples, guilds, trade, and sources (magic). Several regents can rule holdings (even of the same type) in a single province. Assets: Assets are almost everything else (except provinces and holdings) that is part of a domain – such as military units, ships, court, treasury, able assistance (NPCs), and so on. Bloodlines: The ruling elite of Cerilia carries within them a bit of divine essence called a bloodline that creates a mystical bond between the regent and the domain he rules. Scion: Any character that carries a bloodline is referred to as a scion. Many (but not all) scions are nobles (or what passes for nobles in their culture), but there are also nobles who are not scions and vice versa. Noble: Any character who is a member of the noble (ruling) class. Many scions are nobles, but there are scions who are not nobles. Likewise, there are nobles that are not scions, although most members of the high nobility and royalty will be blooded scions. Regent: The leader of a domain, who usually carries a divine bloodline. The regent is your main character. Landed regent: Any regent who actually rules a province; most landed regents are nobles since ownership The Lay of the Land of land is generally tied to the noble class. Ruins of Empire is a game about lords and kingdoms, but Liege: Any regent who has been made lord over another it is not simply a game of mindless conquest. It is also a regent through investiture. role-playing game where you get to play the role of a ruler. Vassal: Any regent who has been made a servant of another regent through investiture. Non-player characters Sovereign: Any regent that rules one or more provinces All non-player characters (NPCs) in the game have their and is without a liege is a sovereign. A sovereign is also a own alignments, personalities and agendas. The DM will regent, but not vice versa. formulate plans based on this and execute as he sees fit. Ruler: The regent who controls a particular province or Don’t be surprised if NPCs seem to have a life of their holding is said to be its ruler. own. Owner: The regent who controls an asset is said to be its Also note that most NPCs will be different, either owner. slightly or greatly, from those presented in the BR books. Investiture: A magical ceremony that can have many This applies to such things as personalities and effects on scions and domains. motivations, but also to mechanical stuff like alignment, class and level. Regency: Scion regents feel their power ebb and flow with the fortunes of their domain. If things go well, the This has been done, not to confuse, but to provide a more regent will get power and prestige, if he does badly he may interesting setting, as a lot of older players know the world lose control of his domain. a bit too well. Domain Turns: The game is divided into turns, called Storyline domain turns. Each domain turn is three months of game time, and corresponds to one of the four seasons (Winter, The game is based on a preplanned storyline that Summer, Spring, and Autumn). stretches many years into the future. There is a major Domain Actions: During each turn, each domain will be plotline that is bound to include all players sooner or later. given the opportunity to conduct a series of domain There are also a lot of minor stories that are told as the actions. Domain actions range in scope from changing campaign develops, providing an interesting platform to taxation levels, to recruiting new soldiers, to going on build the rest of the game on. adventures, strengthening your holdings, gaining assets, That said, the game is supposed to be about the player conducting diplomacy, and waging war. regents, and it is up to them to make the decisions that will change the destiny of Anuire!

6 Agendas Alignment ‘Agendas’ is a new concept not found in regular The alignment concept should be well known to all who Birthright. Simply put, agendas are the combined goals of have played BR or DnD. Every character in RoE has an the regent and his domain. alignment, which works as a very general guide to the Agendas are an important mechanism that helps give life person’s personality and morality. In RoE, all domains also to the game by giving diversity to the different domains. have alignments, giving an indication as to the social Not all regents are equally interested in gold and empire; structure and accepted norms of those domains. some actually strive after other goals. TABLE 1-1: ALIGNMENTS Agendas are not generally known to other regents, and Lawful good Neutral good Chaotic good will only appear in the Domain Secrets document. Players will have to listen to rumors or use Espionage actions if Lawful neutral Neutral Chaotic neutral they want to learn about each others agendas. Lawful evil Neutral evil Chaotic evil There are exceptions of course; the regent of Medoere can safely assume that one of Diemed’s agendas is Character alignments: Alignments in RoE are similar in labeling, but not identical in content to their DnD reclaiming its lost provinces! counterparts. Roughly speaking, RoE alignments are much Agenda Types: Agendas come in two categories, Major less restrictive than those of vanilla DnD. More weight is or Minor. There is only one major agenda for each domain, put on other aspects of a character instead – his but there may be any number of minor ones (most domains background history, his motivations, his dreams and goals, will have 3-5, 3 being a typical number). and most importantly; his flaws. Major agendas are not easily dealt with, nor can they Example: A neutral evil character in RoE might well be easily be removed or changed. Minor agendas are selfish and greedy, but he might still be known to be a fine somewhat more flexible and can be manipulated with the and upstanding citizen, pious in his devotion to Haelyn change agenda/alignment domain action. and courteous in all his dealings. Benefits: Fulfilling an agenda has two effects; it gives Maybe his parents gave him a very costly education, but you Victory Points (Vps), and may also give your domain at the same time they instilled him with great ambition. a bonus of some sort. Some agendas can be easily Maybe he grew up a bit wild and with a wicked streak, but accomplished, other are nearly impossible. Some agendas had a religious awakening after nearly dying from lung may require for the conditions to be met over a period of fever and being healed by a Haelynite priest. So he’s several turns before it is considered completed. Major neutral evil, not a paragon of virtue perhaps, but not an agendas are by far the most difficult, and don’t be altogether bad man either. surprised if you fail to accomplish yours – they were Domain alignments: Domain alignments are similar to intentionally designed that way. character alignments. They are intended to give a quick Gaining VPs can help you “win” the strategic part of the and easy way to determine the nature of the organization or game. See Appendix 2: Winning the Game for additional realm in question. See Chapter 2: Domains for additional details on Victory Points. details of domain alignments. The most common in-game bonuses gained from Example: There are many guilds, but while some are fulfilling agendas will be regency points, experience, legitimate traders (LN), others are engaged in smuggling, bloodline points and/or stability or prosperity bonuses. prostitution and extortion (NE). Some agendas might give other, unique, benefits; you Restrictions: Alignments limit the choice of actions your might gain a beneficial alliance, a skilled lieutenant or a regent should utilize; good characters do not use assassins powerful magic item. The size of the reward will be linked for example, and lawful characters shouldn’t break treaties. to the difficulty of achieving the agenda. It may therefore seem that Chaotic or Evil regents/domains Restrictions: Ignoring your agendas might have a have an advantage because of it, but this isn’t quite true detrimental effect on your domain. If you want you can because Chaotic or Evil domains suffer from reduced ignore your agendas and chose a different path, but if you stability compared to Good or Lawful domains, as do it should be anchored in character. Then the DM will described in Chapter 4: The Domain Turn. give you the opportunity to alter your agendas to suit your Alignment conflicts: You will also have to remember preferences. that there is a duality between regent and domain. Not all Once an agenda is accomplished, a new one generally domain/regent pairs have matching alignments, and that replaces it at the start of the next chapter (or you can add might lead to a conflict of interest. Check out the change new ones using the change agenda/alignment domain agenda/alignment action described in Chapter 5: Domain action). It is also possible for agendas to disappear or for Actions. new ones to be created by the DM during play. Willfully ignoring your regent’s or your domain’s alignment will have a negative effect on you ability to rule, as described in Chapter 3: Regency:

7 1) Breaking your regent’s alignment may result in a for translating them; the Campaign History section of the Regency Loss. FAQ contains enough details on what transpired. 2) Breaking your domain’s alignment may result in a Regency Loss and/or a reduction of Stability. New players You are welcome to invite new players, but their entry Regents and Domains into the game is subject to the usual DM approval. Interested persons should send me a notification of their While Ruins of Empire isn’t all about competitive play, interest and go to the forum and apply for membership. the various domains do have conflicting agendas. Indeed, many agendas, especially the major ones, are intentionally When inviting new players, ask if they just want to hang designed to bring domains into contact and conflict with around a bit first and get updated on the rules and such. each other. This means that there will be conflict, and The game seems to have a very high learning threshold, where there is conflict there is also bound to be some and it requires some effort from the DM to integrate new suffering involved… players. This means that we’re better off recruiting a few dedicated players than a host of uncommitted ones who Dead regents lapse after one turn. New players are also accorded additional DM support, Sooner or later a regent or two will die, or otherwise be and will get a grace period for the first few turns, during removed from power. This is only natural, as Cerilia is which the DMs will try to avoid making things too difficult fraught with danger and intrigue. Don’t get too upset, for them. We also recognize the fact that the game has however, as you will always have the option of ruling on been running for quite some time, and new players are as the heir (whoever that is). The RoE game covers years NOT expected to have all the IC knowledge their regent and decades, and is not primarily about characters, but would have! So new players will be gently guided and about domains and dynasties, and only by establishing a provided with the information that they need. stable realm and a lasting dynasty can you hope to play on. Changing domains/regents Sportsmanship Remember, always, that this is a game, and the main goal Regents don’t always have to die – sometimes they get is to have some fun. If people stop having fun, they leave lost, abdicate or just go plain mad. If you think you’d the game, and the game dies if too many players leave. rather play another regent, let the DM know and you get the opportunity to replace your current regent or just Offensive language, discourteous behavior and other switch over to another available domain. such nonsense will not be tolerated. This applies to attempts to conceal it in IC communication, attempting to You might even tire of your domain, either because play more than one domain, entering into unnatural OOC things aren’t going very well or because you just want to alliances etc. This hasn’t been a problem so far, but I try something else. It is perfectly plausible to change thought I should mention it anyway… domains once in a while. Just remember that the new domain is completely separate from the old one, and Management and setting deserves to be played that way. The game has a DM team – DM Bjørn and his little Players helper(s). We try to make sure everyone has a good time, and are willing to adjust the flavor of the game slightly to Without players there is no game, so we can safely accommodate different play styles. assume that the players are the most important element of the game. And since this is a game, we can also assume That said, the game has particular themes and flavors that that the players are here to have a good time – so here are a we wish to maintain, and if your preferred play style is few tips to make the game more enjoyable for all. very different from ours, it might be a problem. The only way to find out if the game fits you is to try it. If it doesn’t Language work out, there are no hard feelings on our part. English will be used as the official language from now I’ve taken it upon myself to try and list some of the on. All documents that are posted will be in English. Those themes and flavors that shape this game, so that the of you who speak Norwegian or some other language I’m potential player might better understand what he is getting familiar with may use that when e-mailing me OOC. For into. IC mails, please stick to English. DOs are always to be in Theme English, since that will make things easier if you quit the game and a new player wants to look through your old The primary theme of the game is that people are people. turns. All men are assumed to have been born with equal It should be noted that for the first eight turns of RoE, the capacity for good and evil. Most people end up living their game ran in Norwegian. This shouldn’t present a problem, lives somewhere in the blurry middle, but some become but it does mean that the first Status Reports are paragons of virtue or champions of corruption. Yet even unavailable to English-speaking players. I have no plans

8 the most pious paladin can fall from grace, and the vilest blackheart be absolved of his sins. That, however, does not mean that good and evil are relative terms, quite the opposite. It can be damnably hard to see the righteous path, but it is there, however narrow. It’s just too bad that people are often too blind to see, and that there is really no one else that can guide them in their blindness. Which brings up a popular saying – “the road to hell is paved with good intentions, and the path to heaven is littered with the corpses of the innocent”. This leads us to the next major theme, which is that all men are endowed with a free will, and thus they are free to forge their own destiny. The only problem is that so is everyone else, the gods included, and when the rest of the world pits their will against yours, it takes a special kind of man to keep on going down his own road. The fourth and last major theme is that nothing lasts forever. All things must come to an end. Men die, kingdoms fall, and gods are forgotten. But death is not necessarily a bad thing; however terrible the loss might feel at the moment. Death just is, and there is naught to be done about it, except move on and hope the something new and good will spring from the ashes of the old. Flavor

The game is heavy on tragedy – there are very few pure heroes around, and the only thing that is certain is that all Play style men must eventually die – including your regent. When he goes, it is probably going to be messy or pointless or It has already been pointed out, but here it is again; Ruins preferably both; but it will also be grandiose in a twisted of Empire is a strategy game. It is about kingdoms and sort of way. dynasties, not about single characters, their equipment and their round-to-round affairs. The game is also fairly dark fantasy. In times of war, soldiers not only die, they end up crippled. During However, the game is also about role-playing, and for campaigns, more men succumb because of sickness, that characters are more suitable than kingdoms! Simply starvation or accidents than do from honorable battle with put; it is much easier for both players and the DM to relate the enemy. Evil is a very real factor in the world, but it is to a character and his personality, than to something as more of the mundane kind (torture to exact confessions of abstract as a kingdom or organization. So if you envision already condemned men, murder for petty profit, and so your regent (and his primary assistants) as the vessels on) and rather less of the evil dragon or cruel outsider type through which you convey the nature of your domain, you (they are there, make no mistake, but they are reserved for should do very well. special occasions). You can also decide to go lighter on the role-playing part Yet the game is also about heroes, and it is definitely epic of the game if you don’t feel you have the time, interest, or in scope. Warrior-kings take the field at the head of great insight required. But you may not neglect the strategic part armies, determining the fate of entire nations. Hard-eyed of the game, and only rely on role-playing. heroes scrape a living on the fringes of society, always living on the edge and risking all for a handful of coins. Adventures Anyway, I’m sure you get the idea – the world is a Adventures are a part of RoE – the regents are not only dangerous place, filled with avaricious people plotting rulers, but also heroes (or villains). The DnD Core rules ceaselessly against each other, risking everything for more with RoE adaptations make up the basis of adventure- wealth and more power, with everyone reaping the final related activities, but with your class levels being by far reward in the end – ignominious, but possibly glorious, the most important indicator of skill and power. death. Indeed, RoE adventures are not intended to be round-by- round recreations using DnD v.3.5 rules – that is the province of P&P tabletop games. Adventures in a PbeM are by necessity free-form, and very rarely do we get down to nitty-gritty details of exactly what spells are know and cast, who strikes at who with what magic sword.

9 Instead adventures play out as a narrative (using e-mail might not want to send your regent every time, but rather or forum), where your input is compared to your class use your able assistants. levels and the opposition you are facing before the DM decides what the outcome is. Creative players can even Difficulty help shape the outcome of an adventure by adding to the RoE is a difficult game, no doubt about that; so if you narrative. think that you’ll be able to make great changes to the In line with the overall flavor of the game, the outcomes world in a flash, you are sadly mistaken. You will also be of adventures are somewhat limited in scope. Although disappointed if you think that YOUR domain is eventually individual characters can be powerful, their importance destined for great things; most likely it is not, being pales somewhat when they start trying to influence events surrounded by equally ambitions PC and NPC domains. on the domain level of play. Only over the course of many turns of diligent play (and So adventures are best for resolving some events and for some luck thrown into the mix) can you hope to see your augmenting other domain actions, and not intended to domain improve. So if you’d like to rule Cerilia in two replace every other action in the game or produce earth- turns, I’d suggest looking for another game… shattering results. And adventures are dangerous, so you Oh, and welcome to Ruins of Empire!

CHAPTER 2 – DOMAINS

“Duke Carilon Alam sat staring at the great table before him. The top of the table was cunningly made to resemble House Alam’s domain and the surrounding lands. Some ancestor of his, he couldn’t recall the name, had commissioned it before the Fall. That was the sad part – for during those days, Alamie had been a great realm, commanding the respect and the fear of its neighbors. Now so little remained.” - Duke Alam, during one of his private silent session in the Chamber of Counsel

Before rushing headlong into the intricacies of rulership, Domains it is important to first understand the basics of what actually comprises a domain. At the most basic level, A domain is any political entity or organization under domains are composed of just three things: provinces, the control of a regent. The players of the game control one holdings, and assets. There are many permutations though; domain each. The domain is in many ways the BR provinces for example, have various defining characteristics, such as terrain, prosperity, ruler and so on.

10 equivalent of a player character, with each domain having trustworthy ally, at worst it is constantly interfering in its own strengths and weaknesses, just like characters do. matters that are none of its business. Lawful Neutral: A lawful neutral domain has its own Regent interests at heart, but will pursue them within the All domains have a single character as their regent. framework of the existing sociopolitical context. A lawful That character may have vassals, advisers and family neutral domain will regulate its relationship with other members dictating his every move, but there is only ever domains through binding treaties beneficial to itself, and one regent that has the mystical connection to the domain will stick to those treaties unless broken by the other party. that allows for the generation of regency. A lawful neutral domain will help out its neighbors and Note that some domains may appear to have more than allies even if no treaty exists, but they will almost always one regent, but in reality they are actually dividing the demand something in return for their aid. At best a lawful domain’s provinces and holdings among themselves, but neutral domain is a dependable and well-meaning almost always cooperate as to present a unified front. neighbor, at worst it is either unapproachable or Additional rules of regents and regency can be found in opportunistic. Chapter 3: Regency. See Appendix XX for variant rules Lawful Evil: A lawful evil domain only takes its own allowing collective rule. interests into account. They are willing to do anything to further their goals, even at the expense of their neighbors, Stability but only as long as it does not openly or blatantly break with established norms. Use of force is very legitimate for Stability is a measure of the loyalty and effectiveness of a lawful evil domain. your apparatus of government, whatever guise it may take. Whether you like it or not, your regent is not all-powerful, and relies heavily on others to run his domain (this applies even to sorcerous domains – your regent is not alone). A lawful evil domain will often openly support the status Having a stable domain means your actions are more quo, while secretly working outside it to increase its own likely to be successful and your income will be increased, power. At best a lawful evil domain can be a valuable and as your servants and followers will try their best to stable ally, at worst it is storehouse for clandestine accomplish your decrees. subversion and insidious power plays. Having an unstable domain means your regent isn’t very Neutral Good: A neutral good domain is not completely popular with his civil servants or that the government is selfless, but does take the best interests of others into corrupt, making actions fail more often and your income account as well, and will rarely try to take unfair advantage go down. of anyone. Stability ranges from +3 (the best) to -3 (the worst). A neutral good domain is generally happy to work with anyone, except openly evil or violent domains. At best a Alignment neutral good domain can be a mediator between enemies All domains have an alignment, using the same system and a stabilizing presence in its region, at worst it that characters do. This alignment is an expression of the degenerates into passivity and helplessness. moral outlook and the organizational culture prevalent Neutral: A neutral domain is somewhere in between. It within the domain. Actions taken by a regent that are has its own interests foremost in mind, and is willing to contrary to the alignment of a domain can have negative fight hard to achieve them. Sometimes a neutral domain consequences. will go to extreme measures, but usually it will stick to Domain alignment is not the same as the alignment of established norms (or whatever it thinks it can get away the regent, although domains and regents often have with). matching alignments. Nor does every member of a domain A neutral domain can function well with any other have a matching alignment (but it is safe to assume you’ll domain alignment. It prefers to regulate relations by treaty find more evil characters in a Neutral Evil domain that in a and generally stick to those, but is pragmatic enough to Neutral Good domain). realize that sometimes treaties need to be sacrificed. Lawful Good: A lawful good domain will act in its own Neutral Evil: A neutral evil domain is similar to a interest, but will take into account the good of the domains neutral domain, but it is all the more concerned with its it needs to interact with. A lawful good domain will try to own needs, and generally willing to go further in pursuit of regulate its relationship with other domains through those needs. treaties that are beneficial to both, and will stick to those A neutral evil domain can function well enough, and is treaties unless the other part blatantly breaks them. by no means a stranger to diplomacy and treaties. Over A lawful good realm can also be counted on to contribute time, however, neutral evil domains will probably acquire to the greater good if need be – if a neighbor experiences a bad reputation (probably deservedly so), which may civil war, the lawful good neighbor might intervene “to set make others reluctant to deal with them. At best a neutral things right”. At best a lawful good domain is a loyal and evil domain is just a (very) pragmatic ally, at worst it is treachery waiting to happen.

11 Chaotic Good: A chaotic good domain is first and foremost concerned with maintaining its independence and integrity. Use of force is legitimate for a chaotic good domain, in so far as it serves some greater good or is used in the pursuit of freedom and independence. A chaotic good domain functions well as part of an alliance, but less so as somebody’s vassal. It also does not take well to political strong-arming. At best a chaotic good domain is a loyal ally as well as your very best friend, at worst it is prideful and stubborn to a fault. Chaotic Neutral: A chaotic neutral domain is not so very different from a chaotic good domain, but is probably even more concerned with internal rather than external affairs. Use of force is seen as a legitimate solution. A chaotic neutral domain is almost never part of any alliance, nor can it exists for long as anybody’s vassal. At best a chaotic neutral domain is somebody that will never interfere in your affairs, at worst it is an unstable and unpredictable neighbor that you really can’t control. Chaotic Evil: A chaotic evil domain prides itself with its freedom from the influence of others – but unlike other chaotic domains it has no qualms about exerting influence over others. A chaotic evil domain is always seeking to gain more power over its weaker neighbors, while making sure no threat to its own dominion grows too strong. At best a chaotic evil domain either ignores you because you are too powerful or because you are unimportant, at worst they will constantly seek to influence (or preferably subjugate) you.

Domain type All domains belong to one or more “domain types” (kingdom, barony, temple, guild, and sorcerous), where type is a broad generalization of the makeup of a domain. Temple, guild, and (to some extent) sorcerous domains, are often referred to as “organizations” to differentiate them from the “landed” types (kingdoms and baronies). Composite domains have characteristics of all their types meshed together.

12 Kingdom mean that they too often end up completely distanced from the rest of the action. A kingdom is a large, relatively stable, geopolitical entity. It is usually a sovereign nation, although some Empires and minor houses kingdoms are actually vassalized to greater kingdoms. An empire is any domain that rules (as a liege) over Kingdoms are, generally speaking, the most powerful of several kingdoms and baronies. Minor houses are those all domains. They command vast resources and lands, but that don’t qualify as any other type; they might rule a few have to relate to an equally vast number of other landed manor holdings, but no provinces. Ruling empires or domains and organizations, making them very complex minor houses is normally outside the scope of the RoE and time-consuming to play. PbeM game, although the rules can be adapted for all Barony magnitudes of play. A barony is a smaller realm that is usually is the vassal Domain data of, or otherwise subservient to, a full kingdom. In the context of domain type, a barony can consist of any The following key data is also listed for each domain; number of provinces (minimum one); with 1-5 being the note that these data are representative of the current usual range of provinces ruled. situation, but are all subject to change from events and actions: Baronies can be small and insignificant, or as big and powerful as small kingdoms. Since they are part of a Year: The current campaign date. greater political entity, they generally have to worry a lot Ruler: The name of the current ruler (this entry will be less about foreign domains and relations, and so are much blank if the domain is currently without a ruler). simpler to play than kingdoms. Alignment: Current domain alignment (some rulers rule multiple domains; one entry will be given for each Temple domains). A temple domain is defined by ruling one or more temple Regency: Domains start play with a number of holdings. All temples follow one specific deity, but many accumulated Regency Points. Future generation of RP can preach dogmas that include several gods or even entire be found in the Provinces & Holdings (P&H) spreadsheet. pantheons. Temples usually have quite a lot of political and Treasury: As with regency you will usually start with economical influence, although this can vary somewhat some gold in your treasury, and further gold collection can depending on the race or culture in question. A large be found in the P&H. temple in Anuire is often as powerful as a small kingdom Capital/Court: This entry shows the current court both in terms of wealth and political clout. expenditure for your domain, as well as the provincial Temples offer an interesting mix of political, economical, location of your court (if a kingdom or barony it will also military, and magical might. Some small, relatively local, be the capital of the realm). temples can be easy to play, but the bigger temples have so Area/population: If a kingdom/barony this entry shows many options and relations that they are almost as complex the approximate land area and population of the realms; to play as kingdoms. baronial figures are also included in the figures for their Guild parent kingdom. Domain maintenance: All domains must pay a seasonal A guild domain is defined by ruling one or more guild administration cost, based upon the total number of and/or trade holdings. The principal motivation of a guild province and holding levels it rules. This entry shows your is to earn money, and to use those earnings to earn even current maintenance cost (also found in the P&H). more gold. Liege: This entry shows your current (if any) liege Guilds that are fairly small or located primarily within a lord(s), as well as the RP/GB owed each in seasonal tribute single realm are fairly easy to play, but guild domains with (also found in the P&H). holdings spread over many provinces can be quite challenging. Vassals: This entry shows what other domains are your vassals, and what they owe you in RP/GB tribute each turn Sorcerous (also found in the P&H). Temples: If you have a kingdom/barony domain, this A sorcerous domain is defined by ruling one or more entry shows the temples found in your realm (and state source holdings. Most mages are content to simply faith, if any). If you have a temple domain, this entry lists increase their own personal power through training and those realms where you have a presence (and is the state research, as well as by expanding their magical holdings. faith, if any). For guild and mage domains, this entry is Since mages usually have very few non-source holdings, missing. they can get away with not interacting much with the rest Guilds: If you have a kingdom/barony domain, this entry of the world. This makes mages easy to play (save for the shows the guilds found in your realm (and royal guild, if need to learn the complex realm magic rules), but also any). If you have a guild domain, this entry lists those

13 realms where you have a presence (and is the royal guild, place themselves in harms way for you unless they have if any). For temple and mage domains, this entry is good reason for doing so. missing. Mages: If you have a kingdom/barony domain, this entry Neutrals shows the mages found in your realm (and court mage, if Neutrals are domains that are important to you for some any). If you have a mage domain, this entry lists those reason (your primary realm of operation if you’re a temple realms where you have a presence (and is the court mage, or guild, for example), but that is neither an ally nor an if any). For temple and guild domains, this entry is enemy. You can expect to have frequent interaction with missing. neutral domains, and although you may come into conflict when your interests do not match, you should not become Relations enemies unless there are no other options. No domain exists in a vacuum, but rather has a long and Enemies complex history of previous relations – the “relations” entry sums up the most important, but not necessarily all, Enemies are domains that you have serious conflicts of relationships a domain has. interest with. The enmity can be of many types, and need Note that domains usually have the most to do with close not always be “hot” or included violence. However, expect enemy domains from taking every opportunity to make neighbors (shared borders and the like) and domain of trouble for you, even when they stand to gain no direct similar types (temple to temple for example). benefit from doing so. Allies Other Allies are either domains you have some sort of formal 'Other' relations are listed if there is a domain that is alliance or pact with, or domains that you have a long and somehow important to you, but don't fit into any of the friendly history of coexistence with. You can expect allies above categories. to treat you well, come to your aid when needed, and to not make problems for you. You should not expect allies to

disappear altogether or be recombined with neighboring Provinces provinces, but such occurrences remain rare – most of Cerilia’s provinces have remained relatively stable for A province is a political division like a county or decades, centuries, or even millennia. township. These divisions are generally the result of Most provinces measure about 2.000 to 3.000 square terrain, economics, and loyalties. miles, averaging at 2.500 square miles per province (quite Provinces may change their borders or their names, but a lot of space). The exact dimensions of a province are of such changes are generally superficial and unimportant. little importance, but most measure roughly 50 miles by 50 Over time new provinces are created, old ones may miles.

14 Province Level forbidding terrain. They are much more common in other regions of Cerilia. The vital characteristic of a province is its province level. Level 4 to level 6 provinces are settled farmlands with The province level is an overall measure of wealth and little wilderness. Large villages and small towns are importance, and is loosely based on two primary factors – frequent, and there may be one or more large towns with total population and infrastructure (covering anything from populations of several thousand people. There is little true roads, irrigation and population centers, to the level wilderness left, but plenty of areas that are not cultivated. technological sophistication). It will be exceptionally rare for monsters to appear in Province levels range from 0 to 10 or more, in a manner provinces of this level, and most dangerous animals will rather similar to DnD character levels – the higher the have been driven away. province level, the more powerful the province. Level 4 to 6 provinces make up the core areas of the TABLE 2-1: PROVINCE LEVELS major Anuirean realms. Provinces of these levels are also Province Total Population Population Density Largest common in the major Brecht realms and as minor Khinasi Level Settlement city-states. Level 0 0 - 2,500 0-1 person/sq. mi. Thorp Level 1 2,500 - 10,000 1-4 persons/sq. mi. Hamlet Level 7 to level 9 provinces are densely settled, with Level 2 10,000 - 25,000 4-10 persons/sq. mi. Village numerous towns, both large and small, and there will Level 3 25,000 - 40,000 10-16 persons/sq. mi. Small town almost invariably be one city with tens of thousands of Level 4 40,000 - 65,000 16-26 persons/sq. mi. Large town citizens. Such provinces are frequently the capitals of Level 5 65,000 - 90,000 26-36 persons/sq. mi. Large town Level 6 90,000 - 125,000 36-50 persons/sq. mi. Small city major realms – indeed few provinces ever reach this level Level 7 125,000 - 160,000 50-64 persons/sq. mi. Large city at all. Level 8 160,000 - 200,000 64-80 persons/sq. mi. Large city Level 7 to 9 provinces are not common in Anuire, where Level 9 200,000 - 250,000 80-100 persons/sq. mi. Metropolis Level 10+ 250,000 + 100+ persons/sq. mi. Metropolis most of them are capitals of kingdoms or major free cities. In other parts of Cerilia provinces of this level are only Province levels are abbreviated for game play by placing found in the most civilized Brecht realms and as major the level number in parentheses: Khinasi city-states. Prince Wilhelm rules a level 2 province. Level 10 or higher provinces are completely civilized, Prince Wilhelm rules a province (2). with more or less every square foot of land under Most provinces in Cerilia are of relatively low level. In cultivation or otherwise controlled by man. Built up areas Anuire levels 1-3 are found on the fringes of society, levels are frequent, and much of the province will be given over 4-6 dominate the civilized kingdoms, while provinces of to the support of one large city with perhaps hundreds of level 7+ remain relatively few and far between (kingdom thousands of inhabitants. There are only a few provinces of capitals or important trade centers for example). this level in Cerilia. Note that the relative importance and power of a There is only one level 10+ province in Anuire at the province is not a linear function of province level, but is moment, that being the Imperial City of Anuire. Ariya tied to the square of the province level. So it follows that (Khinasi) and Brechlen (Brechtür) are the only other level one province (10) is about equal in value to 25 provinces 10+ provinces in Cerilia. (2) or 4 provinces (5). Provinces without levels Here follows some brief descriptions of what the average province of a given level contains: Not all parts of Aebrynis are divided into provinces. As stated above, a province is primarily a political division, Level 0 provinces are wild, unsettled or untenable, home and if there are no political entities nearby, province to nothing more than widely scattered homesteads or tiny borders become irrelevant. True wilderness areas without hamlets. The overall population is quite low, not more than any overall political authority have no province level at all. 2,500 people, but frequently much less. Hostile monsters and other dangers have a free rein. Once an area becomes settled enough, or otherwise attracts the attention of political entities, it becomes a Level 0 provinces are generally not found in Anuire province (0). Usually this will happen through the use of except as a result of major wars, and remain rare outside the create province domain action or as the result of an the elven woods and the wildest parts of Cerilia. event. Level 1 to level 3 provinces are thinly settled rural There are no areas without provinces in Cerilia. You have regions. Hamlets and small villages are common, and there to go beyond – to Thaele, Torova Temylatin or Aduria – to will be a number of large villages, and maybe a few small find non-provincial areas. towns with populations in the high hundreds (or rarely in the low thousands). There are enough wilderness areas left Province Growth to allow a great deal of wildlife and/or monsters alongside the general population. All provinces improve over time as the population grows Level 1 to 3 provinces are rare in Anuire, except on the and the infrastructure is expanded and improved upon – northern and eastern borders and in certain areas of this improvement is reflected by automatic increases in province levels. Province growth is slow, taking several

15 years to improve a single level. This automatic Growth rate and maximum improvement is called province growth and is measured in GBs. province level Regents can speed up the process by using the rule Certain nonhuman races, especially dwarves and elves, province domain action to gain additional GBs worth of are known to be less prolific than humans. Other races are growth. See Chapter 5: Domain Actions for additional prolific (perhaps even more so than humans), but have a details on this action. hard time establishing ordered societies. Finally there are Province growth: GBs equal to current effective those cultures (human or otherwise) that have a technology province level each turn. level that is significantly less sophisticated than the norm. To grow to the next level: GBs equal to new province Since province growth is a function of several factors, level squared x Growth rate multiplier. including both population growth and infrastructure development, these races/cultures are somewhat Growth rate multiplier: A number (usually between 5 handicapped when compared to the civilized human norm. and 10) derived from province climate, terrain and Moreover, the level of technological sophistication is also race/culture. a limiting factor – a stone-age tribe or a nomadic tribe does Example: A human (Anuirean) province (3) that lies not have the tools or knowledge needed for rapid growth. within the hot temperate climate zone (multiplier 5) needs The following modifier to growth rate to grow 4 x 4 x 5 = 80 GBs before reaching level 4. Each multiplier/maximum province level applies to the turn the province grows 3 GBs, meaning that it will take 27 various cultures: domain turns (almost 7 years), before the province level goes up to 4. Anuireans (+0/+0): Anuireans have a civilized human culture. Race/culture Brecht (+0/+0): Brechts have a civilized human culture. Khinasi (+0/+0): Khinasi have a civilized human All provinces have a primary race/culture inhabiting it; culture. Nomadic Khinasi have a +1/-1 modifier instead. for the most part, this is obvious – Anuirean realms are by default populated by Anuirean human. Rjurik (+1/-1): Rjurik have a semi-civilized human culture, except for some civilized provinces (+0/+0) in the There may be several minorities living in a province as major kingdoms. well, but there is only one primary race/culture. The presence of such minorities does not have a game- Vos (+1/-1): Vos have a semi-civilized human culture. mechanical effect. A few realms have special rules that Dwarves (+2/+0): Dwarves have low birth rates and contradict this general rule (the elven realm of Ruhannach mature slowly. They are also a very stoic and traditionalist – in Khinasi – for example). people that despite being very hard-working also are A province (0) is not considered to have a primary exceedingly thorough. They have a civilized culture. race/culture at all. Once a province reaches level 1, the Elves (+3/+0): Elves have the lowest birth rates of all the DM will determine primary race/culture. races, and mature very slowly. They potentially live If a province is conquered by another race/culture, the forever, but are not what you would consider industrious. primary race/culture does not automatically change. The They have a civilized culture. only way to change it is to first reduce the province to (+1/+0): Halflings are about as prolific as level 0 (by pillaging or razing), and then rebuilding it. humans and lead fairly peaceful lives with a somewhat longer life-expectancy than humans. They are not very Racial/cultural effects industrious. Ruling a province with a race/culture different from the Goblins (+0/-1): Goblins are very prolific, but also lead one common to a realm has several effects: violent and short lives. They have a semi-civilized culture. 1) You can muster troops, call levies, and hire Gnolls (+2/-2): Gnolls are fairly prolific, but have mercenaries of the divergent race in that province (but not problems forming lasting societies bigger than the in your other provinces). extended family group. They have a tribal culture. 2) That province suffers a permanent –1 prosperity Orogs +1/-1: Orogs are fairly prolific, but lead short and penalty (applied each turn that is). violent lives. Their realms tend to be politically unstable. 3) You suffer a –2 (or greater) penalty to all domain They have a semi-civilized culture. actions taken in that province. Other races: While there are some additional races 4) Events relating to tensions between the province living in Cerilia, none of them have any realms of their population and the domain will be more common. own. If it ever becomes an issue, the DM will assign modifiers for a non-standard race. Example: In a campaign covering some colonization of Aduria, one of the PC regents manages to gain possession of some provinces where centaurs are the primary race. The DM thinks that centaurs are a fairly prolific race, but

16 not to the same extent that humans and goblins are. Their are common, as well as some forest, woods and moors. culture is a tribal one and they lack any technology base Weather is often harsh, with long and bitter winters. beyond a Dark Age equivalent. The DM assigns the Warfare is only possible during the brief summer. It is not centaur race a +3/-2 modifier; which helps explain why well suited for habitation. they are not more widespread. Temperate (cold): Cold temperate climate has much in common with sub-arctic climate during winter and Climate temperate climate in summer. Forest, woods and moors are common terrain types. To wage war during winter is nearly Provinces are located in a specific climate zone. Climate impossible. It is suitable for habitation. zone borders can follow regional borders, but this is not always the case. The type of climate zone helps determine Temperate: Temperate climate is found throughout weather, terrain and province growth. Most importantly much of Cerilia. It contains are wide variety of terrain climate directly affects province growth; on the sunny and types. Weather patterns are generally benign, with few fertile South Coast of Anuire provinces will gain levels extremes. Warfare is usually conducted during the summer. much more quickly than in icy Thaele. It is well suited for habitation. The best climate for human habitation is hot temperate; it Temperate (hot): Hot temperate climate is generally the is similar to that found around Earth’s Mediterranean, in most hospitable of all climate zones. It contains are wide California, and a few other places. variety of terrain types. Weather patters are benign, with very mild winters, but summers can be quite hot. Warfare TABLE 2-2: CLIMATE ZONES is possible throughout the year, but most common in the Climate GRM MPL Sample areas autumn because of the summer heat. It is very well suited Zone for habitation. Arctic 10 -3 Thaele interior Sub-arctic 8 -2 Thaele coast, northern Rjurik Sub-tropical: Sub-tropical climate is generally hot and and Vosgaard, Torova dry. Steppe and desert terrain is common. Extreme heat Temylatin and lack of water during the summer makes warfare Cold- 7 -1 Rjurik, Vosgaard, northern impractical during this period, except for troops used to Temperate Brechtür these conditions. It is suitable for habitation. Temperate 6 +0 Anuire, Brechtür, eastern Tropical: Tropical climate is generally hot and moist. Khinasi Swamp and jungle are common terrain types. There Hot- 5 +1 Southern Anuire, Khinasi weather is quite extreme throughout the year, with warfare Temperate coastal strip most common during dry periods. It is fairly well suited Sub- 6 +0 Northern Aduria, Khinasi for habitation. tropical interior (arid) Terrain Tropical 7 -1 Central Aduria Provinces are also described in terms of terrain. Terrain (moist) is important during adventures and when moving troops in Growth Rate Multiplier (GRM): Climate zone wartime. There are four major types of terrain – clear, determines the base growth rate multiplier for a province. rugged, forbidding, and impassable – and a host of Provinces in hostile climates take longer to develop than subtypes. provinces in more pleasant areas. Clear: This type of terrain is generally flat and open. Maximum Province Level (MPL): Climate also affects You’ll find plains, steppe and tundra in this category. Has the maximum province level of a province – modify the no effect on movement. maximum province level by terrain with the modifier for Rugged: This type of terrain is more rugged and difficult climate zone. to move through/settle. You’ll find hills, low mountains Sample areas: Some sample areas that lie within each and forests in this category. Cavalry units cost +2 to move, zone; individual provinces may vary due to local climatic except along roads and highways. Wheeled movement is variations. impossible, except along roads and highways. Forbidding: This type of province is very hard to move Climate Description through, and has a low maximum population. Swamps and Here follows a brief description of each climate type: high mountains are good examples. Cavalry cost +2 to move, except along highways. Wheeled movement is Arctic: Arctic climate is only found in extreme latitudes. impossible, except along highways. Mountains, glacier and barren are common terrain types. Winter weather is common throughout the year. Warfare is Impassable: This type includes ocean and lake near-impossible. It is generally unsuitable for habitation provinces. Movement is impossible for land units. thanks to a combination of bad terrain and a big negative modifier to maximum province level. Sub-arctic: Sub-arctic climate is found in high latitudes and in large alpine areas. Tundra, mountains and glaciers

17 Terrain effects Armies/Small groups: Armies always move at the speed of the slowest unit. Small parties (such as a group of Maximum Province Level: Certain terrains are ill suited adventurers) traveling rapidly can move at up to twice the for habitation. This is the maximum level a province with indicated speed. that primary terrain can achieve. Mounts: Mounted parties or cavalry units cost +2 to Example: Ilien is a plains province (max lvl 7), but since move in rugged terrain (except along roads or highways) it’s situated next to a major river (+1), on the coast (+1), and forbidding terrain (except along highways). is a barony capital (+1), is a trade center (+1), and has Artillery/cumbersome units: Cannot travel through hot temperate climate (+1); it has a maximum province rugged terrain (except along roads or highways) and level of 12. forbidding terrain (except along highways). Example: Calrie is a plains province (max lvl 7), next to Cost: Terrain also affects the cost of several domain a major river (+1) and the coast (+1), is a kingdom capital actions, most notably fortify and construction. It is (+2), lies within the hot temperate zone (+1), but has a generally much more difficult to build anything in a swamp as secondary terrain (-1); and thus it has a province with rugged (+50%) or forbidding terrain (+100% maximum province level of 11. or more), than in provinces with clear terrain. Maximum Source Potential: The maximum source potential in a province of that terrain – actual source Changing Terrain potential is max potential minus province level (the While terrain can change over time (forests can be exception to this rule are elven provinces; they do not chopped down, swamps drained etc.) such events take suffer a reduction in source potential from province level). many years and are completely outside the scope of the Growth Rate Modifier: Apply this modifier to the game. If you are desperate to drain a swamp, try asking growth rate multiplier. Some terrain types are less suited theDM whether you can make it into an agenda, and he for development than their climate might otherwise will tell you what will be required. indicate. Overland Movement: The terrain is cross-referenced with province level to determine the number of movement points required to enter a province. Units must pay the full cost of entering a province (use the movement cost of the province you’re moving into) before they are considered to have moved. Units can spend movement points to start moving into a province, but must then enter the same province on their next move or those movement points are lost. Highways: Highways are well-built roads, with side ditches and hardened surfaces. In addition to reducing average travel times, highways stay usable in (almost) all kinds of weather conditions. Roads: All provinces (except those without a terrain road entry) of are considered to have roads of varying quality. Refer to the section about assets/structures for additional details.

Trackless: Unless there is a highway or usable road, trackless movement rates must be used. TABLE 2-3: TERRAIN AND CLIMATE EFFECTS Terrain type Max Max Growth Overland Movement Province Source Rate Level Potential Modifier Clear Terrain Highway Road Trackless Plains 7 5 +0 1 1 1 Woods 6 6 +0 1 1 2 Steppe 5 5 +1 1 1 1 Moor 5 5 +1 1 1 2 Tundra 4 5 +2 1 - 2 Desert (sandy) 2/-1 5 +4/+1 1 - 2 Rugged Terrain Hills 6 6 +0 2 2 3 Forest 5 7 +1 1 2 3 Mountains (low) 5 7 +1 2 3 4

18 Marsh 5 7 +1 2 - 4 Forest (ancient) 4 9 +2 1 3 4 Jungle 4 8 +2 1 3 4 Desert (rocky) 2/-1 6 +4/+1 2 2 3 Barren 2/-1 5 +4/+1 1 2 3 Glacier 1/-2 5 +5/+2 - - 3 Forbidding Terrain Swamp 3/-1 8 +3/+1 2 - 6 Jungle (primeval) 3/-1 9 +3/+1 1 4 6 Mountains (medium) 3/-1 8 +3/+1 3 6 8 Badlands 1/-2 7 +5/+2 4 6 8 Mountains (high) 1/-2 9 +5/+2 6 8 12 Impassable Terrain Lake (major) NA NA NA Impassable to land units Ocean NA NA NA Impassable to land units Features Capital (Barony) +1 NA +0 As primary terrain Capital (Kingdom) +2 NA +0 As primary terrain Capital (Empire) +3 NA +0 As primary terrain Caverns (dwarf/orog) +1 NA +0 As primary terrain Coast (major lake) +1 6 +0 As primary terrain Coast (ocean) +1 6 +0 As primary terrain Islands +1 7 +0 As primary terrain; accessible only by ship Lake (minor) +1 6 +0 As primary terrain Oasis +1 6 +0 As primary terrain Remote/Isolated -1/-2 NA +0 As primary terrain Resources/Valleys +1 NA +0 As primary terrain River (major) +1 6 +0 Must halt and then use all movement to cross. River (minor) +1 6 +0 As primary terrain Trade center +1 NA +0 As primary terrain Underground +2 NA +0 As primary terrain Climate Arctic -3 NA 10 NA NA NA Sub-arctic -2 NA 8 NA NA NA Temperate (cold) -1 NA 7 NA NA NA Temperate +0 NA 6 NA NA NA Temperate (hot) +1 NA 5 NA NA NA Sub-tropical [dry] +0 NA 6 NA NA NA Tropical [moist] -1 NA 7 NA NA NA  Source potential is always the higher value provided by primary or secondary terrain/features.  / The number behind the slash is the effect of having this type of terrain as secondary terrain.  NA Not applicable to this type of terrain/climate Optional rule: The growth rate multipliers shown in the Overland Movement: Normally same as primary table assume that interesting games call for province terrain, except if you’re crossing secondary terrain to reach growth that can be felt in the span of 5-10 game years. adjacent province. Draw a line on the map from province Most provinces will only go up in level once, but this is center to province center (or along a major road if using sufficient to give an impression of progress. road movement). If the line crosses secondary terrain use For a more accurate portrayal of growth rates, all growth the movement cost for the secondary terrain, if higher. rate multipliers/modifiers should be doubled (woods and Example: When moving across the Seamist Mountains, hills get a +1 GRM). Note that this will mean that most the map shows you have to cross mountains (medium) provinces won’t grow within the span of the average secondary terrain, so you have to pay the movement cost campaign. associated with mountains (medium) even if the province Secondary Terrain you’re entering is a hills province. Specific provinces may have special rules that differ While all provinces will contain small areas of other from this (listed in the P&H or domain description). terrain, this has no effect on domain level play. However, Maximum Province Level: No effect, except for terrain some provinces contain significant areas of other terrain types with a number behind the slash (swamp for types – enough to have an effect on the domain level. Such instance), which change the maximum province level by provinces are listed as having secondary terrain(s) in the that number. Provinces & Holdings spreadsheet.

19 Example: A plains province has a maximum level of 7. It political institutions. Imperial capitals are just like has mountains (medium) as secondary terrain. Maximum kingdom capitals, only on a bigger scale. A province can province level is reduced by one, for a final value of 6. only have one type of capital. Apply this modifier only if the primary terrain has a Caverns: The province has vast naturally-occurring maximum level higher than the secondary terrain. Also, caverns (or the relics of a lost age) suitable for habitation the modifier cannot reduce the maximum level below that by subterranean races. Caverns are only applicable for listed for the secondary terrain in question. dwarf/orog provinces. Add 1 to max province level. Stacks Example: A desert (rocky) province has a max province with underground. level of 2. Even if it had mountains (medium) as secondary Coast (major lake): The province borders a major lake. terrain, max level would stay at 2. Had there been Ships can be built in coastal provinces. All coastal mountains (high) as secondary terrain, max province level provinces of level 4+ are considered to have a port would have dropper only to 1 (not to 0). structure. It stacks with Coast (ocean), but not with River. Features, like capitals and rivers, as well as the climate Coast (ocean): The province borders the sea. Ships can modifier, are added in after this modifier has been applied. be built in coastal provinces. All coastal provinces of level Example: If the above desert province with medium 4+ are considered to have a port structure. It stacks with mountains contained a kingdom capital, max province either Coast (major lake) or River, but not both. level would be 2 + 2 = 4. If the province had sub-arctic Desert (rocky): Arid region covered with sun baked climate, max level would drop back down to 2. rocks and scrubs. Desert (rocky) replaces hills and/or Growth Rate Multiplier: No effect, except for terrain mountains (low) where appropriate. It is not very suitable types with a number behind the slash (swamp for for habitation. instance), which change the growth rate multiplier by that Desert (sandy): An arid region covered in shifting sand number. It is only applied if the primary terrain has a and sand dunes. It is not very suitable for habitation. It is multiplier lower (better) than the secondary terrain. The possible to construct highways in a sandy desert (the DM total modifier can’t be larger than that of the secondary might charge extra build/upkeep), but not roads. terrain. Example: A temperate plains province has a growth rate Forest: Any area thickly covered with tall trees. Forests multiplier of 5. With swamp secondary terrain the GRM are common throughout Cerilia. The trees may be would increase to 6. A jungle province with swamp coniferous or deciduous, and does include tropical forests, secondary terrain would only have a +3 modifier to GRM. except heavy jungle-type rainforests. Forests are well Maximum Source Potential: Highest of all terrain types suited for settlement. present. Magic is strongest in wild places, and as long as Forest (ancient): Remnants of primeval forest there are some such places left in a province, the untouched by civilization. Elven forests are usually ancient maximum source potential remains high. forest, as are forests that have never felt the presence of Example: A plains province (5) would normally have a man. Roads and trails will be much less common than in a source potential (0). If, however, there was swamp normal forest, if any exist at all; travel is very difficult. secondary terrain, it would mean a source potential of 5 Glacier: Area covered by a permanent layer of ice and (swamp source potential of 8 – 5 = 3). snow. Glaciers are common as a secondary terrain in high mountains, and in very high or low latitudes. Because of Terrain Description the climate modifier, max province level will usually be 0 Here follows a brief description of each terrain type of (unless some other modifiers come into play). and terrain features (others are possible): Hills: Rugged area that is less steep and lower in Badlands: Badlands are very rugged areas with very elevation than mountains. Hills provinces contain a variety sparse vegetation. They are frequently crisscrossed with of terrain, including plains and valleys. Hills are well labyrinthine valleys, weirdly shaped hills, and odd rock suited for settlement. formations. Volcanism is also a common feature. Islands: A coastal (ocean or lake) province that has one Barren: Rugged (but much less so than badlands) areas or more large islands (and any number of smaller ones) with very sparse vegetation. It is not suitable for human attached to it. Islands are normally only accessible by ship. habitation; indeed, even monsters generally avoid barren Jungle: Jungles are exceptionally thick and damp provinces. A desolate and rocky highland plateau is one forests, the most typical being tropical rainforest. Found example, a chain of wind-blasted islands another. only in very warm and moist climates. Bountiful: The province is exceptionally well suited for Jungle (primeval): Primeval jungle is even more settlement, beyond what would otherwise be the case for impassable than normal jungle. It has most likely never felt that terrain and climate. Max province level increases by 1. the presence of civilized races. Capital (Barony, Kingdom, Empire): The “capital” of Lake (major): Only province-sized lakes count as major a barony is an administrative and economical center for lakes. Movement is impossible for land units, but naval several provinces. The capital of a kingdom will tend to units can be built and operated from port provinces become the locus of many administrative, cultural, and adjacent to the major lake.

20 Lake (minor): Some provinces have minor lakes as irrigated agriculture. Some trees and shrubs may grow near secondary terrain, representing either several large or a open water or along the coast. Found only in dry climates. host of lesser lakes. It raises max province level by one Swamp: Swamps are similar to a marsh, but covered (does not stack with river), but has no effect on movement. with trees. There may be dry patches. Swamps are not well Marsh: Marshes are low-lying, waterlogged areas that suited for habitation. support strands of reeds and other low vegetation, but few Trade center: A trade center is a province that functions trees. Many marshes contain islands of relatively dry land. as an important nexus for long-distance trade routes. Moor: Open areas, often fairly high in elevation, but Increases max province level by 1 and trade slots by 2. poorly drained. It is well suited for grazing. Moors tend to Tundra: Tundra is characterized by little vegetation and be grassy, with patches of woods and bogs. It is found permafrost. Found only in extreme northern/southern mainly in cold temperate and sub-arctic climates. latitudes. Tundra frequently turns into marsh during the Mountains (low): Low mountains are taller, steeper, and brief summer; at the DM’s discretion, use marsh more rugged than hills, but less so than medium mountains movement costs during the summer turn. – they are often not tall enough to have tree lines or retain Valleys: The province fertile valleys suitable for permanent snowcaps (at least in temperate areas). Frequent settlement. Only applicable for mountain terrain. Max passes and valleys make travel and settlement in low province level increases by 1. mountains relatively easy. Woods: Areas lightly covered by trees. There are plenty Mountains (medium): Areas covered by medium of open patches. Woods are generally well suitable for mountains have many high peaks. Parts of the area will be settlement. above the tree line. Medium mountains contain passes and valleys that are lower than the surrounding peaks, enabling Nonhuman races and terrain travel and limited settlement. Some non-human races have special rules relating to Mountains (high): High mountains represents great terrain in provinces where they are the primary mountain ranges covered with steep, rocky peaks tens of race/culture: thousands of feet tall. Most areas of high mountains will remain snowcapped throughout the year. Travel is virtually Dwarves and orogs are a special case in that they dwell impossible. as freely below the ground as they do above it: Oasis: The province has one or more major oases, places They add 1 to the maximum province level of hills and of great fertility in otherwise barren regions. Found in dry mountains terrain, ignore any negative effects of such areas, typically deserts. secondary terrain, and reduce the growth rate adjustment of such terrain by 1 (minimum 0). Plains: Plains are open areas that have been cleared for agriculture or areas that are naturally open and rolling. Any province (usually hills/mountains, but other terrains Plains may still contain small woods, low hills, and other are possible; terrain types such as marsh and swamp are geographical features. never suitable) with dwarves or orogs as the primary race/culture may also be an underground province (see Remote/Isolated: Remote provinces do not enjoy close specific dwarf/orog realm descriptions for details on which ties to neighboring areas and suffer because of it. Reduce provinces are underground and not); maximum province max province level by 1 or 2. level is increased by 2, but add 5 to the growth rate Resources: The province has some sort of extraordinary multiplier of underground provinces. resources (for instance mineral wealth) that attract and A province need not start as underground provinces; support more people than usual. Max province level dwarves and orogs will often establish communities on the increases by 1. surface and only move underground once the surface can River (major): A great river passes through the sustain a subterranean community. province. Ships can be built in provinces bordering major Elves are special in that elven province levels do not rivers. All river provinces of level 4+ are considered to reduce the maximum source potential of a province. Elves have a port structure. Does not stack with Coast (major add 1 to maximum province level where forest or ancient lake), but does stack with Coast (ocean). Crossing a major forest is the primary terrain. There are no roads in elven river is difficult unless there is a bridge structure, in which province unless purpose built; but elven units can move as case the bridge is considered to allow uninhibited if any province (even non-elven provinces) has roads. movement to friendly units. Halflings add 1 to maximum province level of woods, River (minor): Minor rivers and streams are common in hills, and forest. units subtract one (minimum 1) most other terrains, and are normally not a separate terrain from the trackless movement cost of such terrain. feature. A province with river (minor) as feature is, however, connected to a major river via a tributary or Halflings, orogs and goblins rarely develop truly urban canal. Max province level increases by 1. Minor rivers areas, and subtract 1 from maximum province level of all have no effect on movement. capital provinces. Steppe: Steppes are open and fairly flat areas covered Gnolls and tribal Rjurik/Khinasi do not get any bonus mostly with grass. It is very suitable for grazing and at all from capitals, having no urban structures at all.

21 Coast/river provinces belonging to races/cultures without any naval tradition do not count as having any ports or provide a bonus to maximum province level. This will be specified in each domain description. Ruler All provinces can have a single character as ruler, or they can be uncontrolled (they have no ruler). Province rulers gain regency (RP) from their provinces, and also gain some income from taxation of their subjects. Think of province rulership not as direct ownership of land, but as a set of rights and privileges; it brings prestige, some amount of influence over provincial affairs, and a measure of income from taxation. However, without control of at least some of the law holdings in a province, the ruler is little more than a figurehead. Prosperity All provinces also have a prosperity level, which is a measure of how well things are going in that province.

Prosperity is a catchall for the many factors that combine to make a province either effective or ineffective. It Holdings includes loyalty to the province ruler, but is also a measure of the general well-being of the province. The establishments within a province help define it – a Prosperity is divided into a number of levels, each of holding is an abstract measure of the control exerted by a which affects the ruler's ability to govern, collect taxes, regent over a certain aspect of a province’s affairs. As and so forth. Prosperity is affected by taxation, wars, such, a holding is not only material possession, but also random event, and hostile or friendly manipulation (agitate less tangible factors like influence and contacts. domain actions for example). Six types of holding exist: law, temple, manor, guild, Low prosperity means less income and an increase in trade, and source (magic). action difficulty, while high prosperity leads to higher Holding slots: A province is limited in the number of income and lower action difficulty. holdings it can support. Each province is considered to Prosperity is applied differently depending on the type of have a number of “slots” equal to its province level action; often it will apply in equal measure to all domains available for each type of holding (except sources; see taking action within the province, not just to the province below). All provinces, including provinces (0), are ruler. For other actions prosperity only applies to the ruler considered to have an unlimited number of holding (0) and his allies (such as a state faith or royal guild). slots available. However, in the case of domains that are openly hostile to Example: A province (4) can accommodate up to 4 slots the province ruler, the DM can rule that a low prosperity of law holdings, 4 slots of manor holdings, 4 slots of may actually aid actions taken against the province ruler temple holdings, 4 slots of guild holdings, and 4 slots of or his allies, and vice versa. trade holdings. It can also accommodate any number of Example: The Baron of Roesone has a very low holdings (0). prosperity in Caercas, meaning that the people are pretty The province ruler will often rule some of the holdings in dissatisfied. When his enemy, the Duke of Diemed, agitates his provinces, but not all of them. Other regents may freely against him, he actually gets a bonus to the DAC of his claim guilds, temples, or other holdings. This means that (negative) agitate action. several regents will have interests and influence in the Prosperity levels are found in Table 4-9: Prosperity same province, even though only one actually rules the Levels. province itself. In fact, more than one regent may rule a single type of holding. In RoE any number of regents may rule holdings of a single type, regardless of province level (unlike vanilla BR which limits number of rulers in low-level provinces). Example: In a province (4), two different regents might each rule 2 levels of temple holdings, with a third temple regent ruling a temple (0). The province ruler controls a

22 law (3) holding, leaving one vacant law slot. The royal Level 1 to level 3 holdings are relatively weak and guild has monopoly on guilds and trade, 4 levels of each. unimportant if found in low-level provinces, but can be One of the temples and the province ruler share the manor highly valued in higher-level provinces. In a low-level holdings between them. province they can represent monopoly or near-monopoly, As with provinces the power and importance of a holding but in a higher-level province there will most likely be one is not a linear function. Instead it is the product of province or more competitors. level times holding level. Level 4 to level 6 holdings represents a major investment Example: A holding (1) in a province (10) is about 10 for any domain and will be jealously guarded and times more powerful than a holding (1) in a province (1). A protected. In a mid-level province they represent near- holding (2) in a province (8) is about equal in importance monopoly, while in a high-level province they represent a to a holding (4) in a province (4). significant influence. A spellcasting regent should strive to have one or more holdings of this level. Source holdings: The number of available source slots is determined differently, being based solely on the source Level 7 to level 9 holdings are very rare, and represent potential of the province (which is derived from terrain very important assets – a monopoly or near-monopoly in type, see above), minus any province levels (except one of the great cities of Cerilia – for their rulers. Such province levels with an elven or primitive tribal holdings will be jealously guarded. A temple or mage population). Thus a plains province (4) would have only 1 regent will benefit tremendously from having at least one source slot (source potential 5 for being plains, -4 for holding of this level. province level). A province will never have less than 0 Level 10 or higher holdings are extremely rare, since source slots, and all provinces are always considered to there are so few provinces of this level for them to exist have an unlimited number of source (0) slots. within. It is also very rare for a single ruler to control all holdings of a single type; so holdings of this level are Holding anatomy nearly unheard of. There is only one known lvl 10 source Exactly what comprises a holding differs greatly. To a in Cerilia; that being the one found on Mount Deismaar, certain extent it represents control or ownership of material birthplace of the Cerilian Pantheon. assets (for a temple this could be churches and shrines, as Vacant holding slots well a monasteries and the lands attached to them), the following and/or employment of a number of individuals Uncontrolled holding levels are relatively uncommon in (for a temple this would be not only the clergy and lay civilized lands and rather more common on the frontier or members of the church, but also individuals outside the in areas that have suffered hardship. Vacant slots are the temple hierarchy that the temple has significant influence result of province growth, contest actions, war and raids, over), and significant influence over provincial affairs (a or negative events. major temple will have the ability to influence many A holding level will usually be brought under the provincial affairs, not just those tied to religion). influence of one domain or the other within a few turns – a Here follows a list of important factors: domain type, few years at the most – after it becomes vacant. This is just domain alignment, race/culture, holding type, and holding a general observation; exceptions do exist. level. But apart from these general guidelines the variation If holding slots go vacant (are not ruled) for a long time, is endless, and is more properly described in the it is possible that an event will create a new domain descriptive text of each domain. Some domains might even claiming it. This is a semi-common way for new domains have holdings that different in nature from province to to come into existence. Many such minor domains are province; in Avanil the Prince’s law holdings represents relatively short-lived. the civil service and the allegiance of minor vassals, but in That a holding is vacant doesn’t mean that there is no Diemed his law holdings represents a hold over corrupt activity of that kind within that province, only that it is royal officials and a variety of nobles with closer ties to disorganized or ineffective. Avanil than the Aerele court. Example: A province (4) is without temples, but the Holding/province level population still holds faith in the gods, and there are compared bound to be some priests and shrines there anyway. The same province also has no guild holdings; which might Controlling half the holdings of any given type generally mean that there is some production of goods and service, means that your domain has significant control over but it is not organized into a greater whole. approximately half of that aspect of a province. Level 0 holdings represent a minor investment and little real control. They are better than nothing, however, for they allow real influence to be exerted.

23

Law Holdings Temple Holdings

Law holdings are perhaps the most potent type of Temple holdings represent in part the portion of a holding, representing a regent’s ability to enforce his will province’s population that belong to a certain faith, and in (including collecting taxes) within a province. part the monasteries, shrines, temples, and cathedrals that belong to the regent's faith. Temple holdings are vital to A law holding can be made up of many things – ranging cleric characters. from marauding vigilantes to the King's Royal Guard. It usually includes the trappings of law and order – law The level of a temple holding often (but not always) enforcement agencies, a judiciary system, tax and toll reflects the faith’s share of worshipers in that province, but collectors, a royal civil service, and so on. not always. A temple can still have a great amount of influence in a province in which most of the population However, this is not always the case. A temple of Eloéle belongs to another faith. But on average, a temple (1) in a could have law holdings, in which case they would province (4) has about one quarter of the population probably represent influence over, rather than control of, attending its churches. the actual trappings of power. Law holdings can also represent the exact opposite – a lack of law, order, and Many temples honor one god above all others (even establishment – in which case it functions more along the though they certainly recognize the existence of the rest of lines of corruption, brigandine, or piracy. the pantheon), but it is not uncommon to find temples preaching the gospel of several gods (such as Haelyn, Control of the law is also important when collecting Nesirie, and Cuiarécen). Moreover it is usually possible to taxes – whoever controls part of the law can seize some of find lesser temples dedicated to other gods presided over the province’s income (both from the province itself and by another faith – a temple of Laerme might hold sway in the holdings within the province). ‘Taxes’ need not be Binsada, but that doesn’t mean there are no shrines or anything as formal as the King’s taxes; it could be corrupt priests dedicated to Avani there. And finally; the populace officials siphoning away some of the lawful tax or it could of a particular province is likely to worship a variety of be gnoll marauders taking what they can find. gods not represented by actual holdings. Law holdings are also very effective when it comes to Temple holdings can in theory be controlled by any interfering with or supporting other regent’s actions (or regent character, but it would be a very rare occurrence, supporting your own actions), and in keeping prosperity and probably short-lived since only divine spellcasters high. who control temple holdings can collect regency from Wise rulers try to control as much law as they can in the them, or use them to cast realm spells. provinces they rule, and if they cannot control all of it they try to have loyal vassals take control of the rest.

24 Manor Holdings but what activity there is not coordinated and is mainly intended for personal or local use. Manors represent tracts of land. Much of the agriculture Guild owners will often have trade holdings in the same in a province is done on these manors. Manors need not province (since there are considerable benefits in both cost only represent agriculture, but could also be mining and difficulty when it comes to ruling trade holdings where interests, hunting and fishing rights, or any other money your already have guilds). making venture that is primarily tied to the land, rather than the industrious efforts that are the purview of Trade Holdings towns/cities (i.e. things represented by guild holdings). Trade holdings are related to guild holdings, but are not In addition to generating income manors also allow you the same. Whereas guilds represent manufacture and local to call upon the levy; giving you access to a vast pool of trade within a province, trade holdings represent long- poorly trained and quipped, but also very cheap, army distance trade – with other provinces, kingdoms or units. Exactly what type of units are available depends on cultures. your race/culture and your domain; some areas have a strong militia tradition for example, while other do not. In Conceptually, trade holdings gather and transport export the past manor holdings also was the main source of knight goods out of a province, then transport import goods in units, but this is no longer the case. and distribute them. Most trade actually flow along a few primary trade routes to a small number of trade centers, In Anuire and Brechtür the manors are primarily which then distribute trade goods along a multitude of controlled by the nobility. The king and/or count will secondary trade routes to the remaining cities and towns of usually be in control of most of the manor holdings, but Cerilia. From there, the trade goods are returned to the each holding conceptually represent a host of lesser guild holdings for distribution and sale on the local level. nobles. Unlike other holding types, trade holdings do not In less civilized areas, manors (the name is something of generate any regency, only income. If you have a guild a misnomer) can include tribal lands, traditional nomadic holding of higher level in the same province, it only cost trails, and so on. In the Rjurik Highlands, for instance, the half as much to rule a trade holding. Trade holdings cannot jarls share the available manor holdings with the nomadic be fortified, nor do castles protect them. tribes (their ancestral tribal lands). Since trade holdings have limited utility outside of In Khinasi lands, manors either represent tribal rights or generating revenues they are generally considered a control of certain aspects of a city-state’s urban population. second-rate holding. Transferal of trade holdings is also In nonhuman lands, such as the realms of goblins and seen as la fairly minor issue, whereas with other holdings orogs, various tribal groups usually claim the manor it is a major affair. holdings. Trade holdings are unique to RoE, and together with the Manor holdings are unique to RoE; they do not exist in trade venture domain action replace BR trade routes; vanilla BR. They exist as a means to further subdivide a turning trade into holdings was instituted to simplify realm into smaller fiefdoms; an important things since RoE bookkeeping and has worked well ever since. kingdoms are frequently broken down into smaller baronies/counties. Investiture: Trade holdings generate no regency and have a lot in common with other non-holding assets. While Guild Holdings the transfer of trade holdings still requires an investiture ceremony, no regency need be paid by the recipient. In Cerilia, hundreds of artisan guilds control the manufacture of goods and local trade. Most of these guilds Source Holdings are centered around the numerous small towns and larger cities that can be found throughout the continent. Guild Sources represent control over the magic power of a holdings represent control over parts of this production and province. Scholars, who have borrowed the word from the distribution cycle, and significant influence in Cerilia's sidhelien tongue, call this magic power mebhaighl. towns and cities. A source holding is always represented by a magical In less civilized areas there are fewer town and no major manifestation; it can be an enchanted pool, a secret grove cities, but that doesn't mean there is no guild activity. where only unicorns tread, etc. Activity is still possible, but given the lower province level Unlike other holdings, a source's level is much lower in it will not be as lucrative. highly developed areas, since the clearing and settling of Guild holdings can also represent information, which can land weakens natural magical forces. Untouched lands be a valuable commodity in itself. So apart from producing hold the greatest source potential; thus the potential of a money, guild holdings are also particularly well suited for source varies inversely with the level of the province in subterfuge and espionage activities. which it lies. Lack of guild holdings does not mean that nothing is Source potential: The maximum number of source produced in a province – there is always some activity – holdings a province can support is called source potential. Source potential is found in Table 2-3: Terrain and Climate Effects.

25 Province level: Source potential is reduced by 1 for cannot know everything, or be everywhere. This is where every province level above 0. your able assistance comes in – loyal lieutenants, trusted If the province level increases, source potential is henchmen, an elite bodyguard, and old advisers. immediately reduced. This may cause someone, usually Able assistants (AAs) are just like your regent in that the one with the highest-level source, to lose a holding they are personifications of your domain, making it easier level. See Chapter 4: The Domain Turn for additional for you role-play. That said there are assistants, able to details about losing holdings this way. provide flavor and some minor benefits, but they are not If the province level decreases, source potential does not super-powerful, nor should they usurp a more prominent immediately increase. If the province is completely place in the game than they really deserve. Chapter 10: depopulated (reduced to level 0) magic potential increases Characters and Domains has more information about what by one point each Spring thereafter. If, however, single characters/groups of characters can accomplish at civilization remains (level 1 or greater), the magic the domain level of play. potential recovers by one level come the fifth Spring after the province level went down, and for every fifth Spring thereafter. Immunities: Source holdings are nearly immune to interference from non-source holdings; they cannot easily be contested, created, ruled, or even spied on by regents who do not also rule sources. Furthermore, sources are usually immune to physical or magical harm (from anything less powerful than realm magic that is). Refer to the Chapter 8: Realm Magic chapter for additional details. Assets

Anything that is part of a domain that is not a province or a holding is known as an asset. A kingdom, for example, has a treasury, an army, a navy, some fortifications, and maybe some able assistance. Assets don't contribute to regency, but they can be a major factor when it comes to determine whether a domain is successful or not. The most important types of assets are described below; your domain description will list those assets belonging to your domain at the start of the game. Able assistance

Regents are usually exceptional individuals, with multiple character levels. Still, even the most skilled regent Leadership Leadership feat: All regents get Leadership as a virtual feat (including regents with only source holdings), regardless of whether they meet the prerequisites or not. If a regent already has the Leadership feat, he gains a +2 bonus to his leadership score. Note that the other limits of the feat still applies, so that a 1st level regent can’t actually have any henchmen since they must be of lower level than him. Leadership score: Character level + Your highest ability modifier (assume +3 if you haven't detailed your regent) + Bloodline bonus (usually between +2 and +4). Outside factors can affect a character's Leadership score, as detailed in Table 2-3: Leadership Modifiers. In order to take into account negative modifiers, Table 2-4: Followers and Henchmen allows for very low Leadership scores. Table 2-3a: General Leadership Modifiers Leader’s Reputation Modifier Great prestige/renown* +2 Prestige/renown** +1 Special power*** +1 Great piety or noble bearing1 +2

26 Renowned for fairness or generosity1 +1 Considered aloof or eccentric2 –1 Infamous for cruelty2 –2 Success or failure§ +1 or –1 Medium-level noble +1 High-level noble +2 Very high-level noble +4 Legendary noble +6 * The ruler of a kingdom (or other major realm) will usually qualify for “great prestige”. ** The ruler of a barony or major domain will usually qualify for “prestige”. *** Wizard, sorcerer, druid, and cleric regents qualify for “special power”. 1 Cannot be combined; use the higher modifier 2 Cannot be combined; use the higher modifier § Cumulative if you are known to have succeed or failed (in some spectacular fashion) repeatedly. Table 2-3b: Henchman-only Leadership Modifiers Leader’s Reputation Modifier Has (one or more) familiars/special mounts/animal companions -2 For each henchman beyond the first -2 Recruits a henchman of a different alignment or race/culture* -1 or more Caused the death of a henchman§ -1 or more * You cannot normally have henchmen whose alignment is completely different from yours. § Cumulative per henchman killed (you must be at least partially responsible for the death). Table 2-3c: Follower-only Leadership Modifiers Leader’s Reputation Modifier Rules a realm* +4 Rules a domain** +2 Court modifier +5 to -20 Caused the death of other followers§ -1 or more * You qualify if you rule at least one province. ** You qualify if you rule an holding. § The penalty can be greater if you're responsible for many deaths or if the death very particularly senseless.

Changing the Leadership score: If your Leadership score rises, you can attract more followers and have more powerful cohorts. If your Leadership score go down, followers may leave your service. Cohorts are a little more loyal; as long as your cohort is of a lower level than you, he won’t desert. Henchmen (Cohorts): Cohorts are usually called henchmen if human or a member of a common race; any reference to either is a reference to both, unless otherwise noted. Henchmen, being exceptional characters in your service, are almost always members of PC classes (or have monster hit dice in the case of cohorts). Number of Henchmen: You can have any number of henchmen at any given time, but having more than one henchman also reduces your effective Leadership score by two for each henchman past the first. In effect you can have one powerful henchman or several weaker ones. Henchman Level: The maximum ECL* of your henchmen is equal to one half your Leadership score (round down), but you may only attract henchmen of lower ECL than your regent. The DM may allow henchmen whose level exceeds this limit under certain circumstances (such as when an experienced regent dies, and leaves a henchman whose level exceeds the new regents normal limit). In such a case, you may not have more than one henchman until your leadership score is high enough to be able to accommodate the high-level henchman. In addition, depending on the power of the henchman, the DM may assign additional drawbacks to compensate (like the henchman not being available all the time, or being inclined not to follow orders). Note that some domains will start (or gain during play) with henchmen as special assets; these henchmen ignore the normal limitations on henchmen (but do count when checking to see if you have multiple henchmen). Example: Tuornen starts the game with a special lieutenant (henchman); the legendary general Braedonnal Tuare. He still counts as a henchman though, so he will limit the power of the Duchess other henchmen.

27 Special Cohorts: With the DM's permission, a leader may seek out a special cohort. A wizard could try to gain the services of a special familiar for example, or the paladin king could try to attract a dragon mount (only appropriate for an epic game). Lieutenants: Lieutenants are considered henchmen and are counted against the limit for henchmen. Followers: Followers are characters that have joined you or your cause out of a desire to serve. Followers are often members of NPC classes, but some of them might have PC class levels as well. Note that followers do not represent all the manpower available to your domain; it only represents those characters that are particularly skilled and exceptionally loyal. Grouping followers: It is usually not desirable to keep track of individual followers; instead they act as groups (i.e. your bodyguard, cadre of trusted spies, and so on). Each group gets one supportive action per turn. Number of Followers by Level: The maximum ECL of your followers is equal to one quarter of your Leadership score, but followers must have an ECL at least 3 levels below yours and can never be more than ECL 9. Rather than keeping track of actual levels you can assume that you have a small group (no more than a score) of followers belonging to the level group indicated by your Leadership score, as well as a larger pool (no more than a hundred) from the group below that. It is not necessary to detail this mass of lesser followers; just assume that they are there and that you can use them is required. Your domain may well contain characters of even lower levels, but they are so weak in comparison to your regent that they do not qualify as followers. Example: If you have an 8th level regent with a Leadership score of 28 that would equate to a maximum ECL of 5 (rather than 7, since the regent's level limits max ECL in this case). he would have a personal elite bodyguard of Medium-level fighter characters (4th or 5th level since they must be at least 3 levels lower than the regent). This bodyguard would then be a natural companion for the regent on everything from diplomacy to adventure actions. He would also have a larger pool of Low-level characters (ECL no greater than 3), perhaps a score more knights (3rd level fighters) and a many dozens of other squires, armsmen, aides, servants, guards, and whatever. Follower Alignment: A leader usually attracts followers whose alignments are within one step of his own, and never those of oppose alignments. Replacing Followers: If you lose followers, you can generally replace them, according to your current Leadership score. You can either just wait for new followers to appear (1d4 turns) or you can use the Hire Help domain action to speed things up. If you are to blame for the deaths of the followers, it will take extra time for new ones to return (at least a full year), and using the Hire help action to recruit some new ones will be more difficult (+5 or more to DDC). * ECL is normally equal to class level (heroic characters are +1, professionals -1, and characters with NPC levels are also -1); so your elite 6th level fighter captain is ECL 6, while your professional 7th level expert adviser is only ECL 5.

incredibly rare they will be handled on a case-by-case Advisers/Specialists basis. For additional details about characters and levels see the Chapter 10: Characters and Domains. Advisers and specialists are characters that have access to special knowledge or skills that your regent does not. Advisors: Advisors are used for getting in-character They are frequently skilled followers recruited into information. Using an advisor in this way is considered a positions of importance, but can also be independent Ply trade character action for that adviser; giving a bonus agents attracted to your court for some other reason. to the actual Advisor court action. Note that the Advisor action is NOT dependent on you having named AA Advisers/specialists are recruited using the hire help advisors (your domain/court conceptually has characters action. They are not dependent on the Leadership feat; instead you can have a maximum number of that can also provide advice); having an AA advisor just advisers/specialists (of any ECL) equal to your court makes it much more likely that you'll get useful advice. expenditure. If you reduce your court expenditure to a See Chapter 5: Domain Actions for additional details. level that cannot support your current number of Example: A mail (or DO entry) to the DM with the advisers/specialists, some of them will decide to leave subject line of “RoE: Adviser Turn #21 – HD/Diemed to your service. Archmage Kaldabar, concerning the Spider” might yield Player input is required when it comes to creating important insights about the awnsheg that the player lacks interesting advisers and specialists; if your hire help action (that it can't be killed for example). does not contain at least basic stats and a rough character Advisers have one or more areas of knowledge (arcane, description, the action will automatically fail. economics & trade, history, law, nature, nobility & royalty, religion, Shadow World, warfare etc.), and have a varying Some exceptionally skilled/powerful advisers/specialists may demand additional payment to work for you. As a rule degree of skill within each area based on their character of thumb advisers/specialists of high level (ECL 7+) will level (low, medium, high, etc.) and level of proficiency require 1 GB/turn (or more) in additional payment. (untrained, proficient, skilled, expert, or master). How Advisers/specialists of legendary level (ECL 13+) are so much you learn is dependent on having an adviser with both right area of knowledge and a high degree of skill.

28 An adviser will not contribute to the running of the Followers/Henchmen domain in any other way (except perhaps working as an administrator if granted such a position); they will not go Most regents possess a dedicated bodyguard of elite on any adventures for example. The only real benefit of soldiers or other professionals, and many have a number of having an adviser instead of a hireling is that they are special retainers that serve out of loyalty or for some other easier to get than hirelings (which probably means they personal reason rather than for pay. have more levels and thus more knowledge). These characters usually have a higher loyal and are Specialists: Specialists are similar to advisers in that more dedicated to the regent that advisers/hirelings. As a they have specific skills that the regent needs. A specialist, consequence they are more readily available than however, usually has more practical applications, and can specialists when it comes to accompanying the regent on provide more than just advice (they can function perfectly adventures or going on adventures by themselves. wells as advisers too). Dwarven engineers, halfling Followers and henchmen are gained through the use of assassins, Khinasi astrologers and grim adventurers, all are the Leadership feat. In addition to the normal rules possible hirelings. They need not be elite or heroic governing the Leadership feat, there are some special characters, indeed most are not, but they are (or should be) modifiers that only come into play for regents. Player input particularly skilled at what they do. is required when it comes to helping create interesting Specialists, like advisers, have one or more areas of followers and henchmen. expertise (steward, quartermaster, adventurer, assassin, Followers: Followers can be either professionals or elite explorer, astrologer, etc.), and have a varying degree of characters, and may have NPC and/or PC classes. When skill within each area depending on class level (low, calculating how many you can have, always use their ECL, medium, high, very high, legendary, near-epic, or epic) and and not just their class level. relative proficiency (untrained, proficient, skilled, expert, Note that followers in no way represent all the manpower or master) within their field. available to a domain; you can have dozens, hundreds, or The main difference between a specialist and an adviser even thousands of additional people working as part of is that hirelings are willing to take various character your domain. Followers, however, are those people that actions (very often this will be adventure or ply trade have a deeper commitment to your cause, and who are actions) on the regent’s behalf. Regardless of what they are willing to go to great lengths to serve you. As your regent used for specialists are, like other able assistants, limited to advances in levels and importance, so will your followers a single character action each turn. Specialists may only grow in number and power. take actions related to their area of expertise. Groups of followers (such as your bodyguards) can take a single character action (usually adventure or ply trade) each turn to aid you in any way they can (such as having said bodyguard accompany you on your own adventures).

29

Henchmen: Henchmen (also known as cohorts) are the Lieutenants regent’s most trusted and loyal servants. A childhood friend, an army buddy, a favorite uncle or the old general, Lieutenants are a special kind of henchmen that have are just some examples of possible henchmen. been given broad powers to act in the name of the regent; Henchmen are generally quite skilled, usually being elite most regents have at least one lieutenant, although there characters (some are even heroic characters) and often are those paranoid few who refuse to give another have quite a few class levels. As your regent advances in character such power. levels and importance, so will your henchmen. Lieutenants follow the rules and guidelines of henchmen Henchmen are the most flexible of your able assistants, and they still count against your regent’s leadership score and can be used for a variety of purposes. They can serve when determining the number/level of your henchmen (i.e. as administrators, advisers, or act as adventures. Yet even they are still henchmen, just special henchmen). henchmen have their areas of expertise, and are the most Having one or more lieutenants will give you a single effective when working within that area. bonus regent action. It does not matter how many Example: Sending your high-level knight-type henchman lieutenants you have, as long as you have one you get the to support an espionage action against a hostile guild extra action, but never any more. If you lose all your domain isn't wise. The best you can hope for is no effect; lieutenants you also lose access to this bonus action. chances are he'll make it harder for you to succeed. But The bonus regent action can be used for anything, but if send him to deal with a band of outlaws (event) and he'll the action is on the list of bonus class actions for that be back with their heads in no time. lieutenant there is no base GB cost for that action (so a Each henchman can take a single character action (often rogue lieutenant would give you a free espionage action adventure) each turn. Henchmen are usually very loyal to for example, while a cleric could do free agitates). See the regent and are willing to risk life and limb for the good Table 4-8 for details. of the domain (but they are not stupid or suicidal). You can still use the bonus action for other actions (you Henchmen are usually gained by elevating promising fighter lieutenant could provide an espionage action for advisers, hirelings or followers to henchman status using example), but then the bonus action provided will have its the grant: promotion domain action. You should never just normal GB cost. create a henchman from nothing; part of the reason why If your lieutenant can use realm magic, you can use the they are so loyal is because you've known them for a long bonus action to prepare realm spells or take actions time and established close relations. normally reserved for spellcasting regents. Otherwise you can’t use the bonus action for magic actions.

30 A spellcasting lieutenant also allows you to use his caster Armies (instead of your regent's) level when utilizing realm magic; provided he can cast realm spells of course. Additional These are the military forces owned by the domain. See rules for magic actions are found in Chapter 5: Domain Chapter 6: Armies & Warfare for more details. actions, and the use of realm magic is covered by Chapter 8: Realm Magic and Chapter 9: Realms Spells. 1. Musters Lieutenants are otherwise similar to other able assistants The core of your army will be made up of musters; units in that they may only use one character action per turn to of professional soldiers that serves you alone. Trained, aid you (in addition to providing a bonus regent action). equipped, and maintained by your domain, they can Lieutenants are created by the create lieutenant domain become quite skilled, and are also likely to be very loyal. action. Remember that it should be exceedingly rare to The creation of musters is handled by the muster unit directly recruit a lieutenant; most lieutenants should be domain action. henchmen for a while before being given such trust and power. Player input is required when it comes to helping 2. Levy and Militia create interesting lieutenants. The levy is made up of commoners called up for military service. They have little in the way of weapons or armor, usually little more than converted farming tools. The least desirable of all troops, the levy nevertheless represents a powerful military force if employed correctly. Some realms train parts of the levy and provide them with proper equipment. While not as good as proper musters, they are far better than levy. When raised, levy bring along enough supplies to sustain them for one turn. After that you have to pay upkeep for them, disband them, or let them go unsupplied. The raising of the levy/militia is handled by the raise levy domain action. 3. Mercenaries Mercenaries are swords for hire; professional soldiers who fight for the highest bidder. While frequently quite skilled, they are not very loyal. Their greatest strength is that they represent a pool of readily available soldiers in times of need. Mercenaries are usually hired for a set number of turns (typically 2-4 turns) and for fighting under certain conditions (garrison or active duty). Mercenaries usually cost GBs twice of what a similar unit would have cost for the same period of time. Half of this amount is paid up front and the rest upon completion of their contract. Example: A unit of elite mercenary regulars hired for 4 turns of active duty would cost (1 GB+0,5 GB) x4 turns x2 = 12 GB. 6 GB to be paid up front, the rest upon completion of the contract. Hiring mercenaries is handled by the hire mercenaries domain action. 4. Auxiliaries These are troops lent to your regent by other regents, usually through alliances or vassalage. Sometimes you have to pay their upkeep yourself; otherwise the owner pays that cost. The acquisition of auxiliary units is handled by the diplomacy domain action. Once the treaty is in place, transfer of control is a free grant action; the same applies to returning the auxiliaries to their owner.

31 Your court is always located in a specific province, but you can move it to another province if you want. This is accomplished using using the relocate court action. The move can either be permanent or temporary (some rulers maintain summer courts in provinces with cool weather, or there are traditions that dictate the relocation of a court). Your court expenditure is limited to being no greater than the level of the province your court is located in. A single province can hold multiple courts. Embassies Embassies represent a special type of court that a regent maintains in a foreign realm. Embassies are always located in a specific province (cannot be moved). An embassy has the special ability to conduct a Diplomacy action on your behalf, but only with regents who have either a court or an embassy of their own in that province. Once built (by using the construction domain action), an embassy can be used, once per turn, to initiate a diplomacy action as a Court action, as per the normal rules for the diplomacy domain action (at no base cost). The action uses the same court modifier as the parent court. This means that high-quality courts get more in return for using embassies. Note that embassies, like other structures, have a maintenance cost (0,5 GB/turn). See Chapter 5: Domain Actions for more details on constructing embassies. Fortifications

Fortifications are special defensive structures that make provinces more resistant to attacks. There are two types of fortifications – castles (fortified provinces) and forts (fortified holdings). There can be only one castle in a province, but there may be any number of forts (even forts protecting the same type of holding). Fortifications have levels, much like provinces do. See Chapter 6: Armies & Warfare for more details on how fortifications work, and Chapter 5: Domain Actions for more on how to build them using the fortify domain action. Fortified provinces (Castles)

A castle protects an entire province from attack. They are Courts very effective in protecting everything up to their own level, and less able to protect province levels that exceed Courts are centers of power, settings in which the regent the castle level. Castles never protect trade or source can engage in the business of the realm. Court expenditure holdings. also determines how many court actions you get, and also affects the chances off success for several actions, Castles are very expensive to build, with a base cost of including diplomacy, dispatch, decree, and grant; a good 20GBs per level – a castle (1) costs 20 GB, a castle (4) court will give a bonus to such actions, while a sloppy, costs 80 GB, and so on. Existing castle levels reduce the unruly court will do the opposite. Having a good court is build cost accordingly. also a matter of prestige. Castles build at a base rate of 3GB (RoE default) or Court expenditure can be increased or decreased 1d6GBs/turn, so building a high-level castle from scratch depending on your needs. This is accomplished by using a will take many years. You can speed up the construction to special decree: set court expenditure action. 6GB (RoE default) or 1d6+3 GB/turn, but difficulty increases and 1GB is wasted each time you do it.

32 The maximum level of a castle is always 10 regardless of Navies where they are built. Castles constructed in remote provinces cost more to build. Building in difficult terrain Similar to armies, the navy is the regent's martial arm at also costs extra. See the fortify action in Chapter 5: sea. Like the army, you have naval 'musters', a naval 'levy' Domain Actions for additional details. (leidang), naval mercenaries (privateers), and naval Fortified holdings (Forts) auxiliaries (ships borrowed from other domains). Navies are described in more detail in Chapter 7: Oar & Fortified holdings make a single holding resistant to Sail, but follow many of the rules laid out in Chapter 6: attack and destruction. A fort primarily protects the he Armies & Warfare. holding to which it is attached, but also offers some general protection for the province (i.e. also protects the Realm spells known province level, but not other holdings). (spells per level) Trade and source holdings cannot be fortified, nor do they gain any benefit from having other fortified holdings Some domains, specifically those composed of temples in the same province. or sources have the ability to cast realm spells. This entry Forts cost half of that of a castle of the same level would. shows which realm spells are available to your domain. They build at the same rate castles do, but since they cost Sorcerers are limited in their number of realm spells half, they can be completed in half the time. known, but have much greater flexibility when it comes to You can convert a fort to a castle by paying the casting the spells they know. Wizards on the other hand difference in cost between a fort and a castle of that level, can know as many spells as they can research. but only if there is no castle already in that province. Note that clerics and druids don’t automatically have access to all divine realm spells, but only a small selection Ley Lines tied to the domain in question; additional spells must be learned using research actions. Ley lines are conduits of magical power, created by arcane or primordial spellcasters, that allows the transfer It is normally the regent or one of his lieutenants that are of magical power between provinces. actually casting the spells. Thus it is not a requirement that your regent personally be able to cast realm magic. As Realms spells require enormous amounts of magical long as you have at least one lieutenant that can do it, you power; a ley line allows a wizard to carry magical energy can use your regent actions to take magic actions. from a strong magical area to a weak one in order to cast a realm spell. See Chapter 8: Realm Magic for more details. It costs 1 GB and a number of RP equal to its length in Realm spells prepared provinces to create a ley line. Maintaining it requires 1 RP/turn for each line, extension or hookup. Refer to This entry shows which realm spells the domain (not Chapter 5: Domain Actions and Chapter 8: Realm Magic individual spellcasters) has prepared at the moment (for for additional details. sorcerers it shows which spells slots are readied). Hookups Realm spells must be prepared ahead of time; it costs 1 GB/spell level and takes one prepare realm spell domain Ley lines normally run form their province of origin to action for each spell prepared. See Chapter 8: Realm their destination province, without connecting to any Magic for more details. intervening provinces. Hookups allow a ley line to connect to additional sources Regent along the way. This is a short summary of your regent, his race, level, Extensions alignment, a brief description, and his most important possessions. Having your regent fleshed out beyond this Extensions are miniature ley lines connected to a parent isn’t strictly necessary, but it may make it easier for you to ley line. role-play him. Do it only if you want to. Extensions have a province of origin and a province Regent name, primary titles (b. 1XXX HC): Gender where they link with the parent line. If the parent line is Race; Class levels; Derivation, strength, score; Alignment; disabled or destroyed, the extension is automatically Exceptional attributes. Description. rendered inoperable, but does not dissipate as long as upkeep is paid. Heir Ley links All domains should preferable have an invested Heir – a character that can immediately take over the domain if Ley links are a way of allowing characters other than the your regent should die. Even if you don't have an invested regent to use the domain’s source/ley line network. Heir you should preferably list the character most likely to inherit the domain.

33 DM Note: Using a map to track some or all of your domain info is a great way of keeping everything neat and organized, and will definitely save you both time and frustration. I have two suggestions; either print out the map or keep it as a file on your computer. Either way you can write notes on it and drawn ley lines and whatnot. You could easily have multiple maps too; if you're paying Mhistecai you might want one map of your physical assets (province Brenlien, Ghalee, and Mielien) and one map detailing your sources and ley network. If you get involved in a war you might even want to print a third map keep track of your army units as they move about (beats keeping everything in your head). The main map is pretty big so province are going to become very small if you print the whole thing, so start by zooming in on YOUR area of interest. Any of the maps will do – regional, province, or roads (best for war-related maps). You could even use the white template that only show province borders if you think the color and text confuses things.

Here Mhistecai has drawn in her ley network. The square indicated her main source in Brenlie. The circles are terminus sources (either from the Brenlie source or part of an extension). The triangles are hookups. The red dotted lines are the actual ley lines. Note how the terminus in Crenier has one extension running up to Seaward and another running down to Xavar. In addition there is an extension from Ghaele to Seaward (because it pays to keep an eye on the Governor) and a direct line from Brenlie to Xavar (because the gnolls must cross this province before ravaging Mieres).

34 4) Provinces of levels 7+ have good roads, Structures sometimes even paved ones; always use road movement cost for that province, except during periods of especially Even a province (1) will contain a large number of roads, difficult weather (DM discretion). minor bridges, barns, churches, etc. Such structures are a Even though a road is usable doesn’t mean that units normal part of every province. As a province grows, so won’t be affected by adverse weather conditions; a will the number and size of it structures, without it having blizzard in a province 7+ could well halt all movement any effect on the game. regardless of roads. Some structures, however, are so large and grand as to be Note that cavalry only benefits from built roads (and counted as assets in their own right. The great Cathedral highways) while moving through a province, not when in Aerele is such a structure, as are the Twin Harbors of trying to scout, occupy, or otherwise spread across a Ilien. These superstructures (pun intended) each have a province. specific effect on the game. For construction details, refer to the construction domain action. Inherent roads, however, are assumed to provide a network of roads both major and minor that are sufficient Highways to allow cavalry to use road movement regardless of activity (i.e. not just when moving through). While all provinces are considered to have a variety of roads, bridges, fords, and other such things, highways are Treasury large paved roadways that must be built separately. Highways have the ability to reduce travel times between The treasury of a domain is critical to a regent's success, connected provinces. See Table 2-3 for more details. since everything costs money. The wise ruler always keeps Highways function during all seasons and almost all a little gold back for a rainy day, while a careless regent weather conditions; although the highway itself would squanders it all away. continue to function, major storms or blizzards might Personal Treasuries nevertheless make it impossible to move along it. Some regents take part of their income and place it in a Roads personal treasury, which is separate from that of the Roads are not normally built (and thus not recorded), domain. Other regents may gain vast wealth during the except in low-level provinces. Some regents who have course of an adventure. large, but unsettled realms can build roads instead of New regents have a personal treasury that is equal to the highways (they are far cheaper both to build and maintain). gold piece value for their level, minus any wealth spent on 1) Provinces of level 0 have no roads; always use mundane or magic items (most of the time this should not trackless movement cost for that province. be an issue). If the domain changes regent, this money stays with the 2) Provinces of levels 1-3 have poor roads; use road movement cost for that province during summer, otherwise original owner and is not automatically available to the trackless movement cost is used. new regent. The DM decides what happens to the money. 3) Provinces of levels 4+ have adequate roads; use Personal wealth can be transformed into GBs (or vice versa) using the finances action. roads movement cost for that province, except during winter and/or spring when trackless movement cost is used.

35 Example: Provinces that are part of the realm of Coernays suffer a -1 prosperity penalty each turn if a single regent controls all the law holdings in the province; the people of Coernays have little love for absolute rulers. Example: Archduke William Osoer gains a special +2 bonus to agitate actions taken in Osoerde because he is considered a holy man (perhaps even a living saint). If ever he occupies one of his own provinces, he will loose this bonus and suffer some serious stability and prosperity penalties (as the commoners realize he’s no better than any other ruler). Example: The people of Kiergard have long been downtrodden and brutalized. Any levy raised in Kiergard is levy (green). Provinces Some provinces have special conditions that apply only to that province. It can be special natural resources, magical manifestations, special terrain features, and so on. Only a few provinces have any special conditions – it is outside the scope of the game to take into account minor individual variations in province composition. Example: The province of Ilien has a small remnant of the Erebannien, which is protected from harm by Ilienese law. The source potential of Ilien is never reduced below 2 as long as the Erebannien remains protected. Example: The province of Daulton is well known for its legendary metalworkers’ guilds, and the goods they export. All guild holdings earn +25% and all trade holdings earn +25% in Daulton. Example: The province of Bliene has series of mystical caverns that adds 2 to the effective holding level of any spellcaster than control them; capped at lvl 9. Example: The province of Serien used to have extensive silver deposits; giving a +50% income bonus to all guild holdings in Serien. Special Holdings conditions Specific holdings are rarely affected by specials; but there are always exceptions. Special condition is a catchall for rules that apply only to Example: Trade holdings belonging to non-dwarven specific to domains, provinces, or assets. The DM will domains in provinces with dwarves as the primary assign such special conditions as he sees fit. race/culture earns +25%. And vice versa, dwarven trade holdings earn +25% on their trade holdings in non- Domains dwarven provinces. Every domain in the game has some sort of special rules Assets that apply only to that domain. Example: Mhoried is well known for its well-trained Assets are a frequent case of special conditions. The militias. When calling the levy, the first group is made up most common occurrence is for a domain to have access to of irregulars (veteran), the second is militia (skilled), and a very rare or unique asset. the third and subsequent are levy (green). Example: Hermedhie has a mysterious tower that can Example: In Erebannien provinces ruled by the Wardens, actually move from province to province. This allows only every other province level counts when determining Hermedhie to relocate her court as a free action. reduction to maximum source potential, but there is a –2 Example: The Sword Mage has a great colossus outside penalty to province growth as well (so basically there his capital. Some say that he can bring it to life in times of won’t be any growth in those provinces).

36 need, to smite his enemies (the colossus is a special manage a particular domain. Power/complexity has no in- military unit when activated). game significance. Example: The Iron Rider has his legendary Steed, which Power (Pitiful, Weak, Slight, Moderate, Strong, can carry him across the land faster than the crow flies; Powerful, and Overwhelming): Power is an overall the Iron Rider can use the travel action as a free action. In measure of all kinds of resources and influence available addition he can pretty much go where he wants and when to a domain. he wants, which can be important during some adventure Sovereign realms (kingdoms) will usually come out actions. higher than more specialized domains; so a guild might be Example: The Baron of Roesone has access to a set of the most powerful guild in all of Anuire and score only magical items (the arms of Roesone) above and beyond Strong on the power scale, about the same as a fairly those available to a character of his class level – giving average kingdom. him a bonus on certain adventure action. Those items are, Example: Diemed is described as Powerful+; it isn’t as however, bound to Roesone, and cannot be used by anyone powerful as Avanil, Ghoere or Boeruine, but with Endier who is not the Baron of Roesone. and Meodere as vassals it packs quite a punch. Avanil, Example: The Duke of Alamie has a special advisor clearly the most powerful realm in the game, warrants a called the Eyeless One that does not count against his power of Overwhelming+. The OIT, although a mighty usual advisor limit. The Eyless One has near-epic skill (and wealthy) temple, is only classified as Strong, despite level in a variety of subjects, making him a highly valued being one of the most powerful domain of its type. advisor. He requires no upkeep. Difficulty (Simple, Easy, Average, Challenging, and Example: Any Ghoeran military unit (shock action units Difficult): As with power, difficulty is an overall measure only) of Veteran or higher experience can be named as of how complex a domain is to run. part of the Iron Guard using a Grant action (you can Realms usually have a higher difficulty than other types target a number of units equal to your court expenditure of domains, since they need to worry about so many things using one action), giving the unit a +1 bonus to Morale. not important for specialized domains and also have a Example: The Haelyn’s Bastion of Truth (Northern large number of domains they have to relate to. Marches) has access to a special Knights unit called the Example: Both Diemed and Avanil are classified as “Lions of the North”. It is a normal knight unit that can be Difficult, since both are big realms with multiple vassals, a brought out of reserve status in just one month (meaning it network of allies, and a score of enemies. In addition they can be used on the turn it is activated). It can be returned both have to relate to a number of temples, guilds, mages, to reserve status normally, but will never lose XP for being as well as lesser noble houses. placed in reserve. The HBT can only have a single Lions of the North unit at any given time; if one is destroyed a new one can be created using a Grant action on an existing Secrecy Knights unit. The majority of domain-related information is not secret;

although a character in the game might not be aware of all the details of any given domain, players are welcome to read all Domain Descriptions. Power and Sensitive information, however, will not be found in the Domain Description, but only is made available to the complexity player of a particular domain.

Domains are also rated by power and complexity to help would-be-players to determine how hard it will be to

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DM Note: Ruins of Empire is a strategy game first and foremost (even though it contains role-playing elements). Managing your domain is thus the core of the game, and this requires understanding how the various resources at your disposal can be utilized. Do not fall the temptation to just follow the story – no matter how compelling the world is or how interesting the grand events – at the expense of your domain. To fully enjoy Ruins of Empire you have to also master the intricacies of the domain aspect of the game.

CHAPTER 3 – REGENCY

“The stranger made an impressive sight. Standing half a head taller than the Baron, he must have been close to seven feet tall. He was broad of shoulder and the arm he extended in greeting was massively muscled – not even Galech the Blacksmith had muscles like that – this man's body would have shamed many of his father's finest bulls. Yet for all his brawn, he moved with a grace and fluidity that would have earned him the envy of every court dancer. He wore chain mail and carried the long sword of a knight. Moergan imagined he must be very wealthy, for his mail was silvered, and thumb sized rubies and intricate gold scrollwork adorned the scabbard of his blade. The sword itself seemed plain in comparison, a broad steel guard without decoration, leather wrapping for the hilt and the pommel merely capped off with silver. Nothing fancy like most rich knights preferred, nothing to distract the mind from its deadly purpose – a weapon of steel and murder. Men would gladly follow such a commander into battle, and die for him if need be. Not just because he was a fine warrior and leader, but because he possessed something lesser men did not, a form of charisma not found among the rank and file, which undoubtedly derived from his divine blood. ” - a young squire describing Knight-Captain Saender Khaiarén, a scion and a paladin in the service of the Hidden Temple of Cuiraécen, ca. 1520 HC

You are a scion, heir to one of the ancient divine blood allows you to rule the land in a manner that sets you bloodlines. Being related to the gods has imbued you with apart from lesser men. wondrous magical powers, providing you with abilities iconic to the deity from which you are descended. Should you be lucky or skilled enough to also be a regent of a domain, this is only the beginning, as your divine

38 are lost; before reaching this level you should consider Regency summary transforming your regency into an increase in your bloodline score. Blooded regents have a mystical connection to their domains. The link between domain and regent generates an intangible reservoir of power called regency. Spending regency Regents have a special score called a regency point (RP) Regency points (RP) can be spent in a number of ways: score. It represents the divine power derived from the 1) You can use RP to make it more likely that you domains they rule – a mystical quantity that sets the rulers succeed at your domain actions (you get a bonus to your of divine blood apart from those they rule, and enables domain action check). them to rule more capably than they otherwise would. 2) You can use RP to make your enemies more likely Each province and holding (except trade holdings) to fail at their domain actions (you cause an increase in the potentially generates one regency point per level per DDC of their actions). turn. All scions can make use of regency generated by provinces, but to gain access to regency from holdings, 3) You can use RP as a substitute for money when they need to have a character class that matches the type of paying various domain-related costs (5 RP equals 1 GB, holding. See Chapter 4: The Domain Turn for additional except for magic actions where the ratio is 4 RP equals 1 details regarding which classes collect RP from what GB). holdings. 4) You can use RP to cast powerful realm spells. All Exactly what type of holding or province the regency is realm spells require at least 1 RP to cast, but the more derived from is not important. Once generated and powerful ones require many more. See Chapter 8: Realm collected, it works exactly the same regardless of its Magic for details. source. 5) You can use RP to maintain your ley lines, Example: The Wizard-Count of Ilien gains RP from four extensions, and hookups (1 RP for each). Wizards and sources; from the province he rules, from his law holdings, sorcerers use ley lines to cast their realm magic in far-away from his source holdings, and from vassalage. provinces. He can use all his RP to cast realm spells, not just that 6) You can use RP to increase your bloodline score which is derived from sources. And he can use regency (RP equal to the new bloodline score). You can do this gained from his sources for mundane matters – to contest a only once per turn. hostile guild holding or to rule up his province level. Domain Actions: All domain actions have a Domain Difficulty Class (DDC), which you need to beat on a Gaining regency Domain Action Check (DAC) – a d20 check – to succeed. By spending RP you can give yourself a bonus (GB can Every domain turn, you collect a number of regency also be used, alone or in conjunction with RP) on the points equal to your bloodline score (BS) or your domain check or increase the DDC of opponents' actions. See power (DP), whichever is less. Basically, a character with a Chapter 5: Domain Actions for additional details. weak bloodline cannot effectively rule a powerful realm, Substitute for Money: Instead of paying your expenses and a character with strong bloodline only gains as much with gold you make grand speeches and promise good regency as his domain allows. times after the lean. Bloodline score: Every regent carries within him a shard You can always use 5 RP in place of 1 GB when paying of divine power, passed down to him through his parents for something (the rate is 4 RP per GB for magic actions). but originating with the gods themselves. Your bloodline Be wary though, not everyone likes this, military units in score shows how powerful the divine power is – high score particular will tend to get upset by this treatment means high power. (especially if they are mercenaries), especially if used on a Domain power: Your domain power is the maximum regular basis. amount of regency all of your provinces and holdings can Realm Spells: All realm spells have a RP cost in their generate. Note that some classes only generate regency spell description. If you cannot expend the appropriate from certain types of holdings – when determining domain amount when you cast the spell it automatically fails. power; only count those holding levels that your regent can Ley Lines: Every domain turn you must pay 1 RP for actually gain regency from. each ley line, extension, hookup, or ley link that you wish Multiclass penalty: Characters who suffer a multiclass to maintain. If not maintained your ley lines will dissipate penalty to XP, also suffer the same penalty to their domain (be destroyed). power (not to regency generated). Regents are commonly Bloodline: You can increase your bloodline score by one multiclassed to take maximum advantage of the holdings they rule. point by spending a number of RP equal to the new bloodline strength. This represents a successful ruler (who Regency point limit: You can never accumulate more has RP to spare) gaining in prominence and power. RP than five times your Bloodline score. Any excess RP

39 6) A Neutral or Chaotic domain temporarily Losing Regency ignoring the terms of a major treaty. Major loss: Reduce your RP score by 50% and lose 1 Regency points (RP) can be lost in a number of ways: point of BS. 1) If you have more than five times your BS in 1) A severe alignment infraction, like ordering regency points. Any excess RP are immediately lost. someone assassinated for a Good regent, or demanding Before reaching this point you should convert RP to excessive tribute for a Chaotic domain. bloodline strength. 2) Failure to respond to a major event or failure to 2) You can lose RP if you perform poorly as a respond to a continuing minor event. regent. If you fail to respond to events, act against your 3) Having a single province or several holdings alignment (or your realm's alignment) or if you lose divested (involuntary). control of holdings or provinces, your RP will dissipate – this is called a regency loss. 4) Having provinces or major holdings destroyed, for example through enemy pillaging. Regency Loss 5) A Lawful domain breaking a minor treaty. 6) A Neutral or Chaotic domain breaking a major At the beginning of the domain turn, after you have treaty. collected regency, events or actions from the last turn that result in losses of regency take effect. 7) A Neutral or Chaotic domain breaking an oath of vassalage, even with good cause. There are four levels of regency loss, from minor to catastrophic. A regency loss has two effects – you may lose 8) A Neutral or Evil domain exposed for using 1 or more points of bloodline strength, and you will loose a unsavory methods (assassinations for example.) percentage of your current RP pool. Great loss: Reduce your RP score by 75% and lose 1d4 Losses are cumulative, but you cannot lose more than points of BS. 100% of your RP score (but you can lose any number of 1) Completely reversing your alignment or acting in points from your bloodline score). a manner that is completely in opposition to your domain’s TABLE 3-1: REGENCY LOSS alignment. Loss Bloodline Regency 2) Having a group of provinces divested (involuntarily). Minor - -25% 3) Losing a major war, and having humiliating Major -1 -50% peace terms forced on you. Great -1d4 -75% 4) Failing to take action to discipline your vassals (such as when they break their vassalage). Catastrophic -1d6 -100% 5) A Lawful domain breaking an oath of vassalage, even with good cause. If you are afraid that something you do, or don’t do, will cause a regency loss, feel free to ask the DM. Getting a 6) A Good domain exposed for using unsavory surprise major or great regency loss can knock the feet methods (assassinations for example.) from under your domain. Sometimes, however, a regency Catastrophic loss: You lose all RP and lose 1d6 points loss can’t be helped. Just keep in mind that your BS is a of BS. fluid thing – when things go well it will creep upwards, but 1) Having your entire realm forcibly divested from during hard times it’s bound to drop a bit. you. Here are some examples of things that can cause regency 2) A Lawful regent breaks an oath of vassalage loss: without good cause. Minor loss: Reduce your RP score by 25% 3) Any regent exposed as being a shadow-spawn, in 1) A major alignment infraction, like setting league with evil gods, or otherwise engaged in completely Crippling or higher taxes for a Good regent, or Severe or unacceptable liaisons. higher taxes for a Chaotic regent. 2) Failure to respond to a minor event, like ignoring Manipulating a some monsters plaguing trade in one province. 3) Having a single holding (level 1+) divested bloodline (involuntary). 4) Having a significant holding destroyed, like Since regency and bloodlines are so closely connected, having your law (4) repeatedly contested until it is you always have the option of using regency to strengthen destroyed. your bloodline or using your bloodline as a reserve of 5) A Lawful domain temporarily ignoring the terms regency points. of a minor treaty.

40 Enhancing your bloodline Degrading your Bloodline Your can choose to increase your bloodline score by Sometimes you find that you need more RP quickly (if expending RP. This is accomplished using the manipulate you’re not a regent, this is one of the few ways to gain bloodline domain action. regency). You can use the manipulate bloodline domain You must spend a number of RP equal to the score you action to sacrifice one or more points of BS. For each BS are trying to reach. You can only increase the BS by a point sacrificed you gain a number of RP equal to ½ your single point at a time. You can increase your BS no more bloodline score (rounded down). than once per turn. You can only degrade your bloodline only once per Example: Duke Berric has a Bloodline Score of 25. He domain turn, and your bloodline strength limits how many has 100 RP, and wishes to increase the score to 27. He points can be sacrificed; weak – 1, minor – 2, major – 3, pays 26 RP on Turn 1, bringing his score to 26. On Turn 2, great – 4, and true – 5. he spends another 27 RP to raise it to 27. He has used 53 Example: Berric, now king and with a great bloodline RP, and retains 47 RP for use in other matters. (can sacrifice 4 points) and a BS of 80 is in dire straits. He needs more RP than he can possibly generate. He decides to sacrifice as many points of BS as possible. Reducing his BS to 79, Berric gets 40 RP (80/2). Reducing it thrice more he gets another 39 RP (79/2), 39 RP (78/2) and 38 RP (37/2), for a grand total of 156 RP. Berric is happy, but now has only a BS of 76. It will require 314 RP to restore it to 80… Bloodlines and domain play

Having a bloodline also entitles the regent to a set of bloodline abilities. These are supernatural abilities tied to his divine heritage. It is not necessary (but you can do it if you want) to detail the exact blood abilities your regent possesses; instead you can look up your regent’s bloodline strength and derivation in Chapter 10: Characters and Domains and see what other benefits you might get. When it comes to adventuring it is your regent’s ECL that decides how powerful he is, not his exact character stats; so even here it is not really necessary to know exact blood abilities. If you want to read more about bloodlines (they are in important an exiting part of BR) you can find additional details in Appendix XX: Bloodlines. This appendix has detailed rules for creating bloodlines and using them during character and domain play.

41

realm action (one court action required for each extra Investiture ceremony). Cost: 1 GB per ceremony. Who pays is usually arranged ceremonies through diplomacy beforehand. Example: Duke Diem is renewing his vassalages, and is Investiture ceremonies are the means by which a regent conducting a multiple ceremony with his three vassals. The can bind himself to the land or an organization, designate cost is 3 GB (the liege would be expected – but not his heirs, give away his bloodline to a worthy commoner, required – to bear the cost). or wrest control of a province away from a vanquished foe. Location: Investiture ceremonies must be conducted in All investiture ceremonies are conducted using the the same province as the province or holding affected, or at investiture domain action; the parties that are involved the court of any participating regent. gather together (the actual investiture action) and Investitures that involve several provinces can be sometimes the investiture realm spell is cast (to increase conducted at court (of any involved party, but usually the the chances of the ceremony succeeding). highest-ranking) or in any one of the provinces in question. Action type: Participating in a ceremony of investiture is Investiture ceremonies that do not have any geographical a character action, except for regents for whom it is significance are normally taken at court.. considered a realm action (requiring one regent and one The DM may allow ceremonies to take place elsewhere, court action). Domains without a regent can participate as but with at a -2 (or greater) penalty to the check. a court action. A free action is required to cast the Multiple ceremonies: Multiple ceremonies (as long as investiture realm spell (remember the need to prepare the they can reasonably be assumed to be connected) can be spell first!). Multiple ceremonies can be conducted as a

42 held at the same time, provided that all requirements can The DM declares the ceremonies to be closely related, be met. In such a case, the investiture only counts as one and participants need only expend a single action – a (realm) action, regardless of the number of ceremonies, realm for the Mhor (requiring 5 court actions since it's a and only one spell needs to be cast. total of five ceremonies – one transference, one Example: The Mhor is transferring his bloodline to a coronation, and three vassalage), a character for the worthy commoner (transference), and is turning over his commoner-to-be-Mhor, and a single regent for each of the domain to him as well (coronation). Also present are the vassals. three chief bannermen of Mhoried who have come to swear The new Mhor is eager to speak to his vassals so a fealty to their new liege (vassalage). diplomacy action is also in order, but that's another story... TABLE 3-2: INVESTITURE CEREMONIES Ceremony Cost Difficulty Effect Coronation 1RP/province or holding 12 + province level (provinces) Willing regent transfers his domain to another levels transferred 2 + province level + holding willing scion. The ceremony can be used to split level (holdings) a domain into several parts. Designation 1RP/province or holding 12 + province level (provinces) Willing regent designates another willing scion levels bequeathed (at the 2 + province level + holding as his heir; that scion will automatically be moment of the ceremony) level (holdings) crowned when the old regent dies. Recognition 1RP/province or holding 15 + province level (provinces) Willing regent transfers parts of his domain to levels transferred 5 + province level + holding another regent. OR Regent claims an level (holdings) uncontrolled province or holding. Vassalage 1RP/province or holding 15 for a new vassalage Willing regent accepts the overlordship of levels controlled by the 12 for renewing an existing another regent, promising to transfer a fixed vassal vassalage amount of regency each season as tribute. Divestiture 1RP/province or holding 12 + province level (provinces) Regent attempts to strip an unwilling regent of levels to be divested. 2 + province level + holding his bond to a province or holding that he rules. RP cost varies for other level (holdings) OR Regent attempts to Strip away a bloodline options. DDC varies for other options from another scion. Transference 1RP/province or holding DDC 15 to transfer a bloodline Willing regent transfers his entire bloodline levels to be divested. DDC 8 to transfer RP (making him unblooded) to another scion or commoner. OR A regent transfers a number of regency points to another scion. Multiple ceremonies: +1 to DDC per ceremony (not per province/holding). DAC modifiers: Investiture spell +5 to DAC, Trade/Source holdings +5 to DAC.

be used to create new domains (the old king grants half his lands – and the princess – to a worthy champion). The Ceremony ceremony also covers a scion taking control of an uncontrolled province or holding. descriptions Vassalage: A regent swears vassalage to another regent. This ceremony covers the creation of new vassalages and Here follows a description of the six types of investiture renewal of existing ones. Vassalage is common in all parts ceremonies: of Cerilia, and not only between two landed regents. Quite Coronation: A willing regent transfers all of his domain a few temples have vassal temples for example. A single to one or more recipient scions. This action is used when domain may have vassalage obligations to several lieges. one regent steps down in favor of another scion (most Divestiture: A regent has one or more provinces or often his heir) or to create several new domains out of an holdings forcibly removed from his control. It is most existing domain (i.e. the Duke dividing the realm between commonly used as a result of a war, when the victor seizes his three sons). control of occupied territory. Entire bloodlines can also be Designation: A willing regent declares another scion to divested. Divestiture is very rarely a voluntary process. be his heir. It is not possible to designate a commoner as an Transference: A scion transfers his entire bloodline to heir. The heir will become the new regent should the another character (either a scion or a commoner). It is a current regent die. It is not possible to have several very rare occurrence, for not many scions wish to give up “reserve heirs”, but it is possible to designate several heirs their divinity. The transference ceremony also covers a if they are to have but parts of the total domain (i.e. the old scion transferring regency points to another scion. king promising each of his sons part of the realm). Recognition: A regent bequeaths part of his domain to another scion. This action is used to transfer holdings between regents as arranged through diplomacy. It can also

43 Coronation The most basic ceremony is that of Coronation, in which a regent willingly transfers a complete domain to another character, usually his designated heir(s). Exactly what comprises a complete domain is subject to interpretation, for the ceremony may also be used to divide a domain into several new domains to be passed on to different heirs. Cost: 1 GB. The cost is constant, regardless of the number of provinces and holdings involved. Each recipient counts as a single use of this ceremony (with a corresponding GB cost). Regency: The recipient must pay a number of RP equal to the total number of province and holding levels transferred. Any province or holding levels not paid for in full will automatically become uncontrolled. The passing of certain assets might also require the expenditure of RP at the DM’s discretion. Difficulty: The DDC for the ceremony of Coronation is 12 + province level (for provinces) and 2 + province level + holding level (for holdings). One check must be made for each province or holding to be transferred. The transfer of some assets may also require as check (as determined by the DM). Modifiers: Court; Prosperity (applies to the DAC for the province and to all holdings/assets within that province); Stability; Special – If the Investiture spell is cast in conjunction with the ceremony there is a +5 divine bonus to each check; Special – If Trade or Source holdings are being targeted there is a +5 bonus to the check.

Influence: Yes – You can use influence on the Coronation ceremony. Restrictions: You may take 10 on this ceremony, but you may not take 20. The ceremony requires the presence of the donor and the recipient(s). The recipient must be a scion (although a commoner could be made a scion by simultaneously performing a ceremony of transference). Check: The province or holding (or asset) is transferred to the recipient. The following turn he gains access to income and regency generated by that province or holding. Failure: Failure means that the province or holding goes uncontrolled. Retry: If the original recipient later tries to gain control of uncontrolled provinces and holdings, he gets a +2 circumstance bonus to the DAC. The RP cost associated

44 with such a ceremony of Recognition will have to be paid Special: You should list your designated heirs in your in full. domain order (list them by province/holding). Designation Recognition You may designate one or more characters as your You recognize another regent’s claim to one of your heir(s). This ceremony is quite similar to coronation, but holdings or provinces. This ceremony then transfers offers added security if the regent should die unexpectedly control of those provinces and/or holdings to the other and without having the opportunity to perform a ceremony regent. You can also use this ceremony if you are to take of coronation. control of one or more uncontrolled provinces or holdings. Cost: 1 GB. The cost is constant, regardless of the Cost: 1 GB. The cost is constant, regardless of the number of provinces and holdings involved. Each heir number of provinces and holdings involved. Each recipient counts as a single use of this ceremony (with a counts as a single use of this ceremony (with a corresponding GB cost). corresponding GB cost). Regency: The recipient must pay a number of RP equal When using this ceremony to gain control of to the total number of province and holding levels invested uncontrolled provinces or holdings, each province/holding to the heir (later changes in province/holding levels are counts as a separate use of this ceremony (with a irrelevant). Any province or holding levels not paid for corresponding GB cost). will not be included in the ceremony. Regency: The recipient must pay a number of RP equal The designation of certain assets might also require the to the total number of province and holding levels expenditure of RP at the DM’s discretion. transferred/claimed. Any province or holding not paid for Difficulty: The DDC for the ceremony of Coronation is will automatically become uncontrolled. 12 + province level (for provinces) and 2 + province level The passing of certain assets might also require the + holding level (for holdings). expenditure of RP at the DM’s discretion. One check must be made for each province or holding to Difficulty: The DDC for the ceremony of Recognition is be transferred. 15 + province level (for provinces) and 5 + province level The transfer of some assets may also require as check (as + recipient's new holding level (for holdings). determined by the DM). Add 2 to DDC if the recipient has no holding of the same Modifiers: Court; Prosperity (applies to the DAC for the type in the province. province and to all holdings/assets within that province); One check must be made for each province and holding Stability; Special – If the Investiture spell is cast in to be transferred. conjunction with the use of the ceremony there is a +5 The transfer of some assets may also require as check (as divine bonus to each check; Special – If Trade or Source determined by the DM). holdings are being targeted there is a +5 bonus to the Modifiers: Court; Prosperity (applies to the DAC for the check. province and to all holdings/assets within that province); Influence: Yes – You can use influence on the Stability (all involved domains); Special – Unless you Designation ceremony. control the province/holding, you suffer a –20 penalty to Restrictions: You may take 10 on this ceremony, but you the DAC with regards to uncontrolled provinces/holdings may not take 20. (control is gained through use of war, diplomacy, or Each province or holding can only have a single adventures); Special – If Trade or Source holdings are designated heir, but you can have multiple heirs by being targeted there is a +5 bonus to the check. assigning to each only part of your domain. Influence: Yes – You can use influence on the Only scions can be designated as heirs. If you intend to Recognition ceremony. turn your domain over to a commoner, the only option is to Restrictions: You may take 10 on this ceremony, but you give him your bloodline and turn your domain over to him may not take 20. afterward (transference and coronation). Check: The province or holding (or asset) is transferred Check: The province or holding (or asset) is now linked to the recipient. The following turn he gains access to to the heir. When the regent dies, his heir(s) may income and regency generated by that province or holding. immediately initiate a coronation ceremony. It is Failure: Failure means that the province or holding considered a free action with no GB or RP cost, and a +2 goes/remains uncontrolled. circumstance bonus to the DAC (the investiture spell can Retry: If the original recipient of a be cast in support to increase the success chance further). coronation/recognition ceremony later tries to gain control Failure: The heir is not designated for that specific of uncontrolled provinces and holdings, he gets a +2 province or holding. circumstance bonus to the DAC. The RP cost associated Retry: The heir can try again later with a new ceremony with such a ceremony of recognition will have to be paid of designation. He gets a +2 circumstance bonus to the in full. DAC.

45 Note: Since sources cannot be affected by mundane Single and multiple divestiture breaks the bond between means, it is pointless to try to control them through force a regent and the province(s) or holding(s) he rules, often as of arms. Instead, a regent that wishes to control a source a result of an armed conflict (where occupied provinces are must arrange it through diplomacy or adventure. divested by the conquerors, and later subjected to ceremonies of Recognition – to the victor the spoils). Vassalage Total divestiture strips an entire domain from a (presumably extremely unwilling) regent. Total divestiture You do not have to rule absolutely. Instead you can allow is only possible if the aggressors have the target under their other regents to control part of your domain. By taking a control. ceremony of vassalage, a lesser regent agrees to donate some of his regency to the superior regent. The stronger Vassalage divestiture can be used to cancel an existing regent receives more power, and the weaker one gains a vassalage (i.e. to avoid regency loss from breaking a protector. vassalage) or to cancel a ceremony of Designation. This ceremony can have two effects. It can create a new Bloodline divestiture strips a scion of his bloodline. vassal or it can renew an existing vassalage (if the season Cost: 1 GB per ceremony (paid by the aggressor). RP tribute is to be changed for example). When using this ceremony for multiple divestiture, the Cost: 1 GB. Each vassal counts as a single use of this cost is 1 GB per target province/holding. Total divestiture ceremony (with a corresponding GB cost). count as only one ceremony. Regency: New – Liege must expend RP equal to the Regency: The aggressor must pay a number of RP equal total number of province and holding levels his vassal to the level of the provinces or holdings being divested. possesses; Renewal – Liege must expend 1 RP per vassal. If trying to divest a vassalage, 1 RP must be spent for Difficulty: The DDC of a ceremony of vassalage is 15 each province or holding level controlled by the target for a new vassalage, and 12 for a renewal of an existing vassal. vassalage. If trying to divest a bloodline, RP equal to the victim’s Modifiers: Court; Stability – apply the stability of both bloodline strength must be spent. the liege’s and the vassal’s domain. Difficulty: The difficulty of the divestiture ceremony is Influence: Yes – You can use influence on the Vassalage dependent on the sub-type – single, multiple, total, other, ceremony. or bloodline. Restrictions: You may take 10 on this ceremony, but you Single Divestiture: The DDC is 12 + province level (for may not take 20. provinces) or 2 + province level + holding level (for Check: The vassal is now bound to provide the liege holdings). with a fixed number of RP each turn (as agreed upon Multiple Divestiture: The difficulty is the same as for during diplomacy). single divestiture (but since it counts as multiple Failure: Failure means that the liege/vassal relationship ceremonies the total DDC will be higher). One check must is not in effect. If a renewal fails, that vassalage is be taken for each holding or province. terminated. Total Divestiture: The DDC is 10 + domain power (there Special: The diplomacy actions that normally precede a is no additional modifier from NOT controlling all parts of ceremony of vassalage might provide for requirements the target's domain). Subtract 20 from the DDC if target is other than the transfer of RP (commonly a set amount of willing (even if coerced). There is only one check. GB to be given as tribute each turn, military access, and so Vassalage Divestiture: The DDC is 5 if both liege and on), but the ceremony itself only forces the vassal to vassal are present or 10 if only one party is present. Add 10 transfer the agreed number of regency points. to the DDC if either party is unwilling. Thus, failing to pay your liege lord his gold isn’t Bloodline Divestiture: The DDC is equal to the victim’s considered violating your oath of vassalage (the vassalage bloodline strength. Add 10 to the DDC if target is stays in effect), but rather the breaking a diplomatic treaty. unwilling. Also note that a recently crowned regent does not inherit Modifiers: Court; Prosperity (applies to the DAC for the any vassalages from the previous regent – all vassalages province and to all holdings/assets within that province); must be forged anew by the fresh regent. Stability (both domains); Special – Unless the aggressor controls the province/holding (through force of arms or Divestiture otherwise) there is a -20 circumstance penalty to the action check; Special – If Trade or Source holdings are being This ceremony can be used to break the bonds of targeted there is a +5 bonus to the check. rulership, bonds of vassalage, or to strip (destroy) a Influence: Yes – You can use influence on the bloodline. Divestiture ceremonies are divided into five Divestiture ceremony. sub-types; single, multiple, total, vassalage, and bloodline divestiture. Restrictions: You may take 10 on this ceremony, but you may not take 20.

46 The divestiture ceremony can be voluntary or conducted Restrictions: You may take 10 on this ceremony, but you forcibly. Divestiture is quite difficult, especially if you may not take 20. don’t physically control both the province/holding (if any) Check: The result of the action depends on the sub-type. and the enemy regent. Bloodline Transfer: This ceremony transfers your Single and multiple divestiture can occur without the bloodline to another character, either enhancing his presence of the target regent. Total divestiture requires that existing bloodline or imbuing a commoner with a the target be present (presumably as a captive). bloodline. Vassalage divestiture requires either the liege or When transferring a bloodline to another scion, the effect vassal/heir to be present, and bloodline divestiture always is the same as if that scion had committed bloodtheft on requires the presence of the victim. the donor. Check: The province or holding is now uncontrolled, the When transferring a bloodline to a commoner, the effect bond of vassalage/designation is broken, or the target’s is the same as if the donor had an offspring with a bloodline dissipates (is permanently destroyed). commoner. Failure: Failure means that the defending regent retains Regency Transfer: This ceremony can also be used to control of the province/holding, the vassalage/designation transfer regency points between regents. continues to function, or the target retains his bloodline. The most common use for this ceremony is to give a Special: Should the aggressor simultaneously try to use a scion that is not a regent some regency that he can spend ceremony of recognition to gain control of the divested on other ceremonies, or to give regency to vassals who are provinces or holdings, he gets a +2 circumstance bonus to in need of help. his DAC. Failure: Failure means that the bloodline dissipates (is Note: Divestiture only strips a victim’s control of the destroyed) or that the regency points are lost. provinces or holdings – they are not transferred to the Special: Regency transfer from vassal to liege is free and aggressor. To accomplish this, the aggressor needs to use automatic, so you do not need to conduct this ceremony the ceremony of recognition. every turn or fear that regency will be lost. Transference You transfer some or all of your divine power to another. There are two sub-types; bloodline transference and regency transference. Cost: 1 GB. Regency: Either an entire bloodline, or a variable number of RP. Difficulty: DDC 15 to transfer a bloodline. DDC 8 to transfer regency points. Modifiers: Court; Stability (donor’s domain, if any). Influence: Yes – You can use influence on the Transference ceremony.

Once a deal is agreed upon using diplomacy, the actual transfer is accomplished through a decree and the recipient Investiture gains full control of the asset the following turn. It is not normally possible/required to use ceremonies of permutations investiture to deal with assets, but the DM may make some rare exceptions. Here follows a listing of some of the more common permutations relating to regency and investiture. Uncontrolled

Assets and investiture Under some circumstances, most notably when a regent dies without crowning a successor or naming an heir, a The transfer of assets is covered by the grant domain province or holding can become uncontrolled. Provinces action. Regency is primarily linked to provinces and and holdings can also become uncontrolled through failed holdings, and not to assets. Although an important part of investiture ceremonies or through the use of the divestiture every domain, the link between a regent’s bloodline and ceremony. his assets is far weaker than that between his bloodline and the provinces and holdings he rules. Being uncontrolled have the following effects:

47 Provinces: The province is no longer considered to have Mostly this just means that the undeclared heir most a ruler. Taxes immediately reset to moderate (and cannot liked by the people or clearly in line for succession will be be changed). There is a –1 penalty to prosperity every turn. automatically crowned without further ado. But sometimes Any scion can attempt to gain control of an uncontrolled the land does strange things like granting commoners a province by use of the ceremony of recognition. bloodline and elevating them to rulership of powerful domains. Holdings: Uncontrolled holdings degrade at the rate of one holding level per full turn, unless they make a special Whatever the results the land’s choice never requires the DAC against a DDC of 10 + holding level (check modified receiver to expend any resources (the land is assumed to by prosperity). pay any GB/RP costs in full) and the investiture action becomes a free action for that character. Any scion can attempt to gain control of an uncontrolled holding by use of the ceremony of recognition. Example: Upon the death of the Cardinal of the OIT, the senior clergy gather to debate who among their number Assets: At the DM’s discretion assets can also become should be the one to don the mantle of leadership. The uncontrolled. The asset no longer provides any benefit to actual investiture, however, is always a matter of the land’s anyone, and if it has upkeep cost that isn’t paid it starts to choice, for it almost seems that the temple has a will of its deteriorate. Exact effects depend on the type of asset: own when it comes to who will rule it. Mostly the land 1) An army unit will lose experience, start foraging picks the agreed upon candidate, but sometimes another is to feed itself, and might well cause a negative event to chosen. Powerful clerics have in the past tried undoing the occur. It has happened time and again in Anuire – a regent land’s choice, but this has invariably failed. is defeated and the remnants of his army melt away to form roaming bands of brigands. In the past victorious regents Death and Resurrection have also recruited the soldiers for their own use (investiture). Although it is exceedingly uncommon, regents are 2) Able assistance will generally leave the domain sometimes brought back from the dead. Sadly, bloodlines (but could conceivably be re-hired, either by the same dissipate upon death, and a raised regent (or any scion for domain or another). Indeed, it is a common enough that matter) will now be an unblooded commoner. Only the practice to recruit a defeated domain’s chief land's choice can bring back such a bloodline. administrators. 3) A structure will cease working, and will have to be repaired before it can function again. Once upon a time there were many highways in Anuire, but almost all have deteriorated from becoming uncontrolled (or from missing upkeep). 4) A fortification will gain reserve status (and may thus start losing levels). Anuire is littered with ruined fortifications (some from war and some from neglect), some of which can still be repaired (but most are just worthless piles of rock). 5) A treasury that becomes uncontrolled can be claimed through adventure, diplomacy or war. The most common occurrence will be a conquering army seizing the treasury by force after capturing the enemy capital. The Land’s Choice Regency is the link between a scion’s divine heritage and the lands and holdings under his rule. It seems that bloodlines are somehow linked to the land, in a way that cannot easily be explained. Many scholars have debated this issue over the centuries, but without reaching any conclusion. The fact is, however, that sometimes the land itself decided the outcome of various investiture ceremonies. Only rarely does the land actively counter or aid any specific ceremonies undertaken. The land’s choice is a more frequent occurrence when provinces or holdings go uncontrolled. It seems the land desires to be ruled, and that it will find a way if blooded scions cannot.

48 Sidhelien investiture The elves of Cerilia have no gods or priests, and do not have access to the realm spell investiture. They do, however, use the same investiture ceremonies that ordinary mortals do. In place of the investiture spell the presence of any landed (province ruler) elf regent will do (he can either be a participant in the ceremony or an external agent). The effect is the same as if the investiture spell had been case. Initiating investiture

Investiture is a fairly common occurrence, but it is still not lightly done. A regent should always have good cause when initiating investiture – we are after all talking about matters that involve the divine right to rule that scions have. Here are some examples of how investiture ceremonies are used in the game: Holding trade: As a result of a diplomacy action two regents agree to a trade of holdings (recognition ceremony). They both need to consider the ramifications of the trade, especially how their domains will perceive the trade. Trades that are not exceedingly well founded cause regency losses and reduced stability. To the victor the spoils: Losing a war almost always leads to a regency loss and a stability loss for the defeated party. How much depends on the terms of the treaty. Peace treaties also often include transfers of provinces and holdings (recognition ceremony) from the defeated to the victor. While painful, it is still much better to voluntarily give up regency rather than be divested (and it is much simpler for the conqueror as well). Might is right: A regent that has control of an enemy province or holding may attempt to wrest control away from the current ruler (divestiture ceremony). He can then Some very high-level spells like wish/miracle may be try to seize the province or holding for himself able to restore a character’s bloodline, but only if the (recognition ceremony). bloodline has not already been passed on through The revolt: A province rebels from gross neglect, and investiture or the land’s choice. the DM declares that the province becomes uncontrolled. A Example: When William Moergen died, his blood passed young scion seizes the opportunity (recognition) and so to the land. When he subsequently was restored to life by comes to rule. the grace of Haelyn, he was unblooded. Of course, the The promising apprentice: A regent wizard has no land then granted him the ancient Osoer line, but that is promising scion apprentices, but there is a special lad that another story. really can accomplish big things – only he’s a commoner. Example: The ghost of Mhor Raedric haunts Shieldhaven And so the old wizard invests him with his bloodline and its environs, looking for his lost love. The ghost is tied (transference) and bequeaths his domain (coronation) to to the land, and so retains the bloodline it had in life. If him on his deathbed. Raedric finally passes to the Great Beyond, his bloodline The heretic: A noble Lord is convicted of crimes against will dissipate at long last. the gods – in secret he has worshiped some forbidden Example: Patriarch Daouta has invested his son with his power. His punishment is death, but first his bloodline will bloodline, and now lives out his remaining days as an be ripped from him (divestiture), for he is unworthy to bear unblooded 'commoner'. Even if he died and was restored to the blood of blessed Anduiras. life, it would not be possible for him to reclaim his bloodline even with a wish/miracle (it would be equally impossible even if he didn’t die first!).

49 Unblooded rulers Regency abroad The RoE game assumes that the majority, if not all, Not all parts of Aebrynis are equally blessed with scions regents are scions. Unless specified otherwise, you should – the proximity of Cerilia to Deismaar led to more scions assume that any regent presented in the game is a scion. being created there; and their descendants still rule. It is, however, possible to use these domain rules for That doesn’t mean there are no scions outside Cerilia, unblooded rulers; all the normal rules would apply, save only fewer. There were certainly non-Cerilians present at that they would not have any regency to spend, nor in any Deismaar (especially among Azrai’s forces) and they may way have any need for the particulars of investiture well have carried bloodlines back to their distant ceremonies (except perhaps to keep up appearances; the homelands. Cerilians may also have immigrated elsewhere ceremonies would be without effect, but could be held to – the Anuirean Empire had colonies in many far lands – satisfy the public). taking their bloodlines with them. The benefits of being blooded when it comes to ruling Unblooded rulers could thus be a much more common mean that such unblooded rulers will be at a significant occurrence in non-Cerilian regions, especially those areas disadvantage when compared to the scion neighbors. Only far removed from Mount Deismaar. If this is the case even if there are few scions or none at all, can the unblooded a weak scion would have a real advantage. compete on a level playing field. Another possibly is that the distant corners of the world Moreover, the tendency of the Land to actively choose a have different bloodlines, not connected to Deismaar at all; ruler if it goes unruled, means that there is another factor an oriental BR setting might have bloodlines handed down actively trying to get rid of unblooded rulers (either by to them by local gods. Under this scenario bloodlines bequeathing such rulers with a bloodline or by investing might be common in some areas far from Cerilia. someone else).

50 CHAPTER 4 – THE DOMAIN TURN

“Sire, you must decide! Waiting will not make our enemies go away, nor will it fill the treasury with gold. I beseech thee; let me issue a decree calling for war taxes and have the regiments redouble their recruitment efforts. Silence! I grow weary of your prattle. The populace has suffered enough, don’t you think? I will issue a decree, but not one of your dreary blood-sucking ones. No, I think the people need a grand festival to take their minds off the war, and fill them with dedication and love of their noble Lord! Then the invaders shall see that our will can never be broken, and they shall despair and flee back to the dark pit from whence they came.” - a nameless Anuirean adviser trying to reason with his liege, the Duke of Alamie, only to be suitably chastised for his presumptuousness; a servant does not try to compel a Lord of the Divine Blood.

Domain Turn Domain Turn Sequence To help regulate play the turn is divided into phases and summary segments: TABLE 4-1: DOMAIN TURN SEQUENCE The game is divided into three-month time periods called 1. Status Phase Turns. Each turn corresponds to a Season, either Spring, A. Turn Results Segment Summer, Autumn or Winter. The first turn of each year is B. Storyline Segment Spring, and four turns (obviously) make a Year. C. Provinces & Holdings Segment 2. Bookkeeping Phase Each domain turn, the regents must determine the state of their domains, the resources they have available, and A. Taxation whether any unusual events have developed that require B. Regency their attention. Based on this information the regents will C. Army, Navy & Fortifications determine the best course of action for their domain, D. Miscellaneous formulate a strategy to make it become reality, and pick the 3. Planning Phase domain actions needed to make that strategy reality. A. Resource Segment B. Regency Segment 4. Action Phase A. Action Segment B. War Segment C. Post Orders Segment 5. Execution Phase A. Action Segment B. War Segment C. Prosperity Segment D. Stability Segment E. Growth Segment F. Event Determination Segment 6. End Phase A. Order Return Segment

The Cerilian calendar consists of 12 months of 36 days each (4 weeks of 8 days), with four additional holidays in between the months. The spring equinox, called the Day of Rebirth, is the first day of spring. The summer solstice is called the Night of Fire or Haelyn’s festival, and is the first day of summer. The vernal equinox is the Veneration of the Sleeping and the winter solstice is the Day of the Dead, the first day of autumn and winter respectively. Aebrynis star waxes and wanes in luminosity over a 27 year period, not enough for the common folk to notice it, but sufficient to have an impact on the climate of the world. The period of least luminosity is generally colder and with more turbulent weather, while the opposite is the case during the years when the star is brightest. The last High Summer was in 1534 HC, meaning that fair weather and good harvest should be the norm for several years to come.

51 1. Status Phase A. Turn results segment Getting your DO back is probably one of the most Each new turn starts with a flurry of publications, some exiting moments of the whole turn. Now you get to see if of which are open for all players to see and some that are your actions were successful or not! Read it carefully and intended for your eyes only. notify the DMs if you notice anything that looks like an error, or if there are things you don’t understand. The Domain Order (DO): You get your turn sheet (known as the Domain Order in RoE) back, with notes B. Storyline segment from the DM showing which actions succeeded and which did not. The Status Report will tell you about all the events that The DO document will also contain details concerning have taken place in the world of RoE during the past turn. secret domain-specific information, including information Each region, realm, and domain will have a short about the number of regency points and gold bars you start descriptive text detailing the things that have happened the turn with. The collection of RP/GB listed in the P&H during the previous turn. It could be about the weather, will be in addition to this. battles, or anything else that the DM feels it is important The Status Report (SR): The Status Report is made for the players to know. available. It describes, in general terms, what has happened Keep in mind that the information presented in the Status in the game world since the last Status Report. Report is actually concerning events that happened during The Status Report is available to all players, and all the the previous turn (there is a considerable communication information contained within is available to every regent. lag in a pre-modern world). The validity of the information will vary; some is true, Also, information is not always accurate, and the farther some is exaggerations, and some things are outright lies. the source is from the play area the more distorted the The Provinces & Holdings (P&H) spreadsheet: The information presented is likely to be. Indeed, the P&H is made available. It lists all the details of all realms information presented in the SR is usually a mix of true and holdings as they are at the beginning of the new information, rumors, exaggeration and outright lies. turn. Domains with nice alignments, high stability and few The information is presented primarily by realm, but enemies will generally get less in the way of negative there is also a reference sheet for each region. If you have publicity, but they are not totally immune. holdings in more than one realm, you’ll have to look I. Events through several realm sheets in addition to the regional sheet. The realm sheets are organized primarily through From time to time major events take place within a cross-referencing provinces with holdings (plus a summary domain, some benign in nature, other quite harmful. All RP/GB collection). events require some sort of response from the regent, Regency/tax collection data must always be taken from always in the form of a domain action (they very rarely the appropriate region sheet, since this is the only place just go away). where variable income and vassalages/grants are taken into Failure to respond or failure to resolve an event usually account – manually adding together the numbers will more has some negative consequences (regency loss, likely than not give you inaccurate collection figures. stability/prosperity penalties, etc.), so it is advisable to try and resolve them as quickly as possible. Rule, agitate, diplomacy, and military force may be required. Or maybe the event can be resolved using a decree. Henchmen taking adventure actions can often solve events if they have the right skills for the job. There is usually more than one way to deal with an event. Events are presented as follows: Name of Event (Domain Actions suitable for resolving event – only included for newbie players): Descriptive text, explaining what is taking place in the game world. II. Rumors Rumors are very similar to events, but are less substantiated and do not really require a response. There is usually a few of these included in each Status Report. If left untended, a rumor might linger on, disappear or grow into a full event. It is fairly easy (and common) to use espionage domain actions to create rumors.

52 III. Secrets C. Provinces & Holdings Secrets are really just events, or rarely a rumor, which is segment known to only a select few and might compromise a regent if it were published openly. The Provinces & Holdings spreadsheet should be read in This part is always posted separately in the your Domain conjunction with your returned DO and the SR. It is a very Order. central part of the game, since it tracks the various domains in detail, showing all province and holding levels, IV. Plots taxation, prosperity, etc. The spreadsheet will be updated each turn, and you would do well to read any information Plots are secrets that involve one or more active players, about your own domain very carefully. and are used by the DM to convey information as to how Major changes involving your domain may also be noted the plot is proceeding. in the Secrets document, but minor changes in prosperity, This part is always posted separately in the your Domain unrelated holdings and such will not be. Also note that Order. while the players may know the exact composition of provinces and holdings, characters do not. The regents do not have direct access to the numbers presented! 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. The further away from your own provinces and holdings you get, the less detailed your knowledge is going to be. Good role-players will take this into account and keep player and regent info apart! The following guidelines apply: Province/holding network: The province ruler or those with holdings in a province are generally aware of the exact holding ownership within that province (i.e. the PCE controls every aspect of guilds and trade in Ilien, but a few guilds are said to be secretly run by the SASI – the P&H list this as PCE trade (7)/PCE guild (7) and SASI guild (0) in a level 7 province). Example: The Count of Ilien rules Ilien and has a law holding in Braeme. He has detailed knowledge of events in those provinces. From a role-playing perspective he will probably have more detailed information on Ilien. Adjacent provinces: Information regarding provinces adjacent to provinces you rule or have holdings in, is available, but only in fairly rough terms (i.e. the SASI has a minor presence in Braeme, while the PCE has a major presence in the same province – the P&H list this as SASI guild (1) and PCE guild (3) in a level 4 province) Example: The Count of Ilien has only a rough idea as to the status in Alamier, Caerwil, Caercas, Duerlin, and Abbatuor, since they are adjacent to his province/holdings. Sea areas: The sea and major rivers are conductive to the flow of information. Any port province is considered adjacent to any other port province in the same sea area. Example: Ilien is considered adjacent to the City of Anuire, Seaward and Aerele (all are located next to the Straits of Aerele sea area), but not to Calrie (located in the Gulf of Coeranys) or Stormpoint (Storm Coast South). Example: The City of Anuire is considered adjacent to all the port provinces that lie on the River Maesil (with tributaries) – Moere, Endier, Ghieste, Haes, and Lofton among them. Province rulership: Province rulership is relatively well known. You can assume that all regents have detailed

53 knowledge of rulership within their home region, decent Example: Elinie, PETG (the Royal Guild of Elinie) and knowledge of their own culture, and only a very rough idea LPA (the State Faith of Elinie), routinely share information as to other cultures. with each other, so that each domain has access to the Example: The Count of Ilien knows who the chief collective information gathered by all three domains. Had bannermen of the Lords of the South Coast are – he knows there been a Court Mage in Elinie, he probably would that House Bellamie rules Bellam for example, and that have joined the clique. House Isilviere used to rule Fairfield. He also knows that Sources: Source holdings are limited in that only other House Mhor (same culture, but different region) rules source holdings are relevant with regards to data Mhoired, and that his chief vassals are Houses Kavarra, availability (and vice versa). Maricoere and Haensen, but he need not know exactly The DM may allow mundane rulers to have a very rough which provinces belong to whom. idea as to the existence of major source networks in their Further abroad he knows there is Kingdom of the North vicinity – especially if they have been in place for many which the Rjurik call Halskapa, which is ruled by a King. years (and vice versa, the DM might allow a long-time Then there is the Prince-Paladin of course – the ruler of source holder to gain a certain understanding of mundane far-away Ariya (and an important trading partner to Ilien). politics). Espionage: Conducting a successful espionage: Example: Although the Count of Ilien has extensive information gathering domain action yields detailed data source holdings on the South Coast, they don’t help him on the province in question – as the province appears with regards to knowledge about mundane holdings. during that turn. This use of the action is fairly easy, and However, except for other mages such as the High Mage can reasonably be attempted even where you have no and the Sea Witch, nobody knows that his sources even holdings (i.e. the DDC is low enough that you can succeed exist (other than the rumors that the Aglondier line is even without using any influence). known to possess extensive magical holdings on the South Subsequent developments will not automatically be Coast). known, so as time passes, the information will become less relevant. This requires some judgment on the part of the player and the DM. Example: The Baron of Roesone initiates an espionage action (as a realm action) against the hinterlands of Osoerde, hoping to gain a clearer picture of who are the power players of this realm. A few turns later there is a civil war in Osoerde and a lot of province and holdings change hands. The information is now outdated. Advisers: Your advisers can offer some general information on province and domains that are within their field(s) of specialty. You use the normal adviser action to gain information in this manner. Advisers will usually offer information equivalent to having an adjacent province/holding – but with an added risk of misinformation or outdated information. Example: Duke Diem asks his daughter Lasica, who is his lieutenant (and thus can be used for adviser actions), who the principal source holders in Diemed are. Since Lasica has sources all over Diemed, she can give her father detailed information on source holdings. Example: After Lasica’s death, Diem is forced to rely on his magician adviser, Archmage Kaldabar. He is very knowledgeable about things arcane, but without any source holdings of his own, his information is far less accurate, giving the Duke only a rough idea of source holdings.

Diplomacy: You can arrange (through a diplomatic treaty) for you to access information available to other domains.

54 Reading the Provinces & Holdings Here is a quick look at the layout of the Province & Holdings spreadsheet (this is an example only, actual numbers may be different in your game), to help you understand what can be found where, and what that info means. Advanced users can look at the formulas used in the various cells to see if the sheet calculates all values correctly.

Three regents rule manors in Aerele; Bliene has a hot CaD, JS, and OIT – JS has a manor 3 and temperate climate gains 4,0GBs from it each turn. (growth rate multiplier of 5, modified to 8 due to terrain).

Primary terrain is medium mountains, it has coast and Province name – name of major river as terrain cities and/or sites are listed features – giving it a below max province level of 6 (3+1+1+1).

Only one regent rules sources in Aerele – Hermedhie. She has a source 0 (no income associated with sources).

The ‘*’ next to He means that this holding for some reason isn’t counted when it comes to regency (or income). The various realms are grouped into regions – South Coast, Heartlands, Rjurik etc. It is here that you find your regency collection, taxation, domain maintenance etc.

55

The red mark indicates additional info to be found about this value (just hover the pointer over the cell and the info is revealed). Bliene has heavy taxes and a prosperity of ’guarded’ (not very good).

Carvaloen Diem (abbreviated CaD) has a domain power of 29 Listing of all regents with and a total holdings in this realm. income of

32,5 GBs Yellow is sovereign ruler; or from his state faith/royal guild/ court Dieman mage. Pale yellow is a vassal of holdings. any of those.

Domain Other colors can have different power is meanings (check out the color adjusted for coding sheet). regent class(es).

These values are transported to the relevant regional sheet.

2. Bookkeeping

Phase During the bookkeeping phase the players adjust their domain orders (DO) to reflect what changes took place in the previous turn (based upon the Status Report, Secrets and the Provinces & Holdings documents).

Take the Domain Order you just got back from the DM

and save it with the current turn number. Then make sure you update assets etc. according to the results of last turn's actions, then remove excess bits like actions and action descriptions, reset result fields to nil, and make sure you import the correct RP/GB figures from this turn's P&H

spreadsheet. Now you're ready to plan this turn's actions.

56 3 0,6 1,2 1,8 Taxation 4 0,8 1,6 2,4 3,2 5 1,0 2,0 3,0 4,0 5,0 The Secrets document will show the status of your 6 1,2 2,4 3,6 4,8 6,0 7,2 treasury at the beginning of the new turn. By referring to 7 1,4 2,8 4,2 5,6 7,0 8,4 9,8 the appropriate region sheet (South Coast, Eastern 8 1,6 3,2 4,8 6,4 8,0 9,6 11,2 12,8 Marches, etc.) in the Provinces & Holdings file, you will 9 1,8 3,6 5,4 7,2 9,0 10,8 12,6 14,4 16,2 find the number of GBs your domain generates this turn. 10 2,0 4,0 6,0 8,0 10,0 12,0 14,0 16,0 18,0 20 11+ Etc. The numbers may differ from your own estimates, but in many cases your actual income and expenses will be Prosperity modified by events beyond your control. The prosperity rating of a province will directly affect all Note that your income is actually the money collected holding income generation. A high prosperity rating will the previous turn. For example, the money you receive on result in increased income generation, while low prosperity the start of the summer turn was collected during spring. ratings will cause a decrease in income generation. A prosperous province is a good place to do business, while a I. Taxation level rebellious one is not. Every landed regent decides a taxation level for each of Refer to Table 4-9: Prosperity Levels for additional his provinces. In itself the taxation level does not generate details. any income, but rather sets a limit to how much money can be collected by law holdings. A province with a high taxation level conceptually has a higher number of taxes and tariffs in effect; but it is the presence of law holdings in said province that allows collection. 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 (and unrest or even rebellion). High taxation levels also mean that holding owners gain less income from their holdings, since anything collected by law holdings means an equal reduction in their own incomes. So province rulers will often come under pressure from local nobility, temples, and/or guilds to reduce taxation levels. Taxation levels are changed using the decree: set taxes domain action. II. Income Every type of holding, except for Law holdings (only collect the money produced by other holdings) and Source holdings (only generate regency), has the ability to generate income. Every holding type generates the same amount of income. The income generated by each holding is determined by III. Collection cross-referencing the holding level with the province level Law holdings have the ability to collect taxes from both (Table 4-2). There are four money-producing holdings the province population in general, and the various other (manors, temples, guilds, and trade). types of holdings (except Source Holdings, which generate In addition, provinces generate income as if it were a no income). holding within that same province. This money represents The amount collected from each source is equal to the a variety of valuable behavior not covered by holdings, percentage corresponding to the taxation level; for and is never in play except for the purpose of law instance, with Heavy Tax, Law holdings will collect 40% collection. of the income of each other holding and the province itself. TABLE 4-2: HOLDING INCOME Holding Level Collection permutations Prov Lvl 1 2 3 4 5 6 7 8 9 10 Note that if there are several Law holders, or there is 1 0,2 some Law unclaimed, or the target holding is not filled to 2 0,4 0,8

57 capacity, you have to make sure you collect an amount Some realms also have special rules regarding certain according to your Law. types of holdings. For instance, it is not uncommon form Each law holding level collects an equal part of the manor holdings to be excerpt from law collection. income; so for each Law holding level you own, you get Example: The ancient and mighty OIT is excerpt from one slice of the action. law collection in all Dieman provinces. Example: A Law holder (4) in a province (5) will collect Fortunately, the Provinces & Holdings spreadsheet will 2,0GB from a Temple (5) in that province, while a Law automatically calculate this for you (but it might be nice holder (1) collects the remaining 0,5GB (assuming Severe to know the mechanics behind the calculations). taxation). Ideal collection Each vacant holding level means correspondingly less income, since the collection is directly based on holding This table is for “ideal” conditions, meaning that the Law income from Table 4-2: Holding Income. holder has all available Law, and that every type of holding Example: A Law holder (5) in a province (5) will collect is filled to capacity, and that no special conditions apply. If 1,6GB from a Temple (4) in that province, but will collect this is the case the table above gives the amount of money only 1,2GB from a Guild (3) in the same province (again collected by the Law holder. assuming Severe taxation). Note that provinces with many unclaimed holding levels Each factor is factored, so that you can get fairly are relatively rare in Cerilia. The norm is for most or all complex permutations. holdings to be ruled by someone. Unclaimed holdings usually result from province growth, wars, contestation, or Example: A Law holder (3) in a province (5) will collect events. Such holding levels are usually claimed fairly 1,5GB from a Temple (5) in that province, but will collect quickly. only 0,9GB from a Guild (3) in the same province. The Law holder (1) in the same province collects 0,5GB and The last table entry is intended for comparison purposes 0,3GB respectively (assuming Severe taxation). only, showing the total wealth generated by a province. TABLE 4-3: IDEAL PROVINCE COLLECTION Province No Light Fair Moderate Heavy Severe Crippling Total Province Level Tax 0% Tax 10% Tax 20% Tax 30% Tax 40% Tax 50% Tax 60% Tax 80% wealth 0 0 0 0 0 0 0 0 0 0 1 0 0,1 0,2 0,3 0,4 0,5 0,6 0,8 1 2 0 0,4 0,8 1,2 1,6 2,0 2,4 3,2 4 3 0 0,9 1,8 2,7 3,6 4,5 5,4 7,2 9 4 0 1,6 3,2 4,8 6,4 8,0 9,6 12,8 16 5 0 2,5 5,0 7,5 10,0 12,5 15,0 20,0 25 6 0 3,6 7,2 10,8 14,4 18,0 21,6 28,8 36 7 0 4,9 9,8 14,7 19,6 24,5 29,4 39,2 49 8 0 6,4 12,8 19,2 25,6 32,0 38,4 51,2 64 9 0 8,1 16,2 24,3 32,4 40,5 48,6 64,6 81 10 0 10,0 20,0 30,0 40,0 50,0 60,0 80,0 100 11 0 12,1 24,2 36,3 48,4 60,5 72,6 96,8 121 12 0 14,4 28,8 43,2 57,6 72,0 86,4 115,2 144 13 0 16,9 33,8 50,7 67,6 80,5 101,4 135,2 169 14 0 19,6 39,2 58,8 78,4 98,0 117,6 156,8 196 15 0 22,5 45,0 67,5 90,0 112,5 135,0 180,0 225 Heavy taxes are considered the norm throughout Anuire and much of the rest of Cerilia. It is the highest level of taxation that can normally be maintained over time. Realms where the local law is weak usually cannot collect more than medium taxes, or provinces will eventually rebel. Some draconian realms maintain severe taxes over time, but rarely manage to combine this with high prosperity. Realms who are basically benevolent might try to keep taxes at moderate, and will generally have higher province prosperity as a result. During times of war it is common to raise taxes by one or more steps. IV. Variable income Modifiers The roll is subject to one fixed modifier. On the spring The above figures represent what could be called an turn (representing reduced taxation during winter) there is average turn’s taxation. To add a level of randomness from a -2 penalty and on the autumn turn (representing the turn to turn, without having to roll the dice for every single bounties of harvest-time) there is a +2 bonus. province and holding, a Variable Income roll is added. Some events may also affect variable income; the total Variable Income Roll: 3d6 + Modifiers may never fall below 1 or rise above 20. A roll of 3d6 will mostly give results between 6-15, so TABLE 4-4: VARIABLE INCOME you will rarely see an adjustment greater than +/- 20%.

58 Dice Taxation Roll Adjustment 1 -50% 2-3 -40% 4-5 -30% 6-7 -20% 8-9 -10% 10-11 +0% 12-13 +10% 14-15 +20% 16-17 +30% 18-19 +40% 20 +50% V. Stability The stability rating of your domain will also influence the amount of GBs collected. Refer to Table 4-11: Stability for details. B. Regency 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. A regent thus needs both a strong bloodline and a large domain if he is to gain a lot of regency; a scion with a powerful bloodline will be hampered if ruling a small domain, while a strong kingdom will be handicapped by a ruler with a weak bloodline. By referring the appropriate region sheet (South Coast, Eastern Marches, etc.) in the Provinces & Holdings file, you will find the number of RPs your domain generates this turn. Finding bloodline score Your bloodline score is always part of the vital statistics for your regent. This number should match the one found in the P&H. Calculating domain power Domain power is calculated by adding together provinces and holdings that you rule: Commoners: Commoners only collect regency from 1) Add together the levels of every province where provinces they rule, never from specific holdings. Scions, you are the province ruler. and particularly regents, should never solely have levels in the commoner class. 2) Add together the holding levels appropriate for your regent’s character class (either half holding level or NPC classes: Adepts, aristocrats, experts and warriors full, as listed). You get no domain power for holding types gain regency normally. While not exactly common, it is that do not match your classes. Refer to Table 4-5: not unheard of for regents to have levels in NPC classes; Character Classes and Domain Power for details. not every regent is a Hero-King. 3) Multiclass characters get the best of all their Adepts: Adepts collect regency from both temples and classes, but have their XP penalty applied to their domain sources. Although they cannot necessarily utilize realm power. magic, they can benefit from both kinds of holdings in terms of regency generation. Druids: Druids are a bit special in that they get regency from temples and sources, but cast their spells more like wizards and sorcerers; they use sources and ley lines, not temples. Elves can be druids, but do not rule any temples.

59 Magicians: While it is very rare for a scion to be a Prestige classes/class templates: Some prestige classes magician, in the rare case it does happen, he freely collects and class templates may grant DP from additional holding regency from sources. types. See each class description for details. Monks: Although there are no monks in the Cerilian part of BR, the class is included for reference purposes. TABLE 4-5: CHARACTER CLASSES AND DOMAIN POWER Class Province Law Temple Manor Guild Trade Source Commoner Yes NA Professional classes (NPC classes) Adept Yes Full NA Full Aristocrat Yes Full NA Expert Yes Full NA Warrior Yes Full NA Elite classes (PC classes) Barbarian Yes Full Full NA Nomad Yes Full Full NA Bard Yes Half Full Half NA Skald Yes Half Full Half NA Cleric Yes Half Full Half NA Mystic Yes Half Full Half NA Druid Yes Half Full NA Full Fighter Yes Full Full NA Blademaster Yes Full Full NA Knight Yes Full Full NA Monk* Yes Half Half Full NA Noble Yes Full Full NA Paladin Yes Full Full NA Ranger Yes Full Half Half NA Scout Yes Full Half Half NA Rogue Yes Half Half Full NA Guilder Yes Half Half Full NA Sorcerer Yes Half NA Full Wizard Yes Half NA Full Magician Yes Half NA Full *The Monk class is normally not used in Birthright. ** The Noble is a new core class. Classes named in italics are variant core classes. Each variant is listed under the original core class. Blademaster (Fighter): A fighter that relies on speed and precision more than he does armor and heavy weapons. Guilder (Rogue): A master deal-maker; something between a rogue and a noble. Knight (Fighter): A mounted warrior protected by heavy armor and guided by a code of honor. Magician (Wizard): A worker of lesser magic, utilizing the arcane arts much like a wizard. Mystic (Cleric): A divine spellcaster that has a lot in common with sorcerers. Noble: A leader of men and nations (aristocrat variant suitable for PCs). Nomad (Barbarian): A wild rider, a master of the horse and the open plains. Skald (Bard): A bard that uses the primordial (druidic) magic of wild. Scout (Ranger): A non-magical ranger.

start of the turn; this should be identical to the end C. Army, Navy & position/condition from last turn. Fortifications Changes throughout the Turn: Behind each unit there is a column named “Notes”. Here you write out what kind When it comes to your armed forces, it is important to of changes the unit goes through during the turn; change of know of unit location and their status. If you, for example, status, movement, inclusion in a field army etc (you will moved units or fortified a holding, you will have to update have to write down military actions normally, but noting this entry. the intended effects of your actions on each unit makes Start of Turn: Your Domain Order has a special section bookkeeping much easier). for each of army, fortifications and navy. You will start by End of Turn: Depending on which of your actions noting down the position/condition of your units as per the pertaining to units succeeded, the DM will update each

60 unit’s entries to show its location/condition at the end of domain maintenance) with the number of provinces and the turn (although he might also just note which actions are holdings you control. successful and leave it to the player to sort out the results). Compare the total number of province and holding levels D. Miscellaneous with Table 4-6 to get domain maintenance. Example: A realm with a total of 68 province and holding Many other actions require some sort of bookkeeping. If levels would have a domain maintenance of 6 GBs. you decide to grant someone a title, or make a trusted Most medium realms and domains end up between 3 and adviser your henchman, this has to be written down. Other 6 GBs per turn, with 4 or 5 GBs being the most common. things that require your attention is advancing your regent Larger domains can end up with domain maintenance of 7 in level, keeping track of experience, magic items, etc. or more GBs. Example: If you get a new henchman, then the DM may As can be seen from Table 4-6: Domain Maintenance; write out his vital statistics for you. You will, however, running domains with more than 100 province/holding have to cut and paste that information from the “DM levels is very inefficient; get a vassal. Notes” column of the action and down into the Assets/Able TABLE 4-6: DOMAIN MAINTENANCE Assistance section. # Provinces Maintenance and Holdings Cost 1-5 0GB 6-10 0,5GB 11-20 1GB 21-30 2GB 31-40 3GB 41-50 4GB 51-60 5GB 61-70 6GB 71-80 7GB 81-90 8GB 91-100 9GB 101-125 12GB (+3 per 25 lvls) 126-150 15GB 151-175 18GB 176-200 21GB 201-225 25GB (+4 per 25 lvls) 226-250 29GB 251-275 33GB 276-300 37GB

301-325 42GB (+5 per 25 lvls) Etc. Etc. 3. Planning Failing to pay maintenance has several adverse effects, as your domain slowly slips out of your control: Phase 1) Your domain suffers a -1 penalty to stability (if you pay half or more of the maintenance, but not all, of This is the phase where you formulate your strategy. You your domain maintenance, this penalty is waived). If this take into account things like income and resources goes on for several turns, the DM may inflict the penalty available, expenses and obligations, and much, much anyway. more. 2) Identify for the DM those province/holding levels A. Resource segment that you are not paying for. Each unpaid for province suffers a -1 penalty to prosperity, and each unpaid holding No realm has unlimited money, and a tight budget is is the target of a free contest action (modified by more normal than the opposite. You need to decide how to Prosperity and Stability only; no influence allowed). best spend what little gold you have. 3) Your domain is very likely to become the target of You need to consider the following: events pertaining to corruption or internal strife – severity will be linked to how much you are underpaying and for I. Domain Maintenance how long this goes on. Every domain cost a little to administrate. The actual cost II. Court expenditure rises (slowly at first, then faster and faster; meaning a small domain is more cost-effective when it comes to Every regent needs a court and the more expensive the better. Courts are important both for prestige reasons, but

61 also have a direct influence on your ability to perform Chamberlain still maintains a fine court, but nowhere as court actions (and by default also realm actions). grand as it used to be. Other renowned contemporary For each GB you use on court expenditure, you can courts are those of Ilien and Brosengae. perform one court action that turn. You can always perform Khinasi and Brecht regents generally spend more on one court action, even if your court expenditure is 0,5G or courts than their Anuirean equivalents, while Vos and 0GB. The province level of the province in which your Rjurik domains spend considerably less (usually because court is located limits maximum court expenditure. they are poorer). The court of Müden and that of Ariya are Mage domains: Mage domains are subject to this rule, more lavish (especially the later) than even that of Avanil. so unless you maintain a good court (with plenty of aides Elven courts are hard to compare to human courts, but and apprentices) you’ll be limited in the scope of your large elven realms do tend to have quite fine courts; the sorcerous realm actions. Sielwode and Innshiere courts are renowned, even if they Small Anuirean realms maintain courts of average level rarely have contact with outside (non-elven) domains. (4-6 GB), while domains usually get by with small courts. Dwarves also have good courts, but not extravagant ones. Regents with large domains, such as Prince Avan of Halfling courts (such as there are) are generally quite Avanil, maintain large and prestigious courts (10 GB). In modest affairs. Other non-human races are not known for the days of the Anuirean Empire, the Imperial Court their opulent courts (with some goblin rulers being an always had a court expenditure well in excess of 10 GB exception to this). (during the heyday of the Empire). The Imperial TABLE 4-7: COURT EXPENDITURE Expenditure DAC mod Description 0 GB -20 You do have no court at all. Court actions are next to impossible. 0,5 GB -5 Your court is a joke; other regents are offended if approached by you. 1 GB -4 Your court is very quaint, but still provides some basic functions. 2 GB -3 Your court is rather poor, but is adequate for most purposes. 3 GB -2 Your court is small, but is approaching acceptable standard. 4 GB -1 Your court is below average, but hardly enough to be noticed. 5 GB 0 Your court considered average for a medium-sized realm. 6 GB +1 Your court is considered above average for a medium kingdom. 7 GB +2 You court is large and provides you with many competent hirelings. 8 GB +3 Your court is prestigious, suitable for a great kingdom. 9 GB +4 Your court is renowned for its size, retainers, and many events 10 GB +5 Your court is opulent with fantastic spending, and numerous retainers. 11 GB+ +5 You court is fantastic, you gain few actual benefits, but it is good for prestige. Notes: Having a court expenditure of more than 10 GB doesn’t give any additional action bonuses, but will provide more court actions. Having a court expenditure of only 0 GB or 0,5 GB does allow one court action per turn. Having as large and opulent a court as possible is a matter of great prestige, especially among nobles. If you maintain a court beneath your station you should expect negative events related to this fact. and camp followers. Each unit has an associated upkeep III. Army upkeep cost (in GB), ranging from 0,5GB (weak militia units) to Soldiers cost a lot to maintain, but are vital if you want to 5GBs (very experienced Anuirean knights) or more. defend your realm from hostile regents or invade your Units also have a status, they can either be Active (full neighbors. Regents that aren’t landed generally have less upkeep), Garrison (1/2 upkeep), or Reserve (1/4 upkeep). use for soldiers, but often find it convenient to retain a Active: Normal cost. Units may move freely and into small but experienced bodyguard. Even a sorcerer would areas containing enemy units. Active units are in the field, do well to maintain a small force (if he can afford it), actively participating in a war or conflict (or doing some unless he has the ability to summon an army when he other major undertaking away from their barracks). needs it. Garrison: Half cost. Units may make slow movement in Every army unit represents between 200-300 combat friendly provinces. May not attack, but will defend against soldiers, their mounts if any, plus an assortment of aides invading forces. This is the normal mode for army units,

62 they are drilling and recruiting, and will patrol and defend their area against intrusions. Reserve: Quarter cost. Units may not move at all. Units are effectively demobilized, and it takes one full turn to activate them. These are reserve units that drill together on a regular basis, but who need time to mobilize. Refer to Chapter 6: Armies & Warfare for details. IV. Navy upkeep Navies are also expensive, but are essential to defending your coasts or major rivers. It should be noted that navies only account for military ships. Every “ship” represents either a single large ship or a small squadron of smaller vessels, its crew and its usual complement of marines (if any); the actual number of men on each type of ship varies. Each ship has an associated upkeep cost (in GB). 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, possibly 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, and patrolling home waters. Reserve: Quarter cost. Ships may not move. Ships are either pulled up on land or lies at anchor with only skeleton crews. Refer to Chapter 7: Oar & Sail for details. V. Fortification upkeep Fortifications are vitally important in Cerilia, both when conducting offensive and defensive operations. Apart from VI. Actions their obvious role as a defensive barrier, they also functions as depots, training areas, command posts and You will probably want to do one or more Domain much more. Actions each turn, and most of these cost at least 1 GB. There are two types of fortification, Castles that protect You should try to pick only those actions that are an entire province, and smaller Forts that primarily cover necessary; anything else is a waste of time. Another individual holdings. Castles have upkeep equal to their approach is first to pay for everything else, and then decide level; forts have an upkeep of half their level. which actions you can afford. Like naval and army units, fortifications have a Status. You can also spend extra GB (above the default cost for Active: Normal cost. The castle can support an active the action) to give yourself a greater chance of success. field army, and is stocked with reinforcements, supplies, Example: You want to make sure your rule (guild) action and other essentials. The garrison is heavily reinforced. succeeds. You already have a guild (3) in a province (5) Garrison: Half cost. This is the normal castle mode; and want to rule it to level 4, so the default cost is 5GBs. fulfilling all its normal duties (the fortification works at By spending 5GBs extra (10GBs total), you give yourself a full effect). bonus on the domain action check (DAC). Reserve: Quarter cost. The castle is essentially empty VII. Administration (does not affect military operations in any way), but is kept more or less in decent repair. Any regent, lieutenant, henchman, or specialist with Refer to Chapter 6: Armies & Warfare for details. 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. Advisers can also be used, but only if they area of expertise (somehow) includes administration.

63 Administrators: The position of administrator is an IX. Purses important and prestigious one and before a character (except regents, which are exempt from this rule) can act Any gold not spent can be saved until the next turn by as an administrator, you must use the decree: grant domain placing it in the treasury, or it can be put in the offensive or action to give him the position. If you don’t do this, the defensive purse. You can either leave it to the DM to character lacks the formal authority required, and his decide which actions the purses should be spent on, or you administration check automatically fails. could note some directions in the “Treasury Notes” section There are a total of six administrative positions available of the DO. for each domain; a single character can cover multiple Example: You want your contest actions to succeed positions, but must use one action for each position before any agitate actions, so you specify in your DO that The six administrative posts are: your offensive purse will primarily (or even exclusively) be used to support the contest actions. 1) Seneschal [domain maintenance, court expenditure, and structures upkeep]: Responsible for The DM will always try to use your purses in an overseeing the various administrative duties related to a intelligent manner, and may leave purses alone if he deems domain, including the smooth running of the regent’s using GBs from them meaningless; however, chances are household and his court. that money in purses will be used. 2) Quartermaster (army) [army upkeep and army Defensive Purse: Gold placed in the defensive purse will musters]: Responsible for recruitment and supply for army be used by the DM to help prevent hostile actions from units. affecting you. 3) Quartermaster (navy) [navy upkeep and ship Example: Your evil neighbor is agitating in one of you construction]: Responsible for recruitment and supply for provinces. Checking your defensive purse, the DM spends navy units/ships. a couple of GB, foiling the enemy’s attempt. 4) Castellan [fortifications upkeep and fortification Offensive Purse: Gold placed in the offensive purse, construction]: Responsible for overseeing fortifications. will be used to support your own actions if they are opposed by other regents (and only if opposed). 5) Chamberlain/Chancellor [action costs; except tribute]: Your prime minister/first vizier, responsible for Example: You attempt to rule law in your capital carrying out orders issued by the regent. After your regent province, and spend a sufficient amount of regency to (and possibly your Heir) this is the most important position ensure your success. The evil guildlord doesn’t want this, within a domain; don't give it to a character you don't trust. and spends GB and RPs to stop you. The DM spends some Lieutenants are perfect candidates. gold from your offensive purse and your action succeeds anyway. Aides: It is possible to grant the position to a second character, in which case the later one becomes the aide, Combined purses: In some rare cases it is possible for giving a +2 cooperation bonus to the administration check both offensive and defensive purses to be used on the same (but if either character is an adviser/specialist, the penalty action. for that is applied once). Example: During the resolution of a diplomacy action The Skill Check: Administration has a DDC of 20. you spend GB from your offensive purse to force through Since it is a character action, you can’t use influence to an important issue, while spending from the defensive support it. The court modifier is added as a bonus or purse to make sure the other party does not gain any penalty to the DAC (representing additional administrative unfair advantages. assets). See Chapter 5: Domain Actions for additional details, and Chapter 10: Characters and Domains for more B. Regency segment about characters and skills. Regency is the second limiting factor when it comes to Success means that 10% of expenses are returned to your ruling a domain. Just as with gold, regency is needed to treasury, succeeding by 10 or more reduces them by 15%, make your domain work by 20 or more by 20%, and extraordinary success returns 25%. I. Ley line maintenance VIII. Grants/Tribute Ley lines connect sources, but require regency to remain empowered. Lines, hookups or extensions that are not Some regents have some sort of treaty with another maintained, automatically fade at the end of the turn. regent that demand that they transfer a number of GB each 1) All ley lines cost 1 RP to maintain, regardless of turn (or year). This is accomplished by using the grant: length. offer tribute domain action. 2) Each hookup cost 1 RP to maintain. Tribute and other grants are separate from other action costs and cannot be administrated. 3) Each extension require 1 RP to maintain 4) Each ley link requires 1 RP to maintain (except if the target is one of your lieutenants).

64 Refer to Chapter 5: Domain Actions and Chapter 8: V. Transference Realm Magic for details on ley lines and sources. By performing the ceremony of transference, one regent II. Realm Spells can transfer an agreed upon amount of regency to another. This is a one-shot ceremony; if you need to transfer more Some realm spells with long durations require additional regency later, the ceremony must be conducted anew. regency to be spent each turn to maintain them. Ceremonies of investiture are not undertaken lightly; Refer to Chapter 8: Realm Magic for details on casting there should always be a good reason in-game for realm spells, and Chapter 9: Realm Spells for details of conducting one. Regency is never used as payment or each individual spell. bartered away. See Chapter 3: Investiture and the Ceremony of Transference for additional details on how to give another scion RP. Example: King William sends his trusted vassal, Ser Cobalt to Rohrmarch to establish holdings there. Ser Cobalt is not a regent in his own right yet. The King uses a ceremony of transference to give Cobalt the regency he needs to set up his holdings. VI. Pools 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. Example: You are concerned about the stability of your provinces, so you specify that your defensive pool will be kept in reserve to oppose any negative agitation, with highest priority to your court province. III. Vassalage The DM will always try to use your pools in an intelligent manner, and may leave pools alone if he deems The investiture ceremony of vassalage compels the using RPs from them meaningless; however, chances are vassal to transfer a fixed number of regency points each that regency in purses will be used. turn. The transfer is automatic, but you should include the Defensive Pool: Regency placed in the defensive pool transfer as a free action in your DO; for reference will be used by the DM to help prevent hostile actions purposes. from affecting you. Refusing Vassalage Transference: A vassal can Example: Your evil neighbor is contesting your law in willingly break the vassalage agreement by refusing to one of your provinces. Checking your defensive pool, the transfer regency points. Once broken, the transference is DM spends a couple of regency points, foiling the enemy’s gone forever; you don’t have to break it each turn. attempt. Refusing vassalage transference like this results in at Offensive Pool: Regency placed in the offensive pool, least a minor regency loss. Refusing vassalage is done will be used to support your own actions if they are using the decree: refuse vassalage domain action. opposed by other regents (and only if opposed). IV. Actions Example: You attempt to rule guild in your enemy’s capital province. The evil local ruler doesn’t want this, and Actions do not generally require the expenditure of spends GB and RP to stop you. The DM spends some regency (this is different vanilla BR; they require RP regency from you offensive pool and your action succeeds expenditure for most actions), but allow you to spend anyway. some if you desire. Using regency in this way is a good Combined pools: Just as with purses it is possible to way to ensure that your actions succeed. See Chapter 5: combine the use of both offensive and defensive pools. Domain Actions for details. Example: You want to make sure that your rule (law) action succeeds. The action in itself does not require any 4. Action Phase RP expenditure, but you place 30RP extra to give yourself This is the heart of the game, where players choose a hefty bonus on the domain action check (DAC). which domain actions they will conduct and how much effort they are willing to spend to succeed.

65 Since you have a limited number of actions (and reason). You can substitute one regent action (except your resources to back those actions) you need to weigh your bonus regent actions) plus one (or more) court action(s) for options carefully. a single realm action. 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. Action descriptions: Note that a lack of descriptive text will incur a -2 penalty on the domain 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, after a fashion, 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 usually completely irrelevant. Only in certain cases will the DM feel the need to adjudicate phasing within a turn. I. Regent Actions Example: A regent intends to participate in two Regent actions represent the combined efforts of the adventures during a turn. The DM decides to resolve one regent and his domain towards achieving some goal. of the adventures before the other, since success/failure can have a very direct impact on the regent’s ability to perform Number of regent actions actions: Every domain gets additional character actions. If the regent is killed in his three regent actions each turn. Domains without regents first adventure, his second adventure will fail by default, get one regent action per turn. but the rest of his actions will be processed normally. A large and powerful domain will have more resources at Conflicting Actions: Sometimes two (or more) actions its disposal, and will regularly succeeded at more difficult come into direct conflict with each other. In such cases, the actions than can a small or poor domain. Both domains action checks are considered opposed, and the winner is still have the same number of actions, but the larger the one with the higher Margin of Success (MoS). domain can accomplish more with the use of the same number of actions. Example: There is one holding level available in a province, and two regents successful rule their holding Bonus regent actions: Bonus regent actions represent an there. After using influence, regent A has a DDC of 12, additional capacity granted by the personal involvement of gets a DAC of 16, and consequently a MoS of 16-12=4. your regent or lieutenant in the affairs of state. Regent B has a DDC of 18, gets a DAC of 21, and thus a You get one bonus regent action based on your regent's MoS of 21-18=3. Even though regent B had the higher classes (multiclass regents can select actions available to DAC it is regent A who is able to rule his holding since his any of their classes). The class bonus actions is free (no MoS is actually higher. base GB cost). Note that not every action that is opposed counts as You also get one bonus regent action if you have at least conflicting actions. For example, two agitate actions, one one lieutenant. The lieutenant bonus action is free (no base positive and one negative, are not affected by this rule. GB cost) provided that action is a bonus class action for Each is applied separately, possibly canceling each other your lieutenant (agitate is free if your lieutenant is a cleric out. for example). Number of Actions: Every player gets three regent Bonus regent actions cannot be used as realm actions. actions, one bonus regent action for class (from Table: 4- TABLE 4-8: BONUS REGENT ACTION BY CLASS 8), one bonus regent action for having a lieutenant (if any), Class Action a number of court actions equal to his court expenditure Commoner No bonus action (minimum of 1), and any number of free actions (within NPC classes No bonus action

66 Prestige classes See class description III. Realm Actions Barbarian Contest or Wage War Nomad Contest or Wage War Realm actions are regent actions that are applied across Bard Agitate or Diplomacy several province, instead of targeting just one. This can Skald Agitate or Diplomacy save precious regent actions, but the overall DDC will be Cleric Agitate higher. Since the regent cannot do everything and be Mystic Agitate everywhere realm actions are even more dependent upon a good court than regent actions. Druid Agitate Fighter Wage War Actions used: One realm action can be taken in place for Blademaster Wage War one regent AND one (or more) court action(s). Knight Wage War Bonus regent actions: You cannot use either bonus Monk* Agitate regent action to take realm actions. Noble Diplomacy Taking 10 or 20: You may take 10 on realm actions, but Paladin Agitate or Wage War you may not take 20. Ranger Espionage or Wage War Example: With prosperity dropping to dangerously low Scout Espionage or Wage War levels due to war, famine and hostile agitation, you decide Rogue Espionage to agitate in 5 provinces as a realm actions (you really Guilder Espionage or Trade Venture need those other regent actions for other things). Sorcerer Agitate In Chapter 5: Domain Actions you find the Agitate action Wizard Research description; it tells you that you need one court action for Magician Research each province beyond the first; so you end up using 1 Hero-kings: You can always substitute a Character regent action and 4 court action to ‘fuel’ the realm action. action (adventure or ply trade: administrate for example) The DDC increases by +5 in each province and you have in place of any regent action (applies both to ordinary to spend influence separately; it is not without its regent actions and bonus actions). drawbacks. Taking 10 or 20: You may take 10 both on ordinary regent actions and bonus regent actions. IV. Free Actions You can take 20 on an ordinary regent action, but if you Free actions represent things that either take very little do, you use all three base regent actions (but retain your effort on the part of the domain (sending a dispatch for bonus regent actions). You cannot take 20 on bonus regent example) or things that are not really actions at all (i.e. actions. manipulating your bloodline). II. Court Actions Number of free actions: Every domain may perform an unlimited (in theory at least, but try to be a bit reasonable) Court actions represent the efforts of your court; affairs number of free actions. that require little or no effort on the part of the regent. Dispatches: IC communication between domains is Number of court actions: Every domain gets a number covered by the Dispatch action. It is a free actions that see of court actions equal to court expenditure each turn, with extensive use; in RoE you must take one such action for a minimum of one court action (even those domains with each other domain you wish to speak with during the turn. a court of 0GB or 0,5GB). Taking 10 or 20: You may take 10 on free actions, but Note that your court expenditure is limited by province you may not take 20. level. If your court province turns rebellious your court is automatically set to 0, and will remain that way until you V. Character Actions move your court or order is restored. If this happens during Character actions represent the personal endeavors of a a turn, the GBs spent on court will be lost, and may force single individual (or group of individuals). As such they you to cancel some court and/or realm actions. have limited utility when it comes to the running of Substituting regent actions: Since regent actions also domains. represent some involvement from your court, you can use Number of character actions: Domains do not gain any regent actions in stead of court actions. character actions, but you can always substitute a character Each regent action so employed gives you an additional action for a regent action. two court actions, except bonus regent actions which give Conceptually your regent is engaging in some personal one one extra court action. endeavor rather than managing the affairs of state. If Taking 10 or 20: You may take 10 on court actions, but substituting for the lieutenant bonus action it is the you may not take 20. lieutenant in question that is involved, not the regent. Taking 10 or 20: You may not take 10 or take 20 on character actions.

67 VI. Able Assistance and positions, he gets multiple actions (but is still limited to a Actions maximum of 3 actions per turn). Apprentices, squires and such: Characters, who have Non-regent characters can normally take only one been granted a position as apprentice, squire or equivalent, character action per turn, but certain conditions can allow get 1 additional training action per turn. them to take additional character actions. Under any circumstance they are always limited to a maximum of VII. Realms without regents three character actions per turn. When regents die or are otherwise disabled, there is Example: A lieutenant that is also a general and an sometimes a delay in getting a new regent in place. administrator, could conceivably be called upon to do 4 During turns in which a domain has no regent (the actions in one turn – command the army, administrate, go domain functions normally during the turn the regent is on adventure, and provide a bonus regent action (which lost), it may only perform one regent action, but otherwise uses up one of his character actions for that turn). He can functions as if it had a regent (no RP expenditure is only do 3 of those during the course of a single turn. possible though). Lieutenants: A lieutenant can perform a single character The same applies to a regent who isn’t dead, but is action each turn on behalf of the regent. somehow disabled or imprisoned (for the whole turn); he The most common tactic is to use an adventure domain gains no regency nor may he spend any regency he already action to aid to another regent, court or realm action by possesses. giving a bonus to the action check. Provided the adventure If there are any remaining lieutenants, the domain gets a is successful a DAC bonus in the +2 to +6 range is the bonus lieutenant action as usual. usual outcome. Domains without a regent can perform an investiture In addition one of your lieutenant(s) can provide you action as a court action. with a bonus regent actions (see above). This counts as one action for that lieutenant (for purposes of the max three B. War order segment actions rule), but is in addition to the normal single character action. Sometimes you have so many military ventures going on Henchmen: Henchmen perform similarly to lieutenants, that the DO Asset sheet simply isn’t adequate for keeping having one character action available each turn (but they track of your military units. don’t grant any bonus regent action). This is where the extra WAR sheet can be used; it allows Followers: Followers (either single name followers or you to easily group your forces into armies, or even draw groups of followers, such as your bodyguard) also get one up battle formations. This is covered in more detail in character action each turn Chapter 6: Armies & Warfare, and Chapter 7: Oar & Sail. Followers rarely have the skills needed to take independent action; they generally only accompany the C. Post orders segment regent or his lieutenants/henchmen on their adventures When you have updated your domain record and decided (usually acting as a group). what actions to take, it is time to write it down and send it Specialists: Soecialists get one character action. They to the DM. will only use this action for things relevant to their skills, We call this submitting the Domain Order (DO). A blank even going on adventures if that is something they are form has been provided for you, and I strongly urge qualified for. everyone to use it (for the RoE PbeM the DO will not be Advisers: Advisers get one character action, but will accepted in any non-standard format). If you are at war, only use ply trade to give a bonus to any Adviser court you’ll also have to submit the War Order (if any). action to which their skills are applicable. Using the templates will help you ensure that you include Generals and admirals: Characters, who have been all relevant information for the DM and that will reduce granted the position of either general (army) or admiral his workload considerably. (navy), get 1 additional adventure action per turn that can only be used to lead a field army or fleet. Commanders: Characters, who have been granted the 5. Execution position of either commander (army) or commodore (navy), get 1 additional adventure action per turn that can Phase only be used to lead a field army or fleet. Note that this position is superseded by the general/admiral position Well, that’s it for you then – your work is done for this (they do not stack). turn and you can sit back and relax, since the next two phases are handled by the DM (with some level of player Administrators: Characters, who have been granted any input). administrative position, get 1 additional ply trade action per turn to make an attempt to reduce costs associated with Interactive actions: Some actions (most notably their position. If a character has been granted multiple adventure, diplomacy, dispatch, and wage war actions) are

68 considered interactive. Such action will (often) be played factors that affect the relative happiness of the general out in greater detail through means of e-mail population. The prosperity system assumes that a happy communication between players and DM. population is one that is more productive and eager to If you fail to reply to DM queries for player input, the serve their ruler. DM will simply move the action along or even wrap up the DM Note: Prosperity is not the same as loyalty. In most entire action in your DO instead. cases prosperity works to the advantage of each and every Example: If you go on an adventure, the DM will strive domain that has affairs in the province, not just the ruler to tell the story (in as much detail as the situation and his good friends. Loyalty is more correctly expressed warrants) and allow the player(s) to make important as the product of both prosperity and stability. decisions along the way. TABLE 4-9: PROSPERITY LEVELS Pre-committed actions: Players that initiate an Prosperity Income DAC Prosperity interactive action before the DO is handed in (yes, you are Levels Modifier Modifier Modifier allowed to do this) is considered to have committed to that E-Utopian +50% +5 -5 levels course of action and must include said action in his DO. D-Ideal +35% +5 -3 levels Example: You start the turn by contacting your State C-Thriving +25% +5 -2 levels Faith through a dispatch action. After some talk you agree B-Prosperous +20% +4 -1 level to move on to a diplomacy action to resolve some A-Healthy +15% +3 -1 level important issues between you. Even if things don’t work 9-Content +10% +2 None out as planned, you have still committed to a diplomacy 8-Steady +5% +1 None action, and must include it in your DO. 7-Average +0% +0 None 6-Guarded -5% -1 None A. Action resolution 6-Unsteady -10% -2 None segment 4-Poor -25% -3 None 3- Turbulent -50% -4 -1 level This is where the DM determines which of your actions 2-Defiant -75% -5 -2 levels succeed or not, in accordance with the rules in Chapter 5: 1-Rebellious No income -20 -3 levels Domain Actions. Income Modifier: Every holding that generates income Actions will be noted in your DO as success, will have this modifier applied to it, as will any collection extraordinary success, failure, extraordinary failure, or from law holdings. automatic. Law collection is calculated using normal income (before There will also be some descriptive text – where the prosperity adjustment), and the adjustment is then made effects of a successful action isn’t obvious (such as for an for prosperity. You do not first modify holding income and adventure action), the game benefits of the action will be then also modify law collection. The Provinces & described. Otherwise, refer to the action descriptions for Holdings spreadsheet automatically factors prosperity into the effects of each action. income and collection calculations. DAC Modifier: This modifier applies to some Domain B. War segment Actions taken either by or against the province ruler (or his This is where the DM determines the outcome of your allies). Not every action is affected, only those that are war as laid down in Chapter 6: Armies and Warfare, and related to the prosperity of the people. Table 5-4: Domain Chapter 7: Oar & Sail. Actions shows which actions are affected. The result of any war will be described in your DO – if The prosperity rating usually affect actions taken by all you take a wage war domain action, the primary outcome domains equally. Sometimes, however, the the DM may of your war effort will be detailed there. The result of decide it applies only to the province ruler (and possibly major battles and campaigns will also make it onto the his allies/State Faith/Royal Guild/Court Mage), and/or Status Report, so check that out as well. that the modifier is reversed for his declared enemies under some circumstances. C. Prosperity segment II. Prosperity modifier Prosperity is one of the most important aspects of a Almost everything that happens in the game is reflected province. A good prosperity level makes your actions work by prosperity modifiers. Prosperity modifiers are summed better, hampers hostile rulers and produces more revenues. up after a turn has been completed. With low prosperity the opposite is true, and you might TABLE 4-10: PROSPERITY MODIFIERS even have a rebellion on your hands if you are not careful. Condition Modifier I. Prosperity level Taxation No taxes +2 levels* Every province has a prosperity level, but holdings and Light taxes +1 level* assets do not. The prosperity level reflects a variety of Fair taxes No modifier

69 Moderate taxes -1 level Agitation: The Agitate action can affect prosperity in Heavy taxes -2 levels two ways – positive or negative. Positive and negative Severe taxes -3 levels actions taken in the same turn can cancel out each other’s Crippling taxes -4 levels modifiers. Total taxes -5 levels Example: The King agitates (positive) for a +1 modifier, Troops while his enemy the Baron of Rivien agitates (negative) for Levies were raised -1 level a -2 modifier. The net result is a -1 modifier to prosperity Troops were mustered No effect or -1 level from agitation. Mercenaries present -1 level Events: Things that happen during a turn can affect Occupation -1 or -2 levels morale. A great festival is a positive event; invasion from Foraging -1 level the Shadow World might be a negative event. Note that Pillaging/razing -2 levels some events can carry on over several turn; the modifier is Agitation applied each turn. Some extraordinary events can have Negative agitation -1 to-3 levels even larger modifiers than those shown in the table. Positive event +1 to +3 levels Law: Having control of the law will enable you to Events control prosperity modifiers to a certain extent. Having all Positive event +1 to +3 levels law allows you to ignore two levels of modifiers, while Negative event -1 to -3 levels half or more law allows you to ignore one level. You may Festival +1 (temporary) choose which modifiers to ignore (positive or Law negative).Having a Law (0) holding in a province (0), No law Negative levels count double counts as having ½ the available law. Less than half No effect Half or more Ignore one level All Ignore two levels

Taxation: High taxes tend to make people unhappy, while low taxes make them happy. * For no or light taxes the modifier is not added each turn, but is applied as a temporary modifier to the province’s base prosperity. It disappears once the taxation level changes. Troops: For obvious reasons people tend to become unsettled by soldiers and war: 1) Levies: Levies are made up of ordinary citizens and calling them up disrupts the province’s workings. If levies were raised there is a –1 modifier. 2) Musters: Some of the people that actually join a unit are constructive members of society. Putting them into the army disrupts the province. If the number of units mustered is half or less compared to the province level, this modifier is waived. 3) Mercenaries: Mercenaries have a bad reputation (deservedly), and the province’s prosperity suffers from the presence of such units (active or garrison status). If their numbers are very low the DM can waive this modifier (such as a single mercenary unit in a high-level province). 4) Occupation: Using troops, instead of law, to control a province. The lesser penalty is for occupation of own holdings (think martial law), provided it is DM Note: Prosperity modifiers reflect the fact that it’s accompanied by a suitable decree action. The greater quite difficult to make people stay happy over time. The penalty is for foreign occupation. higher the prosperity level, the more the ruler needs to do to keep up their good spirits. Likewise, if the population 5) Foraging: Units that forage are actually stealing becomes dissatisfied, it is going to take some serious effort from the province’s population, which naturally makes the to make them trust their rulers. commoners upset. . 6) Pillaging/razing: Pillaging or razing a province D. Stability segment makes the commoners even more upset, as the soldiers are systematically killing/stealing/ destroying everything. Stability is a measure of the overall loyalty and effectiveness of your domain. Stability changes in response

70 to events taking place in the domain. It is similar to, but is disturbance for the domain, as the regent loses face and relatively more stable than, the prosperity rating of influence. provinces. Events: Major (as defined by the DM) events have an Stability can never fall below -3 or rise above +3. impact on stability. Very rarely will an event lead to a TABLE 4-11: STABILITY change in stability greater than +/- 1. Stability DAC Income Example: You participate in an adventure to defeat the Modifier Modifier Eyeless One. You are quickly named both hero and savior Dedicated +3 +10% of Anuire (+1 stability). Efficient +2 +5% Agendas: The completion of one of your agendas may Loyal +1 - warrant an increase in stability. Completing a minor Average +0 - agenda may, at the DM’s discretion, warrant a +1 modifier Disloyal -1 - to stability. The completion of a major agenda should Corrupt -2 -5% always warrant at least a +1 modifier. Dysfunctional -3 -10% DAC Modifier: Apply this modifier to all of your War: Winning or losing battles and wars can affect Realm, Regent, Court, and Military actions except those stability. with NA in the Modifier column. A really significant victory (one that may well shape the Income Modifier: Your total income (except outcome of the entire war) in a major battle can give a +1 tribute/grants and other extra income – such as pillage) is modifier to stability. Most battles will not have this effect. modified according to the table if positive. Decisively winning a minor war or gaining some If stability is negative, tribute and other extra income is concessions from the loser in a major war, can give a +1 also subject to the modifier (your underlings are stealing modifier (or a similar penalty if you’re the loser). from you or money is otherwise prevented from reaching Decisively winning a major war will at least be worth a your treasury). +1 modifier, possibly even a +2 modifier if the victory is I. Annual Alignment Increase great enough (DM discretion). TABLE 4-13: STABILITY MODIFIERS Each year at end of the Winter turn, stability will Condition Modifier increase by one level provided that it is currently below Change of regent the level indicated on Table 4-12: Alignment. Recognized heir (through ceremony) -1 Alignment will never cause a loss of stability in this Unrecognized heir -2 manner, so if you’re CE and have a +3 stability (not very Non-heir, but strong claim -3 likely), you won’t lose any stability. Non-heir, tenuous claim -4 TABLE 4-12: ANNUAL STABILITY INCREASE Non-heir, no claim at all -5 Alignment Threshold Loss of control LG +2 Domain going uncontrolled -1 LN, NG +1 Each turn uncontrolled -1 LE, N, CG +0 Regency Loss NE, CN -1 Minor +0 CE -2 Major -1 Great -2 II. Stability Modifiers Catastrophic -3 Events Other changes in stability can take place during any turn, Major positive +1 and will do so as a result of actions and events in the game Major negative -1 world. This is largely a DM discretion thing, but here are some examples. Agendas Minor +0 to +1 Change of regent: Changing a regent is always a Major +1 to +2 stressful time for a domain. Even if the heir has been War recognized by a ceremony, there is bound to be some Winning a major battle +0 to +1 instability. The reaction is even worse if the heir hasn’t Losing a major battle -0 to -1 been recognized, or if he’s an usurper Winning a minor war +0 to +1 Loss of Control: If an entire domain goes uncontrolled Winning a major war +1 to +2 (if the regent dies or is otherwise incapacitated), it suffers a Losing a minor war -0 to -1 penalty. For every turn that it goes uncontrolled, it suffers Losing a major war -1 to -2 another -1 penalty.

Regency Loss: If the regent performs badly, he will suffer a regency loss. The regency loss also causes a

71 E. Growth segment 6. End Phase Provinces will increase in level given time – each turn, a province will grow a number of GBs equal to its effective A. Order response level, and when it has grown enough the province will go up in level. segment TABLE 4-14: PROVINCE GROWTH Once the DM has completed the execution phase, he will Needed to reach next level Province growth return your DO with notes, indicating which actions New province level squared Current succeeded or not, as well as changes in units and other x (effective) assets as they are at the end of the current turn. growth rate multiplier province level The return of your DO signals the end of the current turn, The growth rate multiplier is determined by climate and while the reception of the Secrets document signals the the growth rate adjustment by province terrain. See start of the new turn. Chapter 2: Domains for additional details on climate and terrain. You can 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. F. Event determination segment

The DM will determine which new events/rumors will take place in which domains on the next turn.

CHAPTER 5 – DOMAIN ACTIONS

“Most progressive and civilized of all goblin realms, Thurazor wants nothing to do with the Gorgon or their own savage brethren; making great effort to distance themselves from their vile heritage and looking to the human kingdoms for their salvation. Indeed, I am being told that what passes for goblin nobility imitate Anuirean courts and use Anuirean titles, and that have adopted many of the trappings of Anuirean civilization. Yet they are doomed to fall under the Shadow once again, for all those touched by Azrai have sworn themselves to eternal allegiance to that cursed blood. For although Azrai may forever be gone, his blood runs strongly in the most powerful awnsheghlien. Thus, as the hour of darkness draws near, they will again join the Shadow, one way or another.” - the wise words of Raedric Mhor’s tutor, lecturing the young Lord on matters of state

The foundation of the domain turn lies in your choice of solitude and study? Is there a heroic quest for you to actions. Do you start a war, or do you carefully build up embark on? The choices are endless, and as a regent the your resources? Do you try to destabilize powerful choice is yours and yours alone. neighbors, or maneuver enemies into attacking each other? Do you withdraw from public life and spend your time in

72 Action Summary Action and The domain actions you pick represent your wishes Difficulty concerning the management of your domain. You are free to choose between all available actions unless otherwise noted. Actions represent time and effort spent, and as such Modifiers you have only a limited supply of actions each turn. Some situations may make an action easier or harder, resulting in a change to the DDC or in a bonus or penalty How Actions Work to the DAC. Example: If you try to Rule Holding you might well Adjudicating domain actions is similar to the system succeed, but if your enemies actively oppose you (use used for character skill checks. Influence to against you), the odds of success are reduced When you use a domain action, you make a domain (increase in DDC). action check (DAC) by rolling a d20 and adding applicable Example: Its one thing for the Duke of Diemed to Move modifiers. The higher the result of your DAC, the better Ship in the sheltered waters of the Straits of Aerele during your chances of success is. summer, but quite another to do the same on the Sea of Your result must match or beat a particular number, Storms during winter (increase in DDC) called the domain difficulty class (DDC) to use the action Conditions that affect your ability to perform the action successfully. The harder the task, the higher the number change your DAC. Each action is listed with a number of you need to match or exceed with your DAC. common modifiers. Influence (positive) is also a major Your margin of success (MoS) tells you how well you source of DAC modifiers. have succeeded (or how badly you have failed), which can Conditions that modify how difficult a task is affect the be important for determining the effect of some actions. If DDC. Each action is listed with a number of common the result of an action is affected by your MoS it will be modifiers. Influence (negative) is also a major source of specified in the action description. DDC modifiers. A bonus to your action check or a reduction in the DDC Action Summary has the same result; they make it more likely that you will succeed. But they represent different circumstances, and Domain Action Check sometimes that difference is important. Example: The Patriarch of Elinie and the Duke of To make a domain action check, roll: Osoerde are both trying to rule a vacant manor holding in DAC: 1d20 + Action modifiers + Influence Osoriene. The base DDC isn’t very high, but both regents (Action modifiers = Advantage + Court + Prosperity + use a lot of Influence (RP and GB) to prevent their Stability + Description + Miscellaneous + Synergy etc.) opponent from succeeding (using their defensive pools/purses). (Influence = RP/GB spent in support of action) This leads to a big increase in the DDC (for both Domain Difficulty Class domains), resulting in neither regent succeeding. Had they used their influence to support their own actions, instead To determine domain difficulty class, check Table 5-4: of opposing the other party, they would both have Domain Actions: succeeded and the one with the higher MoS would have DDC: Base DDC + Difficulty modifiers + Influence been the one to rule up his manor holding. (Difficulty modifiers = Province + Holding + Realm + Assigning action Hardiness + Prosperity + Stability etc.) (Influence = RP/GB spent to oppose the action) modifiers Actions without DDC For the most part you will rarely be satisfied with your base chance of success. Instead you will try to gather as Some actions do not have a DDC. Such actions are either many Action modifiers as you can, and then perhaps automatically successful (example: cast realm spell) or augment the result further using Influence, until hopefully have some other requirements that must be met in order to the success chance is acceptable – actions represent large succeed (example: change agenda). investments of time and resources, so you want to to succeed! Actions without DDCs are never subject to modifiers or influence. Action modifiers can be gained in several ways: 1) You MUST apply all the modifiers listed in the action description, even if it doesn't work to your

73 advantage (i.e. you can't opt to ignore the Court modifier Example: The Prince of Avanil has arranged for his just because you have a poor court.) vassals to add their levels of [law] holdings to his own for 2) The DM can also give you a Miscellaneous bonus the purposes of advantage. to represent factors that enhance your ability to succeed, Court: The amount of money you spend on your court such as giving a you a +6 bonus to you Adventure DAC is decides how efficient and impressive it is. The Action he think you have role-played well and been highly modifier found in Table 4-7: Court Expenditure is applied creative. to all applicable actions, regardless of what province they 3) The DM can impose an action penalty to take place in. represent factors that reduce your chances of success, such Example: When using decree: set taxes you must apply as giving you a –2 penalty if he thinks you are acting out the Court modifier to the DAC for actions taken in ALL of character. your provinces, not only the province where the court is 4) You can use Influence (RP/GB) to give yourself located. an additional bonus to the DAC (see below). The DAC modifier for Court is not applied to Realm TABLE 5-1a: COMMONLY USED ACTION actions, unless the base action already has the Court MODIFIERS modifier listed. Modifier Abbreviation Example: Just because you decide to use Rule [law] as a Advantage Adv Realm action does not mean that you have to take the Court Crt Court modifier into account . Description Des Description: If you do not provide at least a rudimentary Miscellaneous Mis IC description of your action you will get a -2 penalty to Not applicable NA the DAC. If your description is long and/or well written Prosperity Prs you will get a +2 bonus instead. In rare circumstance will a Skill Skl larger bonus be granted by the DM. Description modifiers Special Spc apply to ALL actions, even if not listed. Stability Sta Miscellaneous: These are other modifiers, imposed by Supportive Sup the DM to take into account special circumstances. It is Synergy Syn possible for there to be several Misc effects related to a Each action description lists which Action modifiers are single action; if so the DM will assign the action a total applicable to that action (duplicated in Table 5-4: Domain modifier (positive or negative). All actions are subject to Actions). Bonuses of the same type do NOT stack, only the Miscellaneous modifiers, except those with NA in the HIGHER bonus is applied (this is standard DnD). Difficulty Modifiers column. Not applicable: There are no applicable modifiers for Advantage [Law, Temple, Manor, Guild, Trade, or this action. Source]: Some actions are easier to accomplish if you have a certain type of holding in the province; above and Prosperity: The prosperity of your provinces affect your beyond the fact that it generates RP and GB for you to use. ability to govern them. Apply the Action modifier found in Table 4-9: Prosperity Levels to the DAC of actions taken If you rule a holding [of the type specified] you get an in the province. Advantage bonus to your DAC provided you rule at least Example: Using the Rule Holding action is much easier half the holding levels of that type. If you control all in a highly prosperous province, than in a rebellious one. holdings of one type the bonus is +4 instead (except a level 1 holding in a level 1 province). Level 0 holdings never The Prosperity modifier is usually applied to any domain qualify for advantage. taking action, but in certain cases it only applies to the province ruler (and possibly his allies – the State Faith, Example: When using the Espionage action, you can use Royal Guild, and Court Mage for example). The Prosperity your [law] or [guild] holdings in that province to give modifier can also be inverted in cases where the an enemy yourself a +2 bonus to the DAC. of the province ruler is trying to take action. Advantage modifiers do NOT stack even if you have Example: The Prosperity in Calrie is Poor (-3). Baron multiple holdings that would qualify for advantage; only Bellamie, the sworn enemy of Aerenwe, conducts and apply the modifier from the highest-level holding. Espionage action here. The DM decides to invert the Example: The Count of Ilien has a Law (7) and a Guild modifier (to +3) because the people of Calrie really (6) in Ilien, a province (7). When applying advantage to doesn't like their Queen! his espionage actions in Ilien, he only gets a +2 bonus. Skill: Certain actions are directly affected by the You can arrange for other domains to add their holding personal skills of the Regent or one of his Able Assistants, levels to yours (through a diplomatic treaty) for the inc which case you get a bonus to your DAC according to purposes of determining advantage. You cannot combine his skill level. holdings of different types. Example: Ply Trade: Administrate is dependent on the Administration skill (level and mastery) of the character who has been granted that position.

74 Special: There are some special modifiers that apply to Miscellaneous Mis this action only. Refer to the action description for a Prosperity Prs thorough explanation. Province Pro Example: Adventure is an action who is heavily Realm Rlm influence by the ECL of those participating. Special Spc Stability: High stability means you have an effective Stability Sta means of government. Stability affects the DAC of all your Each action description lists which Difficulty modifiers actions, except those with NA in the Difficulty Modifiers are applicable to that action (duplicated in Table 5-4: column. Domain Actions). Supportive: The use of Adventure actions to support Hardiness [Law, Temple, Manor, Guild, Trade, or other actions can, if successful, give a +2 Supportive Source]: The reverse of Advantage; these actions allow bonus. Very successful adventures, or adventures you to increase the DDC (to actions take by other domains undertaken High-Level (or higher) characters, can provide that is). Hardiness otherwise follows the same rules as greater bonuses. If an adventure fails badly the modifier Advantage does (use of diplomacy etc.). can be negative. Example: If the target of an Espionage action you can Note: All actions are subject to Supportive modifiers, use your law or guild holdings in the province to increase except those with NA in the Difficulty Modifiers column. your opponent’s DDC. Synergy: If you manage to make several actions work Holding: Holding level affects difficulty; increase DDC together as a coherent whole, that might warrant a +2 by the holding level you are targeting (i.e. if trying to Rule Synergy bonus (or more rarely higher bonus). Holding you add the new level, not the current level of Note: All actions are subject to Supportive modifiers, your holding). except those with NA in the Difficulty Modifiers column. Example: You are trying to Rule your holding to level 4 Example: The PETG launches a Create Holding [trade] (it's currently level 3) so you add 4 to DDC (not 3). campaign in the Burrows. They support the action with a Miscellaneous: These are other modifiers, imposed by Decree and several Adventures. In addition to other the DM to take into account special circumstances. Same bonuses the DM decides to hand out a +2 Synergy bonus as the Action modifier with the same name. to the Create Holding action. Example: The DDC to Contest OIT's temple holdings in Diemed are increased by 2 because of a special rule in the Assigning difficulty OIT Player's Secrets. modifiers Prosperity: Province prosperity is sometimes applied as a modifier to DDC rather than as a modifier to the action Each domain action has a base Domain Difficult Class check. (DDC), which is listed in the action description. Example: When trying to Agitate you always apply the The base DDC of an action can be altered in several action modifier from prosperity as an increase to the DDC ways: (regardless of whether it is positive or negative). 1) You MUST apply all the modifiers listed in the Province: Province level (or magic potential for magic) action description, even if it doesn't work to your affects difficulty; add target province's level to the DDC. advantage. Example: You are ruling a holding in a province (7); add 2) The DM reduces the DDC (Misc modifier) to 7 to the DDC. If you had been ruling a holding in a represent circumstances that makes the task easier, such as province (2) you would only add 2. having reached an in-character (IC) agreement with the Realm: Many regent actions that can also be taken as other party when using a diplomacy action. Realm actions have this modifier; add 1 to DDC for each 3) The DM increases the DDC (Misc modifier) to province affected (NOT 1 per each additional province). represent circumstances that makes the task harder, such as Special: There are some special modifiers that apply to using move ship during the winter season. this action only. Refer to the action description for a 4) You can use Influence (RP/GB) to drive up the thorough explanation. DDC of an opponent's action (see below). Stability: Your stability affects the DDC of certain TABLE 5-1b: COMMONLY USED DIFFICULTY actions targeting you (example: contest). A poor stability MODIFIERS will make it easier to hurt you, whereas a high stability Modifier Abbreviation will make it harder. Only applies to a limited number of Hardiness Hrd actions (unlike stability to DAC). Holding Hld

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increase the DDC bu 5 points, and the another 4GBs to increase it by 2 more (for a total of +7 to the DDC of the Influence Create Holding action). The use of RP and/or GB to give a bonus to a DAC or to Influence Cost increase the DDC is called using Influence. Each action description shows IF Influence can be used Purchasing Influence is cheap for a small modifier, but to support/oppose that action (duplicated in Table 5-4: becomes increasingly expensive if you want a lot of Domain Actions). Table 5-2: Influence Cost shows how Influence on a single action. many RP/GB you must spend to get an Influence TABLE 5-2: INFLUENCE COST modifier on the DAC (to support your action) or DDC (to Influence Cost per point Example oppose your opponent's actions). bonus Note: If you do not rule a province or have a holding there you cannot use influence in the province. Even a +1 to +5 1RP/1GB +5 = 5 RP/GB holding (0) is sufficient to use influence. +6 to +10 2RP/2GB +10 = 15 RP/GB Supportable Domain Actions: Most actions (those with a yes under influence) will allow you to increase your +11 to +15 3RP/3GB +15 = 30 RP/GB chances for success by spending RP and GB. +16 to +20 4RP/4GB +20 = 50 RP/GB Example: The Baron of Roesone wishes to Contest +21 and above 5RP/5GB +50 = 200 RP/GB [guild, PCE] in the province of Caercas. The baron has no guild holdings in the province, but he has a law holding Magic actions: For actions involving magical sources, and he is the province ruler. So he can use Influence. He no other holdings or province rulership applies. The same spends 15RP to gets a +10 bonus on his DAC (5Rp for the applies in reverse, sources does not help in mundane first +5 bonus and 10Rp for the next +5 bonus, as shown matters. Note that for the purpose of this rule the regent (or in Table 5-2: Influence Cost). his lieutenant) must be a spellcaster who can actually use Opposable Domain Actions: Most actions (those with a the source to be counted as ruling the source. yes under influence) will also allow you to use RP/GB to Example: When ruling a source, only other source rulers increase the DDC of your enemies. can apply Influence to aid/hinder you. Example: The High Warden wishes to oppose the Duke’s attempt to Create Holding [law]. He has a law (1) in Halried, so he can spend Influence. He spends 5RP to

76 Example: A might wizard has a source (1) in Caercas; it When mustering troops, moving ships, sending has no relevance when it comes to using Influence to dispatches, etc. it would generally be considered unwise oppose non-magic actions taken in Caercas. NOT to take 10. HOWEVER, as soon as someone starts Holdings not relevant: Province rulership/holdings are using Influence (spending GB/RP) to affect the outcome of not always relevant; for such actions you can use Influence the action, the dice must be rolled. to affect the result even without ruling the province or It should also be noted that some actions are inherently having a holding there. uncertain and will ALWAYS require a dice roll (will be Example: While at the Sword & Crown (in the City of noted in the action description). Adventure actions, among Anuire) you can use Influence to affect the chances of others, always require a dice roll. success on your diplomacy action, even though you have Taking 20: You may also elect to Take 20 (i.e. you get an no holdings there (and definitively do not rule the '20' on the d20 roll) on Regent actions. This uses up all 3 province). base regent actions (you can still take you bonus regent For the purpose of actions such as Create Holding and actions normally) for that turn. Create Province you may also use Influence; the act of When taking 20, using Influence does not force you to attempting to create conceptually gives you a certain make a dice roll! presence that you can use. Rolling the Dice Adventure substitution As with other d20 checks, a roll of 20 either counts as a roll of 30 (RoE default) or allows you to roll another d20 The adventure action is best used for resolving events, and add 20 to that result (player choice). Likewise, rolling but can sometimes be used to substitute for other actions a 1 means you get a result of -10 (RoE default), or you (although this is more appropriate for a PnP game). If must roll another d20 and subtract the number from 0. successful, such an adventure will have some discernible Note that if you roll a second (or third or more) 20, keep domain-level benefit. adding them together for a truly extraordinary margin of You should, however, keep in mind that you cannot success (or failure). perform miracles through the use of adventures. And that There is no automatic success or failure rule, but rolling in the context of the PbeM you are not supposed to be a '20' should work most of the time, while rolling a '1' will duplicating the effects of other actions (agitate, rule, almost certainly make the action fail. contest, or whatever) using adventures. Margin of Success Types of actions Sometimes it’s important to know by how much you succeeded. The number your DAC beats the DDC with is There are a number of different types of Domain actions. called the margin of success (MoS). Some actions may provide additional benefits if you Realm margin of success is big enough (typically Mos of 10 Realm actions are those actions that require the full and/or 20). attention of both court and regent. A realm action uses up Failing by 10 or more points might also lead to some both one regent action and at least one court action that additional disadvantages, even if failing the action action turn (check each action description for details). normally does not have any negative consequences. Some regent actions may also be taken as realm actions Extraordinary Success: If you roll a natural 20 AND (agitate, rule holding etc.), and can then be applied to a get a MoS of 20+ you have completed the task impossibly number of separate provinces as a single action. This saves well. Check each action description to see whether this regent actions, but results in a higher DDC. provides some additional benefit. The DDC will be modified by +1 for each province Extraordinary Failure: If you roll and natural one AND (including the first); the modifier applies equally to all fail the action OR if you get a MoS of -20 or worse you provinces. have done incredibly poorly. Check each action description When using realm actions, you’ll have to pay the GB to see whether this causes some additional drawbacks. cost for each province. In addition, each province will have its own DDC and any influence spent will affect only a Checks without Rolls single province. Instead of rolling the dice, you may chose to play is safe by selecting one of the two options below. Regent Taking 10: Regents may always elect to Take 10 (i.e. Regent actions are activities that require the personal you get a '10' on the d20 roll) on a any action, unless attention of the regent. These actions directly affect your otherwise noted in the individual action description. domain. Most Regent actions require the expenditure of

77 GB. Examples include ruling up your holdings, conducting espionage against your enemies, or agitating in favor of the Number of province ruler. Note: Despite the name regent actions can still be taken actions by domains that are currently without a regent (see below for additional details). Each domain gets a specific number of actions of various types each turn, as shown in Table 5-3. Character TABLE 5-3: NUMBER OF ACTIONS These are personal undertakings that don’t affect the Action No. Condition whole kingdom. Character actions may be taken in place Realm NA Requires 1 regent action and at of regent actions. Non-regent characters (able assistants) least 1 court action. can choose character actions. The iconic Adventure action is representative of Character actions, and so is the less Regent 3 Domains without rulers get only glorious Ply Trade action. 1 regent action per turn. Court Regent - +1 Regents get 1 bonus regent Bonus action based on class. Court actions are less significant than regent actions and class are primarily undertaken by members of the regent’s court Regent - +1 You get 1 ( and only one) bonus (and are heavily influenced by court expenditure). Decrees Bonus regent action if you have at least and grants are typical Court actions. lieutenant one lieutenant. Optionally you can use a Regent action to gain two extra court actions (except bonus regent actions, which give only Character NA Regents can take character one extra court action). actions in place of regent actions. Free Court Court You can take court actions in (min 1) place of regent actions (2 court You can take (within reason) as many free actions as you in return for 1 regent action). like each turn. Each represents some minor task that doesn’t take a significant amount of time (dispatches) or Free Any Any number; within reason. “non-action” activities (like manipulating your regent’s bloodline). Magic NA Taken as Realm, Regent, Court or Free actions. Magic Military NA Taken as Court or Free actions. Any character capable of casting realm magic can Supportive Any Character actions taken by your perform magic actions. Regents can take a Magic actions number AAs (one each). instead of their regent actions. Magic actions typically revolve around preparing realm spells or working with the domain's ley line network. Readying Actions Military You can ready most actions by noting that you are doing so in your DO. You could, for instance, note that you will Military actions deal with the use of army and navy make a wage war action on any realm that attacks you if units. Military actions can be taken instead of court you suspect an attack is imminent. actions. If the condition for which you have readied your action If the Wage War regent action is chosen, military actions never occurs, the action is wasted, although you do not can be taken as Free actions. The Court modifier applies to have to pay any GB/RP associated with the action. all military actions regardless of whether they are taken as Example: You may ready a Rule Holding action in court action or as free actions. anticipation of the province level going up. But if for some reason the province level does not increase, the action is Supportive wasted (but you pay no GB/RP either). Supportive actions are Character actions undertaken by your Able Assistants, such as Ply Trade to help Contingency administrate your domain, or adventures taken in support of your other actions. Supportive actions are always relatively limited in scope. Actions It is NOT possible to take contingency actions; which is NOT the same as readying actions!

78 Example: You may not take one Contest [law] action, Instead you must ready the rule action, and risk that it and then one Rule Holding action that say “I will rule the will be wasted if it never triggers. Or you could just wait vacant law holding if my contest is successful”, otherwise I until next turn to do it (but then you risk other domains will attempt to rule guild in Halried instead. trying to do the same, so the ready option can be quite useful).

Designer's Notes: There are three key actions that will The domain action system is designed to be dynamic in help you develop your domain's holdings; Create Holding, the sense that the actor has the initiative and the Rule Holding, and Contest. It is no exaggeration to say advantage; it is far easier to stack bonuses in your favor that these three actions are the most important ones. They than it is to prevent your opponent from succeeding. are also, quite deliberately, the most difficult ones, so And quite deliberately so; if you want to keep prosperity expect to use quite a bit of resource on them if you plan on up in face of enemy negative agitation, you cannot rely succeeding with any regularity. simply on preventing your enemy from succeeding; you'll In addition there are three other actions that deserve also have to Agitate positively. Same goes for special mention; Agitate to keep prosperity high, Contest/Create/Rule – your enemy WILL be able to create Diplomacy to regulate your relations with your neighbors, a holding, contest your holding and then rule his own, and Espionage to keep tabs on what is going on behind the even if you try to oppose him. So you must solve that using scenes. While not as difficult as the main three actions they your own campaign of Contest/Create/Rule. will nevertheless demand quite a bit of resource. The system also assumes that it is easier to destroy than The rest of the actions can be important enough to to build – so excessive use of Contest or war for that certain domains at certain times, but against the six matter, will quickly lead to great losses for the parties actions listed their importance pales; and consequently the involved. The only thing the victor can hope for is that the difficulty of succeeding will often be quite a bit lower (to next spell of peace will last long enough for him to recover allow you to Take 10). This is intentional; we want you to his losses and rebuild, perhaps even expand a bit. focus on the important stuff! TABLE 5-4a: REALM ACTIONS Action Type Cost Base DDC Mod DAC Mod Infl Effect DDC Agitate Realm 1GB 10 + Prv Hrd [M/T] Adv [M/T], Yes Increases/decreases target province’s /prov + Prs + Rlm Sta prosperity level. Change Agenda/ Realm None Special NA NA No Remove, add, or modify one of your Alignment minor agendas OR Change alignment of domain. Contest Realm 1GB 10 + Prv Hrd [L/g] + Adv [L/g], Yes Reduces the level of target holding by /hld + Hld Sta + Rlm Sta one (a lvl 0 holding it is destroyed).

79 Create Holding Realm 1GB 10 + Prv Hrd [L/g] + Adv [L/g], Yes Creates a holding (0) in target province. /prov Rlm Prs, Sta Create Province Realm 5GB 20 Spc Sta Yes Creates a province (0) out of a wilderness area. Diplomacy Realm 1GB Varies Spc Crt, Sta Yes Create/break treaties, make trade agreements, force concessions Espionage Realm 1GB Varies Hrd [L/G] + Adv [L/G], Yes Reveals troop movements and positions, /prov + Sta + Rlm Sta, Spc investigates plots, launches assassinations etc. Investiture Realm 1GB Varies Spc Special Yes The regent participates in a ceremony of * investiture. Refocus Realm None Auto NA NA No Increases your domain initiative to 20+init mod. Relocate Realm 1GB 10 Spc Crt, Prs, Sta Yes Transfer a court to another province (permanently) Rule Holding Realm 1GB 10 + Prv Hrd [L/g] + Adv [L/g], Yes Increases the level of a holding by one. /lvl + Hld Rlm Prs, Sta Rule Province Realm Varies 15 + Prv None Adv [M/G], Yes Increase province growth equal to the Prs, Sta number of GBs spent. Trade Venture Realm Varies 15 Spc Adv [TR], Yes Send forth a caravan or trade fleet to far Crt, Spc, lands and distant ports. Sta Wage War Realm 1GB 10 None Crt, Stab, Yes Allows a regent to wage war on a Sup multiple opponent for one turn. TABLE 5-4b: REGENT ACTIONS Action Type Cost Base DDC Mod DAC Mod Infl Effect DDC Agitate Reg 1GB 10 + Prv Hrd [M/T] Adv [M/T], Yes Increases/decreases target province’s + Prs Sta prosperity level. Change Agenda/ Reg None Special NA NA No Change alignment of regent. Alignment Contest Reg 1GB 10 + Prv Hrd [L/g] + Adv[ L/g], Yes Reduces the level of target holding by + Hld Sta Sta one. Create Holding Reg 1GB 10 + Prv Hrd [L/g] Adv [L/g], Yes Creates a holding (0) in target province. Prs, Sta Create Lieutenant Reg 1GB 10 Spec Crt, Stb Yes Turns a character into a lieutenant for the regent. Diplomacy Reg 1GB Varies Spc Crt, Sta Yes Diplomacy is a regent action when taken as a bonus action (for nobles etc.) Espionage Reg 1GB Varies Hrd [L/G] + Adv [L/G], Yes Reveals troop movements and positions, + Sta Sta, Spc investigates plots, launches assassinations etc. Rule Holding Reg 1GB 10 + Prv Hrd [L/g] Adv [L/g], Yes Increases the level of a holding by one. /lvl + Hld Prs, Sta Trade Venture Reg Varies 15 Spc Adv [TR], Yes Trade Venture is a regent action when Crt, Spc, taken as a bonus action. Sta Wage War Reg 1GB 10 None Crt, Sta, Yes Wage war is a regent action when taken Sup as a bonus action (for nobles etc.)

TABLE 5-4c: CHARACTER ACTIONS Action Type Cost Base DDC Mod DAC Mod Infl Effect DDC Adventure Char None Varies None Spc No Character takes part in an adventure. Diplomacy Char None Varies None Spc No Diplomacy is a regent action when taken as a bonus action (for nobles etc.) Investiture Char None Varies Spc Spc No Character (non-regent) participates in a ceremony of investiture. Ply Trade Char None Varies None Skl No Character makes use of personal skills to make a living. Training Char None Varies Spc Crt, Sup No Character trains for 50-200 XP.

80 Travel Char None Auto NA NA No Character moves from one province/region to another. TABLE 5-4d: COURT ACTIONS Action Type Cost Base DDC Mod DAC Mod Infl Effect DDC Advisor Court None Varies None Crt, Sta, Yes Information gathering. Sup Construction Court 3 or 6 Varies Spc Adv, Crt, Yes Initiates major building project. GB Prs, Sta, Construction costs and times vary. Spc Decree Court 1GB Varies Spc Crt, (Prs), Yes Issues a decree with several possible Sta results. Finances Court None Varies Spc Crt, Sta, Yes Convert GB to/from personal wealth OR Spc take out loans, sell assets etc. Fortify Court 3 or 6 Varies Spc Adv, Crt, Yes Initiate construction of castles, GB Prs, Sta, watchtowers, city walls etc. Construction Spc costs and times vary. Grant Court 1GB Varies Spc Crt, Sta Yes Dispersions of largesse, titles, patronage etc. variable results. Hire Help Court 1GB Varies Spc Crt, Sta, Yes Hire skilled NPCs – advisers etc. Spc Investiture Court 1GB Varies Spc Crt, (Prs), Yes Regent-less domain participates in a Sta, Spc ceremony of investiture. Research Court 1GB Varies None Crt, Sta Yes Information gathering.

TABLE 5-4g: FREE ACTIONS Action Type Cost Base DDC Mod DAC Mod Infl Effect DDC Advisor Free None Varies None Crt, Sta, No Once per turn it is a free action. Sup Cast Realm Spell Free 1RP+ NA NA NA No Spellcaster unleashes a previously prepared realm spell. Construction Free 3 or 6 Varies Spec Adv, Crt, Yes To continue building GB Prs, Sta, Spc Delay Initiative Free None Auto NA NA No Voluntarily reduce your domain initiative. Dispatch Free None 2 None Crt, Sta Yes Send a message to one or more regents. Fortify Free 3 or 6 Varies Spec Adv, Crt, Yes To continue building. GB Prs, Sta, Spc Investiture Free None Auto NA NA No Priest regent participates in a ceremony of investiture. Includes the casting of the investiture spell. Manipulate Free Varies Auto NA NA No Increase you bloodline score by 1 point Bloodline or degrade it by 1 or more points.

Transfer Regency Free Varies Auto NA NA No Automatically transfers regency from a vassal to his liege.

TABLE 5-4e: MAGIC ACTIONS Action Type Cost Base DDC Mod DAC Mod Infl Effect DDC Contest Source Realm 1GB 10 + Prov Sta + Rlm Sta Yes Reduces the level of source holding by Regent /target + Hld one. Create Source Realm 1GB 10 + Prov Rlm Sta Yes Arcane spellcaster creates a source (0) in Regent /prov target province. Forge Extension Realm 1GB 10 + Spec Hrd + Spc + Adv, Sta Yes Arcane spellcaster forges an extension to Regent /ext. + Hard Rlm an already existing ley line. Forge Hookup Realm 1GB 10 + Spec Had + Rlm Adv, Sta Yes Arcane spellcaster creates a link between Regent /hook. a source and a ley line. Forge Ley Line Realm 1GB 10 + Spec Hard + Spec Adv, Sta Yes Arcane spellcaster forges lines of Regent /lline + Rlm magical power between two provinces. Ley Link Regent 1GB 10 + Spec Spec Sta Yes Give another spellcaster access to your Char /link temple/source network

81 Free Maintain Ley Lines Free 1RP Auto NA NA No Maintains existing ley lines, extensions /line and hookups. Prepare Realm Spell Regent Varies Auto NA NA No Spellcaster prepares a realm spell Research Regent 1GB Auto NA NA No Spellcaster creates magic items or Char researches realm spells. Rule Source Realm 1GB 10 + Prov Rlm Sta Yes Arcane spellcaster increases the level of Regent /level + Hld target source. TABLE 5-4f: MILITARY ACTIONS Action Type Cost Base DDC Mod DAC Mod Infl Effect DDC Change Status Mil None 2 None Crt, Sta Yes Activate or deactivate a unit, ship or fortification. Commission Ship Mil 3 or 6 Varies Spc Adv, Crt, Yes Start (or continue) building a warship. GB Prs, Sta Spc Create Field Army Mil None 5 Spc Crt, Sta Yes You create a field from units and a general. Create Task Force Mil None 5 Spc Crt, Sta Yes You create a task force from ships and an admiral. Disband Mil None 5 Spc Crt, Sta Yes Disband target army units /ships or holdings. Hire Mercenaries/ Mil Varies 10 Spc Crt, Prs, Sta Yes Allows the hiring of mercenaries (army) Privateers or privateers (navy). Improve Unit/Ship Mil None 10 Spc Crt, Sta Yes Unit/ship spends a turn on active status to gain 1 XP. Move Unit/Ship Mil None 2 Spc Crt, Sta Yes Allows the movement of units/ships.

Muster Army Mil Varies 5 Spc Crt, Prs, Sta Yes Allows the hiring of new army units.

Naval Transportation Mil None 5 Spc Crt, Sta Yes Allows the movement of troops aboard ships. Raise Levy Mil None 5 Spc Crt, Prs, Sta Yes Calls up the militia and/or the levy (also naval levy). Recover Mil None Varies Spc Crt, Sta Yes Unit rests to regain cohesion/Ship is repaired and crew replenished.

Action Name [Action Action type] descriptions The skill name line includes information as to which type of action this is. The following actions are available to all domains. If you Type: Shows which action types the domain action are uncertain about how to employ a specific action, do not requires, and if there are any special rules for different hesitate to ask the DM. action types (for instance, how many court actions are Here is the format for domain action descriptions. required when used as a realm action). Cost: Shows the GB and/or RP cost for the action. Difficulty: Sets the base Domain Difficulty Class (DDC) for the action, plus lists relevant DDC modifiers Modifiers: Lists what standard modifiers apply to the DAC, and also shows any Special modifiers that apply.

82 Influence: Shows whether or not Influence (positive and skills/feats/abilities that are particularly well suited (or not) negative) can be applied to the action. towards completing the adventure. Restrictions: If there are any particular restrictions that Influence: No – You cannot use influence on adventure apply to this action. actions. Check: What a successful check will accomplish. Restrictions: You may not take 10 or 20 on adventure Failure: If there are any effects of failure (other than the actions. fact that the actions doesn’t accomplish anything). Check: The effects of a successful adventure can vary Retry: If there are any restrictions on retrying the action. widely. Sometimes it is undertaken to cancel an unpleasant If there is no entry, the action can be retried without any event (which should be reward enough), at other time you penalty. are using it to gain a bonus to another action, or even to replace another action entirely. Special: Any extra facts that apply to the domain action, for example if the action is dependent on some character- All adventures will give the participating characters level mechanic (like hire help). experience points (XP). The amount varies with risk/complexity and character level. Note: Some actions have a hint/suggested use section to better explain how to properly employ them. Failure: Failure at an adventure action can have dire consequences for the participants; injury or even death is often the outcome. Domain Actions Retry: You may not normally retry the same adventure, although the DM might create new adventures based on Adventure [Character] your previous failures. Special: Adventures are usually played out using a mail You don’t spend all your time hanging about your court. thread. The DM will describe what is going on, and allow Sometimes matters arise that requires your personal the player to make key choices throughout the adventure. attention; there are monsters to be fought, intrigues to be If you do not respond in a timely manner, the DM will solved, and castles to be stormed. move the adventure forward without any input from you. Adventures represents the ruler (or one his aides) If you do not want this kind of interaction during actually going somewhere and doing things with his own adventures, please notify the DM. hands. Type: Character – Regents can substitute character Advisor [Court, Free] actions for regent actions. Cost: None – Adventure actions do not normally cost You gather information on some subject using sources anything, although you can always choose to spend one or like libraries, sages, wise women, and knowledgeable more GBs to ensure that you have enough money to cover bards. If you have skilled advisers connected to your court any expenses. they can help with their particular subjects. Difficulty: Varies – Finding and disposing of a few Type: Court; Free – Once per turn you can perform this brigands might be DDC 10, while stopping the ancient action as a free action. dragon from razing your villages might be DDC 50+. Cost: None. Some adventures will be made up of several separate Difficulty: Varies – Ranging from DDC 5 (common challenges, each of which will have to be overcome to knowledge), via DDC 10 (specialist knowledge), to DDC succeed at the action. 20+ (very obscure information). Modifiers: Special – Add the (combined) EL of the Modifiers: Court; Stability; Supportive – Typically one character/party that is doing the adventure (see Chapter 10: of your AA advisers supporting with Ply Trade. Characters and Domains); Misc – Any DAC modifiers are Influence: Yes – You can use influence. dependent on whether the character has

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Restrictions: You may take 10, but you may not take 20. Type: Regent; Realm – Agitate can be used as a realm action by spending one court action for each province Check: You learn some information about a particular affected beyond the first. subject. A high MoS will give you additional information. An extraordinary success will give even more depth. Cost: 1 GB per province affected. Failure: Failure means your advisor don’t know the Difficulty: DDC 10 + Province. answer to the question. A disastrous failure means you are Hardiness [Manor, Temple] – Can be applied by any provided with the wrong information. regent wishing to prevent the agitation + Prosperity – Any Retry: With any failure you can’t ask for the same action modifier for high or low prosperity is applied as an information again unless you come up with another action increase to the DDC. description (i.e. you describe looking for the same Realm – When using agitate as a realm action the DDC information in other places). increases by 1 per province affected. The increase in DDC Special: You can ask the DM IC questions through your applies equally to all affected provinces. advisers, and they will reply according to their knowledge Modifiers: Advantage [Manor, Temple]; Stability. and the result of the advisor action. Advisor actions that Influence: Yes – You can use influence. require quick answers can be played out interactively mid- Restrictions: You may take 10, but you may only take turn with a mail thread. 20 when taken as a regent action. Since your advisors are not omniscient this action CAN Check: +1/-1 Prosperity modifier to target province. fail, and as a consequence the DM may mislead you. However, you should find that this action is largely If the action has a MoS of 10+ the modifier is +2/-2. beneficial. If the action has a MoS of 20+ the modifier is +3/-3. Note: You do not need to have any Able Assistant On an extraordinary success (roll of '20' and MoS 20+) advisors to use this action; your domain is made up of the modifier is +3/-3. In addition there will be some sort of many knowledgeable people. It is, however, very common positive event (examples include a further, temporary, to have a knowledgeable AA use Ply Trade as a supportive bonus to prosperity). action for Failure: An ordinary failure has no effect, but a disastrous failure means you have managed to do the Agitate [Realm, Regent] opposite of what you were trying to accomplish – if you were degrading prosperity, it instead improves by one You can use your influence to agitate either to improve or level, and vice versa. degrade a province’s prosperity level. You must specify which when you initiate the action.

84 Cast Realm Spell [Magic; Type: Military – Military actions are normally Court actions, except when used in conjunction with wage war in Free] which case they are Free actions. Cost: While the action itself has no cost, changing status You cast a most potent spell, potentially affecting entire will affect the upkeep cost of affected units/ships/ provinces or armies. Not all domains have the ability to fortifications. cast realm spells. Difficulty: DDC 2. Type: Magic – Only magic-capable domains can use this action. Modifiers: Court; Stability. Free – Casting a realm spells is a free action. Influence: Yes – You can use influence. Cost: All realm spells require 1 or more RP to cast. Restrictions: You may take 10, but you may not take 20. Some realm spells have a component cost in GB that Check: Each successful use of the action allows you to must be paid during casting (most do not, they only cost change the status (Active, Garrison or Reserve) of all units, GB to prepare). ships and fortifications within a single province. See Chapter 8 and Chapter 9 for additional details on Changing between active and garrison status is realm magic and realm spells. 'immediate' (takes effect on the same turn). Change to/from reserve status is in effect at the end of the turn (and units Check: Automatic – All realm spells are successfully placed on Reserve status are not available for other cast according to the rules for realm magic. activities during the turn). See Chapter 6: Armies and Special: Realm magic is a special type of magic that is Warfare for additional details. available only to blooded regent spellcasters (and their Special: Units that are placed on reserve status must lieutenants). Without the power provided by temple or make a Morale check DC 20 or lose 1 XP. source holdings, casting realm spells is impossible. Note: This action represents the casting of a realm spell, Commission Ship but not the preparation of it. To prepare a realm spell you must use the prepare realm spell action. [Military; Court, Free] Change Agenda/Alignment You order the construction of a new military vessel. This action is not normally used for the building of smaller [Realm, Regent] ships and merchantmen; such ships are considered part of province and holding levels (trade holdings in particular). Domains and regents are not set in stone, but change as Type: Military – Military actions are normally Court events affect its rulers and inhabitants. This action allows actions, except when used in conjunction with wage war in you to remove, add or modify one of your minor agendas, which case they are Free actions. or to alter the alignment of your domain or your regent. Court – To start building; Free – Once building has Type: Realm – Change agenda/alignment requires the commenced, it is a free action to continue building. use of one regent and once court action; Regent – Changing the regent's personal alignment. Cost: Table 5-5: Anuirean Shipbuilding shows the build cost for the most common ship types used in Anuire. Cost: None. If you try to build a ship in a province with a level lower Restrictions: One use of the action can affect either than the minimum requirement, the cost of the ship is domain or regent alignment, or one minor agenda (add or increased by 50% for each province level you are short remove or modify). (and only one ship can be under construction in that Check: Special – The success of this action does not rely province at any one time). on a single check. Instead the DM will issue a number of Difficulty: Table 5-5: Anuirean Shipbuilding shows the events and challenges aimed at your domain, that if Base DDC for the most common ship types used in Anuire. successfully completed will have proved your commitment to this new course of action. Special – DDC increases by 5 if construction of the ship is hurried (see Fortify action). Note: Adding agendas can be important to winning the game, since it can give your extra VP. Modifiers: Advantage [Guild]; Court; Prosperity; Stability; Special – You gain a +5 bonus to the DAC to Change Status [Military; continue building. Court, Free] Influence: Yes – You can use influence. Restrictions: You may take 10, but you may not take 20. You order one or more units, ships or fortifications to Check: The building proceeds smoothly; building at a either resume active duty, go to garrison duty, or to step fixed rate of 3GBs (RoE PbeM default) or a variable rate down to the reserve. of 1d6 GBs that turn. The check must be repeated each turn until the ship is completed. Hurried construction (see Fortify action) is possible.

85 TABLE 5-5: ANUIREAN SHIPBUILDING Check: The building proceeds smoothly; building at a Ship Type DDC Min Build Upkeep fixed rate of 3GBs (RoE PbeM default) or a variable rate Level cost of 1d6 GBs that turn (not applicable in RoE PBeM). Galliot 10 3+ 3 0,25 Hurried construction (see Fortify action) is possible Galley 12 4+ 6 0,5 The check must be repeated each turn until the structure Galleas 15 5+ 12 1 is completed. Caravel 12 4+ 6 0,5 Failure: Work is halted, but 1GB is still expended. Note Nao 15 5+ 12 1 that you may voluntarily halt the work for one or more Galleon 18 6+ 18 1,5 turns, but this count as a failure. Failure: Work is halted, but 1GB is still expended. Note Each failed check imposes a cumulative –2 penalty to the that you may voluntarily halt the work for one or more DAC. Failing several checks in a row might force you to turns, but this count as a failure. scrap the structure and start over. Each failed check imposes a cumulative –2 penalty to the Retry: Work can continue on a successful check on a DAC. Failing several checks in a row might force you to later turn. The accumulated penalty to the DAC for failing scrap the ship and start over. checks is canceled. Retry: Work can continue on a successful check on a Special: All structures require upkeep to be paid each later turn. The accumulated penalty to the DAC for failing turn. Structures that do not have their upkeep paid checks is canceled. immediately cease functioning and start to deteriorate at a rate equal to their upkeep per turn. Special: The above upkeep costs for ships assume regular crews. See Chapter 7: Oar & Sail for additional Structures listed as ‘Generic’ can be built by any domain details. that can pay the costs. Other structures are more limited and can only be built by certain types of domains, or are Construction [Court] unique and cannot be built at all. Example: Anyone could build a bridge, but only a temple You construct buildings, palaces, grand halls, bridges, domain can build a Grand Cathedral and only a mage roads, lighthouses, and so on. The structure must be truly domain could construct a Ley Line Nexus, while the Twin grand and very expensive for this action to be applicable – Harbors of Ilien cannot be replicated by anyone. normal buildings (minor roads, temples, barns, farms, towns etc.) are taken care of by increases in province or Bridge, major [Generic] holding levels and not through the use of this action. You order a great stone bridge to be constructed over one Type: Court – You can take a number of court actions of Cerilia’s major rivers. each turn equal to your Court Expenditure (minimum 1); Free – Once building has commenced, it is a free action to DDC: 15 continue building. Build Cost: 20 to 40 GB Cost: Building in remote areas or difficult terrain adds Upkeep: 0,25 to 0,5 GB/turn to the construction costs. Benefits: You may freely move between two provinces As a rule of thumb building in remote areas adds 50%, separated by a major river (one that appears on the map). while very remote areas would add 100%. The bridge is considered to be open to trade and general Likewise, rugged or forbidding terrain adds 50% and travel and you can also allow others to use it when moving 100% respectively to the cost. their military units. Provinces (0) count as ‘very remote’. Provinces (1) to (3) Special: When building bridges the DM may assign count as ‘remote’. Refer to Table 2-2: Terrain and Climate extra build cost/upkeep and increases in DDC if the river Effects for details as to what kind of terrain counts as in question is exceptionally large (like the lower Maesil) or rugged or forbidding. difficult to bridge (such as the Spider River). Difficulty: Each structure has its own base DDC Note: You can only link provinces with bridges if you (depending on the complexity of the structure), usually control both provinces, or if you have secured permission ranging from 8 to 20; from provinces rulers (through diplomacy). Special – Building in remote areas and in rugged terrain Chapel of the Saint increase the DDC by 5. In very remote or forbidding terrain the increase is 10; Special – DDC increases by 5 if [Generic; Temple domain construction is hurried (see Fortify action). only] Modifiers: Advantage [Guild]; Court; Prosperity; You build a monument/chapel/shrine dedicated to one of Stability; Special – You gain a +5 bonus to the DAC to the many Saintly figures of Anuire. continue building. DDC: 10 Influence: Yes – You can use influence. Build Cost: 10 GB Restrictions: You may take 10, but you may not take 20.

86 Upkeep: 0,25 GB/turn Gold Mines [Generic; Guild Benefits: You gain a +2 asset bonus to your agitate domain only] actions in same province, and once per year you may, as a Free action, cast bless the holy land upon the province (at You have been fortunate enough to find great deposits of no GB cost, but normal RP cost). gold (or another exceedingly valuable substance, such as fine gems or mithral) and have created the means of Embassy [Generic] extracting it on a large scale. You build a large and suitably ornamental structure for DDC: 15 use by your diplomats. Embassies are most frequently built Build Cost: 40 GB in the court provinces of other major powers. Upkeep: 1 GB/turn DDC: 8 Restrictions: Can only be built in provinces where there Build Cost: 10 GB is a suitable resource available for exploitation (DM Upkeep: 0,5 GB/turn discretion/event). Benefits: You gain a +2 asset bonus to diplomacy actions Benefits: Gold mines generate 6GB Extra income for the taken with domains where you have an embassy located in owner each turn. their court province. Note: Although Extra income is not subject to direct Once per turn you may take Diplomacy as a Court action taxation it is very common for the province ruler to (at no GB cost) with domains that have a court/embassy in demand some form of tribute from the owner of the mine; the province the embassy is located in. this is resolved by diplomatic treaty. Special: You automatically gain diplomatic relations with all domains that have courts/embassies in the same province.

87 Build Cost: 30 GB Grand Cathedral of the Faith Upkeep: 0,5 GB/turn [Generic; Temple domain Benefits: You get a +2 asset bonus on all administration only] checks, and once per turn you may re-roll a failed administration check. You have erected a grand and majestic monument to honor your god. The cathedral is a shining beacon of In addition, you get a +4 asset bonus on actions dealing devotion and piety, drawing additional worshipers to your with knowledge (such as advisor actions). church. Imperial Conclave [Unique] DDC: 20 In the days of the Empire the members of Imperial Build Cost: 80 GB Temple gathered in the labyrinthine halls of the Imperial Upkeep: 2 GB/turn Conclave – a sprawling and ancient structure covering the Benefits: You get a +2 asset bonus on all Create holding highest portion of one of the larges islands of the City of (temple) and Rule holding (temple) actions. Anuire. It was from here the Pontiff of Anuire ruled, In addition, you get a +4 asset bonus to actions taken to advised by his Cardinals. resolve events dealing with matters of faith (within you DDC: 20 own domain only). Build Cost: 100GB Great Lighthouse [Generic] Upkeep: 2,5 GB/turn Benefits: Duplicates the effects of a royal palace and a You have created an exceedingly tall lighthouse that can magnificent court. bee seen from far away, enabling ships safe passage into your harbor. Once per year the owner may bestow the blessings of the Pontificate; thereby granting the recipient domain a +2 DDC: 15 bonus to all domain actions for one turn. Build Cost: 40 GB Any member temple that has an embassy in the same Upkeep: 1 GB/turn province may take a Free diplomacy action each turn Benefits: You get a +2 asset bonus (+4 in same or (instead of each year, as given by the embassy) adjacent provinces to your Lighthouse) on all Create holding (trade) and Rule holding (trade) actions taken in Highway [Generic] coastal provinces. While all civilized provinces have some sort of roads, In addition, all regents using Move Ship when traveling you have built a magnificent paved roadway, wide enough to or from the same or adjacent provinces to your for two wagons to pass. Lighthouse get a +4 asset bonus to their DAC. DDC: 10 Hall of Justice [Generic; Build Cost: 4 GB x Trackless movement cost for the Sovereign only] province in question. The extra cost associated with rugged/forbidding You have built a grand palace of justice and law, greatly terrain is waived (it is already figured into the Trackless enhancing your ability to deal with matters of law and cost). Apply extra cost for remote/very remote provinces order. normally. DDC: 18 Example: Building a highway in a lvl 0 medium Build Cost: 60 GB mountains province and in a lvl 3 hills province would cost (4 x 6 x 2) = 48 GB plus (4 x 3 x 1.5) = 18 GB. Upkeep: 1,5 GB/turn Upkeep: 0,25 GB/turn for clear/rugged provinces and Benefits: You get a +2 asset bonus on all Create holding 0,5 GB/turn for forbidding provinces. (law) and Rule holding (law) actions within your own domain (provinces that you rule directly or through your Upkeep cost is doubled for very remote provinces. vassals). The DDC of any hostile regent trying to contest Restrictions: Highways can’t be built in provinces your law holdings (anywhere) is increased by 2. where Highway movement cost is listed as ‘–‘ (glacier In addition, you get a +4 asset bonus to actions taken to etc.). resolve events dealing with matters of justice (within you Benefits: Highways offer cheap and uninterrupted own domain only). movement under almost all conditions. See Table 2-2: Terrain and Climate Effect for additional details. Halls of Learning [Generic] The highway includes bridges over minor rivers (i.e. You have, to the great pleasure of Avanalae, created a those not visible on the main map), but to bridge major center of learning and enlightenment. rivers you need a separate Major Bridge structure. DDC: 12 Special: Highways, like all structures, are always built in a specific province. It is special, however, in that it

88 always connects to one other province (and only one, if Benefits: You get a +6 asset bonus to diplomacy actions you want to connect one province to multiple provinces taken in your court province. you must build multiple highways, paying build/upkeep In addition, your court province counts as three level separately for each). higher (does not stack with other palace structures) for the You can only link provinces with highways if you purposes of determining maximum court expenditure. control both provinces, or if you have secured permission from provinces rulers (through diplomacy). Palace, Royal [Generic] Ley Line Nexus [Generic; A Royal Palace is just like a small palace, only bigger and more opulent. A palace this size is suitable for a large Source domain only] and wealthy kingdom. You have created a special nexus for some of your ley DDC: 12 lines, with which you can perform arcane rituals to Build Cost: 20 GB preserve your ley lines. Upkeep: 0,5 GB/turn DDC: 12 Benefits: You get a +4 asset bonus to diplomacy actions Build Cost: 10 GB taken in your court province. Upkeep: 0,5 GB/turn In addition, your court province counts as two levels Benefits: You may use GB to pay for ley line higher (does not stack with other palace structures) for the maintenance (1 GB = 4 RP), but only towards ley lines, purposes of determining maximum court expenditure. hookups, extensions, and links connected to the nexus. Palace, Small [Generic] Magnificent Court [Generic] While all courts include all manner of living quarters, You court is known for its majestic size and grand workspaces and reception areas, your court literally has architecture. Visiting dignitaries are suitably impressed, palatial accommodations. A palace this size is suitable for and your civil servants are inspired to work even harder. a wealthy barony, a small kingdom, or a very influential DDC: 15 domain. Build Cost: 45 GB DDC: 10 Upkeep: 1 GB/turn Build Cost: 10 GB Benefits: You get a +2 bonus to all Court actions. Once Upkeep: 0,25 GB/turn per turn you may conduct Diplomacy as a Court action at Benefits: You get a +2 asset bonus to diplomacy actions no cost (just as if you had an embassy). taken in your court province. In addition, you get a +4 asset bonus to actions taken to In addition, your court province counts as one level resolve events dealing with matters of court (within you higher (does not stack with other palace structures) for the own domain only), such as discontent among the lesser purposes of determining maximum court expenditure. nobility (if a realm) or functionaries (if an organization). Port [Generic] Naval Base [Generic] While all coastal and river/lake provinces of level 4+ are DDC: 15 considered ports, it is possible to construct a seaport or Build Cost: 30 GB river port in a lower-level province. Upkeep: 0,5GB/turn DDC: 10 Benefits: Once per turn you may use Commission Ship Cost: 10 GB or Improve Ship as a Free action. The Naval Base also Upkeep: 0,25 GB/turn provides its owner with a +4 asset bonus on administration Benefits: The province is now considered a port (either checks dealing with naval maintenance. seaport or river port), regardless of level. In addition, for the purposes of shipbuilding the province The Port also adds 1GB to province growth each year level counts as two levels higher than it currently is. (Spring turn). This effect continues to apply even after a Palace, Imperial [Generic] province reaches level 4. Note: Once a province reaches level 4+ you can always An Imperial Palace is just like a royal palace, only much decide to disband the port, but if you do you no longer gain bigger and fantastically opulent. A palace this size is the additional growth and if the province level ever drops suitable for an Empire below 4 the province no longer has a port (the port DDC: 15 structure does not suddenly reappear). Build Cost: 40 GB Upkeep: 1 GB/turn

89 Renowned Monastery [Generic; Restrictions: Can only be built in provinces where there is a suitable resource available for exploitation (DM Temple domain only] discretion/event). Many churches have monasteries, but your temple has Note: Although Extra income is not subject to direct one this is very old and very grand; an consequently quite taxation it is very common for the province ruler to powerful and wealthy. demand some form of tribute from the owner of the mine; DDC: 15 this is resolved by diplomatic treaty. Build Cost: 20 GB Theater of the Vulgar Arts Upkeep: 0,5 GB/turn [Generic] Restrictions: Only one per province. You build a grand theater, a place for the queer folk and Benefits: The province gains an additional manor followers of Laerme to gather and waste their days with holding slot, available only to you. When fortifying your frivolity and promiscuity.. law, manor and temple holdings here you pay one less GB for each successful fortify action taken (but gain the DDC: 10 normal benefits). Build Cost: 10 GB Road, major [Generic] Upkeep: 0,25GB/turn Benefits: You gain a +2 asset bonus to your agitate and While all provinces of level 1+ have some form of espionage actions in same province. Once per year you roads, it is possible to improve upon those roads may take a Free agitate or diplomacy action (at no GB somewhat. cost) in same province. DDC: 8 Twin Harbors [Unique; Ilien] Build Cost: 2 GB x Trackless movement cost for the province in question. The extra cost associated with Ilien’s Twin Harbors, one on the coast and one on the rugged/forbidding terrain is waived (it is already figured river, are renowned for their size and quality. into the Trackless cost). Apply extra cost for remote/very DDC: 20 remote provinces normally. Build Cost: 100GB Example: Building a road in a lvl 3 medium mountains Upkeep: 1GB/turn province and in a lvl 5 plains province would cost (2 x 6 x 1.5) = 18 GB plus (2 x 1 x 1) = 2 GB. Benefits: There are four extra levels of Trade holdings available in Ilien, above and beyond the province level. Upkeep: 0 GB/turn for clear/rugged provinces and 0,25 GB/turn for forbidding provinces. Upkeep cost is In addition, the Trade Venture action gains a +4 asset doubled for very remote provinces. bonus to the DAC if preformed from Ilien. Restrictions: The road does include bridges/wading War Academy [Generic] points/ferries etc. over minor rivers, but to bridge major rivers you need a separate Major Bridge structure. Note DDC: 15 that roads can’t be built in provinces where Road Build Cost: 20 GB movement cost is listed as ‘–‘ (glacier etc.). Upkeep: 0,5 GB/turn Benefits: Roads offer cheap and uninterrupted Benefits: Once per turn you may use Muster Unit or movement except under adverse weather conditions. See Improve Unit as a Free action. You also get a +4 asset Table 2-2: Terrain and Climate Effect for additional details. bonus on administration checks dealing with army Special: Roads follow the same rules highways do. maintenance and on Hire Help/promotion checks dealing Silver Mines [Generic; Guild with army officers. domain only] Contest (Law, Temple, You have been fortunate enough to find great deposits of Manor, Guild, or Trade) silver (or another very valuable substance) and have [Realm, Regent] created the means of extracting it on a large scale. DDC: 12 You use your influence to reduce or destroy another Build Cost: 20 GB regent’s holdings. Upkeep: 0,5 GB/turn Type: Regent; Realm – Contest can be used as a realm action by spending one court action for each holding Benefits: Silver mines generate 3GB Extra income for targeted beyond the first. the owner each turn. Cost: 1 GB per holding targeted. Difficulty: DDC 10 + Province + Holding.

90 Hardiness [Law or same holding type, guild also applies Special – Add 5 to DDC if mercenaries or members of to trade] + Stability (Target domain). another race/culture are to be included in the army. Realm – When using contest as a realm action the DDC Modifiers: Court; Stability. increases by 1 per target affected. The increase in DDC Influence: Yes – You can use influence. applies equally to all targets; Restrictions: You may take 10, but you may not take 20. Modifiers: Advantage [Law] (Does not apply to law Check: You gather all active units in a single province holdings); Advantage [Guild] (Applies only to trade into a Field Army commanded by a General (either one of holdings); Stability. your designated generals or a generic general. You must Influence: Yes – You can use influence. designate a province (called the Staging Area) that your Restrictions: You may take 10, but you may only take Field Army will gather in. 20 when taken as a regent action. Failure: The field army is still assembled, but there are You must specify which holdings you are targeting. You problems. The general may be late, some units may not can only contest one type of holding with each action. If join the field army, some units may take nonlethal damage you want to contest different types of holdings, you must etc. use multiple actions. You can contest the same type of Special: All units that are to join the Field Army must holding multiple times in one turn. first have active status, so that you may have to use change Check: If the action is successful, the contested holding status first. This action does not automatically move units loses one level. A level 0 holding is destroyed instead. to the staging area. You must first use a separate move units action. Contest Source [Magic; Realm, Regent] Create Holding (Law, Temple, Manor, Guild, or You can reduce or neutralize another regent’s sources. Trade) [Realm, Regent] Type: Magic – Only magic-capable domains can use this action. You can create a new holding under your control. Regent; Realm – Contest source can be used as a realm Type: Regent; Realm – Create holding can be used as a action by spending one court action for each source realm action by spending one court action for each holding targeted beyond the first. created beyond the first. Cost: 1 GB per holding targeted. Cost: 1 GB per holding created. Difficulty: DDC 10 + Province (Magic potential) + Difficulty: DDC 10 + Province. Holding. Hardiness [Law or same holding type, guild also applies Stability (Target domain). to trade]. Realm – When using contest source as a realm action the Realm – When using create holding as a realm action the DDC increases by 1 per target affected. The increase in DDC increases by 1 per holding created. The increase in DDC applies equally to all targets. DDC applies equally to all holdings created. Modifiers: Stability. Modifiers: Advantage [Law] (Does not apply to law Influence: Yes – You can use influence. holdings); Advantage [Guild] (Applies only to trade Restrictions: You may take 10, but you may only take holdings); Prosperity; Stability. 20 when taken as a regent action. Influence: Yes – You can use influence. Check: If the action is successful, the contested source Restrictions: You may take 10, but you may only take loses one level. A level 0 source is destroyed instead. 20 when taken as a regent action. Create Field Army You must specify which type holding you are creating. You can only create one type of holding with each action. [Military; Court, Free] If you want to create different types of holdings, you must use multiple actions. You gather army units and a general in a staging area, Check: If the action is successful, you now have a creating what is know as a field army. All major military holding (0) of the appropriate type. operations are conducted by field armies, not individual units. Create Lieutenant Type: Military – Military actions are normally court actions, except when used in conjunction with wage war in [Realm] which case they are free actions. You turn an NPC into a trusted lieutenant – a character Cost: None. who is second only to the regent in power and influence. Difficulty: DDC 5.

91 Type: Realm – Create lieutenant is always a realm action province has no holdings, a source potential according to that requires one court action. its terrain, a taxation of fair, and an average prosperity Cost: 1GB. level. The new province will have a primary race/culture as determined by the DM. Difficulty: DDC 10. Special: The DM will determine the exact borders of the Special – The DDC assumes you are attempting to turn a new province. trusted cohort (henchman) into a lieutenant: Several small islands in an archipelago might become a Add 5 to the DDC if targeting a non-cohort, such as a province, larger islands may become a single province, but longtime adviser/specialist or other character that is very larger landmasses must be partitioned. Where appropriate well known to you. the DM will use geographical features to create reasonable Add 10 if targeting a non-cohort, such as an borders; rivers and mountain ranges make excellent natural adviser/specialist that is well known to you. boundaries. Add 15 or more if targeting non-cohort that is not well Note: Areas without provinces are not necessarily devoid known to you. of life – any number of monsters and creatures may live It is not possible to create lieutenants from nothing (i.e. there, and can make settlement a difficult enterprise. turning a complete stranger into a lieutenant). The DM While it is certainly within the limits of the game to be may sometimes offer you to create lieutenants from NPC able to create provinces, think on the following: how come presented during the campaign using different DDCs. a seemingly desirable spot of land isn’t already taken? Modifiers: Court; Stability. Influence: Yes – You can use influence. Create Source [Magic; Restrictions: You may take 10, but you cannot take 20. Realm, Regent] Check: A successful check means that your new You create a new source in a province in which you have lieutenant will be ready for action on your next turn. no source holdings. If your lieutenant is capable of true magic, he can now Type: Magic – Only magic-capable domains can use this cast realm spells if linked into your ley network (see the action. Ley Link action). Regent; Realm – Create holding can be used as a realm Failure: A disastrous failure generally results in the NPC action by spending one court action for each holding leaving your service forever. created beyond the first. Note: Remember that lieutenants can use a supportive Cost: 1 GB per source holding created. character action to give you one bonus regent action each turn (in addition to taking one other supportive action that Difficulty: DDC 10 + Province (Magic potential). turn). Hardiness [Source]. Realm – When using create holding as a realm action the Create Province [Realm] DDC increases by 1 per holding created. The increase in DDC applies equally to all holdings created. Even the most remote part of Cerilia is part of a province, and odds are good that you will find someone Modifiers: Stability. living there. A small amount of land does exist at the Influence: Yes – You can use influence. fringes of the explored world; for example in Thaele, the Restrictions: You may take 10, but you may only take northern shores of Aduria, and the island of Torova 20 when taken as a regent action. Temylatin. Check: You now have a source (0) in the target province. Type: Realm – Create province is always a realm action that requires one court action. Create Task Force Cost: 5GB. [Military; Court, Free] Difficulty: DDC 20. Special – The DM may assign modifiers to the DDC to You gather your ships and officers in a staging area. reflect changes in difficulty because of terrain, climate, Type: Military – Military actions are normally court remoteness, or hostile monsters. actions, except when used in conjunction with wage war in Modifiers: Stability. which case they are free actions. Influence: Yes – You can use influence on create Cost: None. province actions, even through you will have no presence Difficulty: DDC 5. in the targeted area. Special – Add 5 to DDC if you have privateers or Restrictions: You may take 10, but you may not take 20. members of another race/culture that are joining your task Check: If you are successful, you have added a single force. province (0) to your realm. You are automatically invested Modifiers: Court; Prosperity – Use the prosperity as the ruler of the new province (at no cost). The new modifier of the province the task force is gathering in.

92 Influence: Yes – You can use influence. Break Diplomatic Relations Restrictions: You may take 10, but you may not take 20. You formally break diplomatic relations with another Check: You gather all active ships in a single province domain. into a Task Force commanded by an Admiral (either one of your designated admirals or a generic admiral). You must Difficulty: DDC 10. Add 10 to DDC if target domain designate a province (called the Staging Area) that your does not want to relinquish diplomatic relations. Add 5 or Task Force will gather in. more if you have good relations with target domain. Failure: The task force is still assembled, but there are Check: Your domain cannot be the target of dispatches problems. The admiral may be late, some ships may not or diplomacy actions originating from the indicated join the task force or take nonlethal damage etc. domain. Special: All ships that are to join must have active status, Note: All domains are assumed to have diplomatic so that you may have to use change status first. This action relations with those domains they would naturally interact does not automatically move ships to the staging area. You with; even if those domains are not listed specifically must first use a separate move ships action. under the Relations section of the domain description. A few domains, like the Spiderfell and Rhuobhe are obvious Decree [Court] exceptions to their general rule. You issue edicts and laws, direct members of your court Declaration of War to go out into your domain and carry out some task, or put You formally declare war on another domain. your authority to some other use. Difficulty: DDC 5 if a just cause has been established, Type: Court – You can take a number of court actions 10 or more if not. Increase DDC by 5 for Lawful domains each turn equal to your Court Expenditure (minimum 1). attempting to declare war without just cause. Increase Cost: Usually 1GB. DDC by 5 for Good domains attempting to declare war Difficulty: DDC 10 or Varies – See below for some (even with just cause). examples. Check: You are now formally at war with the indicated Modifiers: Court; Prosperity – Only affects decree domain. That domain is also automatically at war with you actions that affect specific provinces (such as set taxes), (but does not suffer the stability penalty for declaring war). but not decrees which affect the entire domain (such as Special: Declaring war without good cause will result in declaration of war); Stability. a –1 (or greater) penalty to stability. The DM determines Influence: Yes – You can use influence. what constitutes a good cause in each case (so check with him before making the declaration of you wish to avoid Restrictions: You may take 10, but you may not take 20. this penalty). Check: Here are some possible effects of a successful Note that the actual conduct of war is governed by the decree actions: wage war action. This decree only covers the political 1) Create a relatively minor event for another regent formalities. (driving monsters or brigands into his lands, spreading foul Attacking another domain without a formal declaration rumors about this person). DDC 8-15. of war is possible, but the stability penalty will be even 2) Generate 1d6GBs for the treasury by seizing steeper (at least one point more than it would have been assets, passing a tariff etc. This will result in a –1 penalty with a declaration). to prosperity in target province. DDC 15. Declaring war does not automatically cancel diplomatic 3) Inflict a temporary (1 turn) +2 modifier on relations. If you wish to break relations, it must be done another regent’s DDCs for actions taking place within a with a separate action (at least in Anuire it is not normal to single province (by interfering with or arresting persons break relations, even when fighting a war). working for you enemy). DDC 10 + Province level. 4) Give yourself a temporary (1 turn) +2 bonus to Establish Diplomatic the DAC on a specific type of action taking place within a Relations single province (by issuing formal laws for instance). DDC 10 + Province level. You formally open diplomatic relations with another domain. Failure: Failure will generally result in a minor negative event for your domain. Difficulty: DDC 5 or more (very remote domains and domains that otherwise have little to do with you have Special: Regents cannot run wild with this action. No higher DDC). Add 20 to DDC if target domain does not more than one or two such decrees would be natural within desire relations with you. a season. Decrees also tend to be a bit fickle; many have an unexpected side effect (such as farmers rebelling if you Check: A successful check means you’ve established seize all the cows and pigs in the realm to feed your army). diplomatic relations (can use dispatches and diplomacy). Note: You should check with you DM what domains your domain has relations with; unless he decides

93 otherwise you have relations with all other domains – Note: Try to stay IC when using this action; a noble within reason. Anuirean lord would not set taxes to No without a very Example: Your Anuirean barony probably does not have special reason, as doing so would make him the laughing relations with any non-Anuirean domains for example, but stock of the peerage. an Anuirean guild may well have relations with Khinasi and Brecht guilds. Delay Initiative [Free] Example: Your Anuirean kingdom does not have Sometimes you want to see what your enemies are up to relations with minor far-away guilds, nor with known before committing your forces. awnsheghlien. Type: Free – You can perform any number of free Refuse Vassalage actions per turn. Cost: None. You refuse to give RP tribute to your liege, thereby breaking your vassalage. Difficulty: Automatic success. Difficulty: DDC 10 if you have a just cause for breaking Special: You can delay your domain initiative to any vassalage, DDC 20 if not. Lawful domains add 5 to DDC number down to 1 – your domain initiative modifier. Refer if there is a just cause, 10 to DDC if not. to Chapter 6: Armies & Warfare for details on domain initiative. Check: You are no longer a vassal of your former liege, and need not transfer any RP from now on. Note: This action is not used in the RoE PBeM (it is included for reference purposes only). Domain initiative is You will suffer a minimum of a minor regency loss and a only relevant during the campaign stage. –1 penalty to stability (greater if you do not have good reason for breaking your vassalage and/or alignment is Diplomacy [Realm, Lawful). Regent, Character, Set Court expenditure Court, Free] You change your court expenditure. You initiate negotiations with other regent(s), aiming Difficulty: DDC 10 + Special – Add 5 to DDC if the towards reaching an agreement or treaty beneficial to your change is significant (more than +/- 2GB). domain. Diplomacy actions are generally agree to Check: On successful check court expenditure changes beforehand by the participants; usually though dispatch to match the new level. actions. Set Taxes Although it is possible to force unfavorable treaties upon other domains using this action, it is quite difficult. By You change the tax rate of a province. reaching and agreement with the other party the difficulty Type: Domain – You can change the taxation rate in will be much reduced. That said, powerful and wealthy multiple provinces with one action. If you do so, the new domains have the ability to force their will upon weaker tax rate must be the same for all target provinces. The domains if they are willing to spend enough influence. DDC is increased by +1 for each province affected. Type: Realm – Diplomacy is usually (including when Difficulty: Varies depending on how many levels you’re attending a court session) a realm action that requires one changing taxation. court action. By spending additional court actions, one for DC Tax change each domain beyond the first, you can invite multiple 5 Change tax one level domains to attend. Your domain is now said to be holding a 10 Change tax more than one level Court Session. Check: A successful check allows you to change the tax rate for that province.

94

Regent – Diplomacy is a regent action when taken as a 1) Create or break a formal pact or agreement (a bonus regent action by those classes that have it as their non-aggression pact for instance, or an agreement class action (noble, bard, etc.) considering use of holdings for advantage/hardiness, or vassalage). DDC 10-20; the more involved the treaty the Character – Diplomacy can also be a character action, as higher the DDC. in some cases a regent (or non-regent) conducts diplomacy personally. The court then plays a much smaller role 2) Create or break an alliance. DDC 15-25; the more (ignore court modifier), but the agreement will not be as involved the alliances the higher the DDC, the closer binding. For regents it might result in a negative stability relations the domains have the lower the DDC. modifier, as your court feels unappreciated. 3) Force concessions such as tribute or territory from Court – Certain structures (embassies and magnificent another regent. DDC 20+; the more outrageous the courts for example) allow you to conduct diplomacy as demands the higher the DDC. court actions; your many skilled envoys and diplomat are 4) Respond to many events that deal with the court handling things without the need to disturb the regent. or your ability to rule your domain (such a feud between Free – While participating in a court session you may use two noble houses, or a power struggle between factions diplomacy as Free actions (at normal GB cost) with any within your clergy). DDC 8-15. other participating domain. 5) Meet with lesser noble Houses/ Cost: 1GB. factions/organizations etc. (things not represented by holdings other than your own) within your own domain Difficulty: Varies – See below for some examples. (regent action for you); possible effects relate to stability, Special – Diplomacy is about two regents reaching an province growth, prosperity etc. DDC 8-15 or more. agreement. Depending on the level of agreement reached Special: The action is assumed involve the courts of both during preliminary talks the DDC may be modified by as participating domains. For a diplomacy action to take much as +10/-10. effect, both sides need to succeed at their check (except Modifiers: Court; Stability. when trying to force concessions; then the margin of Influence: Yes/No – You can use influence, except when success determines who gets their way). Since a single taken as a character action. diplomacy action might well contain several issues, each Restrictions: You may take 10, but you may not take 20. issue must be treated separately. You may not take 10 when taken as a character action. Example: The peace treaty between Diemed and Medoere contains three issues; the issues of who will be Check: Diplomacy may have (among others) the regent for Medoere, the issue of how much tribute that following effects: vassal must give, and the distribution of law within Medoere. A separate DAC must be made for each issue.

95 Note: Diplomacy actions are not as simple as other Modifiers: Court; Stability. actions. They do not only represent two regents working it Check: You communicate in character (IC) with another out over a few pints, but also a rather big amount of paper regent/domain. work, wheeling and dealing by the various courts involved Note: In practice there are no restrictions on sending – which translates into players not being able to agree to dispatches, but events and espionage could conceivably terms that would be out of character for the domain. cause dispatches to be lost, replaced, or misunderstood. Disband [Military; Espionage [Realm, Court, Free] Regent] You dismiss a unit, ship, or fortification from your You engage in subterfuge, covert operations, or other service. shadowy endeavors. Type: Military – Military actions are normally court Type: Regent; Realm – Espionage can be used as a realm actions, except when used in conjunction with wage war in action by spending one court action for each province which case they are free actions. affected beyond the first. Cost: While the action itself has no cost, disbanding will Cost: 1GB per province affected. change the upkeep cost of affected units/ships/ fortifications (disbanding is effective from the end of the Difficulty: Varies turn). Hardiness [Law, Guild] + Stability (Target domain, if Difficulty: DDC 5. any). Special – Add 10 to DDC if disbanding a levy unit Realm – If used as a realm action the DDC increases by outside its home province or if you are disbanding a +1 for each province affected. The increase in DDC mercenary unit before its contract is over. The DDC applies equally to all provinces. increases to 20 if the mercenary hasn’t been paid in full. Special – By adding 5 to the DDC, you can add 10 to the Modifiers: Court; Stability – Use the prosperity modifier DDC of any espionage action to uncover your involvement of the province the units/ships/fortifications are located in. in the action. Influence: Yes – You can use influence. Modifiers: Advantage [Law, Guild]; Stability. Restrictions: You may take 10, but you may not take 20. Influence: Yes – You can use influence Each use of the action allows you to disband all units, Restrictions: You may take 10, but you may only take ships and fortifications within a single province. 20 when taken as a regent action. Check: The unit is removed from your roster without Check: Espionage can have the following (the list is not incident. exhaustive) effects: Failure: The unit still leaves your service, but an 1) Revealing the nature of diplomatic agreements unfavorable event takes place, as some members of the between any two domains. DDC 12. units turn brigand or pirate, or otherwise make trouble. 2) Cataloging troop movements and strengths in a province (number, type and status of Disband holding [Court] units/ships/fortifications). DDC 10. Holdings may also be disbanded, either entirely or 3) Searching for other information through partially. The only advantage in doing this is the reduced subterfuge and stealth. DDC 8-15. maintenance costs, but you could probably profit more if 4) Create an event such as an intrigue, corruption, or you sold out to another regent instead. heresy in a province. DDC 15-25. Difficulty: DDC 10. 5) Trace the responsibility for other espionage Restrictions: You cannot disband holdings that are actions. DDC 10 currently controlled by another domain (by military 6) Rescue prisoners; secretly move important people occupation or otherwise). or messages. DDC 10-20. Special: Remember that losing holdings this way may 7) Counterespionage, preventing other regents from cause a regency loss. discovering information harmful to you. DDC 10. Special: Espionage actions generally remain anonymous, Dispatch [Free] unless the target of another action the traces responsibility You send a message or statement to any number of your back to the initiating party. fellow regents (within reason). Assassination Type: Free – You can perform any number of free actions per turn. Assassinations are not a common occurrence in Anuire, but they do happen from time to time. When they do take Cost: None. Difficulty: DDC 2.

96 place, they are almost always camouflaged as to appear Finances [Court] like accidents, brigand attacks etc. Cost: 1 GB. You engage in a variety of financial endeavors. Difficulty: DDC 15 + Special (Add target’s CR) + Type: Court – You can take a number of court actions Special (Add 5 to DDC if targeting a regent). each turn equal to your Court Expenditure (minimum 1). Failure: A catastrophic failure means the assassin has Cost: 1GB or varies. been capture and has revealed who is behind at attempt; at Difficulty: Varies – See below for some examples. the very least you’ll suffer a loss of prestige. Modifiers: Advantage [Guild] (Use your court province Counterespionage except for province-specific action); Court. Influence: Yes – You can use influence. Counterespionage is aimed at making other espionage actions harder to use. Restrictions: You may take 10, but you may not take 20. Cost: 1 GB. Check: Finance may have (among others) the following effects: Difficulty: DDC 10. 1) Respond to events that deal with guilds and trade, Success: Add your MoS to the DDC of any Espionage or your treasury/taxation (such as corruption or theft). action targeting this province this turn. DDC 5-15. Hide presence 2) Convert personal wealth to GB useable by your domain (or vice versa). DDC 8 Certain shadow organization prefer to operate in the 3) Generate some income. DDC 15. shadows. They use this action to hide the presence of their holdings. 4) Arrange for some minor loans. DDC 12 Cost: 1 GB. Convert wealth Difficulty: DDC 10 + Holding (it's harder to hide a large presence than a small one). You can convert personal wealth into Gold Bars at a ratio of approximately 5000 gold pieces worth per GB, or vise Success: The holding level does not appear in the P&H. versa. Special: The hidden holding does not generate any RP or Cost: None. GB for you, nor does it take up any holding slots, or require domain maintenance (conceptually it pays for Difficulty: DDC 8. itself). Restrictions: You can convert a number of GB equal to Note: This action is normally taken on the same turn as a your court expenditure per turn. create/rule holding action. You can ready your create/rule Check: You convert 1GB to 5000 gp (or vice versa). action to only trigger IF this action is successful. Failure: The wealth is not converted; but nothing is lost. Intelligence gathering Special: You can only convert wealth once per turn. Note: Since one gold piece in RoE is worth 2 standard You gather intelligence on military operations. DnD gold pieces (or 20 silvers), one GB has the buying Cost: 1 GB. power of 10.000 gp. Difficulty: DDC 10. Generate Income Success: You get a rough description of the units/ships/fortifications present in the province, their You can also use this action to generate some small approximate status, important officers etc. additional income of temporary nature (like selling your private assets, doing some creative bookkeeping etc.). Spy network Cost: 1GB. You prepare for later operations by setting up a spy Difficulty: DDC 15. Add 5 to DDC for each additional network. attempt made during the same turn. Cost: 1 GB. Check: You generate 1d6GBs. The Gbs are added as Difficulty: DDC 10 + Special – Add 5 to DDC to add 10 ‘extra income’ in the P&H next turn. to DDC of compromising the network. Failure: Failing the check by 10 or more when trying to Success: You have a spy net work in that province. You generate money causes the loss of 1d6GBs.A disastrous get a +2 asset bonus to later Espionage actions taken in failure causes a similar loss, but will have some additional that province. It the MoS is 10 or more the bonus is (severe) consequences. increased to +4, +6 for MoS 20+, and on an extraordinary Loan Money success it increases to +10. Special: The spy network can be compromised You take up small loans from minor regents or factions (destroyed) by a successful Counterespionage action. not represented by holdings.

97 Cost: 1GB. Modifiers: Advantage [Source] – The highest source Difficulty: DDC 12. Add 5 to DDC for each additional level connected by the line; Stability. loan made during the same turn. Influence: Yes – You can use influence. Check: You loan 1d6 GBs. The Gbs are added as ‘extra Restrictions: You may take 10, but you may only take income’ in the P&H next turn. The loan must be repaid in 1 20 when taken as a regent action. year (4 turns) with a 1GB interest added. Failure to repay All the hookups must originate from the same parent ley will cause a negative event. line. Forge Extension [Magic; Check: The target source is now part of an existing ley line. Realm, Regent] Special: Arcane spellcasters use this action to link sources to ley lines passing through the province they are You create a separate ley line as an extension to an inn. The benefit of this is obvious: when casting realm existing one. spells the spellcaster may use the highest source level Type: Magic – Only magic-capable domains can use this within a line. action. Regent; Realm – You can use this action to forge multiple extensions as a realm action. Cost: 1GB + 1RP per province crossed. Difficulty: DDC 10 + Special (Add 1 to DDC per province crossed). Hardiness [Source] (The source level of any the terminus province). Realm – If used as a realm action the DDC increases by +1 for each ley line forged. The increased in DDC applies equally to all lines forged. Modifiers: Advantage [Source] – Your highest source level connected to the parent line; Stability. Influence: Yes – You can use influence. Restrictions: You may take 10, but you may only take 20 when taken as a regent action. All the extensions must originate from the same parent ley line. Check: You have created an extension of an already existing ley line. The line may pass through several provinces, but will only be connected to the source in the origin and as well as Forge Ley Line [Magic; the parent ley line in the terminus provinces. Realm, Regent]

Forge Hookup [Magic; You create a magical link between two sources. Realm, Regent] Type: Magic – Only magic-capable domains can use this action. You link a source to an already existing ley line. Regent; Realm – You can use this action to forge Type: Magic – Only magic-capable domains can use this multiple ley lines as a realm action. action. Cost: 1GB + 1RP per province crossed. Regent; Realm – You can use this action to forge Difficulty: DDC 10 + Special (Add 1 to DDC per multiple hookups as a realm action. province crossed). Cost: 1GB + 1RP per hookup created. Hardiness [Source] (The highest source level of either Difficulty: DDC 10. connected province). Hardiness [Source] (The source level of the linked Realm – If used as a realm action the DDC increases by province). +1 for each ley line forged. The increased in DDC applies Realm – If used as a realm action the DDC increases by equally to all lines forged. one for each hookup forged. The increased in DDC applies Modifiers: Advantage [Source] – The highest source equally to all hookups forged. level connected by the line; Stability. Influence: Yes – You can use influence.

98 Restrictions: You may take 10, but you may only take Retry: Work can continue on a successful check on a 20 when taken as a regent action. later turn. The accumulated penalty to the DAC for failing All the lines must either originate or terminate in the checks is canceled. same province. Special: All fortifications require upkeep to be paid each Check: You have created a ley line between two turn. Castles normally have upkeep equal to their level provinces. The line may pass through several provinces, (assuming active status), forts half of that (again assuming but will only be connected to any sources in the origin and active status). Fortifications that do not have their upkeep terminus provinces. paid immediately lose one effective level and start to deteriorate at a rate of 1GB per turn. See Chapter 6: Special: Arcane spellcasters use this action to create a Armies and Warfare for additional details. magical link between two provinces. Such links are called Ley Lines, and are necessary both for the casting of many Note: This action cannot be used for building anything arcane realm spells and for the easy collection of regency but a castle or fort (other structures use the construction associated with sources. action instead). Fortify [Court, Free] Hurried construction You can increase the speed of building your fortifications You build a great castle or a series of forts protecting by accepting a higher total cost and difficulty. your domain. Cost: Cost is unchanged. Type: Court – You can take a number of court actions each turn equal to your Court Expenditure (minimum 1); Difficulty: Increase DDC by 5 when using hurried Free – Once building has commenced, it is a free action to construction. continue building. Check: The building proceeds smoothly; building at a Cost: 20GB/level for castles and 10GB/level for forts. fixed rate of 5GBs (RoE defualt) or a variable rate of 1d6+2 GBs that turn (not applicable in RoE PbeM). Building in remote areas or difficult terrain adds to the construction costs. Remote areas add 50%, while very When paying for this action you must spend 1GB more remote areas would add 100%. Likewise, rugged or than was built (6GB is RoE default). This represents the forbidding terrain respectively adds 50% and 100% to the wasteful aspect of rushing the construction effort. cost. Note: The Construction and Commission Ship actions Provinces (0) count as ‘very remote’. Provinces (1) to (3) also have the hurried option. Use the rules presented here. count as ‘remote’. Refer to Table 2-2: Terrain and Climate effects for details as to what kind of terrain counts as Grant [Court, Free] rugged or forbidding. You bestow promotions, gifts, or titles any time he Difficulty: DDC is 5 + level of the fortification. chooses. You sponsor the arts or sciences, fund an Special – Building in remote areas and in rugged terrain expedition, elevate a commoner to a noble rank, or give increase the DDC by 5. In very remote or forbidding another regent money. terrain the increase it by 10; Special – DDC increases by 5 Type: Court – You can take a number of court actions if construction is hurried . each turn equal to your Court Expenditure (minimum 1). Modifiers: Advantage [Guild]; Court; Prosperity; Cost: 1GB. Stability; Special – You gain a +5 bonus to the DAC to Difficulty: Varies. continue building. Modifiers: Court; Stability. Influence: Yes – You can use influence. Influence: Yes – You can use influence on grant actions. Restrictions: You may take 10, but you may not take 20. Restrictions: You may take 10, but you may not take 20 There can only be one castle in a single province, but on grant actions. there can be any number of forts (including several forts protecting holdings of the same type). Check: A grant action can do one of the following: Check: The building proceeds smoothly; building at a 1) Generate a positive Prosperity Modifier in a fixed rate of 3GBs (RoE default) or a variable rate of 1d6 province by using a couple of GBs to hold a grand festival GBs that turn (not applicable in RoE PBeM). (1GB is suitable for a low-level province; 2GBs are suitable for a medium-level and so on). DDC 10-15. The check must be repeated each turn until the structure is completed. 2) Respond to some events (for example to alleviate prosperity penalties and negative growth from famine; Failure: Work is halted, but 1GB is still expended. Note spend GBs similar to no. 1 above). DDC 8-15. that you may voluntarily halt the work for one or more turns, but this count as a failure. 3) Give away some Gbs to another domain; either as a gift or as something agreed to by diplomacy. Each failed check imposes a cumulative –2 penalty to the DAC. Failing several checks in a row might force you to 4) Promote some of your AAs; making them into scrap the fortification and start over. generals, squires, or whatever.

99 Failure: Failure results in a negative loyalty modifier or Difficulty: DDC 10 + Special – Add 5 or more if the a worsening of the event that the grant was supposed to character in question is not both very loyal and very well solve. known to you. Check: The character in question is considered a Offer Tribute/transfer funds henchman from the next turn on. Henchmen are useful [Free] administrators, adventuring companions, and so forth. You transfer the agreed amount of GBs to a recipient. Special: The total ECL of your henchmen is limited by your Leadership score. See Chapter 2 and Chapter 10 for Type: Free – You can perform any number of free details. actions per turn. Cost: No base cost; but a number of GB to be given as Send gifts tribute. You send another domain a gift. Check: Automatic. Cost: No base cost; but a number of GB to be given. Failure: There is no special penalty for failing to take this action, except the wrath of the recipient. Difficulty: DDC 5 + Special – Add 5 or more if the recipient is not a good ally, if the gift is large, or if the Note: This action covers two things; tribute to a liege giving of the gift is not exceedingly well founded in lord or other transfers that have been agreed to by character. diplomacy. Note: Players are expressively forbidden from running Fixed tribute/indefinite grants appear as income (either amok with this action. Most monetary transfers should be under ‘extra income’ or ‘vassalage’) in the next P&H, and agree to diplomatically beforehand. It is acceptable to give is thus available only from the next turn. another sovereign a 1GB gift at his wedding, or hand over The successful transfer of one-time grants my be a few GB to your best ally from time to time, but it is not communicated to the recipient (by e-mail) on the turn after acceptable to use it to freely send money back and forth the grant was made. between domains. Title/position You give one of your able assistants a title or positions: Difficulty: DDC 10. Check: The character in question can function in this new role from the next turn on. 1) Admiral or general; AA may take an additional war-related Adventure or Ply Trade action per turn. 2) Commodore or commander; AA may take an additional war-related Adventure or Ply Trade per turn. 3) One of the six administrative posts (see the administrate action); AA may take an additional Ply Trade: Administrate action per turn. 4) Squire, aide or apprentice; AA may take an additional Training action per turn. Hire Help [Court]

You attract skilled persons to the regent’s court, to act as advisers or specialists. Type: Court – You can take a number of court actions each turn equal to your Court Expenditure (minimum 1). Cost: 1GB. Difficulty: DDC 5. Special – Add 5 to DDC for a Mid-level character, 10 to DDC for a High-level, etc.

Special – The above DDC assumes Elite characters Promotion (experts and such); elite characters increases the DDC by 5, while heroic characters are more rare and adds 10 to the You turn one of your advisers/specialists into a DDC (if available at all). henchman.

100 Blooded individuals are rare (beyond what their ECL Hire would indicate). Add 5 to the DDC for each level of bloodline strength possessed by the Scion (weak, minor, or Mercenaries/Privateers major; characters with great and true bloodlines are not generally available using this action). [Military; Court, Free] Add 5 or more to DDC if trying to hire a character of a You use gold to attract some swords-for-hire or some race/culture not normally found in your court. ships-for-rent. Add 5 or more to DDC if trying to hire a character with Type: Military – Military actions are normally court special skills/powers (such as one that is a Master). actions, except when used in conjunction with wage war in Add 5 to the DDC for characters that have mastered True which case they are free actions. Magic. Add another 10 to DDC if they can cast Realm Cost: Varies – Most mercenaries/privateers will demand Magic. a price equal twice the upkeep of the units/ships hired. The DM may allow you to subtract 5 (or more) from the Multiply this base cost by the number of turns the DDC when you are hiring for only a defined period of time unit/ship is hired for (not less than 2, usually 4 or more) (or a specific task), such as for one year or a single turn. adjusted for whether or not you intend to use them for Subtract 5 from the DDC if you are hiring an adviser (as active (full price) or garrison duty (half price). Half this opposed to a specialist).You can't hire henchmen; they sum is paid up front, while the other half is paid upon must be promoted from existing AAs. completion of the contract. If using this action to attract more than one character, the You must pay the sign-on fee. If you do not pay the base DDC is 5 + the group’s EL. This rule is applicable completion fee there will be a negative event and you will only to groups of characters (an adventuring party, a group suffer and increase in DDC/price when hiring later. of bodyguards). Example: Hiring two elite regulars for 4 turns of active Modifiers: Court; Stability; Special – In addition to the service would cost 1,5GB (upkeep elite regulars) x2 (merc usual description, supportive etc. bonuses the DM may multiplier) x4 (turns) x1 (active) = 12GBS. 6GBs to be give you an additional bonus if the character description is paid immediately and 6GBs when the contract is over. very nice or if your turning an existing character into an Difficulty: DDC 10 + Special – Experienced and special AA. units may be difficult to find: Influence: Yes – You can use influence. Add 5 for each of the following (mercenaries): mounted Restrictions: You may take 10, but you may not take 20. or cavalry, heavy, elite or better experience, special unit Check: The target character joins your court for an type, and other race. indefinite period of time as an adviser or specialist. Add 5 for each of the following (privateers): nao or See the rules for able assistance in Chapter 2: Domains galley (galleons and galleases not normally available), elite for additional details of what you can use such characters or better experience, special unit type, and other race. for. Special – The DM may also assign special modifiers Special: Characters of low (1st to 3rd), medium (4th to 6th) based on the general availability of mercenaries. During level and high (7th to 9th) level, are assumed to be paid for major wars for instance, mercenaries may be hard to hire by your court expenditure. as most already have employment elsewhere. Very high (10th-12th) level and legendary (13th to 15th) Modifiers: Court; Prosperity; Stability – Use the level characters often demand additional (1GB) payment prosperity modifier of the province the each turn to remain with you. mercenaries/privateers are hired in. Near-epic (16th-20th) and epic (21st+) level characters are Influence: Yes – You can use influence. so rare as to be handled on a case-by-case basis by the Restrictions: You may take 10, but you may not take 20 DM. Each use of the action allows you to hire any number of Powerful spellcaster might require 1 or more extra GBs mercenaries or privateers in a single province. in extra payment. They are handled on case-by-case basis You can only hire privateers in coastal provinces. You by the DM. can only hire in a province with the Capital (any type) Also keep in mind that you maximum number of feature. advisers/specialist is limited by your court expenditure (the Check: Your army/navy is immediately (available this DM may allow adventurers to be hired for defined periods turn) joined by one or more units of of time, in excess of court expenditure). mercenaries/privateers. Note: The player is more than welcome to help make up Note: Mercenaries and privateers are pretty expensive to any characters he hires (in the RoE PBeM players are maintain, and also demand a hefty signing fee if you desire required to come up with character descriptions and basic their loyalty. You do, however, have instant access to a statistics; otherwise the action automatically fails), but the skilled body of men without having to upkeep them DM has the final say. outside the campaign season.

101 Improve Unit/Ship Type: Magic – Only magic-capable domains can use this action. [Military; Court, Free] Regent – Ley link is a regent action for the network owner; Character – Ley link is a character action for the You order one or more units in a single province to target spellcaster; Free – Ley link is a free action for both perform a series of drills and maneuvers to enhance it parties if renewing the link. combat potential. Cost: 1GB + 1RP paid by the network owner. This action may also include hiring veterans, officers or other actions that improves a unit. It applies both to ships Difficulty: DDC 10. and units, but not to fortifications. Special – Various permutations add to the DDC: Type: Military – Military actions are normally court Add 5 to DDC if you are a wizard linking with a sorcerer actions, except when used in conjunction with wage war in (or vice versa). which case they are free actions. Add 10 to DDC if you are a wizard or sorcerer linking Cost: None. with a druid (or vice versa). Difficulty: DDC 10. Add 10 to DDC per person linked into the network Special – Increased the DDC by 5 for each experience beyond the first. level beyond Skilled (Veteran – Elite – Crack – Subtract 5 from DDC if linking with a vassal or Legendary). lieutenant. Modifiers: Court; Stability. Subtract 5 from DDC if renewing the link. Influence: Yes – You can use influence. Modifiers: Stability. Restrictions: You may take 10, but you may not take 20. Influence: Yes – You can use influence. Each use of the train unit/ship allows you affect any Restrictions: You may take 10 and you may take 20. number of units or ships within a single province. Check: The target spellcaster can now use your sources Check: The unit (or ship) gains 1 XP. On an (he does not gain any regency from your holdings) and ley extraordinary success it gains 2 XP. lines to cast realm spells. Remember that the same holding Special: The unit is placed on active status for one turn can only cast a single realm spell per turn. (it reverts to garrison status when training is completed). He must prepare (casters without domains cannot prepare The unit may not do anything else (such as moving or spells beforehand) and cast spells himself (including recovering) while using this action. providing his own regency points). He remains linked your network for one full turn. You Investiture [Realm, can extend his connection by repeating this action on Character, Court, Free ] subsequent turns. Special: You can allow access to only part of your You partake in a ceremony of some sort, which involves source/ley network. Restricted access can be redefined matters of the blood; becoming invested as the ruler of a when the link is renewed. domain, being designated as the heir to a kingdom, ripping the bloodline from a vile and corrupt scion, etc. Divine linking Type: Realm – Investiture is a realm action that requires It is also possible for temple domains to link; this is one court action; Character – Investiture is a character usually done to allow a liege or vassal (or sometimes an action for participating non-regent characters; Court – allied) temple to cast spells from a location otherwise Domains without regents can take investiture as a court inaccessible to them. action; Free – It is a free action for the priest performing Difficulty: Add 10 to DDC if a cleric is linking with a the ceremony (hereunder also the casting of the investiture druid (or vice versa). Add 5 or more to DDC if the temple spell). domains or not close allies and/or their divine patrons are Cost: No base cost, but you have to pay for each closely associated. ceremony (and to prepare the the investiture spell). Special: Clerics cannot benefit from druid sources, nor Check: This action follows the rules for investiture can druids use temple holdings to cast spells. The benefits ceremonies found in Chapter 3: Regency. of linking such domains would be very limited. See Temples as ley networks in Chapter 8: Realm Magic Ley Link [Magic; Regent, for details about how divine networks function. Character, Free, Regent] Lieutenant linking You allow another spellcaster access to your ley lines and Some domains include a number of sources and/or sources, enabling him to cast realm magic (if he already temples, but has a regent that either cannot cast spells at or knows how). who isn’t very good at it. For such domains it is essential that the regent has a skilled spellcaster as his lieutenant –

102 and that this character is linked into the domain’s magical renewing the link. The DDC should normally be low network. enough that you automatically succeed, but if the link Special: You can now use your lieutenant’s caster level somehow gets broken you have to pay the normal cost to to prepare and cast realm spells. reestablish the link. You may also use your regent actions (except your bonus Note: If you start play with a lieutenant that can cast class action) for magic actions (i.e. you can prepare spells, realm spells he is already linked. manipulate sources and ley lines as if you were a spellcaster). As long as the linked spellcaster remains your lieutenant, you don’t have to pay the GB/RP cost associated with

You can only manipulate bloodline ONCE per turn. Maintain Ley Lines Cost: It costs a number of RP equal to your new [Magic; Free] Bloodline Score to improve your bloodline. It does not cost anything to degrade you bloodline (but You expend magical energy to sustain your ley lines, you gain a number of RP equal to one half your BS, extensions and hookups. rounded down). Type: Free – You can perform any number of free Check: Automatic – When See the Chapter 3: Regency actions per turn. for additional details on how to manipulate your bloodline. Cost: 1 RP to maintain each ley line, extension or hookup. Move Unit/Ship Check: Automatic – You are automatically successful, as [Military; Court, Free] long as you pay the required amount of regency. Failure: If you do not pay the 1RP cost that line, You command your units or ships to move from one extension or hookup will dissipate (be destroyed). See province/area to another. Chapter 8: Realm Magic for additional details. Type: Military – Military actions are normally court actions, except when used in conjunction with wage war in Manipulate Bloodline which case they are free actions. [Free] Cost: None. Difficulty: DDC 5 for active units/ships. Moving You increase or decrease your bloodline score by one garrisoned units/ships is DDC 8. You cannot move Reserve point. status units. Type: Free – You can perform any number of free Special – Adverse conditions can increase DDC; see actions per turn. Chapter 6 and Chapter 7 for details.

103 Modifiers: Court; Stability. Modifiers: Special – Add the lowest morale and lowest Influence: Yes – You can use influence. speed of your units/ships participating (a ship crew raiding ashore has a speed of 2 and base morale 4). Add 2 for each Restrictions: You may take 10, but you may not take 20. unit/ship participating. Each use of the action allows you to move any number of Restrictions: To be able to effectively raid, units/ships units or ships within a single province/sea area to a single must be Active. destination province/sea area. Check: Target province suffers 1d6 points of negative Check: The selected units or ships move from their point province growth. For every 10 points beyond the DDC you of origin to their destination. do one extra d6 of damage. On an extraordinary success you do one extra d6 of damage. Failure: The movement is still completed, but the One half the negative growth inflicted is seized as units/ships take 1 hit of nonlethal damage (from pillage; at the DMs discretion parts or all of this may end exhaustion, injuries, etc.), failure by 10 or more results in 1 up as ‘extra income’ in the next P&H. hit of lethal damage, and a disastrous failure results in the For every five points of negative growth inflicted, you loss of the unit or ship (and any cargo or troops aboard). can choose one holding to be contested (DDC 5 + province Note: The movement and use of military units and ships level + holding’s level, no modifiers or influence applies). is more fully described in Chapter 6: Armies & Warfare The province also suffers a negative event (-2 and Chapter 7: Oar & Sail. prosperity). Blockade/occupy Failure: You do no damage to target province. Failure by 10 or more points inflicts 1 hit of lethal damage on the You direct your units or ships to block access to a raiders. On a disastrous failure all raiding units are specific province. destroyed. Difficulty: DDC 8. Special: Some unit types (such as units of gnoll Restrictions: To be able to blockade/occupy a province, marauders and tribal Rjurik give bonuses to the DAC when units/ships must be Active. used with the raid action). Check: Trade holdings in target province generate no Ships can also be used to raid coastal provinces, with income. The province suffers a negative event (-1 each medium ship counting as one participating unit and prosperity). heavy ships counting as two units. Note: A blockade or occupation need not be undertaken Note: Raiding does not need to take place during a war; as part of a war; it may be undertaken in times of peace as it may be undertaken in times of peace as well. It's not a well. Generally speaking it constitutes an act of full-scale campaign, but rather bands of raiders striking aggression, and war will often be the result. throughout the turn. If the enemy has an active army within the province he could try to force a battle, but it will Patrol be skirmish-type. The only real way to stop raiders is to You send one or more units or ships to patrol one or counterattack them and prevent the offending domain from more provinces or sea areas. The presence of these units raiding into your provinces again. will help suppress/resolve any events that can be solved by Reconnaissance military force. Difficulty: DDC 5. You send one or more active units or ships into an adjacent province/area, with the goal of detecting enemy Restrictions: To be able to effectively patrol anything, troop presence, troop number and their movements. units/ships must be Active. Difficulty: DDC 10 + Special – The highest enemy Check: You show your presence and determination; this morale and the highest enemy speed + 2 for each enemy will reduce the chance of certain event like monsters and unit or ship on patrol in the province (or sea area the brigandage and will also put your units in a favorable actions is attempted from) + level of any enemy castle position should war erupt. present (or half the level of the highest level fort in the Raid province) Modifiers: Special – Add the lowest morale and lowest You send one or more active units or ships into an speed of your units/ships participating (a ship crew adjacent province, with the goal of destroying as much of scouting ashore has a speed of 2 and base morale 4). Add 2 the enemy’s holdings and infrastructure as possible. for each unit/ship participating. Difficulty: DDC 20 – Province (rich provinces offer Check: You learn the approximate number of enemy more opportunities for plunder); Special – The highest units/ships, their type and any major movements to/from enemy morale and the highest enemy speed, + 2 for each the province/area. If you succeed by 10 or more points you enemy unit or ship raiding, + level of any enemy castle get exact details on unit/ships/fortifications, as well as present (or half the level of the highest level fort in the information on the primary high-ranking officers. On an province).

104 extraordinary success the DM may give you access to Type: Military – Military actions are normally court campaign plans etc. actions, except when used in conjunction with wage war in Failure: You learn nothing. If the MoS is -10 or worse which case they are free actions. you will gain erroneous information. Cost: None. Special: Scout units are effective in both conduction Difficulty: DDC 5. reconnaissance and preventing it. There is a –4 penalty to Special – Add 5 or more to DDC if target province is the DAC if a scout is present among the defenders and a remote/very remote or rugged/forbidding. target province’s +4 bonus if a scout is participating in the action. trackless movement cost. You cannot move garrisoned or Note: This action is primarily used in peacetime, to reserve units (the moving ships must also be active). Add check on you aggressive neighbors and such. You don't 10 to the DDC if landing in a hostile province. Add 5 or have to use this action if you're waging war. Instead all more to the DDC if enemy units or fortifications are your units will constantly be scouting the provinces they present. Add 5 to DDC if there is no port (or if the port is are in, and you can easily give orders during the campaign controlled by enemy units). stage to send scouting parties into other province. Modifiers: Court; Stability. Muster Army [Military; Influence: Yes – You can use influence. Court, Free] Restrictions: You may take 10, but you may not take 20. Each use of the action allows you to move any number You create a new army unit or a new navy unit ships carrying any number of units within a single province to a single destination (capacity of the moving Type: Military – Military actions are normally court ships actions, except when used in conjunction with wage war in which case they are free actions. Check: The selected units and the ships that are carrying them move from their point of origin to their destination. Cost: Varies – See the unit listing in Chapter 6: Armies & Warfare for details. Failure: The movement is still completed, but the units/ships take 1 hit of nonlethal damage (from Difficulty: DDC 5. exhaustion, injuries, etc.), failure by 10 or more results in Special – Add 5 for each province level below the 1 hit of lethal damage, and a disastrous failure results in required level. Add 10 if you are trying to muster a unit of the loss of the unit or ship (and any cargo or troops a race/culture other than your primary (only possible in aboard). certain provinces). Note: The movement and use of military units and ships Modifiers: Court; Prosperity; Stability. is more fully described in Chapter 6: Armies & Warfare Influence: Yes – You can use influence on muster army and Chapter 7: Oar & Sail. actions. Restrictions: You may take 10, but you may not take 20 Ply Trade [Character] on muster army actions. You use your own skills and abilities to make a living, or Each use of the action allows you to muster a number of to help run the domain military units within a province, subject to certain Type: Character – Regents can substitute character limitations. See Chapter 6: Armies & Warfare for actions for regent actions. additional details on mustering armies. Cost: None. Check: Your army is joined at the end of the turn by the newly mustered units. They start with 1XP (Green), are on Difficulty: Varies – The DDC is 10 for unskilled labor, garrison status, and have OK cohesion. DDC 15 for simple trades, DDC 20 for specialized craftsmen, and DDC for truly esoteric professions. If you are in a rush you can have the units join immediately (available for use this turn). If so, they start Modifier: Skill – Characters get to add their relevant with 0XP (Raw), are on active status, and have OK Craft, Knowledge, Profession or Perform skill to the cohesion. check. Units with the Elite special require 2 turns to muster; Influence: No – You cannot use influence. they are added to the unit roster only at the end of the next Restrictions: You may not take 10 or 20. turn (with 3XP). If in a rush they can be made ready by the Check: You make a living. How much depends of your end of the current turn (with 1XP). skill and profession. As a general rule unskilled labor (DDC 10) will earn 1-2 sp/day (about 30 silvers for one Naval Transportation action). Skilled professionals (DDC 15) make 2-10 sp/day [Military; Court, Free] depending on their profession, skill, and guild contacts. Master artisans or professionals specializing in exotic You command your ships to take on army units and skills (DDC 20+) make 1 or more gp/day. move them from one province to another.

105 If you succeed by a margin of 10 or more you earn 50% Administrate extra, with a MoS of 20+ you earn 100% extra. On an extraordinary success you earn tripple your normal wages. You direct one of you able assistants to spend time and You might also gain 0-100 XP from general experience effort at improving efficiency and reducing expenses. gained while working. How much, if any, XP you gain will Difficulty: DDC 20. be determined by your craft, character level and your Check: Success means that 10% of expenses are margin of success. returned to your treasury, succeeding by 10 or more Failure: You still do your work, but not well enough – reduces them by 15%, by 20 or more by 20%, and you earn only half your normal wages. If you fail by 10 or extraordinary success returns 25%. more points you earn next to nothing (10% of normal Grants can never be affected by this action (i.e. you can’t wages). On a catastrophic failure something bad happens; hand over 10 GBs to another domain, and expect to save you get robbed, become ill, are thrown in jail etc. 1GB). Special: A player character with one or more useful See chapter 4: The Domain Turn for additional details on skills or with a decent character level, can attempt to earn this action. money; bards can entertain; rogues can engage in petty theft, fighters join a mercenary army, and so on. Describe Advise to the DM what you are doing and he’ll set the DDC and decide on an average daily/monthly income. You have one of your able assistants help out on an advisor action. Note: A ply trade action covers about 4 weeks of dedicated work; 10-12 hours per day for 7 out of the 8 Difficulty: DDC 10 or more, depending on how relevant weekdays. Ply trade is – conceptually – the action taken the DM thinks the advisor's knowledge is in relation to the three times every turn by the vast majority of people living subject. in Cerilia. They earn enough money to get by and may Restrictions: This is the only action your AA advisors even gain a little experience over the years (a master will take on your behalf. Other AAs – and your regent – craftsman might have reached 5th level as an expert at the can also utilize it. end of his career, using nothing but this action). Check: You may add your MoS as a Supportive bonus to PCs should have less use for this action – it certainly the relevant Advisor or Research action. isn’t effective on the domain level of play. If your character nevertheless is going to be plying trade for a Supportive while, have the DM determine a DDC you can make by Difficulty: Varies. taking 10 and a standard of living that can be supported by Check: On a success you may add a +2 Supportive your income, instead of actually tracking every last silver bonus to any relevant action. A MoS of 10 or more gives a +4 bonus. A MoS of 20 or more a +6 bonus, and an extraordinary success a +10 bonus. Failure: Normally no effect, but if the MoS is very poor there might be a penalty. Note: Supportive use of Ply Trade has effects similar to those of a supportive adventure. The main difference being that use of the Ply Trade action can accomplish rather less (usually higher DDC than a comparable Adventure), but is far safer to use. Prepare Realm Spell [Magic; Character, Regent, realm] You prepare a realm spell for casting in the same turn or on a later turn. Type: Magic – Only magic-capable domains can use this action. Regent; Character – Spellcasters who are not regents can also prepare realm spell (provided they are linked to a ley network); Realm – Additional spells can be prepared by spending one court action for each extra spell (any number earned or used. of 0-level spells can be prepared as one spell).

106 Cost: 1GB per level of the realm spell prepared (0-level Recover [Military; realm spells cost ½ GB to prepare). Check: Automatic – This action is detailed in Chapter 8: Court, Free] Realm Magic You order one of your units or ships to rest /repair and Raise Levy [Military; resupply, take on new men and replace broken or worn-out equipment. Court, Free] Type: Military – Military actions are normally court actions, except when used in conjunction with wage war in You call on the common people living in your realm to which case they are free actions. arm themselves and join your army. Normally only landed regents can call the levy. Cost: None. Type: Military – Military actions are normally court Difficulty: DDC 2 if unit/ship has Garrison status. DDC actions, except when used in conjunction with wage war in 5 if unit/ship has Active status. Not possible for Reserve which case they are free actions. status units/ships. Cost: None. Special – Add 5 to DDC if recovering in a hostile province (only possible for active units). Add 5 or more to Difficulty: DDC 5. DDC if recovering in a very remote province or a province Special – Raising the levy a second time during the same with forbidding terrain. Add 5 or more to DDC if year is DDC 10. The third and subsequent time is DDC 15. recovering under special hardship (such recovering during Special – Add 5 to DDC if your are calling out the levy harsh winter conditions). more than once per turn. Modifiers: Court; Stability; Special – Level of friendly Modifiers: Court; Stability. Active castle in same province. Influence: Yes – You can use influence. Influence: Yes – You can use influence. Restrictions: You may take 10, but you may not take 20. Restrictions: You may take 10, but you may not take 20. Each use of the action allows you to call the levy once Each use of the action allows you to recover any number within a single province. of units or ships within a single province. There is a naval equivalent of the levy called the leidang Check: Automatic – Unit/ship recovers one level of lost (after the Rjurik term for it). In Anuire the leidang Cohesion. typically takes the form of commandeering merchantmen For units/ships with 4 or more hits, it regains just enough (typically smaller and less well maintained than their hits to improve its cohesion level by one. For units/ships military equivalents) into military service. Although not as with less than 4 hits, they regain 1 hit (and thus possibly effective as race-built warships they can provide much more than 1 cohesion level). needed numbers in a pinch. Failure: Cohesion remains unchanged. On a catastrophic Check: You may raise up to the maximum number of failure the unit/ship takes 1 hit of lethal damage. available (usually the number of manor holdings your rule) Cohesion Level Summary levy units. They are immediately ready for action (on the same turn). OK The unit/ship is fully capable W The unit is ‘weary’. It is still fully combat capable Each time the levy is raised there is a –1 prosperity E The unit is ‘exhausted’. It is still capable of penalty, and every levy unit called causes 2 GB of negative combat, but its performance is degraded growth. B The unit is ‘broken’. It is able to move, but is Failure: The levy does not form, but you still suffer the largely ineffective in a battle. associated penalty to prosperity (but not to province D Unit is ‘destroyed’. It may not be recovered. growth). On a catastrophic failure there will also be some Special: To be able to recover, a unit/ship must be on for of negative even; brigandine results from deserted levy, garrison status and be present for the entire turn in a there is a small rebellion etc. friendly province that would have the ability to muster a Retry: Even if the levy fails to form, there is no penalty unit of that type. Otherwise, the unit/ship must have active for trying again on a later turn, but you cannot try to call status to be able to recover. the levy again this turn. The unit/ship may not do anything else while recovering Special: Refer to Chapter 6: Armies & Warfare chapter (such as moving or improving). for detailed rules concerning the use of levies. The DM may in some cases allow a unit/ship to start Chapter 7: Oar & Sail has detailed rules regarding the recovery in a turn and complete it on the next; usually use of the leidang. because a unit wants to move a short distance and then recover (would normally require two full turns; one for moving and one for recovering). Note: Refer to Chapter 6: Armies & Warfare and Chapter 7: Oar and Sail for detailed rules concerning recovering

107 damaged units/ships, including recovering from nonlethal spellcaster you can create magic items or learn additional damage. realm spells. Type: Regent; Character – Spellcasters who are not Refocus [Realm] regents can also engage in research to create magic items or learn spells; Court – The information gathering aspect. Sometimes you need to take a pause to get your bearings. Cost: 1GB. Type: Realm – Refocus requires the use of one court action and one regent action. Wizards using their bonus research action do not have to pay for the information gathering part of this action, but Cost: None. must pay for crating magic items and researching realm Check: Automatic – Increases your domain initiative to spells. 20 + domain initiative modifier; starting on the next turn. Difficulty: The DDC of a research action varies with the Note: This action is not used in the RoE PBeM (it is complexity of the information requested. Use the DCs for included for reference purposes only). Bardic Lore as a guideline. Relocate [Realm, court] Modifiers: Court; Stability; Special – The DM may assign modifiers for access to libraries or other sources of Sometimes it is necessary to move your court to another information relevant to the action; Supportive – Typically location. one of your AA advisers supporting with Ply Trade. Type: Realm – Permanently moving your court Influence: You/No – You can use influence when province; use of this action requires 1 regent and 1 court gathering information, but not when creating items or action; Court – Moving your court for an indefinite period researching spells. of time. Restrictions: You may take 10, but you may not take 20 Cost: 1GB. on research actions. Difficulty: DDC 8. Check: You learn some information about a particular subject. If you succeed by a margin of 10 or more you will Special – Add 5 to DDC if permanently relocating your get additional information. An extraordinary success will court. Add 5 to DCC if the relocation was forced upon you. give even more depth. Modifiers: Court; Stability; Prosperity – Use the Many research subjects require you to gain multiple prosperity modifier of both the target province and the old successes; the DM might require 5 successful actions court province (bonuses of the same type does not stack; before you unlock the powers of the ancient artifact. but all penalties do). Failure: Failure means you don’t learn the answer to the Influence: Yes – You can use influence. question. A disastrous failure means you get the Restrictions: You cannot take 10 or take 20. information wrong. Check: Transfers the regent and his court to another Retry: With any failure you can’t ask for the same province. The transfer is permanent or temporary as information again unless you come up with another action specified. description (i.e. you describe looking for the same Special: While the court remains in the new province, information in other places). you gain no benefits from province-specific structures Special: Since research isn’t infallible this action CAN (such as palaces) and you must remember that court fail, and as a consequence the DM may mislead you. expenditure is limited by the (new) province level. However, you should find that this action is largely Note: Permanently relocating a court is a fairly rare beneficial. occurrence. Temporary relocation can happen for a number Note: This action is thematically linked to the esoteric; of reasons; having your capital occupied during a war is you gather using sources like dusty libraries, mad sages, one example. Some domains regularly move their courts wise women, and knowledgeable bards (as opposed to about during certain season; Baron Teried of Roesone used information gathering by espionage, which uses other to hold court in Abbatuor during summer for example. channels, and using advisors, which will general provide In other parts of Cerilia there are domains with special answers to questions of a more mundane nature). rules that require them to move court or suffer stability (or As with the Advisor action it can be very helpful to have other) penalties. Nomadic Rjurik clans move their courts in you regent (if he's the type) or more commonly one of your accordance with the seasons for example – if they do not AAs support this action with Ply Trade. they will supper penalties to variable income rolls. Research [Regent, Character, Court]

You delve into the esoteric, searching for answers to ancient riddles or lore best left forgotten. Or, if you're a

108 Rule Holding (Law, Temple, Manor, Guild, and Trade) [Realm, Regent]

You spend considerable time and resources advancing the causes your domain, thereby increasing the level of one of your mundane holdings. Type: Regent; Realm – Rule holding can be used as a realm action by spending one court action for each holding ruled beyond the first. Cost: GBs equal to the new (increased) holding level. Example: It would cost you 6 GBs to increase a holding from level 5 to level 6. Domain Difficulty: DDC 10 + Province + Holding (New level). Hardiness [Law or same holding type, guild also applies to trade holdings]. Realm – When using rule holding as a realm action the DDC increases by 1 per holding ruled. The increase in DDC applies equally to all holding ruled. Modifiers: Advantage [Law] (Does not apply to law holdings); Advantage [Guild] (Applies only to trade holdings); Prosperity; Stability. Influence: Yes – You can use influence. Restrictions: You may take 10, but you may only take 20 when taken as a regent action. You must specify the type of holding you are ruling. You can only rule one type of holding with each action. If you want to rule different types of holdings, you must use multiple actions. Check: On a successful check, target holding’s level increases by one. Special: For this to be possible, a level must be vacant; if there isn’t room you need to either successfully contest another regent’s holding, or wait until the province level goes up. Create Magic Item [Magic] Note: Be aware that certain spells, such as Bless the Spellcasters (and spellcasters only) can spend a character Holy Land, can boost province level by 1 or more. This action to create magical items. All normal rules apply, and does NOT mean that additional holding slots become this kind of 'research' frequently takes several actions to available; only a permanent increase in province level can complete. do that. Check: Automatic – You make magic items whose value Rule Province [Realm] may not exceed 1 GB (for more expensive items you may use multiple research actions). Refer to Chapter 10: Use this action to increase the level of your provinces, Characters and Domains for additional details. increasing your income and domain power. Learn Realm Spell [Magic] Type: Realm – Rule province requires the use of one court action and one regent action. Spellcasters (and spellcasters only) can spend a character Cost: 1 or more GBs. action to perform realm spell research. Difficulty: DDC 15 + Province (Current province level). Check: Automatic – You gain one success; one success is required per level of the realm spell you're researching. Modifiers: Advantage [Manor, Guild]; Prosperity; Refer to Chapter 8: Realm Magic for additional details. Stability.

109 Check: Add the number of GBs spent to province Trade Venture [Realm, growth this turn. Influence: Yes – You can use influence. Regent] Restrictions: You may take 10, but you may not take 20. You send forth a great trade fleet or caravan to distant You cannot spend more GBs than the current province ports and far lands, hoping that they will bring you back level (total for all domains wanting to contribute to riches. growth). Type: Realm; Regent – Rogues (and guilders) can use Special: Provinces grow naturally over time; each turn a trade venture as a regent action for purposes of their bonus province grows a number of GBs equal to its effective regent action for class. province level. Cost: 1 or more Gbs. Note: To rule a province all the way from level 3 to level 4 could require 80GBs (or more, depending on terrain and climate). This is quite expensive; but combined with natural province growth a continuing commitment to Rule Province can have a real impact on how quickly your provinces gain levels. Refer to Chapter 2: Domains for additional details on province growth. Rule Source [Magic; Realm, Regent]

You spend considerable time and resources improving your attunement to the magic of the land. Type: Regent; Realm – Rule source can be used as a realm action by spending one court action for each holding ruled beyond the first. Magic – Only magic-capable domains can use this action. Cost: GBs equal to the new (increased) holding level plus Example: It would cost you 6 GBs to increase a source from level 5 to level 6. Difficulty: DDC 10 + Province (Magic potential) + Holding (New level). Hardiness [Source]. Realm – When using rule source as a realm action the DDC increases by 1 per source ruled. The increase in DDC applies equally to all sources ruled. Modifiers: Stability. Influence: Yes – You can use influence. Restrictions: You may take 10, but you may only take 20 when taken as a regent action. Check: Increase target source’s level by one. Special: For this to be possible a source slot must be vacant; if there isn’t room, you need to either successfully contest another regent’s source, or wait until the magical potential increases. Note: Since this is a magic action, 4RPs can be spent in place of 1GB when paying the action cost (normally 5RP = 1GB).

110 Storms. Sending a merchant fleet to Ariya for the tenth summer in a row, may very well give a bonus. Influence: Yes – You can use influence. Restrictions: You may take 10, but you may not take 20. You must designate a province of origin for the trade venture. You must also decide how many GBs you are investing. You may invest a maximum number of GBs equal to you trade holdings in the province of origin. Check: The venture has been a success. You earn a number of GBs equal to one and a half times the number of GBs invested (if you invested 10 GBs, you earn 15 GBs). If the check succeeds with a MoS 10 or more, you earn twice the amount invested. If the check succeeds with a MoS 20 or more, you earn two and a half times the amount invested. If you get an extraordinary success you earn three times the amount invested. Failure: Failure means your investment is lost. A disastrous failure means that one level of trade is destroyed in the province of origin. Special: When using this action from a coastal province, you can attach a number of ships to the action, representing a great trade fleet setting out. The ships in question must be active and have enough cargo capacity to hold the GBs invested. The ships are unavailable for the whole turn. On a disastrous failure the ships are lost. On a lesser failure – or even if the action was successful – the ships may take damage or suffer other effects (DM discretion). You may add 10 to the DAC when sending out a great fleet. Training [Character] You spend time improving yourself. Type: Character – Regents can substitute character actions for regent actions. Cost: None. Difficulty: DDC 10. Special – Add 5 to DDC for each level group above Low-level (+5 for Mid-level, +10 for High-level, etc.) Modifiers: Court; Supportive – Typically a more experienced character providing instruction through the use of Ply Trade. Influence: No – You cannot use influence. Restrictions: You may not take 10 or 20.

Difficulty: DDC 15. Check: You do a bit of general training; there is little risk involved. Typically gain 50-200XP depending on Special – The number of GBs spent. availability of mentors, your level etc. A high MoS will Modifiers: Advantage [Trade]; Court; Stability; Misc – give somewhat more XP. Based on the action description, the DM may assign Note: It is normally beyond the scope of the game to additional modifiers to reflect special dangers, hindrances details the stats and advancements of every character in or circumstances. your employ. If you, for example, want to improve a Example: Sending a merchant fleet from Aerele character's skill mastery, check with the DM if he'll allow (Diemed) to Nowelton (Talinie) during winter may incur a you to do so using a variant of this action (he could say penalty due to the harsh weather condition in the Sea of

111 that five successful training action at +X DDC could Type: Realm; Regent – Fighters (and other classes listed) improve skill mastery by one level). can use wage war as a regent action for purposes of their bonus regent action for class. Transfer Regency [Free] Cost: 1GB. You transfer a number of RPs to your liege lord as Difficulty: DDC 10 specified by the ceremony of vassalage. Modifiers: Court; Stability; Supportive – Typically a Type: Free – You can perform any number of free regent/general/admiral with high Warcraft skill using Ply actions per turn. Trade in support. Cost: 1 or more RPs. Influence: Yes – You can use influence. Check: Automatic – The specified number of RPs are Restrictions: You can take 10, but you cannot take 20. transferred. Check: You are free to commit offensive action against Special: You cannot voluntarily fail this action or the enemy you are waging war on. Military actions are transfer less RP than the agreed amount. If you don’t want Free actions for the duration of this turn. to transfer regency anymore, you must use the decree: Failure: You are still free to defend yourself, but your refuse vassalage action. See the action and Chapter 3: campaign plans will tend to go awry, with armies and other Regency for additional details. assets failing to work in an optimal fashion. Special: Wars are interactive and are usually played out Travel [Character] using a mail thread/forum posts. The DM will describe what is going on, and allow the player to make key choices Character moves from one region to another, crossing throughout the adventure. large distances in a short while. You can utilize wage war even when there is no real war Type: Character – Regents can substitute character going on (and thus no enemy) to give you the benefit of actions for regent actions. Cost: None – Travel actions do not normally cost anything, although you can always choose to spend one or more GBs to ensure that you have enough money to cover any expenses. Check: Automatic – You arrive at your destination/complete your travel route. Special: If the route is particularly dangerous or if anything spectacular happens during travel, it is an adventure action, not a travel action. The DM will notify you. Note: It is generally assumed that your regent (and you Able Assistants for that matter) spends most of his time at court, but that he gets around a bit, primarily within the boundaries of his domain. Whether or not a regent actually travels and/or directly participates in any given action is largely a function of your action description; separate Travel actions are not required for such ‘travel’. The only time you would include a Travel action is if for free military actions. IC reason your regent (or AA) are visiting multiple Wage war is covered in more depth in Chapter 6: Armies provinces far from each other, or going on lengthy trips to and Warfare and in Chapter 7: Oar & Sail. far-away regions or realms. Note: If you are fighting on widely different fronts the Wage War [Realm, Regent] DM may require you to pick this action multiple times.

You make war on another domain; employing military forces in an attempt to enforce you will on you enemy. CHAPTER 6 – ARMIES AND WARFARE

"War is merely the continuation of politics by all available means. But politics is not war and war is not politics, so beware of the politician who tries to be a general, or the general who tries to be a politician. Only in a society where one man is politician and general both, can victory truly be ensured. "

112 "The cost of war, in both gold and virtue lost, can only be fully appreciated by one who has experienced all its evils himself. Therefore I say to you – bring not with you the trappings of war from home, but forage upon the enemy so that he may help bear the cost of his own defeat.” - Emperor Haerculén, one of Anuire's greatest conquerors, ca. 312 HC

Regents frequently resort to warfare to settle their Status: Units and fortifications have one of three differences. Noble bloodlines crave adventure and glory, possible statuses – active, garrison or reserve. and many scions answer this call by seeking to expand Active: The unit/fortification is on a war footing. Full their domains by military conquest. Some rulers regularly upkeep. have wars thrust upon them by avaricious or aggressive Garrison: The unit/fortification is spending time as a neighbors. Whatever the cause, war is a fact of life, and a garrison force. Half upkeep. wise regent prepares for the inevitable. Reserve: The unit/fortification is nonoperational (can’t be used), but isn’t disbanded. Quarter upkeep. Core Concepts Unit characteristics: Units are defined by the culture/race they belong to, weather they are heavily The following is a brief summary of some of the core armored or not, fight with missile weapons or in melee, concepts of the warfare rules – they will be explained in and if they are mounted or foot-soldiers. more detail later in this chapter. Culture/race: Units from each human culture or non- Army: A reference to all units controlled by a domain; human race has unique strengths and weaknesses; almost all domains have at least some form of standing Khinasi, for example, have excellent cavalry, good army (however small). archers, but poor shock infantry. Unit: The unit (approx. 200-300 men) is the basic Shock action: Unit that specializes in any type of measurement of land military power. combat that involves hand-to-hand fighting; broken Field Army: A collection of units and officers that down into melee and charge. have banded together to go on a campaign. Missile action: Unit that specializes in any type of Units: Armies can recruit units in four different ways. combat involving missile weapons of any type; in Musters: Units of professional soldiers in the domain’s addition to firepower, range is a factor. employ. Heavy/Medium/Light: Unit that is equipped with Levies: Units of commoners called up for military heavy/medium/light armor; affects both unit speed and service in times of war. defense. Do not confuse with unit functionality (shock/missile). Mercenaries: Units of soldiers-for-hire employed for a specific period of time. Mounted/on foot: Cavalry (and some infantry) use mounts to move quickly across provinces; only cavalry Auxiliaries: Units loaned from other domains. fight mounted on the battlefield (infantry dismount Officers: High-ranking military personnel. first). General: An army officer capable of commanding a Unit categories: Units with similar characteristics are field army. Your regent is always a general. grouped into categories and sub-categories. Commander: An army sub-commander. Infantry: Units fighting on foot. It is possible to Fortifications: A catchall for the two types of defensive purchase mounts for infantry, but they dismount before fortifications; castles and forts. entering combat. Shock or missile sub-types; some Castle: A fortification that protects an entire province; infantry units are a mix of shock and missile types. costly but effective. Cavalry: Units that are equipped with mount and Fort: A fortification that protects only a single holding; trained in fighting from horseback. Cavalry can cheaper but more limited. dismount and fight on foot. Shock or missile sub-types; some cavalry units are a mix of shock and missile types. Dealing with fortifications: There are three ways of Artillery: Big missile units with limited mobility; dealing with fortifications. shoots rocks or big arrows. Conventional (i.e. bolt Investment: The act of neutralizing (limiting the throwers, catapults, and counter-weight engines) or benefits of) a castle by blocking entry and exit. gunpowder (i.e. cannon and mortars) subtypes. Siege: The act of trying to reduce (damage or destroy) Specialists: Some unit types don’t fit into any of the a fortification by artillery attack and/or sapping. infantry/cavalry/artillery categories; scouts and Assault: The act of launching an attack to seize engineers for example. Since specialists are so diverse (capture) a fortification. there are no sub-categories (each unit type is actually akin to a sub-type).

113 Unit types: Knights, archers, armsmen, scouts, and Battle stage: When hostile units meet in the same engineers are examples of unit types. Each type has a province, battles may ensue; battles can be resolved in unique set of statistics. Some unit types are found among different ways, ranging from tactical tabletop games to all cultures/races, but they don’t have identical statistics – using a quick resolution system to DM fiat. elven archers, for example, are better than all other archer Supply: During the campaign stage units require supply units. to avoid taking damage – food, water, replacements, Unit statistics: Units have a set of statistics that rate equipment, and so on. Supplying armies deep inside their combat abilities, as well as some other important enemy territory can be difficult. features. Foraging: Units that cannot be supplied for any reason Muster cost: How much it costs to create a new unit. have the ability to gather (steal) the supplies they need Prerequisites: Not all units can be created everywhere; from the province they are in – this is called foraging. some units require a minimum province level to be War order: If you are involved in a lot of military mustered. Knights, for example, cannot be recruited activity you may have to fill out a separate sheet in the DO from wilderness areas, and require a province level of 6 containing additional information. or more to be mustered. Wage war: A domain action that makes all military Upkeep: How much it costs to keep an existing unit actions free actions; it is possible, but difficult, to functioning for one turn. conduct a war without using this action. Attack: Thee types, melee, charge and missile. Roll War move: The basic unit of time during the campaign d20+Attack vs. Defense to score a hit. stage. Domains move units/armies according to initiative. Defense: Similar to character Defense, the higher the One war move is 1 week (8 days). There are a total of 12 harder it is to hit the unit. If hit a unit takes one (or war moves in a turn. more) point of damage. Occupation: Perhaps the most common military Morale: How well trained and motivated a unit is; objective; to move your units into a hostile province and good leaders and fortunate events improve morale and defeat all defending units, thereby gaining a degree of vice versa. Functions a lot like character saving throws. control over the province. Cohesion: How well a unit functions; battle damage Pillaging/razing: If you occupy a province you can also and other hardship reduce cohesion. Having less than pillage it or raze it. Pillaging means stealing anything of full cohesion will reduce a unit’s combat ability. value and destroying the rest (giving you extra income), while razing is just destroying (it’s faster, but gives you no Specials: Most units will have one or more combat income). modifiers (i.e. archers get a bonus shooting at cavalry) or some special quality (i.e. knights do extra damage when charging). Armies Damage to units: Units take damage by being hit in combat (happens during battles) or if they suffer hardship Any regent, landless scion or unblooded lordling can during the campaign stage – going without supplies, being field an army if they have the money. Armies are subject to harsh weather, being force marched etc. composed of units, that usually comprises between 200- 300 fighting men, their mounts (if any), elements of the Damage: Expressed in ‘hits’ (similar to hit points); baggage train, and a number of officers, assistants damage can be either lethal/permanent (battle deaths, (baggage boys, diviners, camp followers, etc.) and skilled disease, injuries, etc.) or nonlethal/temporary (fatigue, workers (smiths, surgeons, and teamsters for example), exposure, hunger, etc.). that are necessary for the unit to function. Recovery: An important option for units that have The upkeep cost of a unit conceptually not only covers taken battle damage; by spending a turn doing nothing pay for the soldiers themselves, but also payment for the they remove damage (they are replenishing losses and efforts of people not present with the unit itself. Old getting replacement equipment). Temporary damage sergeants train replacements back at the castle, smiths in can be recovered more quickly (the men are resting and the lord’s service forge new weapons and armor, and so on. regaining the strength and morale). In fact, a surprising number of persons are needed to keep War stages: War is broken down into three stages for even a single fighting man in the field for a prolonged ease of play. period of time. Strategic stage: A planning phase undertaken prior to In Anuire, a mid-sized kingdom or duchy can maintain a moving military units; expressed as a set of military standing army of several thousand men (between 10 and objectives and the domain actions needed to reach 20 units), with larger realms having larger armies. those objectives. During times of war, this number can be increased by a Campaign stage: The actual movement of military significant factor. Additional units can be mustered, units across the province map using weekly war moves mercenaries hired, and levies raised. This will, however, – if hostile units/field armies meet, there will be battle. represent a major drain on the kingdom's resources, and if

114 army size is to be maintained at such an elevated level, Muster Limit: A number of units equal to province level extreme taxation measures will need to be taken. per turn. Example: A kingdom like Aerenwe, that has a peace-time Additionally; the mustering regent must have a number army of about 4000 men, can probably field three to five of manor holdings under his control equal to the number of times that number for short periods of time (one or two units mustered, or must have received permission from a seasons of active campaigning). friendly manor holder to use muster capacity. This must be done as part of a diplomacy action. Example: Ilien is a province (7), thus it can muster up to 7 units each turn (for a total of 28 units in a year). Moeran Aglondier has a manor (3), Suris Enlien has a manor (3), and Heirl Diem has a manor (1). Aglondier and Enlien can muster 3 units each, while Diem can only muster 1 (per season). Prerequisites In addition to the muster limit, there are some other factors that limit mustering. Province level: Some units require a province to be of a certain level to be eligible to muster there – knights for example, are not easily recruited from the wilderness, and require a province (6) as a minimum. It is possible to muster even if you don’t meet the province level requirements, but there is a 50% increase in muster cost for each province level below the unit’s normal level requirement, and you can only muster one unit in that province that turn. Example: The Baroness of Roesone wishes to muster some knights. Her best province is Caercas, a province (4). Mustering knights here would cost her 100% extra, since knights require a province (6), for a total of 16GB to muster one unit of knights. She could not muster any other units in Caercas on that turn.

Rulership and manors: Just because a province meets Recruitment the level requirement doesn’t mean that everybody can just go about mustering armed men. Significant influence over Soldiers can be acquired in several different ways. The the province is needed for this to be possible. four most common methods for acquiring soldiers are Only the province ruler may muster, provided he has a musters, levies, mercenaries and auxiliaries. manor (1) or better in the province. Other law holders may Musters muster (even against the wishes of the province ruler) if they have half or more manor, and at least a manor (1). The core of most armies is made up of a body of Both the province ruler and other eligible manor holders professional soldiers loyal to the regent. Such units are can allow other regents to muster in the provinces they created by the muster unit domain action. If possible, units control as part of a diplomacy action. are generally retained for a number of years, building experience and unit history. Example: Continuing the above example from Ilien, neither Enlien nor Diem could actually muster units in Most units in the army list can be mustered (with the Ilien, since neither controls half or more manors. If they notable exception of militia and levy), but some units are banded together through a diplomacy action, they would rarely created in this manner; irregulars for example, have enough influence to muster even without Aglondier’s should (for obvious reasons) only be mustered when other consent (who would be wise to use his army to suppress options have been exhausted. the hostile law holdings before things go that far). Starting province: Units are always mustered in a Aglondier can always muster since he’s the province specific province and that is where they start play. ruler, but no more than 3 units per turn since he only has a Muster limit manor (3). Holding: Some units only require you to have a holding Mustering requires the presence of able-bodied young (X) in a province for you to be able to muster. You must men (women are also tolerated in some cultures, but that is still abide by minimum province level, if any. not an issue here).

115 Irregulars for example, can be created if you have a Mustering incurs a -1 modifier to prosperity, except if holding (1) of any type (except trade and source holdings) half or less of the muster capacity is used, in which case in the province. You would pay extra to muster irregulars the penalty is waived. Apply the modifier separately for in a province (1), since the minimum province level to each holding type when mustering by holding. See Table muster irregulars is set to 2. 4-10: Prosperity Modifiers for additional details. The normal muster limit need not be observed though (mustering by holding comes in addition to mustering by province). The maximum number of units that can be created by holding is equal to the holding level in question. This is an exception to the rule that only manor holders and province rulers can muster. The only way to prevent mustering by holding is for the ruler to occupy his province and suppress any holdings that are suspected of being hostile. Example: El-Hadid, who has no manor in Ilien, but a guild (7), can muster irregulars without the ruler or manor holders being able to prevent it. Regardless of how many units the ruler of Ilien musters during a turn, el-Hadid could create a total of 7 irregular units in Ilien. Training time It takes 3 months (1 turn) to muster a unit. A unit that is mustered is ready for action at the end of the turn during which it is mustered, starting with an experience level of green (1 XP). Rushed mustering: In desperate situations, a unit can be made able to act during the turn which it is mustered (training time 1 month/4 war moves), but it will then be considered raw (0 XP), which this will greatly reduce its combat efficiency. Levies Elite units: Units with the Elite special require 2 turns (6 In addition to maintaining a professional body of soldiers months) to muster; they are added to the unit roster at the (musters), rulers can also call up vast number of untrained end of the next turn (starting with 3 XP). If in a rush they men if the situation warrants it. Levies are created using can be made ready by the end of the current turn (starting the raise levy action. with 1 XP). The levy is made up of common people, peasants, Disrupting mustering: If the enemy manages to occupy craftsmen, paupers and so on. They have little or no a province, all mustering actions are disrupted. A unit that military experience and generally poor equipment (often has its mustering disrupted in this fashion is destroyed improvised from farming tools or other nonmilitary unless it meets the requirements for rushed mustering (i.e. equipment). it has already begun mustering); in which case it is available for action immediately (with 0 XP). There is a naval equivalent of levies. Refer to Chapter 7: Oar and Sail for additional details. Example: El-Hadid wishes to try a coup in Ilien and musters 7 units of irregulars to supplement his other Cost, time and province level forces. Count Aglondier’s loyal forces occupy Ilien to disrupt the mustering. The DM decides that it took a while The raise levy action creates a number of levy units equal for Count Aglondier to learn of El-Hadid’s intentions and to province level. It is possible to create less than the to act against him (El-tried to cover his mustering with a maximum number of units. failed espionage action); barely enough time for a rushed All units created through the raise levy action are free, muster to take place. The poor guilder now has to fight the and are available for action on the turn they are raised Count’s forces with 7 raw irregulars and another veteran (units take 1 month/4 weeks to form if timing is a factor). irregular he mustered earlier. Ouch. For each levy unit created there is a -2 penalty to Prosperity province growth. It is not actual money spent out of your treasury, but a representation of lost assets and Mustering units draws hundreds if not thousands of able- productivity. If you disband your levy at a later date you bodied men away from their homes. They may very well can get up to half the lost growth back (assuming none of have joined voluntarily, but the fact remains that they no your levy units were destroyed). longer contribute towards the upkeep and development of the province.

116 The raise levy action can be attempted multiple times per Example: The Mhor raises the levy in one of his turn per province. Apply the effects of each use of the provinces. Because of a special rule (listed in the domain action separately. description for Mhoried) the first levy raised is composed Rushing the levy: It is possible to rush the formation of of irregulars (veteran) and not militia (skilled); Mhoried the levy. You might want to use this option if you are has a long history of its commoners owning their own suddenly attacked and your provinces are about to be arms and armor and fighting to defend their homes. overrun. Time to form is reduced to 1 week. All units thus Example: The people of Kiergard have long been created will be levy (raw). downtrodden and ruled by foreign powers – they lack an Disrupting the levy: Enemy units that occupy a army and commoners are forbidden to own weapons – any province will disrupt the formation of the levy. Levies that levy called in Kiergard is levy (green). are disrupted are assumed to have been disbanded. Prosperity Prerequisites In addition to the manpower loss (negative growth), the There are two conditions that limit the raising of the levy. province’s inhabitants won’t be very happy about the prospect of their loved ones going to war. Province ruler: Only the province ruler (or one that the ruler has empowered through diplomacy – his liege for Each time the levy is called a -1 modifier is applied to instance) can raise the levy. prosperity. The modifier is applied regardless of how many units were called. See Table 4-10: Prosperity Modifiers for Manors: Province rulers, who do not fully control the additional details. manors of a province, cannot raise the full number of levy units. Each level of manor holding allows the calling of 1 Upkeep levy unit. Other manor holders can make arrangements made with diplomacy to allow the ruler to use their manors Levies require upkeep as listed for unit type, except on holdings for purposes of raising the levy, or vice versa. the turn of activation when they are assumed to have taken provisions with them from home (since levies are available Example: The Count of Ilien wishes to raise the levy, but immediately upkeep has to be paid on the turn of creation). he only has a manor (3) in Ilien. And so gets 3 units each time he raises the levy. If he (using diplomacy) gets his These supplies can be stretched out for 2 turns, giving vassals Tyien and Enderaine (manor 2 each) to join him, the levy unit half supply on the turn of activation and the he’d get 7 units instead. following turn. As with all half supplied units the levy will automatically begin foraging. Unit types Disbanding Not all levies need be untrained and unarmored peasants armed with nothing but farming implements. Any realm When you disband the levy, they go back to their homes with a sizable army will also have a pool of former and take up their ordinary work again. veterans who can be called upon to defend the realm if Disbanding gives a +1 bonus to province growth for each need be. Some rulers require that some or all commoners unit disbanded. A levy unit can normally only contribute train with one or more weapons and armor and that they growth to its home province; you cannot use your levy to attend unit drills on a regular basis. relocate people, unless specifically allowed by the DM. In game terms this means that the basic levy unit may be A failure on the disband action means that the men don’t replaced with other (more capable) unit types. get back, but instead settle somewhere else, get killed, or Anuire (default): When using the raise levy action for take up brigandine; the unit is removed from your roster the first time in a province during a calendar year, an (destroyed), but does not contribute to province growth. Anuirean ruler will get militia (skilled) units. The second You should disband your levies near their home – time he gets levy (skilled) and the third (and later) times all disbanding the levy outside its home province incurs a +10 units are levy (green). DDC (or greater) modifier to the disband action. If, Example: The ruler of Caercas, a province (4), decides however, you successfully disband the levy somewhere to raise the levy (she has a manor 4 holding there). The else, the growth bonus is still applied to their home first time she gets 4 fairly experienced militia units – units province (the men manage to get back home on their own). of men that have both some military training and decent You are not obliged to disband your levy; as long as you equipment. The second time she gets 4 not-so-good levy pay upkeep, the units continue to function normally. Most units – strong and fit peasant lads, reluctantly forced to levy units are, however, of pretty poor quality and as such fight a war without proper weapons or armor. After that not really worth keeping around when they are no longer it’s mostly old men, young boys or those otherwise not needed. normally fit for military duty. Mercenaries Special (example): Some realms have special rules governing the raising of the levy; refer to the domain Cerilia is a violent and dangerous place and there are a descriptions for details. substantial number of people of all cultures and races who make a living by the sword. These characters often band

117 together for mutual protection and offer their services to Plentiful: Here you can find a great number of ordinary the highest bidder. units, and a good deal of specialized units like lancers, Mercenary companies come in many shapes and sizes. armsmen, scouts, engineers and artillerists. Some are little more than bands of thugs and brigands, Abundant: Similar to plentiful, but the number of while others are among the most experienced and available units is even higher. There are generally no disciplined troops in Anuire. In general, mercenaries are a knights to be found as mercenaries, even in abundant cost-effective way of quickly boosting your army during provinces. times of crisis. Example: Ilien is a province (9) and a barony capital, so The naval equivalent of mercenaries is called privateers. mercenary availability is uncommon; you can get some See chapter 7: Oar and Sail for additional details. mercenaries here, but not too many and not very Mercenaries are costly, but they have the tremendous specialized ones. benefit of being available when you need them – Example: Endier is the mercenary hub of Anuire; it potentially saving you hundreds of gold bars in army counts as an Empire capital in this regard (special upkeep for those years you do not need a huge standing condition). Since it has a province level of 8, it has army. plentiful availability. To hire a mercenary unit, simply choose the hire The DM will determine if the exact troop mix you’re mercenaries action and: looking to hire is available. This will not always be the 1) State in which province you will attempt to hire case; and the DM may list a different troop mix in your (must be a realm capital; even a barony capital will do). DO. 2) What type of units you are after in as much details Mercenary companies that do not have a contract (in as you like (example: 2 dragoons and 4 regulars; effect those available for hire) are conceptually assumed to preferably of veteran or better experience). have a status of reserve, and do not affect the operation of the realm in any way. 3) For how long you want them and what type of service – active or garrison (example: 2 turns of active Prerequisites service and two turns of garrison service). There are a few additional limitations to the hiring of Availability mercenaries: The DM determines mercenary availability for a capital Depletion: Hiring mercenaries depletes a province’s by cross-referencing province level with capital type. The ability to provide mercenaries for a period of time. table then gives a general availability level. If a capital For how long is up to the DM, but most mercenary isn’t of sufficient level (should be a rare occurrence) to contracts lasts 2-4 turns, so unless there are some special have an entry in the table, use the next best capital type. circumstances (such as heavy losses among the hired units) TABLE 6-1: MERCENARY AVAILABILITY involved the full complement of mercenaries will be made available the following year. Province Barony Kingdom Empire Bans: Not every realm accepts the existence of Level mercenary units within its borders. A decree action (DDC 0 NA NA NA 12) can ban mercenary units from a capital. The plus side 1-3 Rare NA NA of this is that your realm can avoid any unfortunate mercenary-related events. 4-6 Scarce Uncommon NA It is also possible to initiate a limited ban; the most 7-9 Uncommon Common Plentiful common variant being banning some or all other regents from hiring. Liege lords also sometimes ban mercenaries 10+ Common Plentiful Abundant from being hired in their vassals’ capitals. Such limited Rare: You may find a couple of low-value units here; bans may result in a lower availability rating (since there irregulars for example. are now fewer hiring opportunities). Scarce: You will find a few standard units or several Hire cost and upkeep low-value ones here; some regulars and archers for example. When you hire mercenaries, you must decide for how many turns you are going to retain their services, and if Uncommon: You will find a number of ordinary units they will be on active or garrison duty during those turns here, and may find few more specialized ones; several (you can mix, say 2 turns of active duty and 2 of garrison regulars and archers, as well as a few dragoons. work). Common: You will find a greater number of ordinary Calculate the hired units’ normal upkeep based on units here, plus a lesser number of more specialized ones; experience (mercenaries generally charge extra for veteran regulars, archers, pikes and crossbows are readily or better units, +0.25GBs/level as a guideline), status and available; you can find several dragoons, and even some turns hired, and then multiply this by 2. This is the number armsmen and scouts. of GBs you will have to pay the mercenaries. Half the

118 payment is up front; the rest is to be paid on the last turn of of supply for example) or accept extremely hazardous the contract. assignments. Example: Suris Enlien goes to Ilien to hire some Upkeep mercenaries. She’s looking for 4 veteran regulars, 2 skilled crossbows and one elite dragoons for 2 turns on active The regent responsible for paying for the auxiliaries’ duty. This works out to (10GB adjusted upkeep x 2 turns x upkeep must be determined through diplomacy. 1 for active duty x 2 for mercenaries) 40 GBs. She’ll have It is quite common for the owner to keep paying his to pay 20 GBs the turn they are hired, and another 20 GBs units, but equally common for the recipient to be the one to when the contract expires (next turn). bear the expenses. It is also possible to split the upkeep If you offer a favorable contract you may well get a cost. discount (usually ranging between 10%-25%). Mixed active and garrison duty, 4 or more turns of employment Disbanding and hiring in Spring are sure ways of getting this discount. When the agreed upon period of service is over, If the demand for mercenaries is high (primarily a lot of auxiliaries are returned to their owner using a free grant wars going on) or the contract is very short and/or action. They will then return to their owner’s realm, unless dangerous you will probably have to pay extra (25% or somehow prevented from doing so. more extra). Example: The most common example of auxiliaries is a In some cases the DM may elect to make hire vassal sending his units to fight for his liege lord. The mercenaries an interactive action (like a very minor vassal is granting his liege control over the units, but diplomacy action) and allow various parties to come with usually continues to pay his own upkeep. When the war is offers and counter-offers to attract mercenaries. It may over, the troops return home. If the war stretches out over a even works as a way of introducing a new named NPC. long period of time, it is not uncommon for vassals to demand some form of compensation from their liege. Prosperity Having formed mercenary units present (active or Fortifications garrison status) causes discomfort to the general public In addition to army units, your military assets are likely (whether they are friendly or not) leading to a -1 penalty to to include some sort of fortifications. prosperity for each turn there are mercenaries present within a province. The penalty is waived if the mercenaries There are two types of fortifications: castles and forts. are only passing through a province and not doing Castles are the bigger of the two, and protect entire anything else. See Table 4-10: Prosperity Modifiers for provinces. Forts are smaller and primarily protect additional details. individual holdings. Cost: Castles cost 20GBs/level to build (forts half that). Disbanding Castles on active status have an upkeep cost equal to When you disband mercenary units, they are ready for their level in GBs, forts one half of that. new contracts, replenishing the mercenary capacity of the Fortifications on garrison status (the standard status for capital(s) they are disbanded near. This replenishment is fortification) have half upkeep, one quarter if placed on abstracted and taken care of by the DM, and not something reserve status. you need to think about as a player. Failure on a disband action means that the units resists Castles your commands, and turn hostile (they may be demanding Castles are rated in levels, much like provinces and more pay, turning to brigandine etc.). In any case, this will holdings. A castle (1) is pretty weak, while a castle (4) cause an event that has to be dealt with. offers quite good protection, and a castle (7+) is almost Auxiliaries impregnable. Castles conceptually represents a range of forts, The last source of army units are auxiliary units. These watchtowers, city walls, citadels, etc. that are designed to are units placed under your command by allies or vassals. defend a province from invasion. So a castle (4) is not Procurement and use actually "A castle", but might represent a walled city with a citadel, three fortified towns, six stone watchtowers on The normal way of acquiring auxiliaries is through the border, and a series of fortified barns for use by the diplomacy. Once the transfer of auxiliaries has been agreed army in times of war. upon, control of said units can be transferred at any time Castles have permanent garrisons of about 50 soldiers using a free grant action. per level. This is enough to keep castles functioning even You are free to use auxiliaries in any way you chose, as if there are no actual units in the same province. There will long as nothing else has been agreed upon in the also be a number of non-combat staff attached to a castle, diplomatic agreement. Auxiliaries come with their own but this has no actual effect on the game. commanders (named or otherwise), and will generally behave well, but will not stand for inferior treatment (lack

119 Ownership Limitations It is normally the province ruler who owns a castle, There can only ever be one castle in a province, although he may through diplomacy designate another regardless of its level. A castle (10) is the most powerful regent as the owner. castle that can be built, regardless of province level. Hostile regents may as part of an ongoing war occupy Only the province ruler can start construction of a new and take over a castle; in effect becoming the temporary castle; but the owner a castle can improve upon an existing owner of the castle. structure (even if he is not the province ruler). When the war is concluded the peace treaty (diplomacy Building castles is covered in more detail by the fortify action) must specify ownership of castles. The owner of a domain action. castle controls all aspects of that castle’s activities (like upkeep and status).

5) Enemy units moving out of a province protected Effects by a castle must expend 1 extra movement point to do so A castle protects a province and all the holdings and (because they are forced to move around). assets within, and limits further movement of enemy units: These effects continue until the castle has been 1) The enemy cannot raze, pillage or otherwise harm destroyed, captured or neutralized. province levels or holdings in a province protected by a Neutralizing Castles: A castle can be neutralized by castle. investing (not to be confused with investiture) the castle 2) The enemy cannot destroy, capture or otherwise with a number of units equal to twice the level of the castle harm any assets within a province protected by a castle + the number of units inside the castle (on active or (unless determined otherwise by the DM). garrison status). 3) The enemy has difficulty (+1 to DCC per castle When a castle is neutralized it continues to protect the level) foraging in a province protected by a castle. province, but with reduced effect: 4) Enemy units cannot trace a line of supply though 1) It only protects a number of province and holding a province protected by a castle (even if there are friendly levels up to its own level; any levels exceeding the castle units present). level can freely be pillaged, razed and such.

120 2) Assets are no longer protected (except as law or guild) in the same province (in case of conflict the determined by the DM). DM decides what happens; loss of fort levels, no new 3) Enemy units can freely forage, move through and construction allowed etc.). Only the regent ruling a holding trace supplies through the province. can build a fort to protect it; but any owning regent can add to an existing fort. 4) Note that it will be the DM that decides which holdings are protected and which are not on a case-by-case Building forts is covered in more detail by the fortify basis. domain action. The only way to harm province and holding levels still Effects protected by a neutralized castle is by reducing the castle’s level through siege or assault. Forts share all the characteristics of castles, with some exceptions: Trade and source holdings can never be protected by castles. 1) The enemy cannot raze, pillage or otherwise harm province levels or the protected holding; but are free to Unit Capacity: Castles can normally accommodate attack other holdings. (protect) a number of units up to its own level. Active castles can hold double the normal amount of units. 2) Assets are not protected by forts, unless the DM determines that they should be (i.e. a Cathedral protected Cavalry units count as two units, both when determining by a temple fort). capacity and checking to see if the castle has been neutralized. 3) Enemy units can forage without penalty, and trace supply lines through a province with forts. Example: A castle (5) can hold up to 5 units while on garrison status, but 10 units on active status; making it 4) There is no extra movement cost for leaving a difficult to neutralize and protecting a sizeable number of province with a fort. units from harm. Neutralizing Forts: A fort can be neutralized just like a Other benefits: Castles also provide additional benefits castle; it requires a number of units equal to the level of on the campaign and battle level of play. the fort + the number of units inside the fort (on active or garrison status). The most important effect is that units inside a castle cannot be forced to do battle (they are hiding inside the When a fort is neutralized, it only protects a number of castle). The only way to get to these units is to besiege or province and holding levels (only those to which it is assault the castle. attached) up to its own level Another important benefit is that active castles allow a The only way to harm province or holding levels still number of extra units (up to its own level) to recover there protected by the fort is by reducing the fort’s level through on garrison status. siege or assault. Trade and source holdings can never be protected by Forts forts. Forts are a less powerful type of fortification. A fort (1) is Unit Capacity: Forts can normally accommodate an pretty weak, and a fort (4) offers quite good protection, additional number of units up half its own level. while a fort (7+) is almost impregnable. Active forts can hold a number of units equal to the level Conceptually, a fort is not “A fort”, but a series of for the fort. precautions taken to limit the vulnerability of physical Cavalry units count as two units when determining assets from harm – ranging from small guardhouses, heavy capacity and checking for neutralization. doors and barred windows, to stone keeps, fortified Other benefits: Like castles, forts have some effect on manors, or hidden underground guildhalls. the campaign and battle level of play. Forts have about half the resident garrison and number of Extended fortification example: The province (5) of support staff that castles do. Braeme has been heavily fortified. It contains a castle (3) Ownership owned by the province ruler, Patriarch Altaweir Enlien. There are also some forts in the province. The province Ownership of forts follows the same rules as for castles; comes under attack from the Baroness of Roesone. The but since a fort always protects a specific holding, it is rare Baroness decides against an assault on the castle, and for anyone other than the holding ruler to own the fort. instead moves in to neutralize it to be able to pillage the Limitations province. The castle is active. There are six additional units inside There can be any number of forts in a province, but only Enlien’s castle, so the Baroness must detach 3x2 + 6 = 12 one fort can protect any one holding. A fort (10) is the units to neutralize it. Once the castle has been neutralized, most powerful fort that can be built; regardless of holding it only protects province/holding levels up to its own level, level (i.e. even a lowly manor lvl 1 could have a fort lvl 7 so the Baroness can now pillage the province from lvl 5 to protecting it). There may not be more than a total of 10 fort lvl 3. levels protecting a single holding type (law, manor, temple,

121 But wait, the SASI has a fort (5) protecting its guild (5). According to the fort rules it too has to be neutralized before any pillaging can occur; the fort is active, but there are no additional units inside the fort, so the Baroness detaches 5 units and neutralizes it. The SASI guild is still (for now) safe, since the fort continues to protect the holding up to its own level. The province level is also safe from reduction below level 5 thanks to the fort. The rest of the holdings in the province are not so fortunate. The Baroness of Roesone still has untasked units available for pillage, and reduces all other holding levels to 3, netting her a number of GB in the process. Neither the province level nor the guild holding is affected by the pillaging. The SASI also has a trade (3) holding in Braeme, but since it can’t be protected by fortifications, the Baroness can actually pillage it to level 0 is she wants to, despite any remaining fortifications. Source holdings are equally unprotected, but since sources normally can’t be interfered with by non-magical means, there really isn’t any effect. Had Braeme had a castle (5), almost all (save the poor trade holding) of this damage could have been avoided (at least until the castle had been reduced in value through siege or assault).

During the next turn the SASI bows out of the war due to diplomatic pressure. This leaves Braeme with only a castle (3) – any province levels above 3 are now vulnerable to Status pillaging, and the Baroness’ men go abut their task with abandon. Every unit and fortification has a status. There are three The SASI guild isn’t directly affected, but since the types of status (from best to worst); active (A), garrison province’s level has been reduced, it can no longer support (G), and reserve (R). a holding of that level, resulting in the SASI guild losing 2 Status determines what a unit/fortification is capable of levels anyway. The actual fort level is unaffected though – doing – being active most likely means the the physical structure remains in place, and the now- unit/fortification is a full war footing or undertaking some reduced guild holding continues to benefit from it. special mission, garrison means normal (peacetime) Had the SASI stayed in the fight, the Baroness would operations, and reserve means the unit/fortification is not probably have tried to assault the fort, since it is a weaker actually operational (but can be brought to readiness if type of fortification and in this case not protected by needed). additional units. Seizing the fort would have had the same Managing status is vital, since it governs both upkeep effect as the SASI bowing out. cost and what the unit/fortification can accomplish. Too When fighting a war against an enemy that is heavily high a status is a waste of resources, but too low a status fortified the number of units available to you becomes very can cripple your ability to defend your domain. important. It is common to use militia (or even levy) for tasks such as neutralizing fortifications, freeing up better Changing status units for other duties. You must use the change status action to change the status of a fortification or unit. Units and fortifications may only change status once per turn. You pay upkeep based upon the new status. Immediate change: Changing between active and garrison status takes place takes effect during the turn in which the order is given (normally 1 month if detailed timing is important). Example: War is brewing, so Baroness Roesone changes the status of seven of her army units from garrison to active during the Summer 1525 HC. The change takes

122 effective during the same turn; the units can become part regent, but you should give careful thought as to which of a field army and attack into Ghoere, and they have units you include. upkeep as active units during the Summer turn. The field army is a collection of units placed under the Delayed status change: Changing to or from reserve command of a general. Field armies gather in one status takes a little more time, and the new status isn’t in province, called the staging area. effect until the end of the current turn (normally 3 months Next to a competent (and loyal) general, the right troop if timing is important). mix is just as essential as pure troop numbers. Units will not be available for other activities during the Troop mix: Getting the right troop mix is dependent on a turn (i.e. they are busy changing status), but you still pay number of factors; including what enemy you face and in upkeep according to their new status. what terrain you will fight. Example: With the war over by Winter 1525 HC, the A heavy infantry phalanx type army is effective when Baroness cannot afford to leave her two knights units even fighting opponents similar to itself on relatively level on garrison status. She uses change unit status to put them terrain. On the other hand, it is utterly outmatched when on reserve duty. The knights gain reserve status at the end fighting in rugged terrain against light, maneuverable of the turn and are unavailable for other activities during troops. Suffice to say that the winner of today may quickly that turn, but the Baroness only has to pay upkeep become tomorrow's loser. according to their new status. If you are uncertain about what units would be On a subsequent turn, Roesone is attacked and the appropriate for your army, you can always ask your Baroness needs all the men she can get. She uses change advisers; hopefully you will have one or more with a unit status to put recall the knights to active duty. However, decent understanding of strategy and tactics. they won’t be ready for use until the end of the turn, so that Army name: For bookkeeping reasons, it would be best Baroness will have to make do with her other forces until if you named each army, or perhaps gave it a number. then. The Baroness bitterly regrets her decision, and once Army Group "North", or Field Army "Center" are good again it will be up to the levy to repel the invaders. And to names, as is the naming it after the commanding general. make matters worse she has to pay active upkeep for the knights as well…even if they are unable to do The officers anything...ouch! Every field army must have a general. The general is the Active – Going to War commanding officers of the field army. If there are no generals available, you cannot create a field army (just as Active is the most potent status. It allows your units to go you can’t create an army without any units). where they want and do what you want, and your active fortifications will offer extra protection. Generals are created using the grant: title/position domain action. In addition, your regent is always Active is the status that you want for your military assets considered to be a general. during a war or if a war is imminent. Common choices for general are: your regent, your Cost: Active status incurs full upkeep. lieutenants, relatives of the regent, or powerful nobles of Active unit options (the list is not exclusive): the realm. Basically anyone that you think has the 1) Join a field army. necessary military skills (and is loyal to our rule). 2) Move at their full speed, including in hostile Generals: How skilled a general is, is measured by two provinces. values; his command skill (used during battles) and his warcraft skill (used during the campaign stage). Every 3) Invest, besiege or assault a fortification. character that is a general will have a value assigned by the 4) Forage to supplement their upkeep. DM in command and warcraft, ranging from 0 to 20 (or 5) Pillage or raze enemy province and holding more). levels. Table 6-2: General Skill Levels shows some common 6) Recover while in a hostile province or if the values for generals of different character levels/classes (a capacity of a friendly province has been exceeded. fighter/noble specializing in warfare could be considered a 7) Gain experience by using the improve unit master, while a wizard might be unskilled; but this can domain action. vary). The list is not exhaustive; individual generals will have different values based on their race, class, abilities, The field army skills and bloodlines. To conduct a military campaign (any military activity Refer to Chapter 10: Characters and Domains for other than just defending individual provinces from minor additional details about using special characters during the incursions) you need to assemble one or more armies of domain level of play. The exact uses and effects of these active units commanded by one or more officers. two skills are covered later in this chapter. You use the create field army action to create an army. TABLE 6-2 GENERAL SKILL LEVELS The composition of a field army is entirely up to the Character Master Expert Skilled Proficient Untrained level

123 Low +8 +6 +4 +2 +0 create field army action. Several armies can be located in the same province, or some units left as garrisons. Medium +12 +9 +6 +3 +0 High +16 +12 +8 +4 +0 Detachments Very high +20 +15 +10 +5 +0 Sometimes the campaign plan (described in detail later in Legendary +24 +18 +12 +6 +0 this chapter) calls for parts of the army to split of from the main force for a period of time. Detachments are still Near epic +28 +21 +14 +7 +0 under the command of the original general and must Epic >+28 >+21 >+14 >+7 +0 eventually rejoin the army; otherwise we are talking about a new army and not a detachment. Commanders: It is possible to add additional officers to Creating detachments is generally most useful for large the army: either extra (subordinate) generals or armies – putting some of your light and medium cavalry commanders. These extra officers can help lead sections or into a detachment to raid a province not on the main divisions of the army during battle or command army’s line of advance, or detaching some artillerists, detachments, and can assume overall command if the archers, and infantry to siege a castle while the main force general is incapacitated. moves on. Note that a commander can function as a general in an Example: Archduke Diem, on a campaign in the West, emergency, but he suffers a -4 penalty to his command and decides to detach two armsmen and some archers to warcraft while doing so. Most commanders will also have prevent some enemy units from interfering with his line of relatively a low warcraft skill; they are good at leading communication. Later the enemy is defeated and the men into battle, but not as skilled in strategy. detachment moves to rejoin the main army. Staging area Commanders: If you want you can assign one of your named commanders to lead a detachment. Otherwise a In addition to specifying what units and officers go into a generic unnamed commander will be provided. field army, you need to designate a staging area; this is the province where units/officers gather and form the field The commander of a detachment uses his own command/ army. warcraft skill when relevant, but doesn’t suffer the usual -4 penalty for not being a general. A commander is If timing is important, assume that forming a field army sufficiently skilled to lead a detachment, since he doesn’t takes 1 week (war move) after all units and officers have have to be involved in the overall planning of the arrived (units/characters move at their normal speed when campaign. moving to a staging area; also take into account time needed to change unit status if required). Heroes Province choice: Any province can serve as a staging You can also assign other characters to your armies, even area, but you should probably keep it away from the front if they have no command positions. Such characters can lines. Having your enemies occupy or threaten your perform heroic deeds on their own or boost the abilities of staging area could make assembling the army problematic. a unit they accompany. Whenever possible use a province with a castle or fortification as a staging area. See Chapter 10 for additional details about what characters can contribute with on the domain level of play. Note that not all units in the staging area province need be part of the same field army, just those specified in the

124

warcraft skill when commanding the garrison (does not Garrison – Keeping the Peace suffer the usual -4 penalty for not being a general). Garrison it the normal peacetime status for army units, as Reserve – Once a Knight, well as for purely defensive garrisons during wartime. always a Knight Units on garrison status will defend the province they are in to the best of their abilities, including coordinating with Reserve status represents reservists, trained soldiers that field armies, or withdrawing if the situation warrants it. either have quit, but can be called up, or part time outfits Try keeping units on garrison in provinces where you that are only brought up to strength when needed. They have fortifications. Both the fortifications and the units require a little upkeep and take some time to make ready will benefit tremendously; the units are well protected again, but not as long as mustering a new unit and training from surprise attack and the fortifications become a lot it to an acceptable level. It is often wise to keep a pool of harder to assault. reserve units; most major realm do. Cost: Garrison status cost one-half upkeep. Note that reserves are different from levy; reserves are Garrison unit options (the list is not exclusive): professional soldiers, while the levy consists of barely trained commoners. 1) Can move normally, but only within friendly provinces. Cost: Reserve status cost one-quarter upkeep. 2) Will defend the province they are in if it comes Reserve unit options: under attack. 1) Units on reserve status cannot do anything; they 3) Will patrol the province they are garrisoned in are not even considered to exist on the province map until (i.e. provide intelligence). they have successfully changed status to active or garrison. 4) Can’t join a field army. Experience: Units placed on reserve status must make a Morale check (DC 20) or immediately lose 1 XP. Units 5) Can’t forage, pillage or raze. reduced to less than 0 XP in this manner are disbanded 6) Can’t invest, besiege or assault a fortification. instead. 7) Can’t contribute to meeting the minimum number Forced disband: An enemy that occupies a province for of units needed to occupy a province. one complete turn can elect to disband any existing units 8) Can’t function as law holdings in occupied on reserve status. provinces. Commanders: You may assign a commander to your garrisons. A commander may use his full command/

125 Fortifications and Normally, only 6 units could recover on garrison status in Calrie, but by placing the castle on active status, up to status 11 units can now recover without having to resort to active status. Fortifications are like units in that they can have one of Example: Duke Raenech captures a castle (3) in three statuses – active, garrison, or reserve. The default Fairfield. If he places it on active status, three of his units status for a fortification is garrison. can recover on garrison status despite being in an enemy Active province. Fortifications can, like units, be placed on active status. Garrison Active fortifications have increased organic garrisons and This is the normal status for fortifications; it is are assumed to have extra stores of food, equipment, sufficiently maintained, manned and ready, and contains weapons and armor. enough supplies and equipment to meet peace-time needs. Active fortifications are more difficult to neutralize (see Upkeep cost if half level in GB for castles and quarter above) and also have some other effects that are level in GB for forts. summarized below or covered later in this chapter. Unit capacity: Castles on garrison can hold a number of Unit capacity: Castles on active status can house a units equal to their level. Forts can hold a number of units number of units equal to twice their level. Forts can house equal to half their level. units equal to their level. Unit recovery: Having a castle (not a fort) on active Reserve status allows the owner to recover a number of units on garrison status equal to castle level. When using an active When on reserve status, fortifications are not occupied or castle this way the castle level (instead of province level) defended, merely given a minimum of maintenance. A is a factor when determining what units can recover on fortification on reserve has no game effect, and an invader garrison status. would find it easy to seize it (automatic if you occupy the province), so give the matter careful thought before Example: The Queen of Aerenwe wishes to recover her placing your castles and forts on reserve status. devastated army that is camped in Calrie, a province (6) with a castle (5). The Queen rules Calrie and owns the castle.

126 Army organization Fortifications: If you have a lot of fortifications you can usually get away with having fewer units. But you need to You have now learned a little about the basic aspects of remember that fortifications alone don’t win a war. army management; how to acquire units, fortifications and Quality vs. quality: It is always tempting to load up officers, and how the change their status according to your with high-quality units with high experience levels, but needs. But how do you transform this knowledge into having too many such units will drive up your upkeep. The successfully defending or expanding you realm? There is majority of your army should be made up of ordinary units no easy answer, mainly because there are so many of skilled experience. But a few good units are a good idea. variables involved when it comes to armies and warfare. Infantry vs. cavalry: Cavalry is not always better than Take what you read here and add it to the sections about equivalent infantry. It can be more effective because of its warfare and units later in this chapter and you should be high mobility, both during campaigns and battles, but that well on your way towards mastering the art of war. is highly situational. Cavalry is also more expensive than Choosing units infantry and not as durable; so cavalry used the wrong way is a recipe for disaster. Knowing how many units you need or what type they Shock vs. missile: Missile units can be very effective should be can be difficult. Here is a brief summary of the (and all-missile cavalry armies are a viable possibility; but various unit categories to help you pick what you need: all-missile infantry armies, are generally doomed) against Infantry: Infantry is cheap, efficient and durable. For some unit types or in certain situations. But as with cavalry any Anuirean army they should make up the bulk of the they can bring you no end of trouble if handled incorrectly. army. There are two main types available; missile and Troop mix by culture/race shock (melee) infantry. A mixture of both is probably a good idea. The various subtables of Table 6: Troop Mix shows an Cavalry: Cavalry is more expensive than infantry, and approximation of the percentage of various unit types require more planning to use effectively. It is a good idea found within different armies (based on culture). For to have at least some cavalry because of its great mobility. example, Anuirean armies are infantry heavy and focused Cavalry is similar to infantry that it comes in two main mostly on shock action. variants; shock and missile. Other cultures have different troop mixes; the Khinasi Artillery: Artillery is very useful during sieges and have a radically different approach, relying more heavily assaults, and sometimes when used on the battlefield by on cavalry and missile power. Rjurik and Vos armies are large armies. Many armies do well without any artillery almost exclusively infantry, with the Rjurik having more units. missile units. Brecht armies are fairly similar to Anuirean armies, but replace some of the shock cavalry with missile Specialists: Specialists mainly belong to large domains cavalry. or kingdoms that can afford big armies. Scouts are the best unit available for reconnaissance, while engineers and Nonhuman cultures have their own preferences; dwarves artillerists both add special abilities to your army. are almost exclusively infantry and shock heavy, while elves prefer a mix of missile infantry and shock cavalry. Troop mix There is much to be said about which troops are the most effective, but it all boils down to this; it depends…on how wealthy you are, personal preferences, who your potential enemies are (and what units they have), what terrain you'll be fighting in, if you have any allies to call upon, if you’ll be using levy and/or mercenaries, and so on. Upkeep: You should try to avoid having musters with a garrison upkeep of more than half your average income. It will make saving up money harder and once war breaks out expenses will skyrocket. Realm vs. domain: Realms have a greater need for physically defending their borders than do most domains. As such they generally have a higher number of average- quality units than domains. Realms can also rely on the levy to give additional volume to their armies, while domains have no such ability. Mercenaries: Some domains use mercenaries, and some do not. Those that do need to save up money or risk being without troops when the fighting starts. Those that don’t need to compensate by having more musters. TABLE 6-3a: ANUIREAN TROOP MIX Type Percentage

127 Shock infantry 40-60% Shock infantry 20-40% Missile infantry 20-40% Missile infantry 40-60% Shock cavalry 10-40% Shock cavalry 0% Missile cavalry 0-20% Light cavalry 10-20% Artillery 0-10% Artillery 0-10% Specialists < 5% Specialists < 5% TABLE 6-3b: BRECHT TROOP MIX TABLE 6-3i: GNOLL TROOP MIX Type Percentage Type Percentage Shock infantry 40-60% Shock infantry 40-60% Missile infantry 20-40% Missile infantry 40-60% Shock cavalry 10-20% Shock cavalry 0% Missile cavalry 20-30% Light cavalry 0% Artillery 0-10% Artillery 0% Specialists < 5% Specialists < 5% TABLE 6-3c: KHINASI TROOP MIX TABLE 6-3j: GOBLIN TROOP MIX Type Percentage Type Percentage Shock infantry 20-40% Shock infantry 40-60% Missile infantry 30-60% Missile infantry 20-40% Shock cavalry 10-40% Shock cavalry 10-20% Missile cavalry 20-60% Missile cavalry 20-30% Artillery 0-10% Artillery 0-10% Specialists < 5% Specialists < 5% TABLE 6-3d: RJURIK TROOP MIX TABLE 6-3k: OROG TROOP MIX Type Percentage Type Percentage Shock infantry 40-60% Shock infantry 40-60% Missile infantry 20-40% Missile infantry 40-60% Shock cavalry 0-20% Shock cavalry 0-20% Missile cavalry 0-5% Light cavalry 0% Artillery 0-5% Artillery 0-10% Specialists < 5% Specialists < 5% TABLE 6-3e: VOS TROOP MIX TABLE 6-3l: MONSTROUS TROOP MIX Type Percentage Type Percentage Shock infantry 50-80% Shock infantry 40-80% Missile infantry 10-40% Missile infantry 20-40% Shock cavalry 10-20% Shock cavalry 0% Missile cavalry 0-5% Light cavalry 0% Artillery 0-5% Artillery 0% Specialists < 5% Specialists < 5% TABLE 6-3f: DWARF TROOP MIX Type Percentage Shock infantry 50-80% Missile infantry 10-40% Shock cavalry 0% Missile cavalry 0% Officers Artillery 5-15% Unlike units you don’t really need any named officers Specialists < 5% (i.e. NPC characters). Your regent can function as your general, and any commanders can come out of your inexhaustible pool of non-named officers. TABLE 6-3g: ELF TROOP MIX Generals: A good general can, however, greatly enhance Type Percentage the potency of the army he is commanding. So having one Shock infantry 20-40% or more generals at hand is probably a good idea Missile infantry 40-60% (especially if your regent isn’t a warrior type or doesn’t Shock cavalry 20-40% have time to command personally). Just make sure that the Light cavalry 10-30% general is politically reliable before you turn your army Artillery 0-10% over to him - more than one regent has had his own Specialists < 5% general turn on him. Trusted lieutenants are by far the best TABLE 6-3h: HALFLING TROOP MIX choice when you are looking for new generals. Type Percentage

128 Commanders: Having one or more named commanders Peacetime needs is also a good idea. They can command garrisons and detachments at no penalty, or they can join a field army The units that you retain during peacetime should be and lead a section or division. In addition to improving sufficient to defend your domain from any sudden attack, your army’s abilities, commanders gain skill over time, and numerous enough to make up the core of a wartime making them good candidates to later become full-fledged army. generals. When deciding which units you need, there are several things that need to be taken into consideration: local Fortifications terrain, your neighbors, existing fortifications and Castles and forts can make or break you. They are highly available resources. effective, especially on the defensive, but can also be Do not keep a bigger peacetime army than required; but important on the offensive. In fact, fortifications are more do not disband too many units either. Keep just enough to effective on an upkeep basis than troops. meet your current and future needs (easier to say than to This, however, doesn't mean you should go overboard do). when purchasing fortifications. They are hideously You should place your units in provinces where you have expensive to build in the first place, and are not very fortifications if at all possible, since the combination of effective unless you have some units to work with as well. fortifications and units are the strongest. Infantry is by far Castles are the better type of fortification. A castle the best option for such duty. protects your provinces, hampers you opponent’s A potent and mobile reserve of cavalry and high-quality movement and cuts his supply lines; unless he uses a lot of units should be stationed in your capital and/or key units to neutralize, besiege or assault the castle. Even an provinces. They can then be dispatched to deal quickly and active castle of moderate level (3-4) with a few units inside efficiently with any problems that crop up, or can form the can block a mid-sized enemy army. Unless your enemy core of a field army if you need one. takes steps to either siege it or assault it, the castle will Also consider if some of your units can be placed on remain a danger to him indefinitely. reserve status. Yes, you risk loosing 1 XP per unit when Forts protect a specific holding (and to a lesser degree, you place them on reserve, but with only ¼ the normal the province), augmenting its ability to resist armed attack. upkeep you could potentially keep a potent force as backup They are not able to block movement, but any fort without too great a cost. harboring units will be a threat to the enemy if he tries to bypass them. Wartime needs Going on the offense: When going on the offensive, If you want to start a war, or has one thrust upon you, fortifications are almost as important as when fighting on you'll find that your normal garrisons are not sufficient. the defensive; a much overlooked aspect of warfare. You need to create one or more field armies. Considerably Having a few castles on active duty can free up a lot of larger, and much more expensive (since units are active), units that otherwise would have been tied down field armies are a serious drain on your resources. garrisoning your own border. Now they can join the field To make sure you are prepared for war you should army, without having to fear a massive counterattack. always have a plan and the necessary gold reserve to put Fortifications are also good as staging areas, and a few that plan into effect. This usually means saving up a ‘war advance fortifications built (or captured) to secure the chest’ that you don’t use for anything else; there are many supply lines can become very important as you go deeper domains that have been defeated simply because they into enemy territory. could not afford a war. Placement: At a minimum you need a castle to protect Financing your army you capital province, and one (or more) to cover the most likely invasion route(s) into your realm. Build these castles Financing your standing peacetime army should not eat up as high as you can; a least level 4-5, but level 6-7 is up more than half your total budget (as a guideline) if you preferable if you can afford it. are a province ruler; many domains will get away with If you have a large realm, or very hostile neighbors, build spending much less. When you prepare for war or get a few low level castles along the borders and in key involved in one you should seriously consider boosting provinces – even a castle (1 or 2) will slow down an your income in every way imaginable; because your invader, giving you time to reorganize and hit him where enemy will. he is the weakest. Winning a war is not only a function of how big and Sovereigns have less use for forts – always go for castles good your army is, how well led it is or how much luck if you can afford them – but if you cannot afford castles you have in battle. It is also a function of what resources everywhere, forts may be a good substitute. Domain rulers you have access to and how many of those resources will probably want to protect their most valuable holdings you’re willing to commit. Indeed, the longer the war, the with forts. more important the relative resources of the factions involved in the fighting. So poor domains need to fight hard and fast to win…

129 You are; of course, free to round up money from any imaginable source. But here are some tips (and NPC domains WILL be doing this): 1) Cut court costs, but remember that diplomacy is often an important part of war (gain allies, drive apart your enemies, secure a good peace treaty etc.). 2) Refrain from taking a lot of other actions; they are expensive. Empire-building is for peacetime – try it during a war and you’ll find you soon won’t have anything to build upon. 3) Raise taxes one (or more) steps. Severe taxes should be the norm during any serious war (or when preparing for one), not the exception. 4) Save up a sizable war-chest beforehand; enough so that you can keep your army going for that extra turn (or more). 5) Find allies that will contribute money or troops; feel free to beg, threaten, or promise great rewards after you’ve won the war. 6) Find a friendly guilder and borrow some money; or shake down another (not-so-friendly) guild holder. 7) Fight only one war at a time; two wars at one time will be the end of you. 8) Forage constantly, possibly even in your own provinces. 9) Pillage what you can, but make sure you don't harm friendly regents. 10) Consider providing only half supply to your units, at least to the levy and other rabble. 11) Militia and levy can provide a large number of units at no cost to your treasury (sort of). Even if you follow all the suggestions above, you'll probably still find yourself shorthanded; that is the way of war – if your treasury isn’t hurting really badly, you're not putting your heart into the war, and then you do deserve whatever comes…

Roesone – Sample army Baroness Marlae Roesone has just ended a short, but costly, war with Diemed. Now her army is in shambles and

130 needs to be rebuilt. It seems the perfect time to also of Marlae’s income, but she has a lot of investments to do, reassess the security needs of her entire realm. so this will have to do – for now. Fortifications are first; she has a castle (4) in Caercas and Next are officers. Marlae is a competent field a castle (3) in Bellam. In addition she has some forts [law] commander, but nothing special. Her skills run towards in several provinces; Fairfield lvl 3, Ghoried lvl 2, and diplomacy. Fortunately her twin brother Caemed is a Edlin, Duerlin and Abbatuor lvl 1. She decides to upgrade strong general and excellent knight; he is also her Caercas castle to lvl 5 and to turn the Fairfield fort into a lieutenant and heir (until she marries and gets children). In castle (4). That leaves southern Roesone exposed, but she short a very important man. She puts him as garrison can’t afford castles all over, and this setup gives a strong commander in Bellam, since that is the most exposed (and defense against Ghoere and Osoerde – the most likely lest loyal) province in Roesone. She also has two aggressors – while relying on Medoere and Ilien to protect competent field commanders Castellan Ser Traese Noelon the western flank against Diemed. It will cost 20 GBs for and Ser-Captain Tael Brosuine; both are skilled and loyal the Caercas castle, 30 GBs to turn the Fairfield fort into a men who have served her father, Baron Teried for many castle, and 20 GBs more to increase the castle’s level to 4. years. Traese commands the Fairfield garrison while Tael That’s a total of 70GBs, spread over a number of turns. ends up in Abbatuor (mostly to have a henchman there that Fairfield will take the longest, so the Baroness might can support espionage actions taken against the SASI – but decide to rush construction here, reducing time needed, but that’s another story). increasing the cost even further. Assuming garrison status Several of Roesone’s vassals (Bellam, Durelin, Edlin, the total upkeep will be 6 GBs for the castles and 2,5 GBs Fairfield, and Ghoried) can bring units to a fight, for the forts; for a grand total of 8,5 GBs per season. especially Count Ghoried, with his guild-bloated income, Roesone’s three-caravel navy is also taken care of; two has quite the powerful private army. The vassals also are placed on reserve, while the third is retained on maintain minor manor forts in their respective provinces, garrison – the navy is too weak to make any difference, which add somewhat to Roesone’s defense. And the Count and Marlae has no immediate plans for expanding it, yet of Fairfield is a competent leader, so can be made a general for prestige reasons she won’t disband it. Lacking a coastal in a pinch (the same goes for Count Bellamie, but his port province (Abbatuor is only level 3), the ships sail up loyalty is suspect, which makes him unsuitable). As long the Spider River and anchor in Caercas (as medium ships as Marlae can keep her vassals loyal these units will they can do that). The two reserve ships fail their morale provide a free boost to her army should she need it. It, check, lose 1 XP, and drop from skilled to green. Total however, one or more of her vassals turn traitorous she upkeep is (0,5*2)/4 + 0,5/2 = 0,5 GBs. Half a GB isn’t could have a real problem with a civil war on her hands. much, but neither is the navy… One thing Roesone does enjoy is a skilled and sizeable Roesone has two very experienced knight units. They are militia. The first levy called is veteran militia (instead of very good, but hideously expensive (active upkeep of 5 skilled militia) and the second is skilled militia (instead of GBs each). By making them reserves, total upkeep is only levy). Marlae also has treaties empowering her to decide 2,5 GBs. Because of their high morale, neither unit loses when the levy is called, and treaties that ensure her vassals any XP. She opts to put them in Caercas where they will be contribute their manor holdings to hers when the levy is better protected should a sudden invasion occur; she can’t called. That’s potentially 20 or so veteran militia and 20 afford to have them destroyed before they can act. more skilled militia! Enough to stop anything but a major Next is the garrison units. She already has some units, invasion…IF Marlae can keep her vassals loyal and but their numbers were diminished as a result of the war, cooperating that is… so she has to muster some new ones to compensate. In the Mercenaries could be an option for Roesone, but it will end she settles for a total garrison of 1 scouts, 1 armsmen, be many years before finances are good enough to allow 2 dragoons, 4 regulars, 2 pikes, and 4 archers. To achieve any mass hiring of sell-swords. Only by loaning money this she musters 1 dragoon, 3 regulars and 1 archers – (from the SRT for example) can Roesone hire mercenaries another 12 GBs. Some of the existing units have quite a bit in any amount. This will be done only in an emergency, if of experience, but Marlae decides only to pay extra upkeep it looks like Roesone will be defeated in a major war for for the elite armsmen and scouts. The other experienced example. units will lose 1 XP per season until they become veteran. That’s it. Roesone is several years away from having Upkeep for units is (1,5+2,5+2*2+4*1+2*1+4*1)/2 = 9 adequate defenses, and even more years before the army is GBs. The armsmen and dragoons are placed in Caercas, anywhere near being big enough to be anything but a two each of regulars and archers end up in Bellam, and the defensive force. Until that time Marlae is completely rest of the unit go to Fairfield. If fiancés permit Marlae dependent on her vassals helping out – which means they would like for the dragoons to be active, as a sort of rapid- will most likely be pushing for even more influence…and response unit (possibly commanded by her personally). Marlae can forget about revoking the tax exemption on The army could well have been bigger, but the total manors anytime soon! upkeep is now 8,5+0,5+9 = 18 GBs, which is less then half

131 Units “A hundred proud Anuirean knights stood arrayed abreast atop the low rise, a few good men defiantly arrayed against the innumerable horde of filthy goblins milling around on the plain below. This would truly be a battle of courage and valor versus numbers. ” - Nameless bard describing an equally nameless battle between a sizeable goblin army and a detachment of badly outnumbered Anuirean knights

By now you should have a basic understanding of how to create and maintain an army that meets your needs; current and future, peace and war. You will now be presented with a detailed description of the various unit categories and their characteristics, as well as the various unit types and their statistics. Unit statistics

Depending on unit category, race, culture, equipment and training…each unit type has been issued with a set of unit statistics. These statistics cover everything from how much the unit cost to recruit, to how good it is in melee combat. On the domain/strategic level, the Muster Cost, Upkeep, and Prerequisites are the most important statistics. During the campaign stage only Speed, Morale, Cohesion and some Specials are relevant. Only during a battle will Melee, Missile, Charge, Range, Modifiers, and the rest of the Specials come into play.

Speed Speed represents the unit’s ability to move both on the strategic/campaign (province) level and on the tactical (battlefield) level. Speed is expressed in movement points. One movement point will allow a unit to cross one plains province (50 miles as the crow flies) each week, or one clear area on the battlefield each battle round. Different terrain types, the presence/ absence of roads and adverse weather conditions, can all affect movement. Units without a speed statistic (-) may not more on either the province or the battlefield level, regardless of modifiers. Units with a speed of 0 can move if positive modifiers increase speed to 1 or more. On the battlefield, 0 speed units can also move a single square by using a full- round action. TABLE 6-4: UNIT SPEED Speed Unit Description - Heavy artillery Can’t move.

132 0 Medium artillery Can move if transported by Some units (most notably undead and constructs) have another unit. no morale stat. They are automatically assumed to pass any 1 Light artillery Can move on its own, or morale check they are called upon to make (unless slightly faster if aided by otherwise noted). another unit. TABLE 6-5: UNIT MORALE 2 Medium infantry, Average speed for infantry Morale Description Race Sample units heavy infantry units; heavy and medium. - None Undead Undead legion 3 Light infantry Average speed for light +0 Abysmal Anuirean levy infantry units, as well as +1 Lousy medium elven infantry. +2 Poor Gnoll Anuirean militia, 4 Heavy cavalry Average speed for heavy gnoll marauders cavalry, gnolls and light elven +3 Weak Goblin Goblin skirmishers infantry +4 Decent Human, Anuirean regulars 5 Medium cavalry Average speed for many elf, orog cavalry units, including elven +5 Good Dwarf Anuirean veterans, knights. dwarf regulars, elf 6 Light cavalry Average speed for light archers cavalry, as well as elven +6 Strong cavalry. +7 Excellent Anuirean armsmen 7 Scouts The fastest base unit speed. +8 Superb Anuirean knights, Unit speed is loosely related to character speed. Light dwarf guards infantry, for example, has a speed of 3 since a lightly +9 Adamant Gheallie sidhe armored character has a speed of 30 feet, while medium knights and heavy infantry have a speed of 2, which translates into +10 Unbreakable Ancient dragon a character speed of 20 feet. Morale modifiers

Translated to the province level this means that during Morale is one of the most frequently modified unit wartime conditions, infantry units can move two or three statistics. Such things as being led by a good general, provinces (100 to 150 miles) each week (the Cerilian week previous victories and ample food and entertainment can has 8 days) in much of south and central Anuire. boost morale, while the lack of the same things will generally lower it. Many realm spells and some blood This may seem rather low (12-16 miles per day) when abilities also affect morale. compared to the miles per day travel rates from the Core Rulebooks, but there are several reasons for this. Armies A modifier of +/- 2 is appropriate if the unit has reason rarely travel along straight lines, but follow the terrain for having slightly above/below average morale. A +/- 4 (most notably along roads and in settled areas). modifier is quite significant, while a +/- 6 modifier is quite exceptional. Only in the most unusual of circumstances Most importantly, however, is the fact that large bodies should the modifier exceed +/- 6. Table 6-6: Sample of men do travel more slowly due to a variety of factors Morale Modifiers lists some common morale modifiers. commonly referred to as ‘friction’ (we won’t get into the details here). Suffice to say that the above rate of The DM may elect to give an entire army an average movement is quite realistic. morale modifier to keep bookkeeping manageable. He can also apply a separate modifier to a detachment, section or Speed can be increased by +50% using forced march (see division if that part of the army has a significantly different below under the Warfare section). Small groups (no more average morale modifier. than 50 men and their mounts) can travel at +50% of the indicated rate. TABLE 6-6: SAMPLE MORALE MODIFIERS Modifier Condition Example: A small group of light cavalry could race on at +2 bonus General with Epic level command skill speed 12 using forced march (that’s 600 miles in a week – +1 bonus General with Near-epic or Legendary level about 75 miles a day – in clear terrain and fair weather). command skill Morale +2 bonus General is the regent and is fighting alongside the men (applies only to musters Morale is important for all units. It is very useful for and levies) avoiding a large number of detrimental effects (think +1 bonus General is the regent and is staying with the ‘saving throw’). reserve (applies only to musters and levies) Morale shows the level of drill and training a unit has +2 bonus String of victories; 5 or more victories during received, and how well motivated and led it is. Units with one campaign. high morale will tend to perform better on the battlefield as +1 bonus Victorious; recently won a battle during the their superior discipline and courage allows them to stand same campaign fast where lesser men might break and flee. +2 bonus Levy or militia fighting in defense of home

133 province Cohesion +1 bonus Defense of homeland +1 bonus Courage blood ability Cohesion is how tough a unit is. Some units have +1 bonus Bless the faithful army realm spell superior ability to take damage and keep functioning. How +1 bonus Given loot (pillaged) or extra pay this turn (at much damage each unit can take is subject to several least 0,5 GB/unit) variables, but race is the most important. -2 penalty General without command skill As a unit marches about and fights, it will invariably lose -1 penalty General with Low level command skill men to injury, sickness, accidents and battle death. The -1 penalty General is only a commander more hardship it must endure the more cohesion it will -2 penalty String of losses; 5 or more losses in one year lose, until it simply stops functioning as a unit. Whereas -1 bonus Defeated; recently defeated in a battle during morale is the mental will, discipline and leadership of the the same campaign unit, cohesiveness represents the ability to resists injury, -1 penalty Traditional enemies in same army (such as death and other adversities. dwarves and orogs, or elves and goblins) Example: Both dwarven and gnoll units tend to have -1 penalty Mercenary units fighting under unfavorable high cohesion scores (base 5), because they are tough little conditions buggers that keep fighting even when wounded and weary. -1 penalty Unit on garrison status When it comes to morale, however, the story is quite -1 penalty Frightful presence blood ability different – dwarves are highly disciplined, drilled and have -1 penalty Coward’s heart realm spell a sense of obligation to each other (high morale). Gnolls -2 penalty On no supply (even if foraging) on the other hand are vicious and selfish creatures that -1 penalty On half supply (even if foraging) know little of warfare; they know only killing (low morale). -1 penalty Paid with RP this turn (stacks with penalty Specialist units have lower cohesion (-1 or -2 points) from half supply) than other units because they are much smaller in terms of Morale Checks number of fighting men. TABLE 6-8: UNIT COHESION Morale checks resemble character saving throws. Units Cohesion Description Race Sample units make Morale checks to avoid routing when damaged, to 1 Lousy resist the effects of spells, and other such things. In short, 2 Poor Artillerists whenever a unit is trying to avoid some harmful effect, it 3 Weak Goblin, halfling Levy, scouts makes a Morale check. 4 Average Human, elf, Regulars Table 6-7 provides a list of sample morale checks and hobgoblin their DCs; the list is not exhaustive. 5 Tough Bugbear, dwarf, Armsmen TABLE 6-7: SAMPLE MORALE CHECK DC gnoll, orog DC Condition 6 Enduring Ogre, undead Undead legion 5 To avoid nonlethal damage from marching 7 Troll, hill giant Dwarven 8 To avoid routing if adjacent unit just routed guards 10 To avoid routing when taking a point of damage 8 Indestructible Stone giant 10 To avoid routing when charged Unit damage 10 To avoid routing when disengaging 11+ To resist a charm unit spell (+ source level) Cohesion can be reduced in several ways, the most 12 To avoid routing if charged while moving common being damage sustained during combat. Cohesion 12 To avoid nonlethal damage from light exposure loss is taken as points of damage (just like characters 12 To avoid nonlethal damage from forced march taking hit point damage); a successful attack by another 12 To avoid routing if general is killed unit does 1 point of damage, 2 points on a critical hit. 13 To resist a mass destruction spell (+ source level) Units can also take damage from lack of supplies, from 15 To avoid routing if charged in the flank exposure to the elements (think sun, mud, winter, rain, and 15 To avoid nonlethal damage from ½ supply wind) or exhausting/damaging behavior (forced marching). 15 To avoid routing if regent general is killed 18 To avoid routing if charged in the rear Damage levels 18 To avoid lethal damage from severe exposure As long as you have any cohesion left the unit can keep 19+ To resist a slay unit spell (+ source level) fighting, however, as a unit takes damage, it combat ability 20 To avoid lethal damage from no supply deteriorates. There are five levels of unit damage each of 20 To avoid losing 1 XP when placed on reserve duty which has a modifier to the unit statistic. Think of damage 25 To avoid routing when charged by a dragon (fear) levels as thresholds – until a unit takes enough damage to bring it over the threshold, it is doing fine, but once it passes the threshold it suffers some sort of penalty. TABLE 6-9: COHESION AND DAMAGE LEVEL

134 Cohesion 1 2 3 4 5 6 7 8 9 10 damage is caused by environmental factors, long-term exhaustive activities, and by some realm spells. Units Damage lvl taking nonlethal damage are suffering from starvation, Fresh (OK) 0 0 0 0 0 0 0 0 0 0 thirst, exhaustion, exposure, deliberating disease, as well Weary (W) - - - 1 1 1 1 2 2 2 as a variety of lesser injuries (i.e. things that can be cured by resting and/or supplying the unit for a while). Exhausted (E) - 1 1 2 2 3 3 4 4 5 Units are never destroyed by nonlethal damage, but are Broken (B) - - 2 3 4 5 6 6 7 8 disabled instead (cannot move, fight or otherwise act, but Destroyed (X) 1 2 3 4 5 6 7 8 9 10 still require upkeep). Once a unit has been reduced to 0 cohesion in this manner it takes any additional nonlethal Unhurt (OK): The unit is at full effectiveness. damage as lethal damage instead. Weary (W): The unit is bloodied, but battle ready. No penalty to morale or attacks. Removing damage Exhausted (E): The unit has suffered enough casualties The primary difference between the two types of damage to weaken it. All morale checks and attack rolls suffer a -2 is the rate at which a unit recovers from it (lethal damage penalty. recovers slowly, nonlethal damage much faster). Broken (B): The unit has suffered serious casualties, and A unit requires a full uninterrupted turn (3 months; 12 should be withdrawn. All morale checks and attack rolls war moves) to recover one damage level of lethal damage suffer a -6 penalty. and all nonlethal damage. This represents the arrival of Destroyed (X): The unit has ceased to function as a replacements and injured soldiers returning to service. The coherent whole; there are many dead or seriously injured, activity is covered by the recover action. and those that remain are unable to continue fighting. Units that have suffered nonlethal damage can recover Example: A unit with a cohesion stat of 4 has 4/3/2/1 all such damage by doing nothing else for one month (4 listed in Table 6-9. Without any damage it Fresh (OK), if it war moves). This has no effect on any lethal damage they takes 1 point of damage it is Weary, and so on, until it has may be suffering from. taken 4 points of damage and the unit is Destroyed. Example: The Archduke of Boeruine has sent his Example: Tougher units can take more damage and not dragoons across the Seamist Mountains on a raid into the have their damage level increased. For instance, a stone Heartlands, but was surprised by bad weather has suffered giant unit with cohesion 8/6/4/2 would require 2 points of nonlethal damage. He opts to leave damaged units for a damage to take it from Fresh to Weary, a total of six points month, recovering in an occupied province, while he to reduce it to Broken, and eight to Destroy completely. presses on with the rest of the units under his command. Healing magic: It is important to note that healing spells Types of damage restore lost cohesion and do not directly affect damage There are two types of unit damage used in the game; level; while unit recovery always restores damage levels. nonlethal damage (also called subdual damage) and lethal Extended example: A legendary knight unit with cohesion damage. You need to keep track of each type of damage 6 has taken 5 points of damage, enough to give it a separately since they recover at different rates, but it is the damage level of Broken. It is healed with magic, restoring total amount of damage taken that determines the damage 3 points of cohesion, which brings the damage level to level of a unit. Weary. On a subsequent turn the unit recovers, bringing its Example: A unit of elite pikes (cohesion 5) has suffered 1 damage level to OK (the next higher level from weary, point of lethal damage and two points of nonlethal thereby restoring 2 points of lost cohesion). damage; each is tracked separately, but it is the total (3) See the recover unit domain action and the section about that is applied when checking for damage level. With 3 warfare for additional details on recovering units. points of damage the unit is Weary. If it later takes another point of lethal damage (4 damage in total) it becomes Fatigue Exhausted. Units can also become fatigued by strenuous activity, Lethal damage: The standard type of damage is lethal such as fighting battles. This is not usually a factor during damage, unless otherwise specified you should assume that the campaign stage, but often happens as a result of any damage taken is lethal damage. Lethal damage is prolonged battles. Fatigue should not be confused with caused by combat, certain extreme environmental factors, nonlethal damage. Nonlethal damage represents damage of and by some realm spells. Units taking lethal damage a persisting nature, whereas fatigue represents fatigue that suffer a mixture of deaths, severe injuries, desertions, can be recovered with a little rest. disease and so on; anything that places soldiers more or Fatigue is also expressed in points of damage, and is less permanently out of business (i.e. magical healing or tracked and applied separately from lethal/nonlethal replacement of soldiers required to remove damage). damage. When checking to see the effects of Nonlethal damage: This type of damage is only caused damage/fatigue on attack/morale always apply the higher when specifically called for by the rules. Nonlethal

135 total of either damage or fatigue (NOT both). Fatigue down; but I felt this was right, since these warriors are cannot destroy a unit, it becomes disabled instead. also those with high Fortitude saves, and those are the Example: A unit of lancers (cohesion 4) has taken 1 point ones best able to shrug of fatigue in the first place. of lethal and 1 point of nonlethal damage, for a total of 2 Lethal damage is the default type of damage. It means points. This equals a damage level of Exhausted. In you’ve lost men. They may be dead, crippled (blindness, addition the unit has suffered 3 points of fatigue, which amputations, badly set bones, etc.), or seriously ill makes it Broken instead (damage/fatigue does not add, (gangrene, tetanus, etc.) – whatever they are they will not apply only the higher value). be returning to their unit. The only way of repairing the Additional fatigue effects: Fatigue also has some unit, short of healing it with realm magic, is by using the additional effects; units that become Exhausted as a result recover action to bring in replacements. of fatigue have their speed reduced by 1 and cannot charge Using the recover action to fix lethal damage takes time; or run, units that become Broken can only move at a Speed if you want to preserve the structure and identity of the unit of 1 as a full-round action and suffer a -2 penalty to it takes time to integrate new recruits. If you want it done Defense, and units that are Disabled by fatigue cannot in a single turn, you can muster a whole new unit instead. move and are automatically hit and routed by any melee or Nonlethal damage is less severe, being literally charge attack (for missile attacks they suffer a -5 penalty to nonlethal. This represents a variety of injuries and defense). These modifiers apply even if a unit has more illnesses that can put men out of action, but given time and damage than fatigue. care they will heal and return to their units. Deep flesh Removing fatigue: A supplied unit automatically wounds, broken bones, heavy bleeding, illnesses that can recovers all fatigue at the end of the war move. Unsupplied be cured using nonmagcial means, and starvation all come units require 1 week (War move) of rest. under this definition. General exhaustion and weariness DESIGNER’S NOTES: The rules for cohesion, and for also do; so units that have suffered long-term exposure and sustaining/avoiding damage and fatigue, are meant to be lack of supplies might well have taken several points of able to represent a variety of situations that can hurt a nonlethal damage. unit’s ability to move and fight. Recovering from nonlethal damage is much faster; all As the rules developed during playtesting, it became that is required is a little rest (1 month) and adequate apparent that one type of ‘damage’ would not be sufficient supplies, and all you nonlethal damage will have gone to represent the most common scenarios. There is a slight away – injuries have healed, diseases run their course, and difference in having ten men killed by arrow fire, and the men are fed and rested. having and entire unit be weary because they’ve just Fatigue isn’t damage at all; it is just physical exhaustion fought uphill against entrenched heavy infantry. The that comes from exerting the unit. It can come as a result former would require finding, training, and integrating of forced marches or crossing difficult terrain, but mostly it replacements. The later would require a few hours or a is only a factor during battles. The same unit cannot stay days rest, as well as access to food and water. in the front lines for hours without becoming fatigued; In the end I settled on three types of damage, inspired by you’ll have to rotate it to the rear and bring in fresh units. the character rules from DnD Core. Not only did it cover Recovering from fatigue is very quick; it usually goes the most common types of ‘damage’ but it should also be away at the end of the current war move (i.e. resting after quickly recognizable to new players. There are some the battle). differences though, mainly in that high cohesion (high hit point) units can take more fatigue damage before going

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Defense type bonus No armor +0 Levy None Defense is how difficult it is to hit a unit. Unit defense Light armor +2 Irregulars, Padded, leather, functions just like character Defense (AC). The higher the archers, militia studded leather score, the better protected the unit is. A unit’s defense statistic is equal to: Medium +4 Crossbowmen, Breastplate, armor pikemen brigandine, chain 10 + armor bonus + formation bonus + misc bonuses hauberk TABLE 6-10: UNIT DEFENSE Defense Description Sample units Medium +6 Regulars, Half-plate, full 10 Terrible armor halberdiers chain mail 12 Poor Levy Heavy +8 Armsmen, Field plate, plate 14 Average Militia, irregulars, archers armor lancers mail 16 Good Pikes, crossbows, scouts 18 Very good Halberdiers, regulars, dragoons Heavy +10 Knights Full plate 20 Excellent Armsmen, knights armor Defense is tied to the type of armor a unit uses. Shields Formation bonus: Infantry units that fight in close order are important for many units; units with shields get a better formation gain a +2 (or +4 for Phalanx type units) armor bonus to Defense than units without shields. Such formation bonus to defense on account of their enhanced things as formation and doctrine also influence Defense. ability to support each other on the defensive, and because Example: Anuirean regulars have better defense values their rank-and-file organization makes it easy to replace or than one would suspect when looking at their equipment. rotate killed, wounded, or fatigued men. Their large shields and tactical formations provide ample Miscellaneous bonus: Scouts have a +2 miscellaneous protection from both melee and missile attacks. bonus to defense, because their special formation, fighting Armor bonus: Most units have some degree of style, superior equipment, and high percentage of elite protection provided by personal armor, as shown on the characters. table below. Note that although there is a link between Units may gain a bonus to defense from other sources, character armor bonus and unit armor bonus, it need not be most often a terrain feature, environmental condition, identical. blood ability or spell. TABLE 6-11: ARMOR BONUS TO UNIT DEFENSE Armor Defense Sample units Sample armors

137 Melee +4 Poor Irregulars, dragons +6 Average Skirmishers, scouts This statistic shows how good a unit is in close combat – +8 Good Archers, crossbows, ballistae the higher the score, the better suited the unit is for close +10 Very good Catapult combat. Shock infantry and cavalry are both good at +12 Excellent Heavy catapult melee, but the former are far more cost-efficient. Like melee and charge values, the missile value is also TABLE 6-12: MELEE based on BAB, feats, equipment, and a host of other Melee Description Sample units factors. +2 Terrible Levy, artillerists, engineers Ammunition: Generals will ensure that they have +4 Poor Archers, irregulars, militia enough ammunition to last a battle; which includes various +6 Average Regulars, halberdiers, partisans, degrees of fire discipline – missile units are not firing pikes every round. Always assume that a unit with a missile +8 Good Knights, armsmen, elite pikes value has ammunition to last the battle, unless otherwise +10 Very good Elite armsmen specified by the DM. +12 Excellent Legendary knights Example: An army has been fighting several battles and The melee statistic is loosely connected to the average is now also on half supply. The DM rules that each for the BAB of a unit, and the average damage of its melee three archer units in the army only have enough weapons. However, there are many other factors figured in ammunition for three volleys. After they have used their as well, including such things are feats, choice of arrows, their only use will be as poor shock infantry. formation, whether the unit is mounted and so on. Range Charge The range of missile weapons varies greatly; composite Some units, most notable cavalry, have the ability to bows, longbows, heavy crossbows and artillery can fire a deliver terrifying shock attacks by gathering speed and substantial number of squares, whereas javelins can only then smashing headlong into the enemy, letting sheer be hurled at adjacent units. Long range is very valuable, so momentum do the job. don't be put of by units who seem to have low missile TABLE 6-13: CHARGE values but have long range - they'll prove more valuable Charge Description Sample units than you think. - None Infantry A unit’s range statistic is (approximately) equal to: +6 Poor Outriders 1 + (maximum range for the weapon – 150 feet)/300 +8 Average Marauders feet +10 Good Dragoons This means that thrown weapons, with their small range +12 Very good Lancers, knights increments and maximum range of 5 increments all end up +14 Excellent Elite lancers with a range of 1, which is sufficient to attack into the +16 Outstanding Crack knights adjacent square. Other missile weapons get substantially longer ranges; the longbow for instance, can fire a hefty The charge stat is, like melee, related to the melee attack four squares. bonus and other combat abilities of the unit’s members. A knight unit, for example, has a very high charge statistic, Certain units will have more than one missile weapon, but remember that the unit is composed of a lot of low- for example a bow and javelins. Such units will get a level elite fighters, mounted on heavy warhorses, and bonus to their missile value when attacking from a range probably using the spirited charge feat. suitable to all their missile weapons. Example: Khinasi tribal cavalry are equipped with the Note that a unit which charges is considered to be in composite bow and javelins. The javelins can be used to melee with the unit charged (it gets to strike back after the provide a bonus to missile at range 1. charge has been resolved), and cannot charge that unit or another unit before it has disengaged from melee. TABLE 6-15: RANGE VALUES Range Description Sample weapons Missile - No missile weapons 1 Terrible Javelins, axes, and other thrown Missile represents the unit’s ability to inflict damage at weapons long range. Bows, crossbows, spears, javelins, slings and 2 Poor thrown weapons all give a missile value. Troops that don’t 3 Average Shortbows, light crossbows, slings have missile weapons have no missile value. 4 Good Longbows, composite bows TABLE 6-14: MISSILE VALUES 5 Very Good Heavy crossbows Missile Description Sample units 6 Excellent Ballistae - None Shock infantry, knights 7 Excellent+ Light catapults +2 Terrible 8 Excellent+ Heavy catapults

138 10 Excellent+ Trebuchet Example: Spirited charge does extra damage when charging, both on the battlefield and during character Modifiers combat. Undead is both a creature type and a special quality; undead legions are immune to many of the Modifiers represent some special strength or weakness problems that plague mortal armies. on part of the unit; some units are more effective than TABLE 6-17: SPECIAL QUALITIES others against certain other units. The following list is not Range Description exhaustive; certain rare units can have other modifiers. Alertness Unit gains a +4 bonus on all TABLE 6-16: COMBAT MODIFIERS reconnaissance checks. Modifier Description Artillerist (X) Provides X artillery points; exact number specified per unit. +2 Defense The unit has large shields, fights in Beast The unit has intelligence well below close order formation, and the men are vs. Missile that of normal army unit. The DM will trained to aid one another against often dictate how such units behave, missile fire by putting up a shield wall regardless of the wishes of the owner. +2 Defense The unit has weapons with long reach, Closed order Unit fights in close formation; +2 vs. Mounted or which are otherwise well suited for formation bonus to defense, a unit with keeping mounted opponents at bay. a +4 formation bonus is considered a phalanx unit instead. +2 Melee The unit has weapons with long reach, Darkvision Unit can see or perceive their or which are otherwise well suited vs. Mounted surrounding even in darkness. They against striking against mounted fight without penalty in melee and with opponents or for dismounting them. missile weapons up to 1 square away. +2 Melee The unit is well suited for dealing with Devastating fire Deals 2 points of damage with missile vs. Dispersed open order formations (any unit w/o a attacks, 3 points on a critical hit. formation bonus to Defense). Artillery special. Dispersed Any infantry unit that does not gain any +2 Melee The unit is well suited for dealing with formation bonus to defense is vs. Phalanx Phalanx-type units (any unit with a +4 considered dispersed. Dispersed units formation bonus to Defense). gain a +2 bonus to Defense vs. Missile +2 Missile Mounted units are vulnerable to missile (+4 if they remain stationary) when in an area that provides cover (DM vs. Mounted fire, as they present a big target and removing the mount is just as effective discretion). in eliminating the cavalryman from the Dodge Unit can make an immediate 1 square battlefield. (once per battle round) backward move when attacked with melee or charge +2 Missile In addition to its primary missile (attacking unit can follow up if it has at Range 1 weapon (if any), the unit also has sufficient movement points remaining). thrown weapons, which can be used for Elite High percentage of elite characters; +2 added effect at close ranges. bonus to Morale and all Attack scores (included in statistics); elite units start Example: Archers are very effective against cavalry since with 3XP and take 2 turns to muster. they only have to strike the horse to disable an entire

cavalryman. Infantry, however, often have a bonus against

missile fire as they can use their large shields to good Endurance Unit has a +4 bonus to any Morale advantage. check to avoid damage from marching, Special qualities exposure or lack of supplies. Engineer (X/Y) Provides X artillery points, Y siege Special qualities represent special abilities unique to points and can build field fortifications; particular units (other than flat bonuses to stats). exact numbers specified per unit. Example: Archers for example, are able to maintain a Fey Units are sidhe, other fey, or some higher rate of fire than crossbowmen, and are suitable for magical beast related to the fey. Units using indirect fire (shooting over other units). Knights on with fey blood move without penalty the other hand, are devastatingly effective when charging. over rugged (natural) terrain. Frenzy The unit can work itself into a fighting Many of the special abilities have names similar or frenzy with a maneuver action. The unit identical to character feats from the Core rules. This gains +2 melee, +2 charge, and +2 doesn’t mean that all members of that unit have that, and morale. It does 1 extra point of damage only that feat, but rather that the unit has abilities on a successful hit. The unit may not somewhat similar to the named feat.

139 use missile attack and must always damage from specials). Undead units move forward and attack enemy units cannot force march and do not require (even when doing so would be very lines of supply. Undead can’t again dangerous). The effect ends after 3+ experience. unit level/turns. Thereafter the unit is Untrained Untrained units are comprised of speed -1, -2 defense, and -2 morale. individuals not really trained for war; Indirect fire Unit can use its full missile value when they have a -2 penalty to Morale and using indirect fire (i.e. when firing Attack when compared to other units of through an area occupied by another their race (included in characteristics) unit). and can never become more Life drain When this unit damages an enemy unit experienced than Veteran. it heals one hit. On a critical hit it heals Varsk riders The unit has varsk mounts available. two hits. They gain a +4 bonus to resist Light sensitivity Unit suffers a -2 penalty to attack and lethal/and nonlethal damage from morale when in bright light; the penalty winter weather. They also ignore is reduced to -1 on an overcast day. movement penalties for snow and Mobility Unit gets +4 bonus to Defense vs. AoA frozen, and may move at half speed in when disengaging from Melee (all blizzard weather. cavalry units have mobility by default). Mounted Unit is vulnerable to missile fire. All Other statistics cavalry units and mounted infantry that hasn’t dismounted before the battle. In addition to the combat statistics, units have a set of Nightvision Unit can see well at night; it has other non-combat stats. reduced penalties for lack of light. Muster cost and upkeep Outsider The unit has been summoned or is otherwise of magical nature. It observes Units have two monetary values attached to them, muster normal rules, but is vulnerable to some cost and upkeep. The better the unit, the higher both costs effects; such as banishment. will be. Phalanx Any unit with a +4 formation bonus to 1) The muster cost is how many GBs are required to AC is considered a phalanx. A phalanx muster the unit. is vulnerable to attack from the flanks 2) Upkeep is how much it costs to have a unit each and rear, and does not move well over turn on active status (1/2 listed cost on garrison status and rugged terrain. 1/4 listed cost on reserve status). Power attack May deal 2 points of damage, 3 on a critical hit, by taking a -2 penalty to Prerequisites Melee. Rapid shot The unit has missile weapons that are Some units can only be raised in a province of a certain known for their high rate of fire. Can level, or if you control a holding of the appropriate type make one additional Missile attack, but and level within the province in question. all Missile attacks suffer a -2 penalty. This entry lists the various prerequisites; details about Reach The unit has weapons with 10’ reach (or mustering prerequisites are found above in the Armies more). It can’t be charged from the section. front and strike before other (non reach) units in Melee. Experience and level Recon Unit can make a reconnaissance check Veteran soldiers, experienced after fighting in a dozen once per turn in adjacent province (at a campaigns, are more effective that bright-eyes youths -4 penalty to the check), w/o having to straight of the far. move the entire unit into the province. Spawn When this unit kills an enemy unit, that Experience points: As units fight and train they become unit will rise on the next turn as an more experienced and capable. This improvement is Undead Legion unit. represented by experience points (XP), which are similar Spirited charge Deals 2 points of damage when in concept to experience points gained by characters. The utilizing a Charge attack, 3 on a critical more points a unit gathers, the better it will become. hit. Experience level: To keep track of improvement unit Stealthy The DC to spot the unit (both on the levels are used (again similar to character advancement). A battlefield and on the province level), certain number of experience points will place a unit at a increases by 4. particular level, with each new level giving a bigger bonus. Undead Undead units never take nonlethal Starting experience: Units start out with 1XP/Green damage or suffer from fatigue. They are when mustered (except units with the Elite special, they immune to critical hits (but not to extra start with 3XP/Skilled). If you are desperate, you could

140 have units ready sooner than usual, but they will then start Refer to Table 6-18 for details about what stats are with 0XP/Raw. See the Armies section for details on modified by unit experience level. Apply the modifiers to mustering units. the base statistics found in the unit listings (the base stat Gaining experience: Units can gain experience points thus reflects units that are skilled). by fighting or training. Example: Anuirean levy units are listed as having 1) Units using the improve unit domain action will Morale +2. If you are calling up a raw levy unit, however, gain 1 XP. you’ll have to modify it Morale by -2, to a total modifier of +0 (ouch!). 2) Units participating in a major campaign and/or a battle will gain 1 XP. Level: Units are divided into eight experience levels that describe their skill relative to each other. It is possible for fighting units to gain more than 1 XP While unit level does bear some resemblance to character per turn if they are involved in a lot of battles, but this is rd rare. In any event, a unit cannot gain more that one experience, it is not exactly the same. Even if a unit is 3 experience level per turn. level, it doesn’t mean that all the members of the entire unit are 3rd level. Rather, it means that the highest Loosing experience: Units that are placed on reserve character level commonly found in the unit is 3rd. status immediately lose 1 XP (may make a Morale check DC 20 to avoid). Once on reserve status units can remain Experience (XP): Units have experience points, just as so indefinitely without further loss of experience. characters do. The table shows the number of experience point required for the unit to reach a certain experience Units of Elite+ level that don’t have their extra upkeep level. paid, automatically loose 1 XP per turn (no Morale check allowed). Morale: Add this modifier to the unit’s base morale. Cohesion: Add this modifier to the unit’s base cohesion. Experience and upkeep Primary Attack: Add this modifier to the unit’s primary Experienced units are somewhat more difficult to mode of attack. maintain. For example, veterans demand more pay or they Missile is the primary mode for missile units (applies to leave your service, and there are always some infantry, cavalry, artillery and scouts), while melee is the replacements required in a unit, and if you want veterans to primary mode for shock units (infantry and cavalry only). fill the slots you have to pay for it. Units with a charge rating also improve their charge Elite units: Units cost 0,5 GB extra to maintain once when melee increases. they reach the Elite experience level (i.e. there is no extra Artillerists and gunners increase the number of artillery upkeep for raw, green, skilled, or veteran units). points they provide instead of increasing their attack value. Legendary units: Units cost 1,0 GB extra to maintain Engineers increase siege points in a similar fashion. once they reach the Legendary experience level Secondary Attack: Any other attack values improve Epic units: Units cost 2,0 GB extra to maintain once according to this column. Note that units that have no they reach the Epic experience level value do not improve (so swordsmen won’t gain a charge Untrained units: Units with the untrained special statistic, and knight will still have Missile ‘-‘). cannot have a level higher than veteran, so extra Artillerists and gunners increase the number of siege maintenance is never an issue for them. points they provide instead of increasing their attack value. Experience effects Engineers increase artillery points in a similar fashion. Defense: Add this modifier to the unit’s base defense. Experienced units gain several benefits – they have a higher Morale, higher attack scores and increased Description: Short description of the experience level. Cohesion. This means that experienced units will hit harder and last longer that less experienced units. TABLE 6-18: UNIT EXPERIENCE EFFECTS Level XP Morale Cohesion Primary Secondary Defense Description Attack Attack Raw 0 0 -2 -1 -2 -2 -1 Hastily trained units are considered raw troops (i.e. units created by rushed mustering). Green 1 1 -1 -1 -1 -1 - Freshly mustered units normally start at this level. Irregulars are frequently green, as is later multipliers of levy. Skilled 2 3 - - - - - The standard level of training. Pikes, archers, and regulars are most often of this level. Militia is often of this level. Veteran 3 6 +1 +1 +1 - - Either extensively trained or hardened on

141 the battlefield. The core units of a standing army are often of this level. Elite 4 10 +2 +1 +2 +1 +1 Even large armies contain only a few of these units; armsmen and heavy cavalry are often of this level. Specialists such as artillerists and scouts are also often elite. Crack 5 15 +3 +2 +3 +1 +1 The very best units commonly seen; many armies do not eve contain any crack units. Only knights and armsmen reach this level with any regularity. Legendary 6 21 +4 +2 +4 +2 +2 A truly legendary unit. Only units with the elite special can gain this level. Near-epic 7 28 +6 +3 +5 +2 +2 The most renowned units in history; not many have existed. DM permission only. Epic 8 36 +8 +4 +6 +3 +3 The most renowned units in history; not many have existed. DM permission only. Mythical 9 45 +10 +5 +8 +4 +4 Units of this level are completely hypothetical. DM permission only. Near-epic/Epic: Epic units are so rare as to be Experience level description remembered in popular history. The Companions of Roele is an example of an Epic unit. Units can only There are nine levels of experience, as described below. become epic with the DM’s permission, regardless of Raw: Raw troops have almost no real training at all, having how many XP they have. 2GBs extra upkeep been issued with their equipment and told how to form up, but little else. Mythical: Not really suitable for ordinary games; included for reference purposes. DM permission only. Green: Green troops are freshly mustered, but have received basic personal and formation training. If there is time it is Unit experience and generally prudent to train the unit until it becomes skilled before character levels sending it to war. Skilled: Skilled troops have either received more extensive Table 6-19 shows the approximate composition of training than green units, or have seen real combat and gained class levels within a unit, based on the unit’s experience the hard way. experience level. Veteran: Veteran troops are usually members of long-standing While this is not important on the domain level of units, and have received both extensive training and participated play, it will help DMs and players envision how in several campaigns. tough and skilled a military unit is. Soldiers are also Elite: Elite troops are not present in all armies. They are commonly encountered opponents or followers on similar to veteran troops, only with significantly more adventurers, and then it pays to know roughly what experience. kind of class level they are. Crack: Crack troops are very rare, and represent the best of Example: A veteran unit will have 40% War 1 the best. Those armies that contain any crack troop at all usually (rookies), 30% War 2 (veterans), 20% War 3 (career have only a few units. soldiers) and 5% War 4 (NCOs). The unit will also include 5% special characters of levels 5-6. Most will Legendary: Legendary troops are a step beyond what is be veteran NCOs (warriors), officers (mostly fighters normally seen on the battlefield. The finest knights of Haelyn or nobles, but some scouts and rangers are possible) might be legendary. Only elite units can become legendary – or some exceptional individuals (of any class really, other units are limited to crack level. but with fighters being the most common by far). TABLE 6-19: UNIT EXPERIENCE BREAKDOWN BY CLASS LEVELS Level War 1 War 2 War 3 War 4 War 5 War 6 War 7 War 8-9 Other Special Raw 0 95% ------War 2-3 5% Green 1 90% 5% ------War 3-4 5% Skilled 2 70% 20% 5% - - - - - War 4-5 5% Veteran 3 40% 30% 20% 5% - - - - War 5-6 5% Elite 4 10% 25% 30% 20% 5% - - - War 6-8 10% Crack 5 - 10% 25% 30% 20% 5% - - War 7-9 10% Legendary 6 - - 10% 25% 30% 20% 5% - War 8-10 10%

142 Near-epic 7 - - - 5% 25% 30% 20% 5% War 10-12 15% Epic 8 - - - - 5% 25% 30% 25% War 10-15 15% Mythical 9 - - - - - 5% 25% 55% War 10-18 15% Mounted infantry has a strategic (province) speed Elite special: Units with the elite special (knights and of 4; they now count as cavalry for the purpose of armsmen) replace warriors with fighters of equivalent level. crossing provinces with rugged or forbidding terrain. Some special characters in elite units could conceivably be multiclass or have taken levels in a prestige class. Mounted infantry must dismount to fight; if they for some reason are surprised while on their mounts, the Untrained special: Units with the untrained special are made enemy is entitled bonuses as if they were mounted up of non-warriors of the indicated level. So a levy unit is (i.e. archers and pikes vs. cavalry), and they do not commoners (and probably some experts as well). Untrained get to apply any positive modifiers or specials until units sometimes gain experience; in that case the commoners they have dismounted. Dismounting like this requires will take warrior levels as soon as they are able. a full-round battle action. Militia units: Militia units are similar to untrained units, Shock infantry except they have somewhat more skill. They are made up of a mixture of warriors and commoners/ experts with warrior levels Shock infantry is geared towards melee combat. (i.e. pretty similar to an experienced untrained unit). Shock infantry is cheap, tough and good at dealing out damage. Shock infantry is best against other shock infantry or shock cavalry. Because it has low speed and no missile weapons it does not work well against missile-equipped units. Its low speed also makes it a Unit categories predominantly defensive unit type.

Unit category is a broad classification of units based on Missile infantry functionality. Unit category should not be confused with unit Missile infantry rely on ranged weapons to deal type. Unit category describes, in general terms, what a unit is damage, and their own greater speed (compared to good at and what it is not as good at. Unit type is what gives a shock infantry) to keep out of melee. unit a detailed set of combat statistics. Missile infantry is the best missile units, and will There are a total of four unit categories; infantry, cavalry, defeat missile cavalry. Missile infantry is very artillery, and specialists. In addition infantry and cavalry can be vulnerable to shock cavalry (can’t run away, can’t subdivided into shock and missile subtypes and artillery into defend). Because it has low speed it is primarily a conventional and gunpowder artillery. Specialist units are so defensive weapon system. diverse there are no sub-categories. Infantry Cavalry Cavalry is by definition soldiers who fight from Infantry units are both durable and capable of inflicting great horseback. While other units may employ horses to losses on the enemy. Infantry is flexible enough to operate in move them about, both on and off the field, they anything from 10-man squads to huge battle lines consisting of dismount to do their actual fighting. tens of thousands of soldiers. Infantry units can be armed and armored in many different ways. Everything from a plate- Dismounted cavalry: True cavalry can dismount, armored armsman wielding a greatsword, to a barely-armored which is quite common during sieges for example, archer carrying the Anuirean longbow, is counted as infantry. but is then considered infantry (shock or missile as dictated by type) for the duration of the battle. Speed Mounted infantry: Some infantry units have mounts, which while dismounted is set to 2 for medium and heavy they use only for transportation, but are distinguished from cavalry; light cavalry move at speed 3. cavalry in that they dismount to fight. Dismounted cavalry will loose any bonuses and It costs 1GB to make a newly mustered infantry unit into penalties associated with their mounted status (i.e. mounted infantry. Upkeep increases by +0,5GB. Muster time is archers no longer get a bonus with Missile against not affected. Minimum province level (3) is required to muster them; they cannot charge or disengage freely etc.). mounts. It is possible to upgrade existing infantry to mounted infantry Shock cavalry by paying the same cost; that unit is unavailable while the mounts are mustering. Upgrading like this count as mustering Shock cavalry have greater mobility than shock one unit for the purpose of mustering limits. infantry, and can carry out devastating charges. They are more expensive and much more vulnerable to Mounts can be disbanded with the disband unit action; missile fire though. automatic success. Mounts cannot be transferred between units.

143 Shock cavalry is best against missile infantry, but any unit it not found in Vos lands. Thus, Anuirean archer units can charge will be in trouble. It can’t, however, survive are more capable than Vos units; even though the prolonged melee with heavy infantry. Shock cavalry is helpless units are otherwise similar in form and function. against missile cavalry if it cannot close. Shock cavalry is an For the majority of unit types, however, each offensive weapon system. culture/race will have units that have similar but not identical characteristics. For instance, both Anuireans Missile cavalry and Brecht have heavy cavalry, but Anuirean Knights Missile cavalry enjoy great mobility and stand-off range. It is are not identical to Brecht Landsknechte. In addition also cheaper than shock cavalry. some cultures/races may have several different units Missile cavalry is best against shock cavalry, but with its of a certain type or no units at all of another type. excellent mobility it can do well in most situations, except if Anuireans have two heavy cavalry units; Knights (the faced with missile infantry. Missile cavalry is an offensive best) and Lancers (cheaper and less capable). On the weapon system. other hand, dwarves don’t have any cavalry at all. Artillery

Artillery is a special form of missile unit; neither infantry nor cavalry. Artillery is typically rather big and not very mobile. Artillery is sub-divided into conventional artillery and gunpowder artillery. Conventional artillery The conventional artillery weapons used in Cerilia are similar to those used throughout the last three millennia. They have been tried and tested during countless wars, and their design changes but little over time. They use mechanical force to propel their missiles. Gunpowder artillery Gunpowder artillery is solely the province of the dwarves; Infantry only they have the necessary mastery of metallurgy needed to forge guns, and the creation of gunpowder is a difficult Heavy infantry alchemical process. Heavy infantry is always made up from the best Note: Creating gunpowder is possible in RoE; but it is an trained and motivated troops, giving them a alchemical process. Only the dwarves and some wizards know formidable reputation. Heavy armor, shields and the secret of its creation, and although it has its uses it is so rare powerful melee weapons are the norm. as to be considered a form of magic by the peasants. Thus there will NEVER (ever) be a gunpowder revolution. Really! Heavy infantry can shred any opposing melee unit, except other heavy infantry. Heavy infantry does not Specialists normally employ missile weapons, and are geared strictly for shock action. Heavy infantry’s main Some units don't fit well into the other categories. These are drawback is high cost, combined with limited very specialized troops. Specialist units are only half as big as mobility. Some regents make sure they have mounts other units, about 100-150 men. Other than that the specialist available for heavy infantry to improve mobility. category has no unifying traits. Medium infantry Unit types Since heavy infantry is expensive to equip and maintain, few armies can afford to have more than a The unit types described below represents a culture- few elite units equipped in that fashion. independent average. It does not take into account technology By cutting down on both training and equipment level, cultural preferences or racial special abilities. For some great savings can be made. The resulting medium unit types there is little variation; irregulars are irregulars, infantry is almost as good as heavy infantry, but costs undisciplined warriors with little or no formal military training far less. Medium infantry is primarily intended for and hodgepodge equipment; regardless of whether they are of shock (melee) combat, but some units have a Anuirean or Brecht background. significant missile capacity as well. Not every culture is equally proficient with every weapon system or has equally good equipment or training. For instance, Anuirean archers use the powerful Anuirean longbow, a weapon

144 Light infantry pike walls, and troops equipped with polearms. Medium cavalry is thus best used for flanking Light infantry comes in many shapes and sizes. It is generally attacks, screening and pursuit. characterized by light armor, good mobility and substantial missile power. Light cavalry Light infantry has limited ability to withstand enemy fire or to Light cavalry is geared towards missile combat and survive a melee engagement, but is great for harassing and their utility as chargers or melee combatants is skirmishing. Missile-armed light infantry is absolutely vital for extremely limited. dealing with light missile-armed cavalry. Their high mobility and missile firepower make Irregulars them dangerous opponents, but they are very vulnerable to missile fire from infantry units. Their Irregulars are units composed of men not normally associated great speed allows light cavalry to range far in with military units, but that nevertheless possesses some skill at advance of the field army. Thus they are excellent for arms. The city constabulary, caravan guards, uncivilized reconnaissance and raiding. tribesmen, hardy homesteaders, street thugs, and press-ganged criminals all fall within this category. Artillery Irregulars usually have a mixture of melee and missile weapons, as well as at least some light armor. Irregulars can Artillery generally has very low mobility (both perform well under certain circumstances, but are not overly strategic and tactical). It is possible, however, to effective when faced with regular units. increase the strategic speed of some artillery units by having infantry or cavalry units aid with the Militia movement. A single cavalry or infantry unit can improve the Speed of one artillery unit; while doing Some realms allow (or require) part of the peasantry or this, that unit cannot do anything else (no foraging, citizenry to participate in regular military drills. Equipped with pillaging, sieging etc.). Note that artillery without a cheap weapons and some light armor, they perform far better Speed (‘-‘) cannot be moved at all (example: than untrained levy. Militia units are shock infantry. Militia can trebuchets) and artillery can’t move faster than the provide numbers, but are not really frontline troops and are best unit to which it is attached. suited for garrison work. Light artillery: Gains a strategic Speed of 3 Levy (infantry) or 4 (cavalry). Medium artillery: Gains a strategic Speed of 2 Levy units are nothing more than commoners, peasants or (infantry) or 3 (cavalry). city-dwellers, pressed into military service with little or no Heavy artillery: Gains a strategic Speed of 1 training. Levy units usually have very poor equipment; (infantry) or 2 (cavalry). converted tools for weapons and little or no armor. Levy units are shock infantry, but are not very good in that role; they can be Heavy artillery used to supplement other units, but should never enter battle alone. Heavy artillery is often built in place, either to protect an important city or to be used in a specific Cavalry siege. The largest artillery piece in common use is the Heavy cavalry siege thrower; it operates using a counterweight principle. The other common heavy artillery type is Heavy cavalry rely on the shock value of heavily armored the heavy catapult; simply a big catapult. soldiers on heavy horses (often barded) charging straight into the enemy line; a successful heavy cavalry charge can decisively Medium artillery unbalance an entire army. Heavy armor and speed, as well as a devastating charge are The torsion-powered stone thrower is a common the strong points of heavy cavalry. Heavy cavalry does not have piece of medium artillery. Stone throwers use force any missile capability of their own, and are vulnerable to missile stored in mechanical springs to hurl large stones in a fire. parabolic arch. Medium cavalry Light artillery Medium is similar to heavy cavalry is that they are primarily The spring-powered bolt thrower is the most intended for shock (melee) combat. Some medium cavalry units common light artillery piece. It is basically an may have some secondary missile capability. overgrown crossbow, capable of firing large bolts, stones, or pots of burning pitch. Small catapults are Medium cavalry is rarely used for frontal attacks, except on another variant of light artillery. special occasions. While certainly formidable, medium cavalry cannot hope to survive in the face of concentrated missile fire,

145 Specialists Unit Scouts descriptions Scouts are the eyes and ears of the army. Mobile, and trained in observation and stealth, they keep track of enemy Here is a description of unit types by culture and movements. All armies should include one or more scout units, race. Only those unit types that differ significantly unless the commander wants to rely on less accurate intelligence from them norm or are otherwise of interest are gathered by other units. Scouts can be found among all races detailed (so there is no separate entry for, say, Brecht and cultures. Irregulars – use the default description). Scouts should, as a general rule, not be wasted on a battlefield, Units that are not available to a race or culture will but can be used as effective skirmishers or archers in a pinch. not appear in the unit tables; and if the lack of the Scout units fight dismounted, but has mounts available for unit type is significant, it may also be mentioned in movement during the campaign stage – thus they have two the text (i.e. dwarves have no cavalry). speed entries (much like mounted infantry). Engineers Anuirean units

Engineers are trained in a variety of tasks, including both the Anuirean armies are still among the most skilled in construction and destruction of fortifications, as well as building all of Cerilia. Troops are generally well trained, bridges and roads. equipped, supplied, and led. Anuirean armies rely Engineers provide a few artillery points as well as a number of heavily on infantry, both shock and missile types, siege points. They allow the construction of field fortifications, with a few elite heavy cavalry and a small number of and can also build temporary bridges, oversee construction of light cavalry. roads, and other engineering related activities. The campaign stage section has rules covering these activities. Infantry Large armies or armies that intend to engage in sieges should include engineers since they make the movement of armies Anuirean infantry – both shock and missile – is easier and also help in assaulting enemy fortifications. among the best in Cerilia. When building or destroying, engineers use other units as Heavy infantry laborers, so their effectiveness can become limited if insufficient troops are available. Legionnaires Artillerists Legionnaires are a holdover from the Imperial Era that sees little use outside the City of Anuire and a Artillerists are specialist troops trained in the building, few militant temple orders. They are fairly similar to maintenance, and operation of artillery pieces (except armsmen in training and equipment, but favor one- gunpowder weapons). Artillerists provide artillery points, which handed weapons – bastard swords or war axes mostly are used when conducting sieges. They are especially effective – and tower shields instead of polearms. when combined with artillery units. Legionnaires have excellent protection, especially Artillerists can be useful during sieges even without any against missile fire, but they are slightly vulnerable to additional artillery units, and artillery units function just fine on cavalry charges (which is why they are slightly out of the battlefield without any artillerists. favor). Fighting defensively in appropriate terrain (or It should be noted that artillerists and artillery units are two defending fortifications) they are extremely difficult different things. The artillerists represent highly trained to dislodge. specialists, while the artillery units represent the actual artillery pieces and their crew. Gunners Gunners are similar to artillerists, but are masters of gunpowder artillery. Gunners provide artillery points like artillerists, but they are the only ones who can be used with gunpowder artillery. Note that gunpowder artillery is exceedingly rare and primitive in Cerilia, and only the dwarves can be said to know anything about it.

146 troops. The halberd is not long enough to keep cavalry at bay like the pike, but is powerful enough to give the infantryman a decisive advantage in close combat with cavalry. Halberdiers are often used in conjunction with pikes. The pikemen lock enemy cavalry in place, depriving the opponent of his primary mobile troops, while halberdiers chop up any other opposition. The main problem with halberdiers is the lack of a proper shield. This leaves them, to a certain degree, vulnerable to missile fire. If targeted specifically by archers and crossbows, it can become a problem, but under normal combat conditions they have adequate protection. Pikes Pikes are another special type of medium infantry. Discarding the shield and traditional weapons of the regular infantry, the pikeman is armed with the 20- foot long Anuirean pike and some sort of backup weapon, most often a short sword. Although relatively light, about ten pounds, the pike is bulky and surprisingly fragile, and requires two hands to wield. Pikemen usually wear breastplate and leather. Armsmen The pike is a difficult weapon to carry, and even more Armsmen are often held in reserve, either to plug gaps in one's difficult to use. own line or to exploit any holes in the opponent's line. Other When pikemen are arrayed for battle, the first five commanders use armsmen to hold critical ground, or to link the rows of pikes are leveled at the enemy. This creates various parts of the army together. Armsmen are often mounted; an almost impenetrable wall of steel points. To be such units are often paired with knight units, creating a mobile effective, such a pike phalanx must be closely and highly effective strike force. packed, something that limits its mobility. Cavalry is Armsmen wear heavy armor, field plate or plate mail being the incapable of charging a pike phalanx from the front; most common. Field plate offers excellent protection, and is far to do so is suicide. This makes the pike the ultimate better suited for combat on foot than the bulkier full plate. Few defensive anti-cavalry weapon. The pike phalanx is, armsmen use shields larger than a buckler, favoring instead however, very vulnerable to flank and rear attacks, as heavy two-handed weapons like polearms or greatswords. A it has no ability to turn when engaged. spiked battleaxe or flanged mace is carried for use against Partizans heavily armored opponents. A long dagger is also worn, for use against downed knights and such. Fairly lightly armored, the partizans carry a long spear-like polearm. Shaped much like the long spear, Medium infantry the partizan can be used for hacking at armor or Regulars pulling down riders. It must be wielded with two hands. While not nearly as effective as proper pikes Regulars are useful for everything, except facing large or halberds against cavalry, and not as durable in numbers of cavalry in the open or for pursuing fleeing enemies. melee with other infantry, partizans units can be Regulars wear the lighter, but still formidable half plate or equipped and maintained at little cost. chain hauberk, and carry a large shield. The armor is still rather Light infantry heavy, and Anuirean infantry isn't renowned for its great mobility. Regulars are most often armed with a sword (they are Crossbowmen frequently referred to as swordsmen) – longsword, halfsword, or broadsword – for use against regular troops, and some sort of Anuirean crossbowmen wear breastplate and axe, pick or mace for use against heavies, and a long dagger for leather armor and carry a large shield. Their primary used against fallen opponents or for close quarters fighting. weapon is the crossbow, but they also have a hand weapon, often a battleaxe, halfsword or mace. The Halberdiers crossbow requires two hands, so the shield is supported from a shoulder strap and the bottom is Discarding the large shield, these infantrymen carry the stuck into the ground. While reloading, the halberd (or some other heavy polearm) and (sometimes) buckler crossbowman crouches behind the shield, only instead. They are otherwise similar to regulars. The halberd can emerging to fire. be a fearsome weapon, especially against cavalry and light

147 Since crossbowmen wear decent medium armor, which Their heavy armor and the weight of their charge together with the shield gives them fairly good defense, they can make them far better close combat troops than even fit into the main infantry lines in a pinch (if mixed with dragoons. more durable units). Often referred to as the poor man's knights, lancers Archers are nevertheless formidable opponents (and many would say far more cost-effective). Archers are armed with the Anuirean longbow. Capable of accurate fire beyond 200 yards, and with a maximum range of Medium cavalry some 300 yards, an experienced archer can fire twelve to fifteen arrows a minute against a massed formation. Archers wear light Dragoons armor, studded or hardened leather is common. They carry no Dragoons are medium cavalry. They wear half plate shield, and have only a short sword for self-defense. or chain, and carry small shields. They are armed Archers are very effective against cavalry and light units, but with lances, as well as sword, axe or mace, javelins their ability to damage infantry formations with shields remain (or other thrown weapon), and dagger. They also limited. They are also exceedingly vulnerable to cavalry charge, utilize the light crossbow (or very rarely the and should be well protected against such an eventuality. shortbow). Archers are best deployed on high ground behind the main lines, Dragoons are cheaper to maintain than knights and as their melee skills leaves something to be desired. Used in lancers, and have far greater maneuverability and conjunction with artillery they can weaken parts of the enemy flexibility. Dragoons are primarily shock cavalry line. Alone they can prevent enemy cavalry and skirmishers despite having a limited missile capability. from closing for fear of attack. Marauders (Hobilars) Skirmishers Marauders (also called hobilars) have good speed, Skirmishers have some armor; most often hardened or studded somewhat better protection than outriders and decent leather. They carry small shields, and so have a reasonable missile power. Marauders are a versatile unit type, degree of protection from missile fire. Skirmishers units fight in but they do not excel in any role. Marauders can be a loose formation, and because of this they are highly mobile. used for screening and reconnaissance, but are best Skirmishers have the ability to fall back or advance through when used for surprise assaults, or lightning flank friendly ranks. Commanders generally send skirmishers to harry attacks against enemy archers, artillery and such. flanks or to disrupt the enemy advance before contact is made Marauders wear medium armor, most often a between the main infantry lines. brigandine, chain hauberk or breastplate and employ Their primary weapon is the light crossbow (or very rarely the small shields. They carry spear, javelins, sword, axe shortbow) which is light enough to be quickly reloaded and or mace, and some of their number is invariably fired.. Most skirmishers also carry a variety of javelins, darts or armed with light crossbows or shortbows (they rely throwing axes. This greatly enhances their missile power at rather more on missiles than do dragoons). short ranges. Skirmishers are also armed with a short sword or axe, as well as a dagger, but are best kept out of melee. Light cavalry Cavalry Outriders Outriders screen the field army when on the move, Anuirean heavy cavalry is excellent and the medium cavalry is and conduct reconnaissance against the enemy. They quite good, but Anuirean light cavalry leaves something to be are also useful for harassing the enemy, and for desired. striking at his rear areas. As outriders do not use Heavy cavalry lances, and their ability to charge is limited. Outriders wear light armor, usually studded leather, Knights but do not employ shields. Their primary weapon is Anuirean Knights are the best of the best; the finest warriors either the light crossbow (usually) or the short bow. Anuire has to offer. They are usually profession warriors in the Each cavalryman also has a sword, an axe or mace, service of either a great Lord or a major militant Temple. and a dagger. Knights wear the heaviest available armor, either field plate or Artillery full plate. They carry large shields. Their primary weapon is the heavy lance, but knights also carry sword, axe or mace, and Anuireans continue to manufacture excellent dagger. artillery; but sadly it rarely sees action outside sieges Lancers these days. Lancers wear field plate or plate mail and carry large shields. They are armed with lance, sword, and axe or mace, and dagger.

148 Heavy artillery commonly accompany field armies; the artillery pieces are dismantles and then carried by another Trebuchets unit. When conducting lengthy sieges of powerful fortifications, Specialists Anuireans will construct great siege throwers to help bring down the walls of the castle. When the siege is over, the Anuirean specialists are considered skilled, but valuable metal parts are removed for later re-use and the timber not exceptional. used left to rot (unit cannot be moved). Capable of hurling a five hundred pound rock some 500 or Scouts 600 yards it can bring down even the toughest fortifications, and Scouts against troop formations it can be used to throw dozens of smaller projectiles with devastating effect. Crews range in the Anuirean scouts are most commonly recruited twenties, and rate of fire is slow, five or six shots an hour. The from the outskirts of civilization, and there is also a trebuchet is not very mobile, and is generally constructed only tradition of using native peoples as scouts in their when needed, and abandoned when the siege is over. There are home territories. Anuirean scouts are competent and five trebuchets in a unit. tough, if unimaginative and unexceptional. Heavy catapult Artillerists The Anuirean heavy catapult is an upscaled version of the Artillerists medium catapult. It is not very mobile, and is usually built to protect key fortifications or to participate in sieges. It has a Anuirean artillerists are the heirs to an old range in excess of 400 yards and a crew of fifteen or more men. tradition stretching back to (before) the beginning of Five catapults make one unit. the Anuirean Empire. Since Anuireans are fond of building fortifications, they have also hold the art of Medium artillery siegecraft in high regard. Catapult Engineers The typical Anuirean catapult is of medium size, and is most Engineers often found in a defensive role, emplaced on a castle’s walls. Catapults have a crew of between eight and ten men, and a The art of military engineering is another old range of well over 400 yards. They and can cause terrible tradition that has also been kept alive throughout the damage to enemy troop formations. Rate of fire varies with size centuries of war. Contemporary Anuirean engineers – the biggest catapults being the slowest – one shot every two or are quite competent, if not as exceptional as their three minutes is considered good for a medium sized catapult. Imperial forebears. There are ten catapults in a unit. Light artillery Brecht Ballistae Brecht armies are quite similar to Anuirean armies, a legacy from the many years of Anuirean The ballista is the most common artillery piece found in occupation. The Brechts have advanced the art of Anuire. It sees frequent use not only during sieges, but also war; the dragoon, the crossbowman, the pikeman and during field battles. It can be dismantled and reassembled with the halberdier are all Brecht “inventions” that have little difficulty. been exported to Anuire. Range with bolts is about 400 yards, somewhat less with stone or fire shot. Such weapons are usually mounted on small platforms and legs, and are operated by a four-man crew. The bolt thrower is capable of three or four shots a minute and is used to lay down a barrage of fire against enemy troop formations – even infantry shield-walls are not impervious to bolt thrower fire. Twenty-five bolt throwers make one unit. Onager The onager is a light Anuirean catapult that is mobile enough to be brought along on campaigns without dismantling it. It has less range and considerably less power than a medium catapult, but it packs a greater punch than the ballistae. Twenty catapults make up one unit. The onager is the heaviest artillery unit to

149 Scharmützelen Brecht skirmishers are a different breed when compared to Anuirean skirmishers. Whereas the later is generally low-quality, Brecht skirmishers are well trained, motivated and equipped. Together with the numerous and skilled Brecht light cavalry, they play an important role in the early stages of battles and also have important functions when armies are on the move. Cavalry

Brecht heavy cavalry is quite good, but perhaps not quite up to Anuirean standards. Brecht medium cavalry is excellent, and the light cavalry is not too bad either. Heavy cavalry Landsknechte Brecht landsknechte are not as heavily armored as Anuirean Knights, but their standards are in no way lower. This gives a units somewhere between a knight and a lancer in terms of capabilities. Infantry Medium cavalry Brecht infantry is very good; almost as good as Anuirean Dragoners infantry. Several types of infantry now commonly found in Anuire have their roots in Brecht lands. Brecht dragoners are identical to Anuirean dragoons; indeed, the dragoner is the original, while The shield-and-sword infantry so typical in many other the dragoon is the copy. regions is not in use in Brechtür. An infantryman is either a halberdier or pikeman. Light cavalry Heavy infantry Ausrittere Rustwächter The ausritter is quite similar to the Anuirean outrider; but standards of training and skill at The Brecht equivalent of Anuirean armsmen; the only real employment are higher. The Brecht original is difference is that the Brecht variant almost always does away therefore superior to the Anuirean copy. with the shield in favor of a heavy two-handed polearm (or more rarely a greatsword). Artillery Medium infantry Brecht artillery has not changed much in Pikmanner appearance or performance since the Anuirean occupation. Brecht pikemanner are nearly identical to Anuirean pikes. Brecht armies use the same artillery types Hellebardiers Anurieans do. The light and heavy catapult is rarely used, and bolt throwers are almost never taken into Brecht hellbardiers are nearly identical to Anuirean the field. halberdiers. Light infantry Specialists Brecht specialists are unremarkable; they quite Armbrustiers similar to their Anuirean equivalents. The Brechts do Brecht armbrustiers are not the same as Anuirean crossbows; not use many scout units; relying instead on their they rarely wear anything heavier than leather armor and do not numerous light infantry and cavalry to do carry shields. In fact they have more in common with Anuirean reconnaissance. archers than Anuirean crossbows.

150 Khinasi Spearmen Khinasi spearmen are the most common infantry Khinasi military thought is quite different from Anuirean unit. They are pretty similar to regulars, but have the military theory. The Khinasi have overall excellent cavalry, both spear as their primary weapon; in capability they are shock and missile, but generally mediocre infantry. Khinasi somewhat similar to Anuirean partizans. warfare centers on high strategic mobility and the ability to Light infantry project offensive power over great distances. Missile power is valued higher than shock action. Archers Khinasi archers are armed with the Khinasi composite bow; a short composite bow of considerable power. In terms of firepower they are on level with Anuirean archers. They are, however, even more lightly armed and armored, so should avoid melee combat at all cost. Most Khinasi archers carry bucklers to give some protection against missile fire. Skirmishers Khinasi skirmishers are rubbish; plain and simple. They generally have very little training, and poor equipment; consisting of quilted armor, a buckler, javelins and some light hand weapon. Their only saving grace is that they are dirt cheap and readily available. Cavalry

Khinasi cavalry is the best on the continent; although Anuireans have better heavy shock cavalry and the Brechts may have the best medium cavalry, overall the Khinasi are in the lead. Khiansi cavalry is also special in that all Khinasi cavalry have missile weapons, with the Khinasi composite bow being the weapon of choice. Infantry Heavy cavalry The Khinasi infantry is not very good at all; the exception is Elite cavalry Khinasi heavy guardsmen and Khinasi archers (who are comparable to Anuirean archers). Khinasi heavy cavalry is rare; mostly because it is very costly. In essence it is just a more skilled and Heavy infantry well-equipped version of the common Khinasi cavalry. Guardsmen Elite cavalry have the finest mounts available and Khinasi guardsmen are the armsmen of the East; used wear improved mail or heavy scale. It is common for primarily as elite bodyguards by wealthy rulers. elite cavalry to be proficient with a heavy cavalry Guardsmen generally wear improved mail and frequently use saber called the obezhan. bucklers. They are equally well trained in the use of spears and Medium cavalry other polearms, as well as other melee weapons. It is also not uncommon for guardsmen to be highly skilled archers, armed Common cavalry with the Khinasi composite bow. Khinasi medium cavalry has more in common with Medium infantry the light cavalry of other cultures. It does not use the lance, limiting it’s potential to charge, and relies Regulars instead on the Khinasi bow to soften up opponents. Khinasi regulars are common enough on the islands and in the Khinasi cavalry wear mail or scale and use east, but on the plains they are generally only used for garrison bucklers. In addition to the Khinasi bow they carry a work. Khinasi regulars wear chain or scale, carry shields, and scimitar for use during charges and some sort of generally carry scimitars and maces as their primary weapons. backup melee weapon (often a mace).

151 Light cavalry Tribal cavalry Khinasi light cavalry is recruited almost exclusively from the various tribal groups that inhabit the Plains States region (and as such it is the most common in this area). Tribal cavalry wear little or no armor. The Khinasi bow is the primary weapon, with spears, javelins and scimitars also in use. Artillery Khinasi artillery is used exclusively in sieges; it has no place in field battles. Most of the weapons in use resemble their Anuirean counterparts; a testimony to the long years under Anuirean domination. Specialists Khinasi specialists are skilled, but not exceptionally so. Engineers and artillerists are held in high regard, but are no more or skilled than those of other cultures. Scouts are used mainly in the eastern and northern lands; not on the islands or in the plains. Heavy infantry Rjurik Huscarls Rjurik huscarls are the best units the Highlands The Rjurik military establishment is not nearly as advanced as have to offer. Composed of strong and fit warriors of that of the Anuireans, Brecht or Khinasi. Rjurik armies are great courage, huscarls can take on just about almost exclusively infantry – mostly because the region is poor anything in melee. and because horses are not a common animal. Combined with Huscarls wear improved mail and carry heavy the rugged terrain of the Highlands this provides the Rjurik with shields. Most huscarls have a long spear, as well as a very good defensive capabilities. Some Rjurik armies combine claymore (bastard sword) or war-axe. A few both civilized and tribal units, but most do not. secondary weapons may also be carried; throwing axes as very popular. Infantry Medium infantry Rjurik shock infantry is very good; they have several types of excellent medium infantry, the heavy housecarls are as good as Hirdmen Anuirean armsmen, and Rjurik archers are the toughest melee The hird is really the name of the semi-permanent combatants of all light infantry. army common in Rjurik lands (‘semi’ because the army is often placed on reserve during times of peace), but it is also used to describe the type of soldier that makes up the hird. A hirdman wears whatever armor he can afford; be that a full mail hauberk, a mail shirt, brigandine, or a set of studded leathers. He carries a heavy shield, and is always armed with a long spear, as well as hand weapon; the battleaxe is the most common weapon, although heavy broadswords are much preferred. Clansmen Rjurik clansmen are not recruited from the civilized parts of the region, but rather from among the various tribal groups that are found in the hinterlands. Clansmen are more lightly armored than members of the hird; most have no better than studded leather and a light shield. The long spear is not used, but the short spear and various hand weapons and two- handed weapons are employed.

152 Battle-ragers Bondryttare are basically Rjurik archers mounted on common farm horses. They (barely) know how to Rurik battle-ragers are a special sort of warrior; almost like a shoot from a moving horse; most dismount to fire religious order that show their devotion to the gods by working (slowing movement considerably). thelmselves into a frenzy before entering combat and fighting on without regard for their own safety. Artillery Battle-ragers wear little or no armor. They prefer heavy two- handed weapons, swords or axes mostly. The Rjurik do not usually build or maintain any artillery. Any artillery found in Rjurik lands (very Light infantry rare) would be mercenary or auxiliary. Archers Specialists Rjurik archers at least the equals of Anuirean archers, utilizing Rjurik specialists are a sad chapter; they have the same weapon (the longbow), but frequently having superior excellent scouts, but no engineers or artillerists (these archers. must be mustered elsewhere or hired as mercenaries Rjurik archers wear light armor and do not carry shields. They as needed). are, however, usually equipped with heavy melee weapons – broadswords, battleaxes and the like – and their generally fierce Scouts nature makes them adequate for shock action. Agrir Skirmishers Rjurik scouts are the very best in Cerilia (with the Rjurik skirmishers are a hardy sort; mostly young farmer’s possible exception of elven sentinels), as well as the sons or other men used to hardship and outdoors survival. most numerous. The agrir take the place of both scout Most Rjurik skirmishers wear light armor, carry light shields, and skirmisher within Rjurik armies. They are better and wield javelins, spears and axes. Some skirmishers will also melee fighters than other scouts, and excellent be equipped with the Rjurik longbow. archers. The agrir have mounts, but Rjurik steeds are not as fast as those of other cultures. Cavalry Agrir are armed with the Rjurik longbow, wear light armor and light shields, and carry at least one heavy Rjurik cavalry is poor and few in number; some of the more melee weapon and (more rarely) a few javelins. civilized Rjurik realms (Halskapa in particular) have semi- permanent contracts with foreign mercenary cavalry companies. Hammskiftare Heavy cavalry Rjurik hammskiftare (shape-shifters) are a special sub-sect of the druids of Aeric that change into There are no true Rjurik heavy cavalry; kings and jarls may powerful animals (bears and wolves as common) and have small mounted bodyguards, and huscarls sometimes ride to train to use those forms in combat. war as mounted infantry, but that is different from a full unit of They rarely go to war, but when they do, they can heavy cavalry. be formidable opponents. Shape-shifters are Medium cavalry classified as scouts because they are few in number, can move quickly and have excellent scouting Hoghlandryttare abilities. Rjurik highland cavalry (hirdmen on Highland horses) is the Rjurik equivalent of medium cavalry. It is of poor quality when Vos compared to most other medium cavalry. Highland cavalry frequently fights dismounted. Vos armies rely heavily on infantry and shock action. They are more indifferent users of missile Highland cavalry ride on Rjurik warhorses; they are a bit troops than the Rjurik; but they have somewhat better slower than the norm, but they are very hardy. The cavalrymen cavalry. Despite being a culture that relies primarily of the Highlands wear chainmail, and carry light shields, spears, on defensive weapon systems (infantry), the Vos broadswords and axes. Some have javelins. often go raiding, relying on surprise and ferocity to Light cavalry win. Bondryttare Infantry Rjurik light cavalry is a joke; inferior horsemen mounted on Vos shock infantry is exceptionally good; their inferior steeds. Nevertheless there are some such units to be warriors are strong and courageous, which makes for found because they are the only readily available Rjurik cavalry. good infantrymen.

153 Heavy infantry Boyars The Vos boyars unit is made up of the warrior nobility of Vosgaard and their retinues. As such it only contains the fiercest and most courageous warriors found in Vosgaard. Boyars wear whatever heavy armor they can lay their hands on; splint mail is a common armor of Vos manufacture, other armors are plunder from surrounding lands. Boyars prefer a mixture of heavy two-handed weapons and weapon-and-shield fighters; axes and spears are very common. Medium infantry Usnik Every Vos male, and some females, are given an opportunity to become warriors. Those that prove themselves become usnik; meaning warrior in the Vos tongue. Unlike the Rjurik hird, the usnik is a standing army; a warrior has his craft, and does not stoop to doing lesser work. Usnik infantry always try to ape after the boyars, but are generally less wealthy and must thus make do with medium armor and less capable weapons.

Berserkers Vos berserkers are similar to Rjurik battle-ragers, except that in their case their frenzy has its source in a fanatical devotion of Cavalry Belinik, God of Strife and Bloodshed. Vos cavalry, while not exceptional, is quite Light infantry adequate. The main problem for Vos armies is that there is too little of it. Archers Heavy cavalry Vos archers are recruited from those not deemed fit enough to become proper warriors, but still have enough promise not to be There is no true Vos heavy cavalry; the closest you dismissed. They have little training, poor equipment and shoddy get is Boyar riders, but they are more like elite morale (when compared to other Vos). medium cavalry. The primary weapon is the composite bow (adopted from the Medium cavalry Khinasi). Vos archers wear light armor and carry some sort of hand-weapon in case they are forced into melee. Boyar riders Vos boyar riders are the best shock cavalry the Heartless Wastes has to offer. It is composed of the Vos equivalent of warrior nobility and their retinues, and as such is the equivalent of the knights of other regions in courage and dedication. Boyar riders are equipped much the same as boyar infantry, except that two-handed weapons are not as favored (for obvious reasons). Varsk riders Varsk riders are unique in Cerilia in that the do not ride horses, but giant lizard-like creatures known as varsk. These lizards, while not nearly as domesticated as horses, are sufficiently clever and docile to be trained as war-mounts. Varsks do not like warm climates and die if exposed to high temperatures over time. They do, however,

154 fare well in cold climates; and are the preferred mount for Vos boyars during the winter season. Any boyar riders unit may be equipped with Varsks in a manner similar to equipping infantry with mounts. It costs 2GBs to muster Varsks, and 0,5GB/turn in upkeep. The boyar riders then gain the benefit of varsk mounts when campaigning or battling during the winter season. Usnik riders Usnik riders are quite rare, even more so than boyar riders, since mounts are in such short supply in Vosgard. The only exception is the wealthier Vos realms that have enough good mounts for some of their Usnik to become true cavalry. Usnik riders are similar to boyar riders, only less capable and not as well-equipped. Light cavalry Horse-archers Enough Vos armies have been defeated by the horse-archers of the Khinasi to make an impression even on the Vos (in particular in those lands closest to Khinasi). Enter the Vos horse-archer; though not as good as Khinasi tribal cavalry it is adequate for the job.

Artillery Vosgaard has no real tradition for artillery; except that they Infantry find it a necessary evil when they attack fortified cities in surrounding realms. Dwarf infantry is a mixture of shock and missile; dwarf infantry is always very well armored. The Specialists durability of dwarven infantry is famed throughout Cerilia, and has led to many myths about the prowess Vos specialists are nothing special. There are no Vos of dwarven warriors. In fact, much of the offensive engineers. potential comes from dwarven units remaining Artillerists cohesive after they enemies have become exhausted. Artillerists Heavy infantry Vos artillerists are not nearly as learned as their more civilized Guards counterparts. They are, however, often quite good at finding Dwarf guards are undoubtedly the finest infantry in practical and unique solutions. existence. Comprised of disciplined and tenacious Scouts fighters, dwarf guards also have access to the finest weapons and plate armor available. Scouts Dwarf guards generally wear field plate and carry tower shields. Commonly used weapons are spears Vos scouts are of mediocre quality. The virtues of the scout; and axes, with picks or hammers popular as backup stealth and patience, are not held in high regard among the Vos. weapons. Dwarven Medium infantry Infantry Dwarven armies are always extremely well-trained and well- equipped. Though few in number their all-infantry armies are a Dwarven infantry makes up the bulk of the dwarven feared sight, for they can be near-invincible under certain armies. They wear half-plate and carry heavy shields. circumstances. Dislodging a dwarven army from a defensive Spears and axes are the most common weapons. position is very difficult. Dwarven units can sometimes be found as mercenaries. Pikes Dwarven pike units fill a dual function; when fighting underground they are excellent for creating

155 mobile defensive positions and above ground they provide vital Light cannon (Culverins) protection against enemy heavy cavalry. The culverin is a light gunpowder weapon, almost Dwarven pikes wear half-plate and carry heavy shields. Their too small to be artillery at all. They are comparable in primary weapon is a heavy 15-foot pike, but some members of performance to bolt throwers. Culverins can fire solid the pike unit is always equipped with great axes or similar to shot, shrapnel or fused bombs, just like larger deal with enemies if they get into the formation. cannon. The main difference is that culverins are Light infantry relatively mobile; mounted on small carts they can be manhandled or horse-drawn across the battlefield. Crossbows There are twenty-five culverins in a unit. Dwarven crossbows are light only in the sense that their Specialists primary weapon is a missile weapon. Crossbows work closely with other infantry to provide them with support as needed. Dwarven specialists are among the finest there are; A crossbowdwarf typically wears half-plate and carries a dwarven artillerists and engineers are renowned for heavy shield. His main weapon is the heavy dwarven crossbow. their skill, and much sought after as mercenaries or As a backup he has a hand-weapon, most commonly an axe or a auxiliaries. hammer. Scouts Cavalry Scouts Dwarven armies have no cavalry; dwarves do not ride. If Dwarven scouts do not have mounts (other than fighting outside the mountains dwarven armies make sure to use mules for moving equipment) their mobility is strictly mercenary or auxiliary cavalry. limited. As such they function mostly as sentries in the dwarven homelands. Kururz Artillery The dwarves also maintain a cadre of elite scouts that work primarily underground. Their task is to Dwarven artillery is of two basic designs; light mobile types keep an eye on the denizens of the Deep Below; suitable for use in cramped underground conditions or massive orogs and such. They are similar to other scouts, but field pieces for dealing with the fortifications of the peoples have no mounts. living in the sun. Heavy artillery Mortars Elven The mortar is the siege version of the cannon. They are Elven armies are hard to quantify; they are as fluid comparable in performance to stone throwers. It is very big and and changing as the elven race. Elven armies are has a limited range, but is able to fire a large payload over always small and of high quality; the days when the defensive walls. A mortar is usually moved in pieces and elves could field great hosts are long gone. assembled when needed. Mortars are generally useless against Elves do not fancy the bloody melees that often units in the field. There are five mortars in a unit. result when lines of infantry clash; they prefer to use light infantry missile power in conjunction with Medium artillery shock cavalry whenever possible. If possible elven Cannon armies will try to draw the enemy onto (for them) favorable ground and wears them down using scouts The cannon is a medium-size gunpowder artillery weapon, and skirmishers before battle is joined. comparable in performance to a catapult in terms of both power Elven armies frequently are enhanced by arcane and range. Cannons usually fire solid stone or iron balls, but can realm magic and are accompanied by high-level be made to fire several smaller munitions or even shrapnel commanders and champions. In addition they will against unit formations. There are ten cannons in a unit. often fight on their own turf, where their knowledge Light artillery of the terrain serves them well. Repeating bolt-thrower This dwarven invention is a relatively light version of the ballista that can quickly be loaded and readied; it has a short range and is not very accurate. It functions very well against masses of orogs pressing through narrow spaces.

156 Light infantry Archers Elven archers are the finest in Cerilia. Their skill with the bow is legendary, and armed with the elven war-bow – a mighty composite longbow – they can outrange and outshoot all other archers. Elven archers are armed with composite longbows and swords. They commonly wear chain shirts. Skirmishers Elven skirmishers are lightly armored with chain shirts and bucklers. They carry the elven war-bow, as well as a sword. They are masters of hit-and-run tactics, and their elven heritage allows them to strike hard and fast without warning and traverse even the most treacherous ground with little difficulty. Cavalry Elven cavalry is highly skilled, but few in number. They ride elven steeds; magnificent horses that have at least some fey blood in their veins. These special steeds will travel as quickly and surely through Infantry rugged terrain as do the sidhe; enabling elven cavalry to operate freely in terrain considered impassable by Elven infantry is quite good, especially the elven archers, but other cavalry. even the shock infantry is better than most human infantry. Elven infantry, even elven spears, is very mobile, and elven Heavy cavalry shock infantry is very good at striking swiftly and then disengaging. Knights Heavy infantry Elven knights are almost a match for Anuirean knights, although they rely more on speed and skill Guards than brute force. Elven knights wear plate-and-mail, Elven guards are the elite infantry of the sidhe; warriors with carry heavy shields and have the lance as their literally centuries of training and experience. Their equipment if primary weapons. Elven knights are highly skilled forged to make them as mobile as possible. Sidhe guards wear swordsmen, and their ability to fight in melee atop elf-wrought plate mail (medium armor) and carry heavy shields their magical steeds is unmatched by any other and hand weapons (swords mostly) or two-handed weapons. cavalry. Medium infantry Medium cavalry Swords Cavalry Sidhe swords are similar to sidhe guards, but are not as Elven cavalry is even more mobile than is the norm, throughout professional. Indeed, most sidhe warriors have other for their elven steeds are both fast and sure-footed occupations when there is no need for them. Sidhe swords wear beyond anything seen in mortal horses. Elven cavalry fine elf-wrought chain mail (light armor), carry light shields and wear chainmail, carry heavy shields and fight with fight with swords. lances. They are also proficient with swords and javelins. Unlike elven knights they do not engage in Spears prolonged melee, but rely instead on charging and disengaging before the enemy has a chance to fight Elven spears are similar to elven swords in equipment and back. training, except that they replace sword and light shield with longspear and shield. Few elven realms deploy elven spears; for Light cavalry them to be effective they must operate in closed formation, not something the elves have the numbers for or the tactics required There is no elven light cavalry armed with missile for it to work. weapons; the closest they get is mounted elven archers.

157 Artillery troops in goblin armies. About one sixth of the goblin population is made up of bugbears. Elves do not usually make use of much artillery, but they do have the ability to build it and field it if needed. Some elven Infantry realms have some heavy artillery protecting their few true cities, Goblin infantry is quite good. Hobgoblins in but otherwise bolt-throwers are the norm. particular are disciplined and tough fighters that work Specialists well in closed formations.

Elven scouts are exceptional, but elven artillerists/engineers Heavy infantry are both rare and no more skilled than other such specialists. Hobgoblin guards Artillerists Hobgoblin guards are the elite units of goblin armies. Hobgoblin guards are frequently held in Artillerists reserve until a breakthrough seems likely. Hobgoblin Artillerists are not common in elven realms; their need for guards wear brigandine or ring-mail and carry heavy destroying enemy fortifications is not very great. Elves do, shields. They prefer a mixture of spears and axes. however, have the capacity to muster these units should they be Bugbear warriors needed. Bugbear warriors are not as disciplined as Engineers hobgoblin guards, but they make up for this with their Engineers great strength and ferocity. Bugbear warriors wear brigandine or ringmail and carry heavy shields. They While the elves certainly have the skills needed to build roads, fight with spears, axes or heavy bludgeoning bridges and field fortifications, they have little interest in doing weapons. so. So engineers are not normally found in elven armies. Medium infantry Scouts Hobgoblin infantry Sentinels Hobgoblin infantry wear whatever armor they can Sidhe sentinels are without doubt the most skilled scouts in lay their hands on, most frequently brigandine or ring Cerilia (even better than Rjurik scouts), and their ability to move mail. Hobgoblin infantry make up the core of any quickly without being seen is legend. goblin army. While not quite as good as Anuirean infantry, they are still formidable. They carry heavy shields, and commonly use axes or maces as their Goblin primary weapons. Goblin infantry also carry darts, javelins or thrown axes and a short sword or dagger. Goblins are by far the most numerous of the humanoid species (except humans). They can be found all over Cerilia, especially Bugbear berserkers in the wild northern lands. Their warlike and aggressive nature Bugbear berserkers have much in common with combined with a talent for organization make them dangerous Rjurik battle-ragers. They work themselves up into a neighbors. The goblin race is made up of three subspecies frenzy and launch themselves at the enemy without (goblin, hobgoblin and bugbear), each of which (usually) mates fear, caring nothing for their own losses. Bugbear only with other members of the same subspecies. Regardless of berserkers wear little or no armor and carry heavy differences in size, goblinkind is one species. two-handed weapons (axes and mauls are very Common goblins make up more than one-half of the total common). goblin population. A goblin is about the size of a boy of twelve winters, but tougher and more dangerous. Common goblins are Light infantry used only as light troops, and remain inferior to most other units. What makes them worthwhile is their low hiring and Goblin archers upkeep cost. Goblin archers are numerous and quite proficient Hobgoblins are larger than common goblins, about the size of with their primary weapon, the short bow. It is a sad an adult human. They are rugged and crude, but they have an fact, however, that this weapon does not compare undeniable gift for war and a sort of inhuman courage that well to the Anuirean longbow. Goblin archers wear serves them well in battle. Hobgoblins make up only about one- leather armor and carry some sort of light hand third of the goblin population, but they are the backbone of the weapon for personal defense; but goblin archers goblin armies; they make up the main battle lines and they hold should stay out of melee if possible. most of the officer posts. Bugbears are much larger and stronger than hobgoblins. They are also considerably less bright, and tend to serve as elite shock

158 Hobgoblin marauders Hobgoblin marauders are the most common form of goblin shock cavalry. They are similar to Anuirean marauders, but are more skilled in charges and melee (but not quite as good as dragoons). Marauders wear studded, ring or brigandine and carry bucklers or light shields. About half are armed with lances, while the rest employ the short bow. Light cavalry Goblin worg riders Goblin worg riders go into battle riding their huge wolf-like steeds. They prefer hit and run tactics and do not like melee. Worg riders use the short bow as their primary weapon. Most riders wear leather armor and carry some sort of hand weapon. Artillery Goblin artillery is crude, but efficient. It generally apes after the siege equipment of neighboring cultures. Goblins do not have counter-weight artillery. Specialists Goblin specialists are nothing special, except for Goblin skirmishers the worg-mounted goblin scouts who are on par with Rjurik scouts, only more mobile. Goblin skirmishers are an important part of every goblin army. Together with the worg riders they harass the enemy’s flanks Artillerists and disrupt his main lines as they advance. Once battle is joined they seek to envelop the enemy or engage his supply train. Hobgoblin artillerists Goblin skirmishers wear leather armor and carry bucklers. Some Hobgoblin artillerists serve the same purpose as are armed with short bows, while the rest carries a mixture of slings and darts. Skirmishers should stay out of melee. their Anuirean counterparts, although they are considerably less able. Cavalry Engineers Goblins ride their worgs into combat, while hobgoblins use Hobgoblin engineers war-horses. Goblin horses are not afraid of wolves of any kind. Bugbears are too big for any common mount. Hobgoblin engineers are rare, but not completely unheard of. They are not as skilled as their Anuirean Heavy cavalry equivalent. Goblin-kind doesn’t have any true heavy cavalry, not like Scouts Anuireans and Brecht do anyway. A goblin war-leader might have a personal guard of elite heavy cavalry, but nothing like an Goblin scouts entire unit. Goblin scouts are masters of stealth and infiltration. Medium cavalry They are particularly adept in mountainous and forested terrain. Goblin scouts ride worgs, otherwise Hobgoblin lancers they are identical to human scouts. Hobgoblin lancers are not a common unit; only the goblin fiefdoms of Markazor can field any significant number of them. Gnoll Lancers wear brigandine or better armor, carry heavy shields and have the lance as their primary weapon. Axes and maces are Gnolls are mostly encountered as small raiding also carried. bands. Only occasionally do they appear as whole units or entire armies, since only a very charismatic and strong leader can keep a gnoll army in line.

159 Gnolls armies are also fairly uniform; without the special longbows or composite bows) and longspears. options available to more advanced cultures. This greatly limits Javelins and hand weapons (axes or maces are most their tactical options. common) are also carried as backup weapons. Infantry Cavalry Gnoll infantry is tough and ferocious, but ill disciplined, Gnolls do not have cavalry; mostly because they preferring a chaotic melee to more set engagements. Gnoll would rather eat horses than ride them. infantry is highly mobile; gnolls are fast, tough and athletic; it makes them excellent marchers. Artillery

Gnolls do not have the intelligence or technical aptitude needed for building and using artillery. Specialists Gnolls only have access to scouts; anything to do with logistics, engineering or siegecraft is beyond them. Scouts Rangers Gnoll rangers are very good at what they do; they are fast, enduring and very knowledgeable about wilderness survival. They are expert trackers; and some gnoll rangers can track very well using smell only. Rangers have about the same equipment as marauders, but since rangers are often older veterans, they may have more and better captured equipment as well. Halfling

Halflings are not the most capable combatants in Cerilia; it is not that they lack courage, but they are simply too small and weak to be any good at Heavy infantry conventional warfare. In addition, there is only one Gnolls do not have any heavily armored infantry that fights in halfling community big enough to have a standing closed-order formation. army; the burrows. The halflings of the Burrows do, however, protect Medium infantry their homes if need be. The Burrows can muster quite Warriors a few halfling units, mostly light missile infantry. Gnoll warriors are made up of the strongest and most ferocious fighters. They preferred tactic is to deploy in the reserve, and then quickly move to strike the enemy in the flank or rear. Gnoll warriors wear whatever armor they have plundered. The same goes for weapons, but gnoll warriors like heavy two- handed weapons. Light infantry Marauders Gnoll marauders are the common gnoll unit; it combines missile and shock power into one as no other infantry unit does. Gnoll marauders wear light armor at best; some may have shields. They are equipped with a mixture of bows (ether

160 Cavalry Halfling are too small for real horses, but they do occasionally employ ponies or mules for transportation. Light cavalry Outriders Halfling outriders employ quick and hardy ponies. Except for elven cavalry, this is the cavalry with the best mobility in rugged terrain. Outriders use the short bow, as well as slings, darks and light hand weapons. Many carry bucklers. Artillery Halflings are not very good at mechanical contraptions like artillery. They have some spring- powered pieces, but that is all. Light artillery Light ballistae The halflings of the Burrows have some light bolt throwers emplaced for the defense of fortified halfling holdings. Specialists

Infantry The only specialist category available to halflings is scouts; here they have two excellent unit types. Medium infantry Scouts Spearmen Sheriffs Halfling infantry is the only ‘heavy’ infantry available to the Halfling sheriffs are a combination of watchmen Burrows. It is not widely used; if the Burrows ever face a big and soldiers that patrol the Burrows in times of peace, invasion, it is likely that the halfling spears will be too few and and band together to protect it in times of danger. too weak to make much of a difference. Halfling spearmen are Sheriffs typically have ponies for transportation, wear very disciplined. They wear chainmail and carry the long spear chain shirts, and have a combination of bucklers, (to them it is much like a pike). bows, slings, darts and hand weapons available. Light infantry Shadow-walkers Archers Some experienced sheriffs have the ability to actually traverse the Shadow World and bring others Halfling archers are very good marksmen, and capable of with them. Such sheriffs sometimes band together to laying down a good volume of fire; their only real handicap is form shadow-walker units. their lack of range (made even more acute by the low strength of most halflings). Halfling archers wear leather or studded leather Shadow-walkers are equipped much like normal and carry the short bow as their primary weapon. They also sheriffs, but rarely use mounts (it is hard to find have some sort of hand weapon. Many carry bucklers. animals willing to brave the other side). Their affinity for the Shadow World enable them to move great Skirmishers distances, strike without warning and then disappear again without a trace. Halfling skirmishers are among the best there are. Masters of the sling and the thrown dart, they use their considerable ability to remain unseen to good advantage. Halfling skirmishers wear Orog leather or studded leather (or chain shirts), carry buckler, sling, several darts and a short sword (typically). The orog race is easily the most warlike in Cerilia (and that is saying something!). From the moment

161 they are born every male orog struggles; a struggle that ends Heavy infantry only with brutal death. Orogs make war on all their neighbors, but most of their energy is spent fighting among themselves. Guards Only when they are satisfied with their own internal wars do they turn their attention outwards. When they do, the kingdoms Orog guards are one of the very best heavy infantry of man tremble; but inevitably the orogs will go back to fighting units in existence. Dwarven guards may have better internally, and the danger will pass. discipline and equipment and elven guards more speed and skill, but when it comes to brutal efficiency orogs come out ahead. Orog guards wear heavy plate mail and carry tower shields. They prefer spears when advancing in formation, but are equally skilled with heavy war-axes or bastard swords. Medium infantry Regulars Orog infantry is simple, tough and efficient. They march on the enemy in closed order and fight without mercy until he is defeated. Orog infantry wear heavy chain hauberks or banded mail, and carry heavy shields. Longswords and battle-axes are the most common weapons used. Pikes Orog pikes are similar to dwarven pikes in that they have two missions; one above ground and one below. Orog pikes have the same equipment as orog regulars; except that they replace shield and hand- weapon with a heavy 15-foot pike. Crossbows Orog crossbows are more heavily armored than Orogs are big, strong and brave. They are hardened by a life of most archers, but otherwise fulfill the same function violence and brutal discipline. Orogs are also great metal- – missile power. The size and strength of orog workers, and go to war with heavy armor and fine weapons warriors mean that they could be good archers; but (quite unlike most other humanoid races). Most orogs dwell they lack any tradition for bow-making and use. Orog underground in small family-groups or clans in Cerilia’s crossbows wear heavy chain hauberks or banded mountainous regions. They occasionally mount raids on surface mail, and carry heavy shields. Their primary weapon lands, but mostly they are a threat only to dwarves and others is the orog crossbow; a simple device much like a who venture beneath the mountains. normal light crossbow, but with nearly the same Some areas have much higher orog populations, however, and power as a Brecht heavy crossbow. A hand weapon, here the orogs establish a presence on the surface as well; unless longsword or axe, is also carried for melee combat. stopped by a nearby dwarven realm that is. Examples of the former include the Blood Skull Barony and the Sword Rust Light infantry Tribes. An example of the later is Baruk-Azhik and their war Skirmishers with the orogs of the Iron Peaks. Orogs see well in the dark – they can even find their way Orog skirmishers are young warriors who are out to incomplete darkness – much better than humans. Their eyes are prove their worth. Skirmishers are much used for hurt by bright light, and most orogs also find the open sky very patrolling and raiding beneath the mountains. Orog unsettling. Orogs prefer moving and fighting at night – or at skirmishers wear chain shits and carry light shields. least under a heavy cloud cover. They fight with light crossbows, javelins and longswords or battleaxes. Infantry Cavalry Orog shock infantry is very good. Orogs as a race are very strong and tough. Combined with a lifetime of cruelty and Orogs do not normally employ cavalry; horses are killing, orogs make very good infantrymen. not at home underground. Where the orogs have established themselves on the surface, horses are usually scarce. Anyway, orogs are bigger than men,

162 so finding suitable steeds would be nearly impossible anyway. Nearly all monstrous units are infantry; the only exception is wemics and centaurs. Monstrous units do Medium cavalry not include artillery (but some giants provide artillery Lizard riders points!) or specialists, except some scout units. Some monstrous units are made up of very big Deep beneath the earth the orogs have domesticated several creatures. Such units contain fewer individual breeds of giant lizard that they ride into battle. Fortunately for soldiers; an ogre or troll unit may have a hundred or the surface-dwellers these creatures hate the sun and are very less, while a unit of stone giants could have as few as rarely seen on the surface. Lizard riders are equipped as orog twenty. guards – the mounts are few in number, so only the most senior warriors are allowed to ride them. Infantry Artillery Monstrous infantry units are often heavy; not because they have a lot of armor, but because they are Orog artillery is just as good as dwarven artillery; maybe not made up of large and incredibly strong/tough as sophisticated, but it makes up for that in size and lower cost. creatures. Gunpowder Orogs would dearly love to master the secret of gun-making, but so far they are not even close. The only orog realm to have made any progress at all is the one found under the Iron Peaks; they frequently find themselves the target of dwarven guns and mines and so have some extra motivation. Specialists Orog specialists are very good; their engineers and artillerists are almost on par with dwarven specialists. Artillerists Artillerists Orog artillerists are good, very good. Perhaps they are not as sophisticated as their dwarven counterparts, but they are significantly more numerous and willing to work hard and sacrifice whatever it takes. Engineers Engineers Heavy infantry Although orogs don’t make the same elaborate underground Ogre warriors cities the dwarves do, they are intimately familiar with rock and Ogre infantry is one of the most ‘common’ earth; second only to dwarven engineers. monstrous units found in Cerilia. Goblins make use Scouts of them, and they can always be found working for the Gorgon’s Crown. Infiltrators Ogres often have very primitive equipment; hide armor, crude maces or clubs, and stone axes. Some Orog infiltrators lack mounts, and thus much of the mobility may have things taken from fallen enemies, but the of ordinary scouts. They are, however, masters at infiltrating fact is that very few weapons (and no armor) fit their enemy lines an attacking supply trains or killing officers. massive size. Monstrous Troll warriors Trolls are more common in the northern reaches of This section offers a collection of monstrous military units; Cerilia, where they largely replace ogres as the most undead, ogres, trolls and giants are among them. Monstrous powerful ‘monsters’ around. Trolls are, if anything, units are not common in Cerilia. Classifying monstrous units is even more stupid and primitive than ogres. Trolls something of a challenge, but some generalizations can be rarely wear armor, and their weapons are primitive; made: wooded clubs and stone axes are most common. Of course, trolls have an inhuman constitution (in

163 addition to their strength) and can survive incredible hardship Undead legion and injuries (but no, they do not rise from the dead as the bards tell; once dead they stay dead, just make sure they really are Undead legions can emerge from the dark realms of dead…). the Shadow World, or be called into existence by corrupt necromancers. Whatever their origin, undead Minotaur warriors legions are fearsome enemies; they do not know fear, pain or fatigue. They use whatever equipment they Minotaurs are to Aduria what ogres and trolls are elsewhere; a had in life or have taken from the field of battle. menace to civilized lands. Minotaurs are primitive, but cunning, and able to use whatever weapons they can get hold of. Minotaurs usually have very simple tactics; charge the enemy line and hack away at everything until the enemy is dead…or the minotaurs are. Hill giants Big and stupid, hill giants are the only race of giants that are found in any number throughout much of Cerilia. Fifty giants make one unit. Hill giants wear crude animal skins and fight with clubs or other primitive melee weapons. Hill giants are not very good at throwing things. Stone giants Stone giants are the only other type of giants that exists in sufficient numbers to be organized into military units. Twenty giants make one unit. Stone giants don’t use armor or weapons; they just crush their opponents with their massive rock-like fists. Stone giants can also hurl boulder-sized rocks, making them into a sort of living artillery. Treants The only time the trees might mach to war is when urged to do so by the sidhe or the druids of Aeric. But when they do they are a terrible sight to behold. One unit has about ten true treants, plus a number of animated trees (how many varies with how big they are). Undead guards The most terrible of undead units, the undead guards are made up largely of wights; dead warriors who know no rest in death. In addition to their formidable combat prowess and resistance to damage, undead guards also heal when they cause the enemy damage and can create Undead Legion units from the ranks of the fallen. Medium infantry Light infantry Lizardfolk infantry Troglodyte raiders The race of lizardfolk was once a common sight in Cerilia; but now they are few. They only dwell in remote and warm The troglodyte species is almost unknown to swamplands – and are only found in any great numbers in the Cerilians. This degenerate offshoot of lizardfolk is lands of the Hydra. most commonly found living in deep caves or dark forests. Troglodytes sometimes band together to raid Fey infantry human lands. While the side are the most war-like of the fey races, there are Lizardfolk raiders other creatures living in the forest that can and do fight if need be. Fauns, for example, could make infantry units if needed. Fey Outside the Hyrda’s realm lizardfolk are found only infantry often have archaic bronze or stone equipment; it is no in lesser numbers. As such they can rarely mount less deadly than weapons of steel. more of a threat than a few units of raiders.

164 Cavalry Wemic rangers Wemic are not only fierce warriors, but also Monstrous cavalry is found among those races with a much consummate trackers. Upon the open plains there are higher rate of movement than normal humanoids. no better scouts than they. Heavy cavalry Centaurs could possibly be equipped as heavy cavalry; but they primitive, lacking the equipment or training required. Medium cavalry Centaur warriors The legendary horse-men of Aduria are said to dwell small tribal groups in the rugged northeastern reachers of Aduria. If enough adult warriors banded together, they can make a formidable medium cavalry unit. Centaur warriors have leather armor and heavy shields. They prefer the lance and sword; but must often make do with axes or maces since their metalworking skills are not so good. Dire wolves Wolves (not worgs) the size of ponies are said to live in the most remote northern wilderness. If ever they were to go to war, it would be at the urging of druids. Light cavalry Centaur archers Centaur archers are the most common centaur unit. Centaur archers wear leather armor and carry the composite bow, as well as a hand weapon. Wemic tribesmen Somewhere in the deep interior of Aduria live the wemic tribes; similar to centaurs, but with the bodies of lions, not horses. Wemic tribesmen do not wear armor, but carry heavy shields. They use spears and javelins for the most part, but many have a stone axe or mace as a backup weapon. Artillery Monstrous units don’t really fit into the description of artillery. Some unit types – giants for example – may provide artillery and/or siege points.

Specialists The only monstrous specialists are scouts of various races.

Scouts Fey scouts The sidhe are not the only fey people living in the deep forests. The sidhe sometimes enlist the aid of sprites, dryads and such to help them keep track of invaders. Fey scouts are excellent scouts, but very poor combatants.

165 Unit statistics

TABLE 6-21a: ANUIREAN UNITS Unit Type Speed Defense Morale Cohesion Melee Charge Missile Range Modifiers Special Muster Upkeep Preq. Legionnaires AnInfHvy 2 20 +6 5 +8 - - - +2 Defense vs. Missile Elite, Power attack 4GB 2GB Prov (5) +2 Melee vs. Phalanx & Dispersed Armsmen AnInfHvy 2 20 +6 5 +8 - - - +2 Defense vs. Mounted Elite, Power attack 4GB 2GB Prov (5) +2 Melee vs. Mounted Regulars AnInfMed 2 18 +4 4 +6 - - - +2 Defense vs. Missile - 2GB 1GB Prov (4) +2 Melee vs. Phalanx & Dispersed Halberdiers AnInfMed 2 18 +4 4 +6 - - - +2 Defense vs. Mounted - 2GB 1GB Prov (4) +2 Melee vs. Mounted Pikes AnInfMed 2 18 +4 4 +6 - - - +2 Defense vs. Mounted Phalanx, Reach 2GB 1GB Prov (4) +2 Melee vs. Mounted Partizans AnInfMed 2 16 +4 4 +6 - - - +2 Defense vs. Mounted Phalanx 1,5GB 0,75GB Prov (3) +2 Melee vs. Mounted Crossbows AnInfMed 2 16 +4 4 +4 - +8 5 +2 Defense vs. Missile Indirect fire 2GB 1GB Prov (4) +2 Missile vs. Mounted Archers AnInfLt 2 14 +4 4 +4 - +8 4 +2 Missile vs. Mounted Indirect fire, Rapid 2GB 1GB Prov (4) shot

Skirmishers AnInfLt 3 14 +4 4 +4 - +6 3 +2 Defense vs. Missile Dispersed, Dodge, 1,5GB 0,75GB Prov (3) +2 Missile at Range 1 Mobility Irregulars AnInfLt 2 14 +4 4 +4 - +4 3 +2 Missile at Range 1 - 1GB 0,5GB Prov (2) Hold (1)

Militia AnInfLt 2 14 +2 4 +4 - - - - Militia - 0,5GB NA Levy AnInfLt 2 12 +0 4 +2 - - - - Untrained - 0,5GB NA Knights AnCavHvy 4 20 +6 5 +8 +14 - - - Elite, Mobility, 8GB 4GB Prov (6) Spirited charge Lancers AnCavHvy 4 18 +4 4 +6 +12 - - - Mobility 6GB 3GB Prov (5) Dragoons AnCavMed 5 16 +4 4 +6 +10 +4 3 - Mobility 4GB 2GB Prov (4)

Marauders AnCavMed 5 14 +4 4 +4 +8 +4 3 - Mobility 3GB 1,5GB Prov (3) Outriders AnCavLt 6 12 +4 4 +4 +6 +6 3 +2 Missile at Range 1 Mobility, Dodge 3GB 1,5GB Prov (3) Balistae AnAtyLt 2 14 +4 3 +2 - +8 6 2 artillery points Rapid shot 2GB 1GB Prov (4)

166 Onagers AnAtyMed 1 16 +4 3 +2 - +10 7 4 artillery points Devastating fire, 3GB 1,5GB Prov (5) indirect fire Catapults AnAtyHvy 0 18 +4 3 +2 - +12 8 6 artillery points Devastating fire, 4GB 2GB Prov (5) indirect fire Trebuchets AnAtyHvy - 18 +4 3 +2 - +14 10 10 artillery points Devastating fire, 6GB 3GB Prov (6) indirect fire Artillerists AnSpecArt 2 12 +4 2 +2 - - - 10 artillery points Artillerist 2GB 1GB Porv (5) Engineers AnSpecEng 2 12 +4 2 +2 - - - 3 artillery points, 10 siege points Engineer 2GB 1GB Porv (5) Scouts AnSpecSct 3/6 14 +4 3 +4 - +4 4 - Dispersed, Dodge, 2GB 1GB Porv (3) Mobility, Recon TABLE 6-27b: BRECHT UNITS Unit Type Speed Defense Morale Cohesion Melee Charge Missile Range Modifiers Special Muster Upkeep Preq. Rustwächter BrInfHvy 2 20 +6 5 +8 - - - +2 Defense vs. Mounted Elite, Power Attack 4GB 2GB Prov (5) +2 Melee vs. Mounted Pikmanner BrInfMed 2 18 +4 4 +6 - - - +2 Defense vs. Mounted Phalanx, Reach 2GB 1GB Prov (4) +2 Melee vs. Mounted

Hellebardiers BrInfMed 2 18 +4 4 +6 - - - +2 Defense vs. Mounted - 2GB 1GB Prov (4) +2 Melee vs. Mounted Armbrustiers BrInfLt 3 14 +4 4 +4 - +8 5 +2 Missile vs. Mounted Indirect fire 2GB 1GB Prov (4) Scharmützelen BrInfLt 3 14 +4 4 +4 +6 3 +2 Defense vs. Missile Dispersed, Dodge, 1,5GB 0,75GB Prov (3) +2 Missile at Range 1 Mobility

Landsknechte BrCavHvy 4 18 +6 5 +8 +12 - - - Elite, Mobility 7GB 3,5GB Prov (5) Dragoners BrCavMed 5 16 +4 4 +6 +10 +4 3 - Mobility 4GB 2GB Prov (4) Ausrittere BrCavLt 6 12 +4 4 +4 +6 +6 3 +1 Missile at Range 1 Mobility 3GB 1,5GB Prov (3) Artillerists BrSpecArt 2 12 +4 2 +2 - - - 10 artillery points Artillerist 2GB 1GB Prov (5)

Engineers BrSpecEng 2 12 +4 2 +2 - - - 3 artillery points, 5 siege points Engineer 2GB 1GB Prov (5) Scouts BrSpecSct 3/6 14 +4 3 +4 - +4 3 Dodge, Mobility, 2GB 1GB Prov (3) Recon

TABLE 6-27c: KHINASI UNITS Unit Type Speed Defense Morale Cohesion Melee Charge Missile Range Modifiers Special Muster Upkeep Preq. Guardsmen KhInfHvy 2 18 +6 5 +8 - +6 4 +2 Missile vs. Mounted Elite 4GB 2GB Prov (5) +2 Melee vs. Phalanx & Dispersed

167 Regulars KhInfMed 2 16 +4 4 +6 - - - +2 Missile vs. Mounted - 2 1 Prov (4) +2 Melee vs. Phalanx & Dispersed

Spearmen KhInfMed 2 16 +4 4 +6 - - - +2 Defense vs. Mounted - 2 1 Prov (3) +2 Melee vs. Mounted Archers KhInfLt 2 12 +4 4 +2 +8 4 +2 Missile vs. Mounted Rapid shot 2 1 Prov (3) Skirmishers KhIntLt 3 12 +4 4 +2 +4 3 Dodge, mobility 1GB 0,5GB Prov (1) Elite cavalry KhCavHvy 5 16 +6 5 +8 +10 +6 4 +2 Missile vs. Mounted Elite, Mobility 6GB 3GB Prov (5) Common cavalry KhCavMed 6 14 +4 4 +6 +8 +6 4 +2 Missile vs. Mounted Mobility 3GB 1,5GB Prov (3) Tribal cavalry KhCavLt 6 12 +4 4 +4 +6 +6 4 +2 Missile vs. Mounted Mobility 2GB 1GB Prov (1) Artillerists 2 12 +4 2 +2 - - - 10 artillery points Artillerist Prov (5) Engineers 2 12 +4 2 +2 - - - 3 artillery points, 5 siege points Engineer Prov (5)

Scouts 3/6 14 +4 3 +4 - +4 3 Dodge, Mobility, Prov (3) Recon TABLE 6-27d: RJURIK UNITS Unit Type Speed Defense Morale Cohesion Melee Charge Missile Range Modifiers Special Muster Upkeep Preq. Huscarls RjInfHvy 2 18 +6 5 +8 - +4 1 +2 Defense vs. Missile Elite, Endurance, 4GB 2GB Prov (4) +2 Melee vs. Phalanx & Dispersed Power Attack Hird RjInfMed 2 16 +4 4 +6 - +4 1 +2 Defense vs. Missile Endurance 2GB 1GB Prov (3) +2 Melee vs. Phalanx & Dispersed Clansmen RjInfLt 3 14 +4 4 +6 - +4 1 Alertness, 2GB 1GB Prov (2) Endurance, Stealthy Battle ragers RjInfLt 3 14 +4 5 +8 - - - Elite, Frenzy 2GB 1GB Archers RjInfLt 3 14 +4 4 +6 - +8 4 +2 Missile vs. Mounted Indirect Fire, Rapid 2GB 1GB Prov (3) Fire

Skirmishers RjInfLt 3 14 +4 4 1,5GB 0,75GB Hoghland-ryttere RjCavMed 5 16 +4 4 Mobility 4GB 2GB Prov (4) Bondryttere RjCavLt 4 12 +4 4 +6 - +8 4 Mobility 3GB 1,5GB Prov (3) Agrir RjSepcSct 3/5 14 +6 3 +6 - +6 4 Elite, Dispersed, Dodge, Mobility, Recon Hammskiftare RjSepcSct 4 14 +4 4 Doge, Mobility, Recon, Power Attack TABLE 6-27e: VOS UNITS Unit Type Speed Defense Morale Cohesion Melee Charge Missile Range Modifiers Special Muster Upkeep Preq.

168 Boyars VoInfHvy 2 18 +6 4/3/2/1 +8 Elite, Power Attack Usnik VoInfMed 2 16 +4 4/3/2/1 +6 Berserkers VoInfMed 2 14 +4 4/3/2/1 +6 Archers VoInfLt 2 14 +4 4/3/2/1 +4 +6 3 Indirect fire, Rapid shot Boyar riders 5 16 +6 4/3/2/1 +8 Elite, Mobility Usnik riders 5 14 +4 4/3/2/1 +6 Mobility Horse-archers 6 12 +4 4/3/2/1 +4 +6 4 Mobility Artillerists Scouts TABLE 6-27f: DWARVEN UNITS Unit Type Speed Defense Morale Cohesion Melee Charge Missile Range Modifiers Special Muster Upkeep Preq. Guards DwInfHvy 2 22 +6 6 +8 - - - Elite, Power Attack 6GB 3GB Infantry DwInfMed 2 20 +4 5 +6 - - - 3GB 1,5GB Pikes DwInfMed 2 20 +4 5 +6 - - - Phalanx, Reach 3GB 1,5GB Crossbows DwInfMed 2 20 +4 5 +4 - +8 5 +2 Defense vs. Missile 3GB 1,5GB +2 Missile vs. Mounted Repeating bolt-thrower DwAtyLt 3 Scouts DwSpecSct 2/5 4 Dwarf traits: Darkvision, endurance

TABLE 6-27g: ELVEN UNITS Unit Type Speed Defense Morale Cohesion Melee Charge Missile Range Modifiers Special Muster Upkeep Preq. Guards ElfInfHvy 3 18 +8 5 +8 - - - +2 Defense vs. Missile Elite, Power Attack 4GB 2GB +2 Melee vs. Phalanx & Dispersed Swords ElfInfMed 3 16 +6 4 +6 - - - +2 Defense vs. Missile 2GB 1GB +2 Melee vs. Phalanx & Dispersed

Spears ElfInfMed 3 16 +6 4 +6 - - - +2 Defense vs. Mounted Phalanx 2GB +2 Melee vs. Mounted

169 Archers ElfInfLt 3 14 +6 4 +4 +8 5 +2 Missile vs. Mounted Indirect fire, Rapid 2GB 1GB shot Skirmishers ElfInfLt 4 12 +6 4 +4 +6 4 +2 Missile at Range 1 Knights ElfCavHvy 5 18 +8 5 +8 +12 Elite, Mobility, 7GB 3,5GB Spirited Charge Cavalry ElfCavMed 6 16 +6 4 +6 +12 Mobility 5GB 2,5GB Artillerists ElfSpecArt 3 12 +6 2 Engineers ElfSpecEng 3 12 +6 2 Sentinels ElfSpecSct 4/7 14 +8 3 +4 +6 5 Elite, Dodge, Mobility, Recon Elf traits: Alertness, fey, nightvision, stealthy TABLE 6-27h: GOBLIN UNITS Unit Type Speed Defense Morale Cohesion Melee Charge Missile Range Modifiers Special Muster Upkeep Preq. Hobgoblin guards GoInfHvy 2 18 +6 5 +8 - - - +2 Defense vs. Missile Elite 4GB 2GB Prov (4) +2 Melee vs. Phalanx & Dispersed Bugbear warriors GoIntHvy 2 16 +4 5 +8 - - - 3GB 1,5GB Prov (3) Hobgoblin infantry GoIntMed 2 16 +4 4 +6 - - - +2 Defense vs. Missile 2GB 1GB Prov (3) +2 Melee vs. Phalanx & Dispersed Bugbear berserkers GoIntMed 3 14 +4 5 +8 - - Frenzy 3GB 1,5GB Prov (3) Goblin archers GoIntLt 2 12 +2 3 +4 +6 3 +2 Missile vs. Mounted Rapid shot 1,5GB 0,75GB Prov (2) Goblin skirmishers GoIntLt 3 12 +2 4 +2 - +4 3 +2 Defense vs. Missile Dispersed, Dodge, 1GB 0,5GB Prov (1) +2 Missile at Range 1 Mobility Hobgoblin lancers GoCavMed 4 18 +4 4 +6 +10 4GB 2GB Prov (4) Hobgoblin marauders GoCavMed 5 14 +4 4 +6 +8 3GB 1,5GB Prov (3) Goblin worg riders GoCavLt 5 14 +4 3 +4 +8 3GB 1,5GB Prov (2) Hobgoblin artillerists GoSpecArt 2 12 +4 2 +2 Prov (5) Hobgoblin engineers GoSpecEng 2 12 +4 2 +2 Prov (5) Goblin scouts GoSpecSct 3/5 14 +4 2 +4 Dodge, Mobility, Prov (2) Recon Goblin traits: Alertness, nightvision, stealthy TABLE 6-27i: GNOLL UNITS Unit Type Speed Defense Morale Cohesion Melee Charge Missile Range Modifiers Special Muster Upkeep Preq. Warriors GnInfMed 3 5

170 Marauders GnInfLt 4 5 Rangers GnSpecSct 4 3/2/1/- Gnoll traits: Endurance TABLE 6-27j: HALFLING UNITS Unit Type Speed Defense Morale Cohesion Melee Charge Missile Range Modifiers Special Muster Upkeep Preq. Spearmen

Archers Skirmishers Outriders Sheriffs 2/1/-/-

Shadow-walkers 2/1/-/- Halfling traits: Nightvision, stealthy TABLE 6-27k: OROG UNITS Unit Type Speed Defense Morale Cohesion Melee Charge Missile Range Modifiers Special Muster Upkeep Preq. Guard OrInfHvy 2 20 +6 5/3/2/1 +10 Elite, Power attack Regulars OrInfMed 2 18 +4 5/3/2/1 +8 2GB 1GB Pikes OrInfMed 2 18 +4 5/3/2/1 +8 2GB 1GB Crossbows OrInfMed 2 18 +4 5/3/2/1 +6 +6 5 2GB 1GB Skirmishers OrInfLt 3 16 +4 5/3/2/1 +6 2GB 1GB Infiltrators GoSpec 3/5 16 +4 3/2/1- +6 Dodge, Mobility, Recon Orogtraits: Darkvision, endurance, light-sensitive TABLE 6-27l: MONSTROUS UNITS Unit Type Speed Defense Morale Cohesion Melee Charge Missile Range Modifiers Special Muster Upkeep Preq. Centaur warriors CeCavMed 5 18 +4 6 +8 +10 Mobility Dire wolves BeCavMed 6 16 +4 5 Mobility Centuar archers CeCavLt 6 16 +4 6 +6 +8 Mobility

Wemic tribesmen WeCavLt 6 16 +4 6 +8 +10 +6 3 +2 Missile at Range 1 Spirited charge Ogre warriors OgInfHvy 2 16 +4 6 Power attack Troll warriors TrInfHvy 3 20 +4 7 Power attack Minotaur warriors MnInfHvy 3 18 +4 6 Power attack

171 Hill giants GiInfHvy 2 20 +4 7 Power attack Stone giants GiInfHvy 3 22 +4 8 Power attack Treants TrInfHvy 2 20 +6 8 Power attack Undead guards UnInfHvy 2 20 - 6/-/-/- Undead, Spawn Lizardfolk infantry LzInfMed 2 16 +4 4/3/2/1 Fey infantry FyInfMed 3 16 +4 4/3/2/1

Undead legion UnInfMed 2 16 - 4/-/-/- Undead Troglodyte raiders TrInfLt 3 14 +4 4/3/2/1 Lizardfolk raiders LzInfLt 3 14 +4 4/3/2/1 Fey scouts FySpecSct 4 14 +4 2/1/-/- Fey, Dodge, Mobility, Recon

172 Warfare

"No battle plan survives contact with the enemy, but it does provide the foundation upon which you build your victory." - Anuirean military proverb

Handling such a complex matter as war is difficult in any You will also provide the DM with one or more strategic game, and especially difficult in a PBeM such as Ruins of objectives; this is nothing more that you trying to define Empire. A single turn in the game is one season; three full what you're trying to accomplish with the war. Strategic months. Conducting a war with such long turns runs the objectives are normally included as part of your Wage War risk of losing all detail. Clearly, further subdivision is action description. needed to ensure a satisfying way of handling wars. The campaign stage: During this stage you units move The original BIRTHRIGHT game had turns divided into across the provinces of the map, eventually coming into one-month action rounds and each round was further conflict with enemy forces. This stage is broken down into subdivided one-week war moves when there was a war twelve one-week War Moves (WM). afoot. Whenever hostile forces met, there would be a battle, To help the DM during the campaign stage you may in which units represented by war cards would move about include a campaign plan in your DO. The plan tells the a square grid battlefield killing each other. DM, in as much detail as you like, where your units should RoE retains those basic premises, but expands upon then go and what they should be doing. The DM will then do the and also provides a framework for the rules to be used in a actual moving of units based on those directions. PbeM context. That means that the rules here presented Frequently the situation will change throughout a turn as does two things; explain how wars are fought in terms of your enemy moves and battles you; in which case the DM game mechanics (movement, supply, fighting battles, might well check with you to see if you have any additional heroes and commanders, etc.), and how you can present input. your war plans in a simple and coherent fashion in your The battle stage: When enemy units move into the same Domain Order. province, chances are that they will end up fighting (not The very first rule of warfare in RoE is that you can be as always though, provinces are big places and it's possible to detailed as you want to be – if you as the player don’t want hide an army under certain circumstance). to be bothered with the gritty details, you can leave it to Like with the campaign stage, the player won’t actually your subordinates to deal with the war. Indeed, if you be moving any units, but will issue deployment plans and prefer, you can limit your knowledge of warfare to battle orders to his armies. Based on those orders, the DM deciding on what military units you want muster and keep, will resolve the battle to the best of his abilities. and who you want to declare war on. The DM will then There are several different ways of conduction battles; take care of everything, to the best of your units/characters' role-playing, DM fiat, quick battle resolution or tactical war abilities. Could not be more simple than that. cards battle (see later in this chapter for more details). On the other hand, if you want more detail and control you can take a very active hand in the way your domain runs its wars – right down to the deployment and command The DO War Sheet of troops on the field of battle. If you are conducting large and complex wars, or are fighting multiple wars, using the War sheet in the DO is The basics of probably a good idea as it offers you a more detailed way of tracking your armies and garrisons than do the standard Warfare Assets sheet. Everything war-related is broken into three stages: the Interactive strategic stage, the campaign stage and the battle stage. At each stage the player will be given opportunities to make decisions that will affect the outcome of the war. warfare The strategic stage: During this stage you make grand During the campaign stage and the battle stage, the DM and sweeping decisions involving entire domains. may contact players and offer them the opportunity to give This is where you pick the domain actions that will further orders to their armies. Much like the adventure and support you war effort, and put those actions into you diplomacy actions, the wage war action is an interactive Domain Order. The Wage War action is obviously going to action, where players get to describe their course of action. be important, but things like espionage and diplomacy can How much interaction there is can vary widely; also be key to winning war; you could uncover enemy everything from just being allowed to make a few key plans to give you an edge in battle, or gain new and decisions to allowing you to direct the movement of your powerful allies for example. armies war move by war move.

173 The same thing could happen during battles, but only if The fact that a wage war action makes all military actions the battle is especially important or the DM wishes to detail free actions (they are normally court actions), means that it for some other reason. you will have many more opportunities to act without tying up your other actions. Strategy stage The effect of a wage war action lasts for one entire turn. If you wish to continue the war on a subsequent turn, you Conducting a war will almost always require the use of must once again choose the wage war action. one or more Wage War domain actions. It is theoretically possible to conduct a defensive war with only stand-alone Alliances military domain actions, but in practice it is highly If two domains have a formal alliance, troops from either impractical. realm can move freely through the provinces of the other Military actions during war: When you are conduction unless specifically denied permission. During war, all a full-fledged war using the Wage War action you won’t territories of both realms are considered friendly provinces. actually have to use specific domain actions like move unit. Alliances are arranged through diplomacy actions. Those actions are generally only used during peacetime or when conducting some minor operations. If, for example, Military access you wish to find out what forces your neighbor is massing near your border, you might take a stand-alone move unit: This is a lesser form of alliance that allows one domain to recon action. When war breaks out, however, you will be move units through another realm’s territory without this conducting continuous reconnaissance missions with your being considered a hostile action. units, and will not have to pick any move unit: recon Military access can be two-way, but is most frequently actions. one-way (such as a liege lord having military access to his vassal’s provinces). Some military access agreements also Executing a Wage War allow one domain to station its units on the territory of another regent (a suspicious overlord might station units or Domain Action perhaps fortifications in his vassal’s key provinces to keep In your Domain Order, please select a wage war action, them in line). Such agreements usually allow the same units noting whom (a single enemy domain or an alliance of to move around , but not always. domains; if you’re facing rebellion, you could even attack Vassalage your own domain) you are waging war on. A single wage war action only lets you pick strategic objectives and make The liege lord is normally considered to have military campaign plans that are related to a single theater of access to his vassal’s provinces, but not vice versa. This operation/set of enemies. condition can of course be altered by use of diplomacy actions. Conducting multiple wars Strategic intelligence You may wage several wars (and thus have several strategic objectives and make several campaign plans) at Knowing where your enemy is, what forces he has at his the same time, but each separate conflict requires you to disposal, and what his plans might be are vitally important pick a separate wage war action. if you want to win a war. Looking at the map it might seem For instance, during the summer turn Diemed is at war easy; but remember that this is a time of no or inaccurate with Avanil over possession of Endier. Seeing a possible maps, poor communications, long periods of time, and opportunity, Arron Vaumel sends his fleets to ravage the relatively large areas (a province is a pretty big place; you coasts of Diemed. During the autumn turn, the Duke of can hide a lot of men on 2.500 square miles). Diemed should pick two wage war actions – one aimed at There are four primary ways of learning where your Avanil, the other at the Mieran buccaneers. enemy is, and what forces he has: Benefits of choosing a Reports wage war action You will always know where your own units are and in what condition they are in (your army/fortification entries Picking a wage war action has several benefits: in the DO will be updated each turn). You get to select a strategic objective, which in turn You own units and fortifications will also send back allows you to make a campaign plan to accomplish that reports that can give an indication at to the status and objective. Without a wage war action, your units can still location of units not belonging to you that are present or move around and fight, but they will lack the planning and moving through the province your forces are in. The coordination needed to fight an entire war. accuracy of this information will vary; your Active scouts Your active units are free to fight units belonging to your will give better intelligence than your garrisoned castle. The enemy, as well as his allies and any targets of opportunity. information will be included in your DO.

174 When war breaks out we are no longer talking about Strategy check strategic intelligence; we are then talking about operational intelligence intelligence, which means that you'll be given Once you have decided upon a strategy, you need to more frequent updates in conjunction with an interactive determine how you choice of strategy interact with your resolution of the campaign stage. opponent’s defenses. This strategy represents a variety of factors that determine how well you will do; do you manage Espionage to keep your plans secret, act forcefully and keep the initiative, communicate effectively between armies and The espionage action can be used to count the number, generals, etc. type, and allegiance of units stationed in a province. Since the espionage action targets a single province, the trick is to Both you and your opponent make opposed Warcraft guess where the enemy has placed his most powerful checks against DCs set by the DM based upon your armies. Espionage can also be used as a realm action to description of your objectives (the DC need not be the same cover more provinces with one action. for both sides). The results of the action are made available in the DO – The winner of the opposed check gains a +2 synergy unless the DM decides to provide you with interactive bonus to his Warcraft checks taken in conjunction with that feedback during the campaign stage. objective during this turns campaign stage. The bonus increases to +4 if the winner’s check exceeds the loser’s by Reconnaissance at least 10 points, +6 is the difference is 20+. If the winner achieves an extraordinary success, the bonus is +10. All units have the ability to conduct reconnaissance (but Example: The Duke of Alamie is in a war with his scouts are by far the best troops for the job). Pick the move archenemy, Tuornen. He wishes to occupy one of Tuornen’s troops: recon action to detect enemy units in adjacent northern provinces, and thus picks occupy province as his provinces during peacetime. If the action is successful, you will get a (variable accuracy) report of any enemy forces strategic objective. The Duke (or whomever he has present in that province. If you are about to start a war, or designated as being in overall command of the Tuornen suspect an enemy of planning to attack you, it can be theatre) now makes an opposed Warcraft check against prudent to use the reconnaissance action before the fighting Turonen’s head general. Alamie’s DDC is 20, and Tuornen’s actually starts. DDC is 15. The Duke loses the opposed check by 4, which means that Turonen gets a +2 bonus to Warcraft checks The results of the action are made available in the DO – taken during the campaign stage. unless the DM decides to provide you with interactive feedback during the campaign stage. TABLE 6-28: SAMPLE STRATEGY DCs DC Description Status report/Secrets 10 Defend against a forewarned infantry attack using a mobile cavalry army. You can also get a variety of military intelligence from 12 Attack a lightly fortified province with the Status Report, but such information isn’t as accurate or superior numbers. reliable as from the other sources. Still, the information is free, and might be the only way you have of monitoring 15 Attack against an alert enemy (garrisoned events far from your homeland. units) with comparable forces. 18 Defending against a large-scale attack Strategic objective 20 Attack against an alert enemy (active units) with comparable forces. Every war needs to have a strategic objective. The 25 Defending against a completely unexpected objective is what the war is all about; the reason you are attack. fighting, the goal you are trying to reach. Sometimes the 30 Attack an cavalry army on the Eastern strategic objective is merely to trash your enemy a bit, so as plains using a heavy infantry army. to be able to force political concessions from him. At other Generally speaking it's somewhat easier to defend than times the objective is to seize provinces or entire realms in you attack, especially if the defending units are active or a war of conquest. have good fortifications. Mobile armies are better on the For each wage war action selected, you must state your offensive, but that's heavily terrain-dependent. If unsure strategic objective – the objective is an essential part of the about what your DC might be, ask the DM for an estimate. wage war action description. Strategic objectives are Example: In the Alamie/Tuornen example above the DCs almost always aimed at a province, holding, or asset. You were set based upon a number of factors. The regent of may then elaborate on that objective in as much detail as Tuornen is always expecting an attack from Alamie, but had you wish – a detailed description of what and why will earn not special reason to expect it to come at that particular you a bonus on your action as usual. There can be more time. Tuornen's northern border is semi-fortified and than one objective per wage war action. garrisoned, but not heavily nor with active units. The terrain is rather rugged, forested hills for the most part, which complicates things for the attacker.

175 Sample strategic objectives campaign plan. The campaign plan contains instructions for your officers as to how they will conduct the war – where You don't have to use any specific terminology when they will move, if they should forage and pillage enemy describing your strategic objectives; objectives are in holding, when they are allowed to retreat, that sort of thing. principle free-form. Of course, unless your regent is in direct command of a Table 6-29 shows you some examples of terms you can field army your officers may not do exactly what you want use that have a specific meaning; their use could make them to – sometimes they panic, pursue their own agendas, writing the action description for wage war a bit easier. or turn out to be incompetent. TABLE 6-29: SAMPLE STRATEGIC OBJECTIVES The Campaign plan DC Description Show Your attack is mostly just a show of force; When it comes to actually moving your units around on you want to let your enemy know you can the map and making them fight hostile armies, it is your beat him up any time you like. campaign plan that will help guide the DM’s hand when he Raid Similar to a show of force, only your do a does this. The campaign plan can be as detailed as you like; little raiding as well (not the same as as with the objective, the campaign plan is essentially free- pillaging, since that requires occupation) form. As usual, a detailed campaign plan will give bonuses Stay You come with the intent to stay; not to relevant checks (and a poorly written one is still better necessarily to conquer the province, but to than none at all). deny it to your enemy. Occupy One step up from seize; to seize a province Campaign tasks you need only chase away any enemy To help you write a meaningful campaign plan, you can armies, to occupy it you must first defeat or give each of your armies and detachments one or more neutralize all enemy fortifications. campaign tasks. Since the campaign plan is free-form, the Pillage Once you've managed to occupy a province tasks have also deliberately been made flexible. Think of you intend to pillage the place (or maybe tasks as tools that you can use to give direction to your just some specific holdings). campaign plan. The list of campaign task in Table 6-30 is Raze Same as pillage only you don't care for by no means exclusive. loot, only destruction. Example: Diemed is set on conquering the three provinces Battle You goal is to force the enemy to do battle of Medoere (this is Diemed’s strategic objective; to destroy – usually to weaken his resolve and ability the Medoeran army, occupy all three provinces, and to prevent your other plans. destroy/capture every fortification, and then annex the Some very sketchy strategic objectives (-2 penalty to the place using divestiture/recognition). check): The player is relatively new to the game, and really • Raid the province of Ciliene. I'll send in the doesn’t know how to do this (other than that he wants it cavalry to cause some havoc. done). However, he knows that he’d rather outwit and • Pillage the provinces of Fairfield, Edlin and outmaneuver his enemy (something which his unit mix Duerlin. Take everything and then leave before the turn agrees with) than make a head-on assault. ends. He opts for splitting his army into thee parts – Army Two somewhat more detailed objectives (no penalty to North is a medium-size force with good mounted units and the check): several competent officers, Army South is the main infantry • Occupy the enemy's capital province of Caercas. force and Army Center is a light mounted raiding force. This will likely force him to sue for peace. During the Looking over the map and the list of sample campaign peace settlement I will demand that he cede the province of tasks, he quickly decides on a few – and then links the tasks Bellam to me, or at the very least that he pay damages in with the movement of his units across the map: the amount of 35 GBs. Army North will bypass the enemy fortifications in • Raze the Duke of Osoerde's law holdings along Caerwil, then turn south into Braeme to delay any the border with Aerenwe (Primarily Algael and reinforcements from that direction. The Duke of Diemed Brothendar). This will weaken his ability to maintain his suspects an army from Roesone/Ilien may come this way to realm, while at the same time opening up law slots for aid Medoere. He doesn’t think he can fight this army while William Moergen (he might not be my ally, but he’s at least his main force is otherwise occupied, so he’ll settle for my enemy’s enemy, which is worth something in my preventing it from reaching Alamier. book). Army South will neutralize the strong enemy forts (law and temple forts) on the border between Alamier and Duene, and then move on to siege the City of Alamier (the Campaign stage castle). If the Duke can gain control of Alamier, he can deal with the forts later (using some militia and mercenaries he’s Your strategic objective will be quite worthless unless keeping in reserve) and also free up the main army to face you have a plan of how to achieve it. That's what we call a Roesone/Ilien.

176 Army Center will conduct armed recon into Alamier and game, water, etc. Braeme to locate the enemy’s main army, and then attack Pillage Task some units with pillaging province or it. Medoere doesn’t have a very large or mobile army, but it holding levels still cannot be allowed to roeam freely. So using a light and Raze Task some units with razing province or mobile force, the Duke intends to find it and then pin it in holding levels. place with quick attacks. TABLE 6-30: CAMPAIGN TASKS Relinquishing command Task Description Hold The army remains in place. If attacked it As previously indicated you don't really need to bother will stay and fight unless severely damaged with the campaign stage at all. Many noble rulers leave or facing very poor odds. such details to their subordinates, and are none the worse for it. If you don’t want to bother with this level of detail, Entrench The army starts building field fortifications instead of writing out a campaign plan, just note in the at a rate of 1 GB worth/month. The army Domain Order that you are letting you subordinates plan loses the benefits from the fortifications as and execute the campaign. soon as it moves. March The army moves from one province to If you relinquish command, the DM will conduct the war another, crossing intervening provinces at in its entirety (which might not be a bad thing, since the normal speed. DM is pretty good at running wars). That said, it is always Forced The army moves 50% faster than its more fun to give it a try yourself (and you won’t get better March normal speed, covering more ground, but at it if you don’t try). Besides, while your subordinates will causing units to suffer nonlethal damage fight in a competent manner (assuming they are in fact from fatigue. competent) they are rarely brilliant. Bypass The army bypasses a fortification, without neutralizing it. In the case of castles, this Sequence of play halves further movement and cuts supply. The timing of events within a domain turn is deliberately Neutralize The army initiates a passive siege of a made vague. When it comes to the campaign stage, fortification, neutralizing it. In the case of however, timing becomes an important factor. Thus the castles this enables you to move normally domain turn is further subdivided into 12 war moves and trace supply through that province. (weeks) and initiative is determined. The process has much Besiege The army lays siege (active) to a castle or in common with initiating combat between characters. fort (specify which). When a war is ended, war moves are no longer needed, and Assault The army assaults a castle or fort (specify play reverts to being turn-based. which). The campaign stage is played out using this sequence of Recon Gather intelligence on the enemy - number play: of troops, type of troops, deployment, movement etc. TABLE 6-31: CAMPAIGN STAGE SEQUENCE Armed Intelligence gathering in force - attacking Sequence of play Recon targets of opportunity as you go. 1. Roll domain initiative Attack Attack the enemy, trying to inflict damage on his forces without exposing yourself too 2. Sides move units according to initiative much. Delay Slow down the enemy's movements by 3. Determine movement effects seizing roads, bridges, and conducting 4. Battles are fought ambushes etc. Form Your army attacks another army with the 5. Post-battle movement intent of forcing it to move or behave in a 6. Repeat until all war moves completed. certain manner. This goal is used to set up the enemy army for another attack. Split Attack the enemy on the march, splitting 1. Start by rolling domain initiative for all involved his army into two or more detachments domains. Domains that are not involved in a war do not (not an easy thing to do). need to determine initiative. Rout Similar to attack, but you engage the 2. Each side moves all its units according to initiative enemy in battle to rout his forces (achieve order. Determine any effects of movement – i.e. damage a decisive victory). from environmental effects, detaching units to neutralize a Destroy Similar to rout, but pursue until the fortification etc. majority of enemy units are destroyed. 3. Battles are fought in provinces where hostile Capture Capture some units, characters, assets, armies meet. objects etc. Forage Send some units to look for supplies,

177 4. Retreat and pursuit movement is conducted. Post- • Or is hostile, but with no enemy units present or battle effects are determined – i.e. trace supply, determine present in adjacent provinces. control of provinces etc. The army must have movement points sufficient to enter 5. Repeat the process until all 12 war moves have the province they are retreating to (making forbidding been played out. terrain very difficult to retreat into). Retreating units that have already moved this war move, can still make a retreat, 1. Domain initiative but cannot then move during the next war move. Armies that cannot retreat must either surrender or be destroyed. Whenever you get involved in a war, it matters n which order units will be moved. To represent this, every domain Pursuit: The victorious army can send units in pursuit of that is involved in a conflict must roll domain initiative. the retreating enemy – units with a speed higher than the Domain initiative: d20 + your head general’s warcraft speed of the pursuing army can pursue. This means that usually only cavalry and light infantry can pursue, and skill bonus (often the regent). retreating armies have been known to abandon slow units or This initiative roll is analogous to that made by characters even rid themselves of heavy equipment to increase their that enter character level combat; from now on your own speed. domain will be acting when the initiative count reaches its domain initiative. Just as with character level combat, you For each pursuing unit, one hit is automatically inflicted upon the retreating army. Each hit inflicted does 1d3+1 move all your units when you initiative comes up. points of damage. The retreating commander chooses which Certain domain actions allow you to either reduce your units are hit first. initiative (delay) or increase it (refocus). Neither action is available in Ruins of Empire PBeM, but both actions will Screening: The number of hits inflicted upon the be available for use in tabletop games. retreating army is reduced by 1 for each retreating unit that has a speed equal to or higher than the slowest pursuing 2. Movement, terrain, and unit. All hits suffered by the retreating army must first be scored on units in the screen, before any can be scored climate against the main bulk of the army. During a war move, each unit can move according to its This means that even if the winner tries to pursue with speed statistic and the terrain it is crossing. An army moves light infantry, a small screen of cavalry can prevent them at the speed of its slowest unit. Thus, most armies will be for affecting main army – but possibly at a terrible price for limited to a speed of 2 (since that is the standard speed of the screeners. most medium and heavy infantry), except for light infantry Following move: If desired, the winner can continue the armies or pure cavalry armies. Table 2-3: pursuit by following the loser into the province he’s Terrain and Climate Effects shows the cost of moving retreating to. If he does, a new battle will be fought units in various terrains. When making your campaign immediately between the pursuers and any enemy units plan, compare the speed of your army to the movement (both those retreating and otherwise) in the new province. cost of the provinces you will have to enter. This should Pursuing units that have already moved this war move, give you a good idea of where your army can hope to go in can still make a pursuit, but cannot then move again during a few weeks or months. the next war move. Adverse weather conditions can also effect your operations; heat, cold, wind, snow, rain, mud – all of those 6. Repeat until war moves can slow an army down and make it less effective, even concluded cause fatigue and nonlethal damage (or in severe cases lethal damage). Marching across the Stonecrown The process is repeated for each of the 12 war moves that Mountains during a blizzard is probably unwise for make up at turn. example. Movement 4. Battle Movement is usually pretty straightforward. Each side Battles are fought at the end of each war move in moves all its armies/detachments/units in accordance with provinces where hostile armies meet (unless both armies the initiative order, paying MP to enter provinces, taking try to avoid contact or one of the armies manage to hide). into account things like terrain, roads, weather, etc. In those See the Battle Stage below for details. cases where there are insufficient MP to enter a province you note down where the units are heading and how many 5. Retreat and pursuit MP have been paid. Armies that have just lost a battle may immediately retreat by making a move back to any province that: Enemy Encounters • Is either friendly or contains only friendly units. If you meet enemy units you can return from whence you • Is neutral, but with no enemy units present. came, stop to engage, or continue moving. You are not in any way obliged to stop just because there is an enemy army in the province.

178 Following movement Merely neutralizing the castle with sufficient troops is called a passive siege. The castle itself suffers no damage, If an enemy army just moved out of the province where but the troops within will start to feel the effect of you have a presence, you may immediately follow their deprivation (starvation, thirst, exhaustion). move if you have units with MP remaining. For each full turn of passive siege, the besieged castle gets one negative level – once a castle has accumulated a Fortifications and number of negative levels equal to its level, the garrison campaigns (and any unit inside the castle) surrenders. A passive siege can be combined with an active siege and/or assaults. Fortifications cannot win or lose a war by themselves, but Units garrisoned within a besieged castle are considered they have a profound effect on the activities of field armies to be on half supply for a number of turns equal to the during the campaign stage – hampering movement and initial castle level. After that they are considered to be on supply, preventing provinces from being occupied, and no supply. This has two effects – you get to pay less upkeep harboring enemy units behind your line of advance. for them, and they may take damage from lack of supply Castles are the most potent type of fortification – they (see below). protect the entire provinces; both province levels and all holding levels (except trade and source holdings) are Siege (active) protected from damage. A castle also hampers the When using artillery or engineers, the castle can also be movement of enemy units and can cut supply lines. See the attacked in a more direct manner. This is called an active Armies section for more castle details. Forts are somewhat siege. Destruction of fortifications requires artillery and/or less effective (see below). artillerists and engineers; otherwise only starvation (passive An army entering a province with a castle is presented siege) will affect the castle. with the following options: During an active siege the attacking army will count the Return: The army may immediately return to the number of artillery points and siege points available to it. If province from which it came, using movement points as the number of artillery/siege points exceeds the defending normal. The general basically changes his mind once he castle's level, there is a chance that one castle level will be becomes aware of the presence of a castle (it may be destroyed. Exceeding increasing multipliers of the castle's stronger than his intelligence indicated) and returns from level increases the chance of damaging it. One attempt at whence he came. damaging a defending castle is allowed for each full month Bypass: The army may bypass the castle and continue of active month of active siege. moving, but doing so costs 1 extra movement point. The TABLE 6-32: ACTIVE SIEGE DAMAGE general decides not to bother with the castle, at the risk Multiplier Destruction DC having his supply lines cut. Castle lvl x1 20 Investment: The army, or perhaps a detachment, may Castle lvl x2 19 invest the castle to neutralize it. The general doesn’t want Castle lvl x3 18 to do anything about the castle than prevent it from Castle lvl x4 17 interfering with his operations. A castle that is invested for Castle lvl x5 16 a long time can become weakened. Castle lvl x7 15 Siege: The army, or perhaps a just detachment, may lay Castle lvl x9 14 siege to the castle, hoping to damage or destroy it. The Castle lvl x11 13 general has decided that the castle needs taking out. Castle lvl x13 12 Assault: The army, or perhaps a detachment, may assault Castle lvl x15 11 the castle, hoping to capture it quickly. The general has Castle lvl x18 10 decided that taking out the castle quickly is more important Castle lvl x21 9 than his own losses; or perhaps his campaign plan calls for Castle lvl x24 8 capturing and controlling that castle. Castle lvl x27 7 Invest (Neutralize) Castle lvl x30 6 Siege points (SP): Engineers provide siege points, but Castles can be neutralized; the enemy must place a they do this by coordinating and enhancing the efforts of number of units equal to the castle's level (double if active) other units. A single engineer cannot provide more siege plus the number of units inside the castle's garrison to points than shown in the unit tables. successfully invest (neutralize) it. To have neutralized a • 2 SP for each infantry (or dismounted cavalry) unit castle is a requirement if you want to either besiege or present. assault it, or if you want to harm the province in which the Artillery points (AP): Artillery units provide a number castle is located. of APs as listed in the unit tables. Artillerists and engineers Example: If a garrisoned castle (4) had three units as its provide additional artillery points, but they do this by garrison, an attacker must detach seven units in the coordinating and enhancing the efforts of other units. A province in order to neutralize the castle.

179 single artillerist or engineer cannot provide more artillery Assaults points than shown in the unit tables. • 1 AP for each infantry (or dismounted cavalry) A quicker, but potentially far more costly way of taking a unit present. castle is to assault it. Instead of merely sitting and waiting, you hurl your troops at the walls, hoping to gain a foothold • 1 AP for each AP provided by an artillery unit that will allow you to follow up with more troops and (basically the artillerist/engineer is doubling the eventually take down the entire fortification (usually effectiveness of artillery). capturing it semi-intact). Example: Aerenwe has invaded Roesone and is laying Assaults are somewhat similar to active sieges. Start by siege to Caercas. The Roesonean defenders have an Active counting artillery/siege points as, but also add any assault Castle (5) and 4 units (1 archer, 2 regulars, 1 catapults) points available for determining the DC to reduce the castle inside) . The Aerenwan army is made up 10 mixed infantry, one level. Then compare the result to Table 6-32. One 5 mixed cavalry, 2 Artillerists and 3 Heavy Catapults. The attempt can be made every War Move (in addition to minimum requirement to neutralize the castle is passive and/or active siege). (5x2)+4=14 units, which the 20 attacking units are more than adequate for. Assault points (ASP): Each unit participating in the assault adds 1 ASP. All infantry and dismounted cavalry The Queen decides it will take to long to just starve the units can join in (but not specialists or artillery), even if defenders (5 turns since its a level 5 castle), so she orders they are already tasked with helping artillerists or her men to pound the defenders into submission. The three engineers. Each AP and SP also contributes 1 ASP towards heavy catapults give 6x3=18 AP. The total number of AP the total. available from artillerists is 20 (with 18 Ap from the catapults the Queen only needs 2 more units to provide the Example: Not happy with the progress of her siege in full 20 AP). With a total of 38 AP against the castle’s level Caercas, and fearing the Count of Ilien will interfere; the of 5, the active siege DC is 15 (just over the x7 multiplier). Queen decides to throw what forces she has against the With two months left of the summer season (the Aerenwans castle walls. spent a few moves reaching Caercas) the Queen is allowed As reinforcements an additional 12 militia units and 1 two checks this turn. The first roll is a 17, reducing the engineer have arrived. With more than enough manpower castle to level 4. The DC is now only 14 as the attackers that raises AP to 41 and SP to 10. The number of ASP is have nine times as many AP as the castle level. The second increased by 27 from the total number of eligible assaulting roll is 10, leaving the castle unaffected. units. This gives a total assault score of 78. With the castle Counter-fire: If the castle has any artillery inside it can at level 4 the DC is only a 10 (more than enough for a x18 return fire. Each defending artillery piece may make four multiplier). The attackers can now roll the dice, scoring a attacks each month (one per war move if it's important) 13, reducing the castle to level 3 (DC 8 next time). against a random unit providing artillery/siege points. Counter-fire: Any defending artillery unit gets four Example: Roesone has one trebuchet unit stationed bonus attack when the assault is initiated. Work out the inside the walls. Throughout the two months of siege it gets results normally. to fire a total of eight times, each time against a random Example: The catapult opens up using its normal Missile unit. Since the trebuchet has the devastating fire special it attack value, hitting three random units and causing 2 hit will cause 2 hits on every successful attack (3 on a critical). with each strike. Defender damage: There is also a chance that Defender damage: The DC to avoid taking damage is defending units will be damaged by the active siege – each increased to 15 (or 18 if the castle was damaged). Units that unit garrisoned within the castle must make a Morale check damage must check morale or rout as usual. If all defending (DC 12, DC 15 if the castle was damaged) with a bonus units are routed there is a chance the castle will surrender. equal to the castle level or take 1 hit. If the check fails by Example: Since the castle was damaged the four 10 or more the unit takes two hits instead., and on a defending units must make morale checks, now with only a catastrophic failure it is destroyed. +3 bonus. The catapults roll a '1' and are destroyed. The Example: The first month leave all four defending unit archers also roll poorly and take 1 hit, but the regulars are undamaged; the +5 bonus to their already good morale unaffected. takes care of that, even with the check having DC 15. Attacker damage: Every unit that participates in the During the second month the bonus is down to +4 and one assault must make a morale check DC 15 + castle level or hit is inflicted on one defending archer. take 1 hit. If the check fails by 10 or more the unit takes Sallies: The defenders can also opt to venture out to two hits instead., and on a catastrophic failure it is attack the besiegers; this is called a sally. Work this out as a destroyed (it is therefore not always advisable to assault normal battle, with the besiegers normally occupying light with all your units). field fortifications and the sallying force having the opportunity to fall back to the castle if they are beaten (no Example: The majority of the assaulting units take 1 hit of pursuit possible). damage, a couple take 2 hits, and two unlucky ones roll a '1' and are destroyed. Clearly the Baroness should not have

180 committed so many, but should have staggered the assault Lifting sieges over several weeks. Sallies: The castle defenders can also conduct sallies if If the number of troops investing a castle falls below the they want to, using the rules above. requirement for neutralizing the castle, the siege has been been lifted. For each week that the castle is not neutralized Example: The defenders are in no position to sally; so it regains one negative level lost to passive sieges. To repair they hang on for dear life. The Queen reluctantly calls a the damage caused by active sieges or assaults, you must halt to the assault, but continues the bombardment. At the use the fortify action. end of the first month of Autumn she easily reduces the castle to level 2 and cause some more damage among the Recovery during sieges defenders. The castle has now been under siege for 1 full turn (three months) and suffer one negative level. The units Units that are under a passive siege cannot recover lethal inside are well stocked though, and only has to make half- or nonlethal damage. If the siege is lifted they can recover supply checks to avoid nonlethal damage. The archer is damage normally. disabled, leaving only two Exhausted regulars to hold the Besieged units can recover fatigue normally (fatigue will walls. The following week the Queen follows up with an never be an issue for besieged units unless the DM decides assault that reduces the castle to level 1. With the negative to play out an assault as a battle instead of resolving it level the effective level is 0 and the castle surrenders along during the campaign stage). with any units still inside. It has been a very costly victory for the Queen. Repairing/razing Surrender: If an empty castle is assaulted and takes fortifications damage it surrenders after dealing normal damage to the attackers. The same happens if all the defending units are Castles that have their levels reduced by active siege or routed. assault are rarely destroyed outright. If you wish to repair the damage permanently the DM will decide how many GB Staggered assaults: Assaults take time; the actual assault worth you have to repair to restore each lost level (typically can take days, while the preparations for it take even 25-75% of the original build cost). longer. It is not normally possible to conduct multiple assaults during one war move, but the DM may allow it Temporary repairs are also possible. Use the rules for under certain circumstance – primarily if the attacker has a field fortifications, except that the construction effort go very great numerical or tactical advantage. In this case towards repairing the damaged sections of the castle. multiple assaults can be allowed; attacking units that took It is also possible to raze a captured castle; you have your damage and routed cannot participate. men set it on fire, pull down wall sections, etc. The DM will decide how much can be destroyed and how quickly; it is Sieges and the Sea not immediate or automatic. Port cities are notoriously difficult to take down using Forts passive sieges due to their ability to gain new supplies by ship. Forts function exactly as castles do, except that they are A castle in a coastal province can be neutralized easier to neutralize (since they have lower unit capacity) normally, but for a passive siege to be effective the castle and do not hinder movement, cut supply lines, etc. See the must also be neutralized by sea. To neutralize a castle from Armies section for details. the sea you must control the coastal sea area adjacent to the Forts do not normally have any effect on coastal province for the entire turn with a number of ship equal to provinces, unless the DM decides otherwise (a temple of castle level (half if castle is on garrison status) plus any Nesirie might has a special rule in it's Player's Secrets active ships inside. stating that its temple forts are 'coastal'). TABLE 6-33: SHIPS ARTILLERY POINTS Fortified holdings can be invested, besieged or assaulted, Ship AP provided just like castles. Count the fort level normally when Galley 1 calculating all sige-related damage and other effects. War Galley 2 Example: The HA has a Active temple fort (5) in Caravel 1 Ternarien. IT can contain only 5 units (as opposed to 10 for Nao 2 an active castle of the same level). It also only counts as 5 Galleon 3 (instead of 10) levels for purposes of neutralization and active sieges/assaults. It is, however, just as effective as a During an active siege and any assault ships present can castle of the same level when it comes to protecting the use their catapults, ballistae and other heavy weapons to units inside. assist the attackers. During an assault any marines and crew can also join in the attack, providing the normal number of Field fortifications ASP. Ships/marines taking part in attacks are also subject to counter-fire and other damage. Units are assumed to construct defensive measures of various kinds when they are campaigning, but these 'forts' normally do not have any relevance during the campaign

181 stage. It is, however, possible to assign units to construct You can also pillage province levels. Each pillaging unit field fortifications. These are temporary fortifications, causes 2 GB worth of negative growth and gains you 1 GB wooden palisades, ditches, spikes poles, etc. Field of pillage (of which part might be taken by the unit, as fortifications are commonly constructed by besieging described above). Provinces can be pillaged once per armies to protect them from sallies and relief efforts. month. If enough negative growth is accumulated the Units build field fortifications at the rate of 1 GB province level is reduced accordingly. Excess holding levels worth/month. 10 GB worth (equivalent of a level 1 fort) of are immediately lost (so it's a good idea to pillage those field fortification is assumed to protect a single army from first). attack. Only active units can build. Example: Continuing the above example. The owner of The unit cannot do anything else while creating field the units decides to go ahead and pillage Bliene. He has fortifications, except also contribute towards neutralizing nine units and spends two months pillaging. It would net enemy fortifications (but not partake in active sieges or 9x1x2=18 GB (of which the units will steal 0-9 GB). It also assaults). The maximum level that can be built is normally causes 18x2=36 GB of negative growth. This is enough to level 3, but the DM can allow this to be increased to level 4 reduce Bliene to a province (2). Any excess holding levels if an engineer unit is present. The benefit of field are immediately lost. fortifications is lost if the army leaves them. Field Raze: Razing follows the same rules as pillaging (with fortifications have no effect other than to protect the units respect to fortifications), but less troops and/or time are within – they don't need to neutralized for example. needed to accomplish the task. Holdings can be pillaged in weeks, provinces in months. You will, however, not gain Occupation, pillaging, any GB through razing. Razing provinces and holdings are and razing always an evils acts.

When fighting wars you will often wish to control or Investiture even harm your opponent's provinces, both to hurt him and To become the ruler of a province, it isn't enough to to enrich your own domain. To pillage or raze a province merely occupy it with troops. You need to add it to your you must first occupy it. domain through a ceremony of investiture – which will Occupy: You are assumed to occupy a province if you often first require you to divest it from its current ruler, defeat any defending armies, neutralize/capture/destroy before conducting a ceremony of recognition. See Chapter enemy fortifications. and have a number of active units 3: Regency for details. present equal to province level. Pillage: When you pillage you direct your soldiers to Supply take, by force, anything and everything of value. It is a deliberate non-good act. Supply is many thing. It includes pay for the troops, as well as food, lodging, health care, equipment repair, To pillage you must first occupy the province in question personnel replacements, etc. The game handles supply in an and you can only pillage province levels/holdings not abstract manner. Each unit has an upkeep value that varies protected by fortifications. Each holding can be pillaged with status. As long as the upkeep is paid, the unit is fine. once per month (so a maximum of three times in one turn). During war, however, things become a little more To pillage a holding you must have a number of active complicated. You pay unit maintenance normally, but you units present equal to the holding level. The pillaging units are no longer assured that the supplies will actually reach can be the same ones that occupy the province, but they the units – especially true if they are campaigning far from cannot also be engaged in other tasks such as taking part in home. If, however, you're fighting a war in your home a siege or acting as law holdings, nor can they pillage realm or on allied soil chances are that you won't have to multiple holdings simultaneously (but if you have extra worry much about supplies other than paying upkeep. units present they can do it). Supply points: During the campaign stage, for supplies Pillaging a holding nets your a number of GB equal to to actually reach a unit, you must be able to trace a supply holding level, although you must expect your units to keep line from the unit back to a friendly supply point. some of the money for themselves (expect to get anything from 50% and up to 100%, depending on the situation – Your primary supply point is your capital (or court lawful good templars of Haelyn under the direct command province for domains) or the capital of one of your vassals of the Pontiff might take nothing for example). or one of your allies (conceptually you’re paying that vassal/ally to supply your units, but this is abstracted in the game). Secondary supply points are any friendly province or Example: The PCE has a guild (3) in Bliene, a province friendly controlled active castle that can trace a supply line (3). Three units can pillage it to level 2 in one month. Two back to a primary supply point. units to level 2 the month after, and one unit to level 0 the Supply lines: The supply line must either pass through third month. It nets the owner of the units 3+2+1=6 GB (of friendly provinces (or neutral provinces if you have a which the units will steal 0-3 GB). diplomatic treaty allowing you to transport supplies), or

182 hostile provinces in which you have a friendly unit or Foraging controlled fortification. Supply lines cannot be of any length – 4 points of Campaigning armies, with their very high maintenance mounted movement is the usual limit (although certain costs, often supplement their regular supplies by foraging, armies follow different rules). So supplying you armies can which is a nice term for armies stealing whatever they want quickly become difficult in rugged terrain and/or bad and need from the local populace. The logistical support weather (for example, inclement weather will increase the apparatus of Cerilian armies, combined with primitive movement cost of all provinces). Roads and highways are, infrastructure, makes it virtually impossible to fully supply obviously, invaluable when it comes to tracing supply lines. any army through fixed supply lines. It is also possible to use rivers/lakes and the ocean to haul Only Active units can forage. Units with half or no supplies. In fact, this is the preferred method. For rivers upkeep will automatically begin to forage (unless there are each province costs only ½ MP to transport supplies, but pressing reason why they wouldn't). Fully paid units can you must make sure that the river is under your control or also forage to avoid the effects of being out of supply. you risk the enemy capturing or destroying it. For the A province can automatically support foraging units equal ocean you need naval units to haul supplies (naval levies to its level (per war move). Beyond that foraging requires a are excellent for this). Each GB worth of cargo capacity Warcraft foraging check (DC 5 for up to twice the province can sustain two GB worth of upkeep, assuming that the level in units, +5 DC for every multiplier thereafter). ship only has to cross a single naval region. If it has to go Failure means that resources have been stretched too thinly further reduce its capacity accordingly. and none of the units count as having gotten any supplies. Out of supply: Units that are unable to trace a supply Units that successfully forage count as being on full line back to a supply point are said to be out of supply; upkeep (if half was paid) or on half upkeep (if no upkeep supply is checked for all units at the stat and end of every was paid). Units that forage also avoid the effects of being war move. out of supply. Units that forage pay double the movement If a unit starts its war move out of supply, it must make cost for entering a province (so it would cost 2 MP to enter an immediate Morale check (DC 15) or take 1 point of a plains province for example). nonlethal damage. Foraging units incur a -1 prosperity penalty (or possibly Likewise, if a unit ends its war move out of supply is more if the province is excessively foraged). Each unit that must make a check. If a unit starts a war move out of attempted to forage also incurs 2 GB of negative growth per supply, and ends its move also out of supply, it must war move, divided by 12 (the number of war moves in a instead make a Morale check (DC 18) or take one point of turn). lethal damage. TABLE 6-34: FORAGING DC Description reduced Upkeep 5 Units up to twice province level You can voluntarily pay your Active only full upkeep – +5 For each multiplier of province level either to keep upkeep costs down or because you know (or -10 Autumn (harvest-time) suspect) that the supplies won't reach them anyway. To +0 Summer (early crops) reduce upkeep you note it in the Domain Order; it applies +5 Winter for an entire turn. +10 Spring +5 or more Province foraged extensively this turn Active units must either have full upkeep (the default option, you pay your men and feed them), half upkeep (you're still paying your men, but you expect them to Recovering damage forage), or no upkeep (you don't pay anything and all and Recovering damage follows the rules presented in the expect the unit to fend for itself). Units section, but there are some additional considerations Units on half upkeep must make a Morale check (DC 15) when used as part of an interactive campaign stage – the at the start of every month or take 1 point of nonlethal timing of recovery becomes important then, whereas it is damage. Units on half upkeep cannot recover. You would abstracted if a non-interactive strategic approach is chosen. usually try to forage to supplement the upkeep of such units.

Units on no upkeep must make a similar check (DC 20) or take 1 point of lethal damage. Units placed on no upkeep Lethal damage: Lethal damage takes about three months usually decides to rebel and forage rather than follow your (1 turn) to recover one level. It can take up to 9 months to orders, unless there are pressing reasons they would not. fully recover a Broken unit. This rate of recovery assumes that you want to preserve the unit pretty much as it is, These checks are in addition to those made for being out keeping it's experience level, officers/NCOs, and so on. of supply. Garrisoned or reserve units cannot be placed on reduced upkeep. During the campaign stage your Active units have the opportunity to speed up recovery, reducing recovery time to only one month/level. Each time you do this the unit loses 1 XP (no morale check allowed to avoid). The unit also

183 recovers one level of nonlethal damage if it has any. All Officers and Warcraft other recovery rules apply normally. Conceptually you're bringing in new recruits at an accelerated rate. The primary role of your officers – we're talking about Nonlethal damage: You can do the same with nonlethal Generals and Commanders here, not lesser officers – during damage. If you do you can recover one level of nonlethal the campaign stage is to provide you with their Warcraft damage in one week, but it costs the unit 1 XP. If you have skill. a lot of nonlethal damage you can combine rushed recover Whenever you are called on to make a check of some kind with rushed recovery of lethal damage, but you'll have to use the commanding officer's Warcraft skill (unless pay the full XP penalty if you do. You are conceptually something else is specified of course). The forage check is a bringing in new bodies rather than waiting for injured/sick good example of such a Warcraft check. If you divide an men to recover. army each detachment may use the Warcraft of its Fatigue: Units suffer fatigue from two primary sources; Commander, but otherwsie you MUST use the skill of your battles and forced marching. Fatigue always go away at the General (even if it is worse than that of a commander). end of the war move (even for units that are out of supply); The Command skill is more rarely used during the it is only relevant during battles. campaign stage, but if the DM things leadership rather than Out of supply: Units that are out of supply are the the art of war is the deciding factor he can call on such a beginning of the war more cannot begin to recover, and if check. Examples include having half-upkeep units forgo they are already recovering the effort is disrupted (XP loss, foraging to speed up movement, or forcing levy to assault a if any, is applied normally). castle. You officers are people, not automatons. They will act in Reconnaissance and accordance with their personality, courage, and motivations. Intelligence So you should keep that in mind when you plan your wars. Most domains will have only a few officers; the regent To effectively fight a war you need to know where your always counts as a general, but all others must have their enemy is and what units he has at his disposal. During the position granted. campaign stage all your units and fortifications will If you run out of named officers (quite likely) your constantly be on the alert, looking for any enemy presence detachments will instead be commanded by non-named – the information they gather is called operational officers; these fellows are usually competent, but not intelligence. It is much closer to real-time than strategic exceptional, low-to-mid level characters. Or the DM might intelligence (which is best gathered over the courts of make up some new NPC on the spot. several turns well before any war breaks out), but it is not necessarily any more accurate. Armies are trickier; they really need a general. If you cannot provide one, they'll get a generic commander who The DM will provide you with updates on enemy will supper the usual penalties from not being a general. presence and movements using the DCs from the move unit: recon action as guidelines. Generally speaking you'll Permutations get more info the more units you have in a province and the bigger the enemy presence is. High-speed units provide RoE is a grand strategy game with heavy role-playing better intelligence as do those with good morale (and elements, not a boardgame. That applies in equal measure scouts still have their recon special, making them extra to the campaign stage. The rules here presented are not effective). If the enemy has only a small army, if the terrain intended to detail everything, but to provide the DM and is rugged, if the weather is foul – factors like these can players with a common framework with which to conduct make spotting the enemy harder. wars. So during a war there will likely be just as many on The intelligence provided won't be wholly accurate the spot rulings, variations, and twists as with any normal unless the MoS is very high. Usually you'll get an adventure...indeed, it might be best to think of the campaign approximate estimate of enemy units and if they are stage as one grand adventure involving armies rather than cavalry or infantry. Further intelligence gathering can characters! reveal more exact types, their average cohesion, their morale, who their primary officers are etc. The DM is also likely to describe things as they are If you really try you should be able to spot major enemy experienced by the characters in the game, rather than armies without too great difficulty, but smaller forces trying always spelling things out using game terms. That makes it to stay hidden in rough terrain will be very difficult to root more of challenge than turning wars into simple number- out without concentrated effort. And even if you do spot crunching. your enemy, never assume that you have all the details Wars are also conducted in character, seen primarily from right – chances are you don't. Fortunately the same usually the viewpoint of your regent (as is the rest of the game). So applies to your enemy! you'll have good up-to-date information and excellent opportunities for having your army respond quickly and in the way you want to to act IF you're personally in command. The further away from the action you are, the

184 later you'll heard of important events, and the less Hiding is an alternate approach that aims at avoiding opportunity you will have to direct your forces – you'll detection altogether. This is a Warcraft check for the have to trust your officers to do a good job. defender that adds MoS to the DC of recon actions. The DC You must also keep in mind that the campaign stage is is very low for hiding a few skirmishers in not isolated from the rest of the game. Espionage actions rugged/forbidding terrain in their home province, rising to could open the gates of the castle you're besieging. Or, DC 30+ for hiding larger armies in clear terrain. If you since the enemy commander in charge of the castle you're successfully hide you cannot be attacked, although the besieging is an NPC, he could possibly enemy could try to look for your army again on a later war persuaded/threatened/ whatever using dispatches. Maybe move. If you decide to stop hiding an attack an enemy army you won't need to continue the siege at all! unaware of your presence you might get a tactical advantage. Battle stage Battle resolution

During the campaign stage, opposing armies will sooner Battles can be resolved in several ways: DM fiat, role- or later move into the same province and come into contact playing, quick resolution battle, or tactical battle. with each other. If, at any point during a war move, hostile armies are in the same province, a battle will normally DM Fiat occur. When this happens, things move to the battle stage. If the DM has good reason to judge a winning side and During the battle stage, armies will gather near a field of the losses taken by each side, he may do so. However, this battle. Once there, each general will initiate deployment of should generally be done only for minor battles, battles the forces at his disposal, and give each unit a set of consisting entirely of NPC forces, or for the purposes of battlefield orders. Then the armies will engage each other plot advancement. The DM always strives to be fair, using in tactical combat. his own knowledge of ancient warfare and the rules and guidelines laid out in the Armies & Warfare chapter. It is Initiating battle possible to combine this resolution type with an interactive battle; the DM lets the player make a few key decisions that Battles automatically take place when both the hostile might have an impact on the outcome. forces wish to engage the other. If only one side wishes to do battle, it a battle may take place. If neither side wishes Role-playing to fight, no battle will take place. Although challenging, a dedicated DM could conceivably Battles resulting from a war move are resolved, one at a run an adventure (only relevant if any regents or AAs are time, at the end of the same war move. Such conflicts can present) to help determine the outcome of a battle. It could be resolved in any order desired, but the DM will usually be combined with tactical battle resolution if desire; try to order them so that battles that conceptually would otherwise is largely similar to DM fiat. have taken place earlier in the war more will be resolved first. Quick battle resolution Avoiding battle The opposing forces are entered into the E-Type Quick Battle Resolution Computer Simulator (EQBRCS). The The primary way of avoiding a battle is to move out of simulator is a simple affair that sums up unit attack and the province if the enemy just entered; but that might not defense values and assigns winner/looser and damage to be possible if you're moving after the enemy or if the participating units. The simulator can be run for the entire opponent has enough movement points left to follow you. battle in one go, or the battle can be broken down into You can also declare that your army is evading contact or rounds and sections for a more detailed approach (this is hiding: largely decided by the size and importance of the battle). Evading contact is only possible if all your units are as The EQBRCS, combined with a degree of DM fiat and fast or faster than the fastest enemy units (rugged terrain player input through role-playing, is the standard method of can help a lot for infantry here, since it slow down cavalry battle resolution in RoE. to half speed). Make an opposed Warcraft check to see if you manage to avoid contact. DC 10 if you have a very small, light and fast army. DC 20+ for trying to evade using War Cards battle a large army in clear terrain. A low MoS in favor in your favor might mean you're forced to skirmish a little, while a Tactical battle using war cards is the most detailed options high MoS prevents any combat at all. A high MoS for the available. It uses a square grid to regulate positioning and attacker might result in him catching you on the march, movement, battle rounds to control timing, attacks rolls, with devastating results for your army. Evading in this way morale checks, etc. It is similar in concept to character costs MP equal to entering the province, except for an combat in DnD. It is not, however, a complete tactical attacker that entered the province this war move. wargame – that would be outside the scope of this game.

185 Instead it provides a common framework for the players and the DM to play out battles. War cards battles are rarely used in RoE, as battles take far too long to play out, but sometimes the DM breaks out his battle map and starts moving those little units across the battlefield.

Interactive battles

Battles can be played out in an interactive fashion similar to the campaign stage.

Tactical War cards battle

“They were badly outnumbered from the start. Just two hundred cavalry, three hundred regulars and a few hundred archers; against an opponent twice their size that sported nearly two hundred knights and at least as many armsmen. Their only advantage lay in choice of terrain – the Dieman general had allowed Captain Vimean to virtually dictate the place of battle. And he had chosen well, situating his archers atop a small hillock which offered both a good view of the battlefield and a good defensive position if need be. The main bulk of the infantry were stationed along the steep banks of a small creek that snaked past the hillock. That would make it difficult for the enemy to make the opposite bank, especially in the face of archer fire. If the enemy broke through, Vimean would lead his bodyguard to seal the breech in person. The plan called for the enemy to attack and become bogged down trying to cross the creek. Then Vimean would send his cavalry – which had hidden from enemy view behind the hillock – through small wood on the right, where it would – unseen by the enemy – cross the small ford they had found the night before.

186 If all went well, the cavalry would appear to the rear of the enemy formation and deliver a devastating charge at the peak of the battle. If not, they were all dead men…” - an account of the deployment of the Iron Guard of Ghoere, against an incursion of Dieman knights and Diemed-paid mercenaries. The Iron Guard suffered severe losses was eventually routed, but were able to inflict enough damage to make the Duke of Diem refrain from further attacks on Ghoeran assets…

A war cards battle includes determining opposing forces, independently. Battles are dangerous for characters – battlefield terrain and conditions, unit setup, movement, injury, death even, comes to even high-level characters. and combat resolution. The field of The War Cards battle A war card is a small paper slip containing the combat statistics for a single unit, based on unit type, experience The next step in playing out a tactical battle is to level, conditions/spells affecting it, etc. War card are also determine the initial battle conditions. used to track damage and as 'counters' on the battlemap. The following battlefield conditions must be determined War card templates can be found in Appendix XX, before battle can commence: including templates for some of the most common unit 1. Terrain types (for example skilled regulars, archers, dragoons, veteran armsmen, and elite knights) in addition to the 2. Size blank fill-out-yourself template. 3. Fortifications 4. Weather Order of Battle 5. Visibility

Armies on the battlefield are considered to be composed Terrain three things: One of the most important factors in warfare is the nature 1. Units of the terrain. Some armies have units that work best in 2. Officers (Generals/Commanders) clear, level terrain (heavy cavalry and pikes for example), 3. Heroes while others are better suited for more broken ground (in particular scouts and skirmishers). If a general is able to Participating units fight the battle in terrain favorable to his own army, he may well have secured an important advantage. If a battle ensues all forces from both sides are normally All provinces, no matter how rugged, have large open eligible to participate, but the DM might rule that certain sites that are suitable for war. Since most armies generally units are elsewhere in the province or are otherwise unable need large and relatively open areas to maneuver, the to participate. default battlefield is an open plain. There may be some fortifications, for example, are never available to the additional terrain features, like streams, trees, and small attacking force). hills, but majority of the battlefield will be open and level ground. Generals and commanders For provinces with a primary terrain types other than Each army must have a general leading it (this is a term clear terrain, or provinces with secondary terrain types (as applied to the leader of any army, no matter the size). To listed in the Provinces & Holdings spreadsheet) will often be a general a character must have had received a have additional terrain features. The default is still open commission as a grant action (regents are always terrain, but the likelihood of more features is increased. generals). Example: Somewhere in the Five Peaks – the primary Armies may also have subordinate leaders called terrain is Forest, with Medium Mountains and River as commanders, which can take over if the general is killed or secondary terrain/features. The DM decides to set up a incapacitated. They can also command detachments or small mountain meadow surrounded by forest and hills. divisions. The goblins skirmishers will have a field day against slow- moving Anuirean infantry…and ample protection from Heroes cavalry charges! Individuals of significant power can have some effect on Determining terrain a battle. Any elite or heroic character of medium level and If either general wants to meet on another type of above can be assigned to a specific unit, or they can act battlefield both generals select a terrain type from Table 6- 35: Battlefield Terrain. They can only select terrain this is:

187 Clear The battlefield terrain will determine the predominant Consistent with the primary terrain for the province the terrain types present, which will make up between ½ and battle is taking place in ¾ of the battlefield squares. The rest of the battlefield will be made up clear squares (except if open is the chosen Consistent with any secondary terrain for the province battlefield terrain) and squares of any primary and the battle is taking place in secondary terrain present in the province. If both sides agree, then the battle takes place in that If open terrain is the chosen terrain in a non-plains terrain type. Otherwise the generals of the opposing armies province, only about ½ of the squares will be plains must make an opposed Warcraft check to determine which squares. The rest is divided between the primary terrain general is better able to force the site of the battle. (could well be more clear terrain if primary terrain is A general fighting in his home realm receives a +4 bonus plains or similar) of the province and any secondary on this check. A general that is attempting to force the terrains present. battle to open terrain receives a +2 bonus to his Warcraft The DM will determine the exact appearance of the check. A general that is attempting to force the battle into a battlefield, but may be open to suggestions from the secondary terrain type receives a –4 penalty to his Warcraft players. check. In the case of a tie, the armies meet on open terrain. TABLE 6-35: BATTLEFIELD TERRAIN Battlefield Common Description Suitable units Type Terrains Open Clear, mixed Open area. Meadows, farmlands etc. This is Cavalry. the standard option for most Anuirean armies. Wooded Clear, difficult, mixed, Lightly wooded, with plenty of space to Light troops, infantry. obstructed maneuver, but with a decree of concealment and slowed movement. Forested Constricted, difficult, As wooded, but with more and larger trees, Light troops. obstructed, mixed making it difficult to move and fight. Hilly Difficult, mixed, very difficult Uneven terrain. Hard to maneuver across Archers, light infantry and light and limited fields of fire for archers. cavalry. Infantry and pikes perform well in a static role. Rough Difficult, very difficult Deploying and using a regular army is very Light troops. Regular infantry difficult. Most of the action will be between also perform well enough. smaller units fighting independently. Stream Deep water, shallow water Your forces seek to take up position behind Archers and artillery. Pikes and a water barrier. This generally only works if infantry to keep the enemy your opponent absolutely must cross at a from gaining the opposite bank. particular point. River/lake Deep water, shallow water At least one side of the battlefield is Depends on other terrain /ocean bordered by a lake or other impassable body present. of water (major river or sea). Terrain descriptions Clear Any mainly open area. Meadows, farmlands and such are The following terrain types can be found on a battlefield typical examples. Clear terrain is considered the default – each battlefield square will have one of the terrain types battlefield and provides no adjustments to tactical combat. below. Where Found: Plains, steppe, moor, tundra, sandy Barrier desert. Movement: Units move at their printed speed. Unlike other types of terrain barriers do not take up any battlefield squares; instead they make movement between Combat: No effect. adjacent squares impossible. Barrier is a catchall for cliffs, chasms, quicksand, or anything else that would block Constricted movement completely. This terrain can be used for any area with dense, Where Found: Anywhere, but most often in forbidding constricting undergrowth. Movement and missile fire is terrain. almost impossible. Executing battles in this type of terrain Movement: Movement across the barrier is impossible. are almost impossible. Combat: Units cannot engage in Melee or Charge (or be Where Found: Ancient forest, jungle charged) by units on the other side of the barrier. Some Movement: All units have a maximum speed of 1. barriers may also block Missile attacks across them.

188 Combat: No unit can charge or make missile attacks into Combat: Units cannot charge into or out of this square. or out of this square. Units stationed in the square have a +2 to defense and all attack rolls during the first round of the engagement Deep water against a unit moving into the area. Deep water is any river or body of water big enough to Shallow water block unit movement, and enable ships to move on them. Where Found: In any province (usually near major Shallow water is any river or body of water shallow and rivers, lakes, or coastal areas). narrow enough for a unit of soldiers to cross, either by wading or more rarely, swimming. Movement: Not possible. Shallow boats and barges may be able to move in Combat: Not possible. shallow water, but not larger ships. Mixed Where Found: In any province (rarely in dry climates). This terrain can be used to represent areas with relatively Movement: All units must halt movement when entering minor obstacles; hedges, orchards, fences, small woods. a square of shallow water. Combat: Units cannot charge across shallow water. It doesn’t prevent the use of massed armies, but make maneuvering more difficult and favors light and mobile Treacherous units. Where Found: Plains, woods, hills. Treacherous areas can be used for any battlefield with exceptionally poor or dangerous footings. Movement: Mounted units suffer a -1 penalty to speed. Where Found: Glacier, marsh, sandy desert, swamp, Combat: Units using Missile suffers a -2 penalty to tundra (in summer). attack when firing into/through mixed terrain. Movement: All units have a maximum movement of 1. Obstructed Combat: No units can charge. Mounted units suffer a –2 penalty to their Defense and Melee attacks. This terrain can be used for any area forested enough to interfere with visibility and mobility, in such a manner as to make the employment of large formations difficult. Size Where Found: Ancient forest, forest, jungle. The size of the opposing armies dictates the size of the Movement: Mounted units have a maximum movement battlefield. Small armies require less space to maneuver, of 1; other units have their speed reduced by 1. while large hosts require a vast battlefield if they are to make use of their greater numbers. Indeed, a general facing Combat: Combat: Units cannot charge into or out of a numerically superior enemy would be wise to try to limit this square. All missile attacks into this square suffer a –4 his opponent’s ability to freely deploy his units by fighting penalty to their attack rolls. on a small battlefield. Rough Both generals must select a battlefield size. If both sides agree, then the battle takes place on a field of that size. Difficult terrain can be used to represent any battlefield Otherwise, the generals of each army must attempt to area that hampers movement, and gives defending units an manipulate the other into meeting on their terms. The advantage. generals of the opposing armies may make an opposed Where Found: Hills, low mountains, rocky desert, Warcraft check to determine which general is better able to sandy desert. force the site of the battle. Movement: Mounted units have their speed halved A general fighting in his home realm receives a +4 bonus (round down); other units have their speed reduced by 1. on this check. The general that has the larger army or the Combat: Units cannot charge into this square charge, but greatest number of cavalry receives a +2 bonus to his units may charge out of the square normally. Units Warcraft check. A general that chooses a field that is stationed in the square have a +2 to defense and all attack smaller that suitable for his army suffers a –4 penalty to rolls during the first round of the engagement against a this check. unit moving into the area. The actual battlemap is always a grid of 11x11 squares. What differs with size is the size of those grid Very rough squares; on a tiny map they are very small (and can This terrain can be used to represent a battlefield with quickly be crossed or shot across) while on a colossal map highly defensible passes that are difficult to attack. they can take many battle rounds to cross and archers find they can only fire at adjacent areas. Where Found: Badlands, medium mountains, high mountains. To move into a battlefield square/area you must multiply the terrain cost with the Area Size multiplier found in the Movement: Mounted units have a maximum movement table below. If you don't have enough MP you accumulate of 1; other units have their speed reduced by 1.

189 them for movement (into the same square) next battle Storm round instead, same as with campaign movment. TABLE 6-36: BATTLEFIELD SIZE This represents conditions of strong wind or precipitation that hinder movement and reduce visibility. Size Area size Note Movement: Speed is reduced to 1 of all units. Tiny 1 Less than. 5 units on each side. Combat: Units suffer a –2 penalty to melee attacks and Small 1 Approx. 5 units on each side. cannot charge or use missile weapons. Medium 2 Approx. 10 units on each side. Major storm Large 3 Approx. 20 units on each side. Combat is impossible. Huge 4 Approx. 40 units on each side. Visibility Gargantuan 5 Approx. 80 units on each side. Colossal 6 Approx. 120 units on each side. Darkness, fog, or other conditions that affect visibility may affect the outcome of a battle. Battles are assumed to There is an additional off-map area for each side called take place in conditions of full visibility. the reserve. A unit starting its move in any of the rearmost If either players desire different visibility conditions, squares, and spending all its movement points, can enter then an opposed Warcraft check must be made to the reserve area or vice versa. determine which player decides the timing of the battle. Missile fire is also affected; divide range by the Area Size multiplier (round down). If range falls below 1 units Full can still fire, but only on units occupying the same square as they. Full represents normal daytime visibility. Full visibility is considered the default and provides no adjustments to Weather tactical combat. Movement: No effect. Inclement weather can have a major impact upon an Combat: No effect. armed conflict. The battlefield is affected by the prevailing weather conditions in the province at the time of the Reduced current war move. Reduced represents limited visibility due to limited Normal darkness, light fog, or other conditions that hampers, but not blocks, vision. Combat, especially ranged combat is This weather condition represents relatively clement more difficult. Command and control also suffer as normal conditions. The normal weather is considered the default means of signaling become ineffective. and provides no adjustments to tactical combat. Movement: Speed is reduced by half (minimum 1). Movement: No effect. Combat: Units may not use missile attacks, except Combat: No effect. against units in adjacent squares square distant. Units Abnormal weather receive a –2 penalty to all attack rolls and Morale checks. Special: Elves and goblins may use missile weapons on This represents conditions that are unusually harsh to the targets up to two squares (three for elves) distant, and do affected armies. Unusually could and hot weather is not suffer the penalty to attack rolls and Morale checks considered abnormal weather. Note that weather need not throws when reduced visibility is due to darkness. be abnormal for both sides. For example, Rjurik units are used to a lot more cold than Anuirean armies for example. Dwarves and orogs may attack adjacent squares with missile attacks, and do not suffer the penalty to attack rolls Movement: No effect and Morale checks throws when reduced visibility is due Combat: Affected units have a –2 penalty to Morale to darkness. checks. None Inclement weather None represents near absolute darkness, impenetrable This represents conditions of precipitation or wind that fogs and other conditions that completely block visibility. hinder movement and reduce visibility. Movement and combat is almost impossible, and units tend Movement: Speed is reduced by half (minimum 1). to quickly become confused and demoralized. Combat: All units have a -4 penalty to missile combat Movement: Reduced to a maximum of 1 for all units. ratings. Units that are already affected by abnormal Combat: No charge or missile attacks possible. All units weather also receive an additional –2 penalty to all attacks. suffer a –4 penalty to all attack rolls and Morale checks. Dwarves and orogs may attack adjacent squares with missile attacks, and do not suffer the penalty to attack rolls

190 and Morale checks throws when reduced visibility is due automatically mean you've completely neutralized the to darkness. province caste. Movement: Same as for field fortifications, but in Fortifications addition the attack unit is subject to one melee or missile (defenders choice) attack with an attack bonus equal to the If a province has a fortification, the owner of the fortification’s level. After resolving these attacks, the fortification may use it during the battle if they are attacking unit may attempt to enter the fortified square by defending. If the owner of the fortification is the attacker, make a Morale check (DC 10 + fortification level). The he may not use his fortifications. attacker receives a +4 bonus the morale check if supported Fortifications are typically built in areas of relatively by an artillerist or engineer unit (to supply siege open terrain to facilitate visibility and construction, but ladders/towers, covered rams, etc). By 'supported' it means take advantage of as many local defensive terrain features that the artillerist/engineer is helping the unit in question as possible. In game terms this will mean that the DM will contribute artillery and/or siege points. Units just often deploy terrain features to make the approach to a providing assault points are not 'supported'. To provide fortification more difficult. AP/SP the artillerist/engineer must have spent at least one Field fortifications month conducting an active siege. If successful, the attacking unit has gained the wall and Field fortifications represent a temporary or partial may immediately fight back against any units defending fortification, such as those at an entrenched armed camp or the square it has entered. If the square is vacant, it may use the walls of a village. All armies are assumed to construct moving Missile fire. reasonably fortified positions at the end of each day's If the check fails, the attacker is hurled back into the march – such minor fortifications are equivalent on both square he came from, and must make a Morale check (DC sides, provide no tactical benefit, and are not considered to 10) or be routed (and it does not get to strike back). be field fortifications. In order to build a fortification significant enough to qualify for a field fortification bonus, Combat: No unit can charge into or out of the square an army must occupy the province for a minimum of four (except that the defender can charge out of squares the DM war moves (see the campaign stage above for details on has indicated as gates). how to construct field fortifications). All friendly units get a fortification bonus to Defense and Movement: Hostile mounted units cannot enter the area Morale equal to the fortification’s level against units (remember that mounted units can dismount before a outside the fortification. If a unit has gained the wall or battle). Attacking units must stop when entering a fortified otherwise gained entry it is no longer outside and the square. defenders no longer get any bonus. Any attacking foot unit attempting to enter a fortified Special: The defender is not forced to withdraw from the area (even from another fortified area) is immediately field of battle (even if they have no units on the field) until subject to an attack of opportunity by the fortifications all fortified areas have been taken, since all fortifications defenders. Any unit within range (either melee units in the have built-in defenders. same area or missile units within range) can make an AoA, Gaining the wall: One the wall has been gained and but remember that units get only one such attack per battle defenders cleared out the situation improves somewhat; round. new units can move in without provoking AoAs from the Combat: Units cannot charge into fortified areas. Units castle levels and melee units, but must still contend with defending a field fortification square get a fortification missile AoA and movement restrictions. bonus to Defense and Morale equal to the fortification Note that most fortifications will be compartmentalized; level (usually 1-4). so gaining control of one wall square doesn't help too much with gaining control of new wall areas. At best the Permanent fortifications castle levels will be halved before counting bonuses (typical if the adjacent area is another wall section) and at A full fortification represents a permanent structure worst the full level will apply (major defensive towers, constructed with the fortify domain action and maintained gates, etc.). through a seasonal maintenance fee. Both castles and fortified holdings provide permanent fortification benefit. Gates: All fortifications will have one Gate area (large fortifications may have more). It follows the same rules as It is rare for permanent fortifications to be part of battles other fortification areas, except it gains a +2 bonus to in this fashion; they are usually dealt with during the level. If the gate is taken by the enemy he can move (even campaign stage. If a fortification is completely overrun cavalry) units through it without halting (by using the during a tactical battle the DM will decide what campaign gates!), but is still subject to AoA from missile troops. stage benefits this will have. Remember that a castle is not necessarily 'a castle' but a number of castles and other Breeches/broken gates: The DM may also decide that strongholds spread throughout the province. So even if you certain areas have been damage sufficiently to breech the capture the one depicted in the battle it does not walls or to destroy/damage the gates. If so the fortification level will get a penalty from -1 to -5 in that area only, making it an ideal point of entry.

191 Behind the walls: Most fortifications will also have your army for battle, your have to place every unit at you interior areas (behind the outer wall). Some are unfortified disposal in a specific section of your army. You don't have (open courtyards), while others might be at least semi- to deploy units to all sections, but if you don't you may defensible (city streets and blocks). There could even be find yourself at a disadvantage as they enemy can easily multiple layers of fortified squares (appropriate only for flank you army. castles, not for forts). Citadels: The DM may declare the defending reserve to Sections also be a fortified area; a so-called citadel. This constitutes Sections are described in terms of columns and echelons; the last line of defense of a fortification. Usually only there are a total of five columns: left flank, left wing, major fortifications will have citadels. If your reserve is a center, right wing, and right flank. There are also five citadel you have an extra defensible position, but you echelons: forward, 1st, 2nd, 3rd, and rear. Each allowed cannot retreat with your reserve. combination of columns and echelons constitutes one Note: The rules make attacking a mid- to high-level section. See Table 6-37 for details. fortification very difficult. Even if the wall can be gained, Start deployment by dividing all your units into sections, the cost will likely be high. Clearing out the rest of the face-down on the table. This represents your pre-battle fortification will also be slow going, with AoAs being a planning and deployment orders (which will hopefully be real threat. However, once the wall is gained the defender based upon good intelligence regarding the enemy army will still have the advantage, but it will not be so great. and the battlefield before you). Also remember that this kind of storm-attack should Each side then alternates between deploying one entire remain rare. Most fortifications should be dealt with using section, in whatever order they want. You can deploy any the siege (fortification is worn down over several months) of your face-down sections where you want, but you and assault (fortification is continuous attack for several cannot swap units between sections. Finally each side may weeks) rules from the campaign stage. re-deploy one section (or division). This part represents that you're able to modify you battle plan somewhat based Deployment upon your opponent's deployment plan. The order of unit placement is determined by an opposed After the battlefield has been set up, the generals make Warcraft check, with the winner setting up their section ready to fight by deploying their armies. When deploying before or after the loser as they choose. TABLE 6-37: ARMY DEPLOYMENT COLUMNS & ECHELONS Forward 1st Left Flank Left Wing Center Right Wing Right Flank 2nd NA Left Wing Center Right Wing NA 3rd NA NA Center NA NA Rear inflicting casualties, and wreaking havoc on his attempts to Columns maneuver his army. Later in the battle, these units are best rd Center: This is where the bulk of your units go. Most of moved to the flanks, or to the 3 and rear echelons. st your infantry, pikes, crossbows, and such will generally 1 echelon (main battle line): This is the main battle end up here. The center is divided into three echelons; the line, which will bear the brunt of combat, and will likely 1st and 2nd are the first and second battle lines while the 3rd take the heaviest losses. Once they become exhausted they constitutes your reserve. should fall back, letting the next echelon move forward. nd Wings (Right and Left): Heavy infantry, medium and 2 echelon (second battle line): This is your secondary st heavy cavalry belong on the wings. They are your main battle line. Once the 1 echelon has fought a while, move striking force. The wings should also contain some other forward and replace exhausted units. Archers and artillery troops capable of holding their own against the enemy are also placed here, but are not rotated forward. wings. Each wing is divided into two echelons 1st and 2nd 3rd echelon (reserve): This is your primary reserve, (the wings have no reserve). which come into play to either exploit gains or shore up Flanks (Right and Left): Provide security for the rest of your defenses. A few elite units kept here can either help the army by preventing flank attacks, and any attempt at stop an enemy breakthrough or assist your own troops in encirclement. Flanks only have one echelon, the 1st (any getting one. backup forces must come from the wings or the center Rear echelon (REMF): Those units that are not going to reserve). fight get placed here, as is the baggage train, loot etc. Echelons The rear echelon is essentially a non-combat area, unless the enemy breaks through or circles your forces. Putting a Forward echelon: This is where you put your few able units here can prevent to opponent from skirmishers - light, mobile, missile-capable troops. They destroying your logistical support. engage the enemy early on, hopefully slowing him,

192 Divisions wide, each of the wings two squares wide, and the flank one square wide. Sections are only one square deep. Sections can be subdivided by the creation of divisions; Stacking limit: One battlefield area (square/hex) is divisions are normally created during deployment. The approximately 300 ft. by 300 ft. Up to two units may stack advantage of detachments is that it allows you to in a single square (a third unit may stack there if it is a effectively have more sections, giving you additional specialist or artillery piece). flexibility during both deployment and battle. For larger battlefields (medium and larger) the size of The disadvantage is that the effects of a Commander squares is bigger. Multiply the dimensions by the size only applies to a single section/division, so that by factor. Multiply stacking capacity by size factor squared. subdividing you may be limiting the effectiveness of your Example: A large battlefield square is 900 ft. by 900 ft. best officers. and can hold (3x3)x2=18 units. A colossal square can hold Detachments (6x6)x2=72 units. Battlefield size limitations: The deployment restrictions Units may also belong to detachments. Detachments are means that if a large army is to battle on a small battlefield, army subdivisions created during the campaign stage, in there will be problems getting the bulk of the army into effect small armies led by a Commander that is still action. Not only is the number of areas on the battlemap subservient to the parent army. very limited, but also most of the army will begin play in the reserve section. Detachments sometimes have a role to play during battles. A detachment could have been given a special task before the battle (you send you scouts to hide on the forested hill in the center of the battlefield) or you send some cavalry on a wide flanking movement, allowing them to appear on the enemy’s flank from off-map during a later battle round.

Unit placement Once all units have been deployed by section the war cards are removed and replaced by the smaller unit tokens; from now on the war cards are used to reference unit statistics and to track damage and other effects.

Each unit must further be placed in one of the squares corresponding to that section; the center is five squares Flank Wing Wing Center Center Center Wing Wing Flank 3rd echelon (Reserve)

2nd echelon

1st echelon

Skirmishers

Skirmishers

1st echelon

2nd echelon

193 3rd echelon (Reserve) Flank Wing Wing Center Center Center Wing Wing Flank

Since it is more difficult to give orders after the battle has started all DC are increased by 5, except for engaged units that have a 10 point increase in DC. Battlefield Subordinate commanders can also give new orders, but orders only to units under their direct command. Issuing orders Before the actual fighting commences, generals will try to outguess and outsmart their opponent, but making a The simplest way of giving orders is give your entire clever battle plan or re-deploying part of their force. army the same order, for example hold or advance. The Each unit, division or entire section of the army needs next step is giving each section separate, but mutually to be given a set of orders before the battle commences. supportive orders. After that its giving groups of units The Command check DC for each order given is found in (detachments) or single units separate orders. table 6-31. If you fail to give a unit/division/section any Don’t overdo giving single units orders though; orders before the battle starts, you may try to give them simplicity is an important principle when conducting war. orders again after the battle has started. Most often you can get away with just giving orders to Multiple orders: More than one order can be given to sections or divisions. each, and there can be any number of contingencies. Also, if you have a lot of units to give orders to, it will However, giving a unit/division/section more than 1 order become VERY difficult to alter your plans if something increases the Command DC by 2 for each order beyond the unexpectedly happens… first. Example: The Queen of Aerenwe has deployed here Command limit: You cannot give more orders before army. She orders her forward section, which holds her a battle starts than your total skill bonus in Command. This skirmishers, to attack the enemy and the fall back once may force inexperienced generals to limit the number of they meet heavy resistance. This counts as 2 orders, and divisions/sections to a manageable level. the DC increases 2 for both orders. The she orders her entire 1st echelon to advance, thereby saving a lot of orders Battlefield command (it counts only as 1 order). The she gives both flanks orders to hold once the main bodies have become engaged (she Once the battle has started it is notoriously difficult to wants them to stand firm an protect the wings). The Dm maintain adequate command and control. Because of this, says that is just 1 additional order. However, since the your choice of deployment and initial battlefield orders flanks now have 2 orders, the DC increases by 2 for both may very well be the deciding factor of the battle. the advance and hold orders. There is still a lot more You will be limited to issuing just a few battle orders orders to be given… each battle round. For each order beyond the first, the DC for the Command check increases by 2 (for all checks that round). TABLE 6-31: BATTLEFIELD ORDERS Order Command Description DC Move 5 Move the unit from one section of the army to another. Advance 8 That unit/group/section of the army advances slowly, engaging the enemy as they encounter him. Once engaged they will stand and fight. Attack 10 The unit will move forward and seek to engage the enemy. Once engaged it will press the attack. Assault 15 The unit will move forward at the brisk pace, attacking the enemy at all costs and continuously pressing the attack. Hold 8 Unit holds firm, blocking any attempt by the enemy to advance. Guard 10 The unit will defend another unit or object within its own section, moving with it if it moves. Fall back 12 Should the unit come under attack, it will fall back, fighting as it goes. Retreat 15 If attacked, the unit will move out of danger as quickly as possible, without defending itself. Flank 15 The unit will try to attack the enemy on the flanks.

194 Encircle 20 The unit will try to circle around the enemy's flank security, either attacking the enemy main in the rear or going for his reserve area.

Tactical combat War cards A war card contains the numerical representation of a After the battlemap has been set up according to military unit, as well as some artwork. If contains all the terrain, size and fortifications, battlefield conditions necessary statistics needed to conduct a battle with that determined, armies deployed, and orders given, the battle unit. The actual war card is used mostly for reference, but begins. is also used when deploying by section (see above). See A battle round is about 6 minutes long – a battlefield the Units section above for additional details on units and area is about 300 ft. x 300 ft. war cards. Battlefield initiative Unit tokens (counters) The actual battlemap (where units over and fight) is At the beginning of the first round of battle, each made up of areas (either squares or hexes, depending on section/division/unit must make a Battle Initiative check the DM’s preferences). Battle Initiative check: d20 + Speed + Morale + Each unit on the battlefield is represented by a unit Warcraft bonus token – the unit token serves to identify each unit and their Units in the same section/ division/detachment must positions. use the lowest Speed and Morale present. A division/unit may act together with other units on the Unit movement lowest initiative rolled for a unit in that section if the general desires. A unit has a number of movement points equal to its speed statistic each battle round. Generals and commanders may indirectly enhance battlefield initiative by using their Command skill to Forward: All units can move directly forward (cost 1 increase the morale of units they are part of (see below). movement point per square entered) or diagonally forward (cost 2 movement points for every odd square entered). Any Warcraft bonus or penalty acquired during the campaign stage applies to the battle initiative check. Backward/sideways: Non-phalanx infantry units can move backward (cost 2 movement points for every square Battlefield surprise round moved) or sideways (cost 2 movement points for every square moved. Normally, each general has enough time to deploy his Turning: Non-phalanx units can turn for free once for units in an orderly fashion, and there is no surprise round. every square moved (turning can take place before or after If however, one or more generals wish to initiate the movement). battle before their opponent is ready, they may attempt to Phalanx-type units must pay 1 movement point to turn. do so with a Warcraft check (DC 20 + number of units that Dispersed-type units always turn for free. will act during the surprise round – lowest speed among the acting units – lowest morale among the acting units). Stacking: A unit may pass through areas that containing unengaged friendly units, but may not end its If more than one general succeeds at his check, units move there if it would exceed the stacking limit (2 units from both sides get to act during the surprise round. plus one specialist or artillery unit per square). Only a single move or attack action can be taken during Engaged: Engaged units are locked in battle and the surprise round. Once the surprise round is over, units neither side can move from the area until one side evades, that haven’t rolled initiative yet, do so at the beginning of retreats, or is destroyed. the first regular round. Battlefield sequence of Terrain effect on battlefield mobility play Difficult terrain can slow down movement; in non-clear Like character combat, tactical combat is cyclical. Each terrain a unit must pay a number of movement points to unit/division/section acts according to its initiative during enter each square as indicated by the terrain. See Warfare the battle round. above, and Table 2-3: Terrain and Climate Effects for Each unit may make one attack and one move action additional details. each battle round, as well as any number of free actions.

195 Unit combat Damage is tracked on the unit’s war card by marking of the damage boxes. As cohesion drops, a units fighting Units attack other units using one of their attack values prowess is degraded; next to the damage boxes is a series against the defense of the attacked unit, similar to of numbers that show a unit’s offensive values when character combat. damaged. Unit attacks: d20 + Melee or Charge or Missile When a unit loses its last point of Cohesion it is destroyed, and the corresponding counter is removed from Melee/Charge the battlemap. To attack another unit with melee or charge, the Morale attacker must move into the defender’s area (paying the appropriate number of movement points to do so). Units will frequently be called upon to make Morale Unlike character combat, both sides get to fight. If checks during a battle. They are comparable to saving using Melee, all attacks happen simultaneously. If using throws for character, and generally help units avoid some Charge, resolve the attack before the defender gets to strike unpleasant effect. back with Melee. Rout: Units that take a hit in combat must make Unengaged defenders: If a unit enters an area with Morale check (DC 10) or be routed (must immediately more than one un-engaged hostile unit, the defender disengage from melee and move towards the reserve at full decides which unengaged units that will engage the speed). One check must be made for each hit suffered. attacker. Many other things require a Morale check to prevent a Engaged defenders: If a unit enters an area with only unit from routing (magic, being attacked in from rear etc.) engaged enemy units, the attacker gets to decide which Routed units do fight back in melee, but with a –4 unit to engage. penalty to Melee and get no formation bonus to Defense Stacking limit: The attacker has his own stacking nor may they use any Modifiers or Specials. limit; so whenever units are engaged in melee combat, They fail any Morale check they are called on to make each side can have 2+1 unit in a single area. (except for rallying). If units are destroyed/routs, new units can be brought into the area to continue fighting, subject to stacking limits. Battle actions Missile Units on the battlefield may use the following actions. A unit can attack another unit with its Missile attack if Advance it is within range. It cannot normally fire through areas occupied by other units. The unit moves across the battlefield. Indirect fire: Missile weapons can fire over the heads Type: Move. of other units; this is called indirect fire. Indirect fire Effect: The unit may use a number of movement points imposes a -2 penalty to Missile (except for units with the up to its speed. Indirect Fire specialty). Assault Attacks of opportunity (AoA) The unit moves across the battlefield and attacks an Attacks of opportunity work differently on the enemy unit in Melee. battlefield than they do between characters. Type: Attack. Units threaten their own areas with Melee, never Effect: The unit may use a number of movement points threaten anything with Charge, and threaten any square up to its speed, and then attack with Melee at the end of within range with Missile. Units can only make a single this movement. AoA each battle round. All units that are leaving a square containing enemy Charge units are subject to Melee AoA. Units with the mobility special get a +4 bonus to Defense against such AoAs. The unit moves forward and charges into the enemy’s Units attempting to engage (either with Melee or ranks. Charge) a unit with a Missile value are subject to a Missile Type: Attack. AoA. Effect: The unit may use a number of movement points up to its speed, and then attack with Charge at the end of Damage its movement. Each attack that hits a unit normally does 1 point of damage to Cohesion. Some units have specials that allow them to do more damage.

196 Disengage bonus increases to +4 if the units is currently in the reserve. The unit disengages from melee. Special: An unengaged routed unit must attempt to Type: Move. return to its reserve by the shortest path and as quickly as possible. Effect: The unit may make a single square move directly away from a unit engaged with it in melee. Routed units never attempt to engage an enemy and thus may not enter areas containing any enemy units. This does not provoke an attack of opportunity. Fall back Ending the The unit falls back if attacked. Type: Move. battle Effect: If attacked in melee, the unit may make a Morale A battle ends when one army is destroyed, surrenders, check (DC 10) to fall back one square. If the attacker has or withdraws from the battlefield entirely. sufficient movement points, he can follow and still initiate Only units in the reserve may withdraw from the the attack. battlefield; units on the battlefield must attempt to return to Hold the reserve in order to join the withdrawal. A commander is forced to withdraw if all his units on The unit holds its ground. the battlefield are currently in the reserve or are routed; in Type: Move. effect, he's lost the field. Effect: The unit gains a +2 bonus to Morale for the Terms of surrender are negotiable; units may be taken purpose of avoiding routs until it’s next action. prisoner, stripped of weapons and returned to their homelands, traded for captured friendly units or gold, or Fire put to the sword. Arranging for a trade or random of capture units generally requires a diplomacy domain The unit makes use of its missile weapons. action. Type: Attack. When an army withdraws, they are allowed to make an Effect: The unit makes a Missile attack. immediate move to any adjacent friendly province in which no hostile troops are present. Retreat If no such province exists, then the army is forced to surrender. The army must pay the standard cost for this The unit breaks ranks and moves away from combat. movement, thus, if units in the army have already Type: Move. expended their full movement they may have to make a Effect: The unit disengages from melee and may use a forced march or be unable to withdrawal. number of movement points up to its speed. Any units that lack the movement points necessary to This does provoke an attack of opportunity. leave the province must surrender instead. Shift Surrender or withdrawal The unit makes a small correction to its position. Either player may surrender his army (terms are negotiable) or attempt to withdrawal from the field. An Type: Free. army with no units on the battlefield must immediately Effect: An unengaged unit may make a 1 square shift, withdraw. provided it will make no other movement this round. Only The DM can also call a halt to the battle if there is a forward movement is possible, but units may turn normally clear stalemate (both sides refuse to move, one side is during the movement (so non-phalanx infantry could turn capable of evading the other indefinitely, etc.). once and dispersed units turn any number of times). This does not provoke an attack of opportunity. Characters on Recover the battlefield The routed unit tries to regain cohesion. Type: Free. Heroes, villains and monsters of sufficient level can Effect: An unengaged routed unit may attempt to regain have a certain impact on a battle, especially if it is not too its mole by making a Morale check (DC 15). large, as their personal prowess will matter more. A character must be at least CR 6 to have any impact on a The unit receives a +2 circumstance bonus to this check battle. if there are no unengaged enemy units adjacent to it. The

197 Characters on the battlefield may either appear as the host unit is destroyed, the heroes are either killed or individuals or join together into small groups (called a hero captured. unit for simplicity). Whatever the cases, it is the EL of the character/group that determines the effect of characters in Heroic commanders battle. There may be no more than 8 A passionate and skilled commander or general can Note that heroes do not act individually – they must lead a unit to feats of bravery that might otherwise be join a unit. This doesn’t mean that a character can’t take an beyond it. Such individuals are counted as heroes and adventure action and do stuff within the context of a battle should be represented by a hero unit. (like assassinating the enemy commander), but he would no then provide a benefit as laid out by these rules. Characters casting realm/battle magic may not Magic on the participate in a battle in this fashion. They are too preoccupied with their magic to join the rest of the heroes. battlefield TABLE 6-32: HEROES ON THE BATTLEFIELD Cerilia is a land suffused with magic and mystery. Yet EL Attack Defens Moral Special the masters of magic are few and far in between, so magic e e remains something that is rarely seen on a battlefield. 6 +2 Yet when a true mage or an accomplished blooded cleric takes does show up, he can have a profound effect 8 +2 +2 on a battle. 10 +2 +1 +2 Character level magic 12 +2 +1 +4 Even lowly divinations cast by a magician could be a 14 +4 +1 +4 valuable asset for any general when planning and 16 +4 +2 +4 executing his campaigns. However, on the field of battle, a use of magic is no 18 +4 +2 +6 more effective than any other character of comparable 20 +6 +2 +6 level. Spellcasters are represented by hero units, just like fighters and rogues.

Heroes and movement Battle magic Battle magic is really just 0-level realm magic. Thus, it Heroes need to be able to keep up with their host unit, is very powerful, but rarely seen. otherwise it will have to slow down to allow them to keep Optimized for use on the battlefield, these spells affect up. a large area or many targets – sufficiently so to be Use the following guidelines for heroes and movement effective. Scion spellcasters can usually cast a few battle (use the worst speed for all heroes in a single unit). spells during a battle, but cannot then also join a hero unit  Character speed 20 ft. or less = Speed 2. nor can they function as generals or commanders.  Character speed 30 ft. or greater = Speed 3. Realm spells  Character is mounted and has at least 1 rank of Some realm spells have a very direct and immediate Ride = Speed 4. effect on battles.  Character is mounted on a war-trained mount or Scion spellcasters can usually cast a few realm spells has 5 ranks of Ride = Speed 5. during a battle, but cannot then also join a hero unit nor  Character is mounted on a war-trained and has 5 can they function as generals or commanders. ranks of Ride. A hero unit can detach itself from its host unit and move to another unit. During the battle round is does so; the unit provides no benefits to its new host.

Heroes and combat A hero unit adds to the statistics of its host unit as shown in Table 6-32. If the host unit is damaged, there is always a chance that the any heroes with it will take damage or be killed. If

198

CHAPTER 7 – OAR AND SAIL

“The great Anuirean armada covered the horizon for as far as the eye could see; and Hakim had very good eyesight. Rows upon rows of mighty galleases made up the center of the Anuirean formation, with the flanks and forward echelon protected by smaller but faster galleys. Tiny galliots darted back and forth, scouting out the Basarji fleet, and carrying orders to the Anuirean sub-commanders. The wind had been slowly fading away throughout the day, and Hakim prayed that it would be dark before it became impossible to sail – the Anuirean ships had the advantage of numerous rowers, which would give them a huge advantage over their Khinasi enemies during a dead calm. Hakim thought he remembered hearing once that the ancient Masetians had used galleys, but that the Khinasi had abandoned them for their own sleek sailing vessels. While Avani had always granted the Khinasi knowledge, including the art of shipbuilding, Hakim found himself questioning the wisdom of his goddess for the first time in his life. And then the wind suddenly died away…” - the account of a Basarji sailor, written down by his Anuirean captor, of the great armada that finally brought the Island States region under the rule of the Anuirean Empire

The Cerilian sub-continent is surrounded by the sea on human tribes had to brave the merciless Sea of Storms or all sides, and great fjords and bays cut into the landmass the enigmatic Sea of Dragons. No wonder that the sea from every direction. To get to Cerilia, the tribes (perhaps holds such an important place in Cerilian culture. save the Vos, there are no definitive records of how they Every human culture in Cerilia maintains some sort of arrived in Cerilia) had to cross the ocean – the Anuireans naval tradition, with the Brecht and the Khinasi being merely had to cross the Straits of Aerele, but the other counted the finest sailors. Both are primarily traders, but

199 the Khinasi also have a fearsome reputation as warriors. Sailing: Uses sails as primary propulsion. Often has Anuireans also trade and war, but they are generally greater range and carrying capacity. considered second class to the Brecht and the Khinasi. Rowed: Uses oars and muscle power as propulsion, but The Rjurik and the Vos have more primitive ships, but almost all rowed vessels also have sails. the Rjurik in particular are renowned as great sailors, Light: Smaller ships that a rarely very seaworthy. Can venturing into the Sea of Storms with their little clinker- freely travel up major rivers and land freely without built vessels. Both cultures are raiders; especially the Vos ports. have a terrible reputation as sea-reavers, raiding both into Medium: Large merchantmen and small warship. Can the Great bay and long the Dragon Coast. travel on certain rivers. The non-human nations do not seem to have the same Heavy: Large warships. Cannot travel on rivers. fascination with the sea. The elves may have had some ships in elder days, and continue to employ river craft, but Unit statistics: Ships have a set of statistics that rate there is no indication that they were ever a great naval their combat abilities. power. As for the rest, it does not seem that dwarves, Build Cost: How much it costs to build the ship. halflings, goblins, orogs, or gnolls made any efforts to Upkeep: How much it costs to keep the ship working. master the seas. Movement: Divided between sailing (weather- dependent) and rowing (not weather-dependent). Core Concepts Seaworthiness: How well the ship can handle things like foul weather and battle damage without sinking. The following is a brief summary of some of the core Attack: Three types, boarding, ramming and missile. concepts of the military rules – they will be explained in Roll d20+Attack vs. Defense to score a hit. more detail later in this chapter. Defense: Similar to character Defense, the higher the Navy: A reference to all units controlled by a domain; harder it is to hit the ship. not all domains have a navy (obviously). Hull: How much damage a ship can take.. Ship: The ship (either one large ship or squadron of smaller ones) is the measurement of naval power. Morale: How well trained and motivated a ship is; good leaders and fortunate events improve morale and Task Force: A collection of ships and officers that have vice versa. Functions a lot like character saving throws. banded together. Damage/recover: Works in the same was as for units; Officers: High-ranking military personnel. ships can only recover in port, except light ships that can Admiral: A naval officer commanding a task force. recover in any coastal province. Commodore: A naval sub-commander. War stages(war moves etc.: Navies follow the same war Fortifications: A catchall for the two types of defensive stages that armies do. fortifications; castles and forts. Occupation: Ships cannot occupy anything, except by Castle: Castles protect a province against naval landing their crew. attacks. In addition the castle can protect ships. Fort: Forts protect holdings against attack, but do not War and Trade offer any protection to ships. Recruitment: Navies can get ships in four ways. There are hundreds upon hundreds of ships in Cerilia, Shipbuilding: Units of professional soldiers in the thousands if you also count smaller utility vessels intended domain’s employ. only for local trade of fishing. However, just like the game does not concern itself with warehouses, toll roads or Leidang (naval levy): Units of commoners called up caravans on land; neither does it concern itself with non- for military service in times of war. military ships. Privateers: Units of soldiers-for-hire employed for a The focus of this chapter is to describe how a regent can specific period of time. get hold of a military fleet, and what he can use it for. Auxiliaries: Units loaned from other domains. Warships may or may not have other duties in peacetime, Status: Units, ships and fortifications have one of three such as serving as merchantmen, but this has no in-game possible statuses; active, garrison or reserve. effect. You can construct and maintain ships that are not Active: The unit/ship/fortification is on a war footing. normally considered warships, such as coasters and 1/1 upkeep. keelboats. Such ships may be used for transporting soldiers, but would be of little use in battle. Garrison: The unit/ship/fortification is spending time in garrison/port. 1/2 upkeep. The various other (non-military) ships in Cerilia are considered to be part of the province level (for small ships) Reserve: The unit/ship/fortification is nonoperational or trade holdings (for merchantmen). Such ships are not (can’t be used). 1/4 upkeep. normally available for military purposes, but may be called Unit types: Many ships share certain characteristics.

200 upon to transport soldiers and supplies or be pressed into military service in times of war. Ships Coastal and river/lake province have a higher maximum province level than other province – which is largely There are two primary types of ships – sailing ships and because they have an added source of food and rowed ships. However, the distinction is blurry, since some commodities, and because they see increased trade (the rowed ships have sails (galleys for example) and some vast majority of bulk transportation is by water). sailing ships have oars (longships for example). The primary difference between the two is in movement – ships Rivers and lakes with sails are more reliant upon the wind that rowed ships, but rowed ships have limited strategic mobility (which is The majority of naval activity takes place at sea. That why most rowed ships also have sails). doesn’t mean that major rivers or lakes are not Ships are also divided into three “classes”; light, commercially attractive, but very few domains maintain medium, and heavy. In most respects a bigger ship is any river-going or lake-going navies. better, but is more costly to build (because of their size and Sea-going ships can travel up major rivers (those show complexity) and to maintain (because of their much larger on the map), but rarely do except to reach a port – Calrie, crews): the capital of Aerenwe is a good example of this. The • Light ships, such as keelboats, coasters and following rules apply: longships are usually small coastal vessels that are not very • Heavy ships can only enter the first province of suitable for war. major rivers. • Medium ships, such as caravels and galleys, are • Medium ships can travel freely on major river considerable bigger and more battle-worthy. until they encounter an minor obstacle (noted on the map). • Heavy ships, such as galleases and galleons, are • Light ships can freely travel on any of the rivers both very capable combatants, and in the case of sailing shown on the map, unless stopped by a major obstacle ships also capable of deep-sea voyages. (noted on the map). • Keelboats are small enough to actually travel Shipbuilding even on minor rivers not shown on the regional map (not Shipbuilding is covered by the commission ship domain relevant for domain aspect of the game). action. Some of the larger ships can take quite a while to finish – the Anuirean galleon, for example, costs 18 GB to Ports build, taking 6 turns to complete (or 4 if construction is rushed). Refer to Chapter 4: Domain Actions for additional Ships do not spend all their time at sea – all ships require details. time in a port for repairs and refitting. Therefore, all ships must be assigned to a specific province, which is their port Naval levies (leidang) province (it is possible to change port province). When a ship has completed an activity, it will return to its port Coastal provinces (not including river provinces) have (unless they actually re-based to another port of course). the ability to raise naval levies. This works in a similar fashion to calling up the land-based levy (prosperity loss, All provinces of level 4+ are considered to be port negative growth etc.), except that each time the naval levy provinces. Lower-level provinces can still be ports, is called one trade holding level is destroyed (you cannot provided that a port structure is built. Any number of ships call the levy if there are no trade holding left). can be in a port, but note that there are limits to how many ships can be repaired in a single port, as determined by The first time the levy is called you get a medium province level. warship/merchantman (Skilled) suitable to the region/province. The next time the levy is called you get a Ship repair: A number of ships equal to the level of the lesser (light) type of vessel (Skilled). After that there are port province can be repaired each turn in. If the port is more of the same (but Green). friendly those ships can be on garrison status, otherwise they must be active. A friendly port can also repair ships in Example: In Anuire you will typically get caravels or excess of capacity, but any excess ships must be active. more rarely galleys the first time and after that you get coasters or (more rarely) galliots. Light ships are less reliant on ports than other vessels; they can be repaired in any coastal province (but as still Naval levies suffer a -2 penalty to Attack, Defense, and subject to the rules for province level). Seaworthiness to account for their lack of weapons and their lighter civilian crews. Repairs must normally take place in a province of a level sufficient to build the ship in the first place. You can repair Privateers a ship in a friendly province of insufficient level that has available capacity, but the ship must then be active and not The naval equivalent of mercenaries is called privateers. in excess of capacity. These are largely privately owned vessels that are given a

201 temporary commission to seek out enemy shipping and 8 West North destroy or capture it. 9 West West Most privateers will be converted merchant ships or light 10 North West warships. If would be exceedingly rare to find heavy 11 North West warships acting as privateers (i.e. no galleons or war 12 East South galleys in Anuire). In addition, there will be some coasters The wind direction will of course vary from day to day, and a handful of cogs, as well as a smaller number of but this represents an average for the week. caravels and galleys for hire as privateers. Naval regions: Just like province belong to certain Privateers are hired in the same way mercenaries are, with regions (South Coast, heartlands, Plains States, Taelshore converted merchants/light warship being considered etc.) so too does sea areas belong to naval regions. The “Average” and medium warships considered “Rare”. naval regions are indicated along with the sea areas on the Heavy warships are not found as privateers. Privateer RoE Seas of Cerilia map. availability is in addition to mercenary availability. The most important regions in RoE are the Straits of Naval auxiliaries Aerele (the sea areas between the South Coast and Aduria), the Gulf of Coeranys (the waters between Aerenwe/ Same as land-based auxiliaries; these are ships lent to Eastern Marches and the Khinasi coast), Suidenmiere you by another domain. Approach (east of the Straits and south of the Gulf, including Caelcorwynn), and Northeastern Gold Coast Naval movement (the coast of Aduria, down below Mieres). Weather Ships move just like units do, traveling a number of sea areas (the equivalent of a province) each war move. Ships Inclement weather can make some war moves use their sailing speed by default, modified for prevailing unavailable for movement, and can also pose a serious risk wind direction/strength. Ship may use opt to use their to the moving ships by increasing the DDC of move ship rowing speed if there is little or no wind, or if the wind by 2-20 (2 for strong winds, 20 for a full gale). direction is unfavorable. Ships that fail on the DAC to move ships take damage The DM will determine the prevailing wind strength and and may be forced to make a seaworthiness check, or they direction for each region each season (which will then may even start to sink without any check. affect all movement that turn), and any variations affecting specific war moves (only relevant if wars are being Coastal Waters fought). The sea area adjacent to land is considered coastal TABLE 7-1: PREVAILING WIND STRENGTH waters. This is where you find the bulk of ships – they only 2d6 Strength High Low venture away from the coast if they are long-distance 2 Calm traders or warships that have no other choice. 3 Calm For a ship to dock it need only pay enough movement 4 Light pints to enter the coastal province containing its 5 Light destination port. When leaving port the ships pays 6 Light movement points to enter the coastal area containing the 7 Moderate port. 8 Moderate Encounters with other vessels are common in coastal 9 Strong waters, especially if there are port provinces adjacent to 10 Strong the sea area. High wind can make travel in coastal waters 11 Gale hazardous by forcing ships aground. 12 Storm Storm Calms reduce a ship's speed to 1d2-1, regardless of Open Waters normal speed. Oared vessels can ignore calms and move at the rowing speed. The non-coastal sea areas on the map are considered open waters. Open waters are empty when compared to TABLE 7-2: PREVAILING WIND DIRECTION coastal waters; only larger vessels will move away from the safety afforded by the coastline. 2d6 Spring/Summer Autumn/Winter 2 East South Deep Sea Waters 3 East South 4 South East Ships rarely venture away from the sea areas depicted on 5 South East the map because the art of navigation is not up to the task 6 South North of guiding ships safely across the high seas. 7 West North

202 If ships head into deep sea areas there is a number on the map; this is the number of movement points it costs to Naval warfare enter the deep sea area. There will be no encounters with other vessels in deep Naval warfare is conducted in a manner similar to war on sea areas, but wind, weather, and other hazards might land. There is a strategy stage, a campaign stage, and a occur. battle stage. Each of the stages is conducted similarly to war on land. Rivers and Lakes The only exception is that battles at sea are never (not yet at least) conducted using war cards battle.

Fortifications

Seaworthiness Any coastal province that has a castle can hold as many ships as it can units (the ships are in addition to units, not When a ship takes a hit (either from combat or some instead of them). other source) it must make a Seaworthiness check (DC 10) or start to sink. Other conditions can call of a Sieges and assaults Seaworthiness check (DC variable) as well. A ship that fails its seaworthiness does not go down To successfully siege a coastal castle, you must also immediately, but unless land is close or repairs can be neutralize it from the sea. To neutralize a castle from the affected, the ship will sink in a couple of hours (as sea you must control (for the entire turn) the coastal sea determined by the DM). If the Seaworthiness check is a area adjacent to the besieged province. disastrous failure, the ship starts to sink immediately. If a coastal castle is only neutralized on land all the Note that conditions which call of a ship to sink (such as normal rules apply, except that it cannot be passively a bad failure on a move ship DAC) does not give any besieged (i.e. it can always ship in food from outside). Seaworthiness check at all. The ship merely starts to sink, You can actively besiege and assault castles without any and goes under after a period of time as determined by the ship present; you only need ships if you're seeking to DM. starve Naval Marines Every warship is assumed to carry an enlarged crew and transportation a number of marines (as opposed to merchant ships which try to make do with as little crew as possible). Light and Ships have the capacity to move troops and supplies. All medium ships count as having one unit of irregulars aboard ships have a cargo capacity expressed in GBs worth of (heavy ship counts as having two) for purposes of raiding supplies. ashore and other such endeavors. Non-military vessel has During the course of a single war move, a ship can move one less virtual unit aboard. a number of units equal to its capacity a number of sea It is also possible to add even more marines to a ship to areas equal to its speed. enhance its combat prowess in boarding actions. Wehn If the ship has to move further, the amount of units it can acting as marines units require 50% extra space; in practice transport will decrease accordingly (i.e. double distance, this means infantry units take 3 GB space. Simply add a half capacity). number of units as wanted, up to the cargo limit (for example, a galleon could take on 2 infantry units, a nao Units take up a variable amount of space: one, and a carvel none).  Specialists – 1 GB Some domains also have the opportunity to muster  Artillery – 2 GB special Marines units. These is light infantry with good  Infantry – 2 GB missile firepower, but limited ability to fight effectively in open battles on land. Marines only take up 2 GB space.  Cavalry – 6 GB Supplies: Ships can also be used to keep units in supplies in lieu of ordinary supply lines. Naval Battles Each war move, a ship can carry as many GBs worth Naval battles are conducted in the same way land-based supplies according to its cargo capacity over a number of battles are. sea areas equal to its capacity.

If the ship has to move further, the amount of supplies it can transport will decrease accordingly (i.e. double distance, half capacity).

203 the Straits of Aerele and the Gulf of Coeranys. Swift and Ships sleek galliots, galleys and gallessaes dominate the southern waters. In matters of trade, however, the Western, Khinasi, The label “ship” is used for all naval units to distinguish and Brecht ships have long been in dominance, since the them from their land-based army cousins, which are called galley is a pure warship, with short range and small cargo “units”. For most purposes, the terms “unit” and “ship” are capacity. interchangeable. The Khinasi produce excellent ships, much akin to those A ship consists of either a single vessel and its crew that their forebears arrived aboard from far-away Djapar. (such as a single zebec or galley) or a squadron of smaller Their swift, lateen-rigged ships are easily the fastest and ships (such as a squadron of longships). This difference is most agile of all sailing craft. Khinasi vessels are not important in any way, single vessels and squadrons influenced by both the ancient Basarji tradition, but have behave in exactly the same way. borrowed many features from the ancient Masetians as Each of the human cultures of Cerilia has several well. Khinasi warships are always purpose-built, and different ship types available. The exact ship types despite their low cargo capacity, it is sayim which prevents available depend on the shipbuilding “tradition” practiced them from being traders during peacetime. Khinasi traders by that culture. are also purpose-built, and are ill suited for combat. There are several basic ship types (but not all are found The Brechts have their very own tradition of within every tradition): a light river vessel, a heavy river shipbuilding, which is actually an evolution of many of the vessel, a light trader and utility vessel, a light same ship types found among the Rjurik. But unlike the warship/trader, a large merchantman and a heavy Rjurik who have kept their traditional designs, the Brechts warship/trader. have evolved their ships into some of the finest in Cerilia. In the Great Bay the carrack is a common medium The non-human races of Cerilia are not great seafarers. trader/warship, but the more modern roundship is the ship Elves are known to employ river craft, and some goblin of choice both war and trade. The Brechts have no realms have primitive coastal vessels in their inventory. purpose-built warship, instead relying on outfitting their Ships are grouped by primary propulsion method (sailing traders with additional arms and marines in times of war. or rowed) and by hull size (light, medium or heavy). Most The Vos, who were probably an inland tribe back in rowed ships can sail, and some sailing ships can be rowed. Aduria, and who probably did not come to Cerilia by ship, Sailing is the best way of traveling long distances (i.e. has no shipbuilding tradition of its own, instead borrowing across the strategic map), but rowed ships can supplement the primitive designs of the Rjurik and the Brechts. The their sailing speed particularly in calm waters. Hull size is Vos realms near the Great Bay or on the Dragon Coast important in many regards, since it determines most other seem largely incapable of imitating their more advanced aspects of a ship’s characteristics, including combat neighbors, but captured specimens are sometimes characteristics, cargo capacity, and how far upriver a ship converted for use by Vos captains (sometimes with slave can move. crews). Vos ships engage in some trade, but their primary Shipbuilding traditions function is to carry Vos sea-reavers to distant lands. In areas where different traditions meet, ships of many There are several distinct shipbuilding traditions in types can be found. The Tael Firth, for example, is home to Cerilia, namely the Northern/Rjurik (centered on the many designs more commonly associated with the Western Rjurik lands) tradition, the Western Anuirean tradition and Brecht traditions that traditional Rjurik designs. (centered on the Sea of Storms coast), the Southern Anuirean tradition (centered on the Straits of Aerele and Naval weaponry the Gulf of Coeranys), the Khinasi tradition, and the Brecht tradition. The nature of ranged naval weaponry does mean that Cerilian ships are largely relegated to boarding actions. The Northern tradition continues to build single-masted, While missile weapons do exists, and have a certain level squared-rigged, rowed, clinker-built ships characterized by of effectiveness, the fact remains that most naval combats good seaworthiness and shallow draft. The ships produced are settled through boarding actions. are essentially similar to those the Rjuven arrived in Cerilia with. The knarr, the longship, and the drakkar are Gunpowder weapons do exists in Cerilia, but they are the primary ships of the tradition. rarely seen on land and even more infrequently at sea – the dwarves being the only ones to forge guns and create The Western Anuirean tradition places emphasis on gunpowder, and dwarves are not great sailors. Gunpowder sailing ships, and have developed excellent long-range is a complex alchemical substance, which is costly and sailing vessels with impressive seaworthiness difficult to produce, and the guns themselves are also very characteristics (testament to the troubled waters of the costly (the best guns are cast of bronze, which is much Miere Rhuann). The caravel and nao are ships descended more expensive than iron). In addition, the power and from this tradition, and the galleon is the epitome of accuracy of gunpowder weapons is quite limited, so there Western design philosophy. is no strong incentive to equip ships with much in the way The Southern Anuirean tradition has been heavily of guns. influenced by the short distances and sheltered waters of

204 Ship Coaster (An, Br, Rj) The term “coaster” is something of a catchall, descriptions denominating several variants of the standard light trader and utility vessel found throughout much of civilized Ships are listed by Name (Racial availability) and with Cerilia, except in Khinasi. descriptive text, explaining their uses, history and combat The coaster is small, with one or two masts, and the characteristics. majority is lateen-rigged. It shares many design similarities Other ship models may be available in other non-Cerilian with the Khnasi dhow, but is generally somewhat more regions, but most should be fairly similar to an existing rugged and broader of the beam – and correspondingly less model listed here. maneuverable. The coaster can serves as a scout and courier in times of war, but is not a terribly effective Barge (All) warship. A coaster can be fitted only with a few arbalests, but its small size and lack of fore/stern castles means it The river barge is a catchall for many different kinds of cannot carry many archers or marines, further limiting its heavy river vessel. It is found throughout Cerilia, but are combat power. most common along the Maesil, Asarwe, and Zhaïnge rivers. It is slow and ponderous, but can carry heavy Cog (Br, Rj, Vo) cargoes. The barge is unsuitable for military use, except for hauling masses of soldiers across major rivers. The cog is a trader/light warship that is the mainstay of the navies of the civilized Rjurik realms along the Tael Caravel (An) Firth, and that remains an important ship type for local trade in the Great Bay (including among the Vos). The caravel is the primary Western Anuirean trader/light The cog is actually a development of the clinker-built warship, which also sees service as an exploration vessel ships of the early Brecht tradition. It is flat-bottomed, and dispatch carrier. The caravel is a relatively old design, clinker-built, single-masted and square-rigged, and despite tracing its origins back to the lateen-rigged fishing vessels being cumbersome it is quite seaworthy. The cog has a low operating along the southern West Coast (from which stern castle, but no forecastle, placing it a disadvantage modern day Anuirean coasters are directly descended). during boarding actions. It can be armed with only with The caravel is a slender and nimble ship, with excellent light weapons. seaworthiness. However, its narrow beam means that it has limited cargo capacity, reducing its usefulness as a trader Dhoura (Kh) and keeping its strategic range down. The caravel has raised fore and stern castles, and ships equipped for war The dhoura is the standard Khinasi light warship, which are armed with a pair of medium and several light according to the Khinasi tradition it is a purebred warship weapons. that is but rarely used for trade. The dhoura is very swift and maneuverable, and is big Carrack (An, Br, Rj) and tough enough to withstand the rigors of combat. It has limited cargo capacity beyond what is required to sustain The carrack is a heavy warship primarily in use by its crew. The dhoura resembles a dhow, but is usually civilized Rjurik kingdoms, and some backwards Brecht triple-masted and has a raised afterdeck. The dhour can and Anuirean realms (where it is being replaced by the mount a pair of medium weapons, and several light ones. roundship and galleon respectively). It is an older design that is seeing less and less use. The majority of surviving Dhow (Kh) carracks can be found plying the Tael Firth, and making runs up and down the Storm Coast, from Halskapa in the The dhow is the standard Khinasi trader. In accordance north to Boeruine in the south. with the Khinasi tradition, it is a pure merchantman and The carrack is actually a ship type that has evolved from not very well suited for battle. an amalgamation of Western and Brecht traditions (and The dhow it is usually double-masted, sometimes with adopted by the Rjurik). It has multiple masts – but is not and additional mizzenmast, and lateen-rigged. It is swift quite full-rigged – and a very high freeboard. The carrack and maneuverable, making it ideal for the kind of was the first ship to fully incorporate raised castles fore conditions found in Khinasi waters. Dhows serve as scouts and aft. During its heyday this gave the carrack a and couriers in wartime and can be fitted with light significant advantage as an elevated firing platform, and weapons if need be. made it very difficulty to board from smaller vessels. The carrack can mount multiple heavy weapons, and many Drakkar (Rj, Vo) lighter ones. The drakkar is the favored heavy warship of the Vos and, more rarely, the Rjurik – with whom it saw much more use

205 in earlier times, when the Rjurik kingdoms did more skilled rovers, the galleys uses single banks of oars, rowed raiding (it's becoming more common in Rjuvik these days). by four men each (only one of which need be a skilled The drakkar is open, but has a large hut at the stern. It oarsman). This means that the galley requires four men has much in common with the longship, but is far bigger. It instead of three to generate the same power as the trireme, has a single mast with a huge square-rigged sail, and sails and the resultant added mass reduces its top speed fairly well despite its great size, and is quite seaworthy and somewhat and also prevents the galley from sustaining has far better range than smaller Northern ships. high-speed rowed movement for very long. It can be rowed at great speed in battle, carrying fierce The galley is a rowed vessel, but all galleys also carry warriors to board the enemy. It carries a small waterline one of two masts with lateen-rigged sail, and sometimes a ram, and can mount light weapons. However, like all lateen-rigged mizzenmast in addition. All galleys are long Northern ships, it is primarily an infantry transport, and not and slender, and have relatively low freeboards (to increase a true deep-sea warship. the effect of the power applied to the oars). The galley is not a deep-sea vessel, its design giving it limited Galleon (An) seaworthiness, and is best suited for the relatively clam waters of the Suidemiere. The galleon is the Western heavy warship. It has a The galley is primarily used in line-abreast formation, significant cargo capacity as well, and in times of peace it and its main purpose is to deliver marine infantry aboard makes an excellent long-distance trader. However, the enemy vessels. The galley has a waterline ram; boarding great cost of building and maintaining a galleon reduces its ramps and can carry a medium forward-firing weapon, and potential as a trader – at least in local waters, where several light weapons. smaller and less capable ships can manage well enough and at lower cost. The galleon is a unique Western Galliot (An, Ma) Anuirean design, which has evolved from the carrack. It is a full-rigged ship, with either two or three square- The galliot is a smaller version of the galley, with about rigged masts, a rigged bowspit, and between one and three suitable for scouting and dispatch service. There are lateen-rigged mizzenmasts. Although not a nimble ship, it several variants of different sizes – the fusta with two is a good sailer under most wind conditions, and it is rowers on ten to fifteen banks, and the bergantine, which is exceptionally seaworthy. The galleon retains the carrack’s even smaller. There is do difference in performance, and strong combat features – the raised forecastles and all squadrons are called galliots for simplicity. sterncastles, and the high freeboard – and improves on them, adding considerable stability by introducing new Hulk (Br, Rj) underwater lines. It can carry multiple heavy weapons. The hulk is a large merchantman in use both in the Tael Galleas (An) Firth and in the Great Bay. It can be used as a warship if needed, but is nowhere near as effective as a purpose built The galleas is the primary heavy warship of the Anuirean vessel of war. realms on Straits of Aerele or Gulf of Coeranys. It is also The hulk is an evolved version of the cog. It does away employed as a trader, usually for low-bulk, high-value with many of the limitations of the cog, and has two or merchandise. The Anuireans continued to develop the three masts, sometimes with the rear mast carrying a lateen galley during the Imperial era, until the war galley or sail. galleas had come into existence. For centuries it has been The hulk is a better sailor than the cog, and has better the naval vessel of choice for Southern Anuirean navies. seaworthiness. It is not nimble in any way, and its does not The war galley is a big ship – heavy and ponderous, but possess the flat bottom which makes the cog suitable for it can move with surprising speed during battle thanks to shallow waters and rivers. its many rowers and auxiliary sails. It can carry a large contingent of marines, and a heavy missile armament. Keelboat (All) Galley (An, Ma) The keelboat is a catchall for many types of light river craft. They are used primarily as light utility and trading The galley is the primary light warship of the Southern vessels, but are sometimes used for military purposes as Anuirean tradition and also sees considerable use within well. Keelboats are relatively small flat-bottomed, single- the Island States region of Khinasi. It can serve as a trader, masted boats primarily designed for use on rivers and other but is only useful for high-value and low-bulk goods, since shallow areas. it has limited cargo space. Due to their shallow draft, keelboats can move safely The galley is the modern incarnation of one of the oldest along rivers by both day and night. Keelboats are not very ship designs still in use in Cerilia, the trireme, a ship first seaworthy and rarely leave sight of land. There are designed by the Masetians and later adopted by the multiple keelboats in a squadron. Note that keelboats are Anuireans. The main difference is that the galley is slightly not very battle-worthy, and are included here primarily for heavier and somewhat less capable of sustained rowed reference purposes. movement. Whereas the trireme relied on triple banks of

206 Knarr (Rj, Vo) Roundship (Br) The knarr is a light warship and trader used mostly in the The roundship is a heavy warship and long-range trader northern reaches of Cerilia. It is bigger than a longship, constructed by the major Brecht naval powers of the Great especially across the beam, making it a significantly better Bay. The roundship is a development of the carrack, and cargo carrier. The Vos, having little use for cargo ships, use just as the Anuirean galleon, it improves upon a proven it less often than the Rjruik. design. The roundship is the most seaworthy vessel in The knarr is almost identical to the longship in terms of Cerilia. It is not a very nimble ship, but it sails well under combat capabilities, but is slightly slower on the oar, but most wind conditions, and its great sail area gives it can carry more sailors and can be fitted with light weapons excellent speed for its size. (rarely done). Roundships are carvel-built, broad-beamed cargo vessels, full-rigged with three square-rigged masts with Longship (Rj) topsails and two lateen-rigged mizzenmasts. Although primarily designed for trade, they are effective heavy The longship is the light trader and utility vessel of warships. They have several decks and forecastles that can choice for the Vos and Rjurik – even the civilized Rjurik be outfitted with heavy armament. nations of the Firth prefer the longship to the coaster because of its superior handling and seaworthiness. Zebec (Kh) The longship is clinker built, open, single-masted and square-rigged. It is an effective sailing vessel, with decent This zebec is the Khinasi tradition heavy warship of seaworthiness, and can also be rowed at good speed. The choice. It can be used as a trader, but the Khinasi do not longship does not use a rudder, but is controlled by a like to use their warship, and especially not the prestigious steering-oar. The longship is well suited for river travel; zebecs, for this purpose. characteristic raiders can use to land far inland. The Khinasi warship looks a lot like a dhoura but it is Longships operate in squadrons of two. The longship can bigger and carries more sail. The zebec is the fastest ship be fitted with a single light weapon, but this is rarely done, in Cerilia, and with an experienced crew it can out-run and and most longships rely on onboard arches for missile out-maneuver anything. The zebec has a sterncastle and a firepower. Indeed, it is generally unsuited for naval low bowcastle, and is capable of mounting medium combat, and is used primarily to land troops ashore. weapons.

Nao (An) The nao is a medium trader that remains in use on the West Coast of Anuire, but does not see widespread use elsewhere. The Nao is closely related to the caravel, having many of the same design features. It came into existence to fill the need for an ocean-going ship with significant cargo capacity. Overall a bigger ship than the caravel, the nao also has a broader beam, and thus more cargo space as compared to its length. It is not as fast or maneuverable as the caravel, but it is durable and a popular auxiliary warship.

Prahu (Kh, Ma)

The prahu is the light trader and utility vessel of the Khinasi tradition, serving the same capacity as the coaster in Anuire. Countless prahus ply Khinasi waters, especially among the Island states where naval trade and transportation is far more prevalent than overland movement of people and goods. It is usually single-masted, but sometimes has a small mizzenmast as well, and lateen-rigged. The prahu is not a warship, and although it could be outfitted with weapons, it has little in the way of speed, firepower or durability. The prahu comes in squadrons of three vessels.

207 TABLE 7-1: CERILIAN SHIPS Ship Type MC (Row) SW Defense Hull Boarding Ramming Missile Range Modifiers Cargo Special Build Upkeep Preq.

Coaster SailLt C (2) +2 10 2/1/-/- +0 - +0 4 1GB 2GB 0,25GB An, Br (1+)

Cog SaiMed C +4 14 4/3/2/1 +2 - +2 4 2GB 5GB 0,5GB Br, Rj (4+) Hulk SailHvy C +4 14 6/4/2/1 +4 - +4 5 4GB 8GB 1GB Br, Rj (4+) Carrack SailHvy C +6 16 7/5/3/1 +6 - +6 5 4GB 10GB 1GB Br, Rj (4+) Roundship SailHvy B +8 16 7/5/3/1 +6 - +6 6 5GB 12GB 1GB Br (6+)

Prahu SailLt C (2) +2 10 2/1/-/- +0 - +0 4 1GB 2GB 0,25GB Kh (1+) Dhow SailMed B (1) +4 12 3/2/1/- +2 - +2 4 2GB 4GB 0,5GB Kh (4+) Dhoura SailMed B (1) +6 14 4/3/2/1 +4 - +4 5 2GB 7GB 0,5GB Kh (5+) Zebec SailHvy A +6 16 6/4/2/1 +6 - +6 5 3GB 17 GB 1,5GB Kh (6+)

Caravel SailMed B (1) +6 14 4/3/2/1 +4 - +4 5 2GB 6GB 0,5GB An (4+) Nao SailHvy C +6 14 6/4/2/1 +4 - +4 5 5GB 12GB 1GB An (5+) Galleon SailHvy B +6 18 8/6/4/2 +8 - +6 6 6GB 18GB 1,5GB An (6+)

Galliot RowLt C (5) +2 12 3/2/1/- +2 +2 +2 4 0,5GB 3GB 0,GB An (3+) Galley RowMed C (4) +2 14 4/3/2/1 +4 +4 +2 4 1GB 6GB 1GB An (4+) Galleas RowHvy C (3) +2 16 6/4/2/1 +6 +6 +4 5 2GB 12GB 1,5GB An (5+)

Barge SailMed D (1) -2 12 4/3/2/1 +0 - +0 4 3GB 2GB 0,25GB Any (4+) Keelboat SailLt C (2) +0 10 2/1/-/- +0 - +0 4 0,5GB 1GB 0,25GB Any (1+)

Longship RowLt C (4) +4 12 3/2/1/- +2 - +0 4 0,5GB 3GB 0,25GB Rj, Vo (1+) Knarr RowLt C (3) +4 14 4/3/2/1 +4 - +2 4 1GB 6GB 0,5GB Rj, Vo (1+) Drakkar RowMed C (3) +4 14 5/3/2/1 +6 - +2 4 2GB 8GB 1GB Rj, Vo (4+)

208 CHAPTER 8 – REALM MAGIC

“The newcomer was a strange and terrifying sight. He stood on a low hillock overlooking the stream that meandered lazily across the field of battle, apparently lost in through and paying no attention to the battle raging around him. He wore robes like a priest; yet bore no symbol of god, only a multitude of mysterious sigils and runes, quite unlike anything used for writing in Anuirean. In the crook of his right arm – a tall and straight staff made of finely sanded ash. It too was covered in the same arcane symbols, and capped with an impossibly large emerald that seemed to pulse with an inner force. In his left hand a sword encrusted with jewels, in his right a cup of gold, on his finger a ring of power. Then, without the warning of sound or flicker of movement, wild energies erupted from the hillock, racing downwards to meet the Baron’s mercenaries as they charged across the stream. As it reached the soldiers, their skin blistered and burned like they had been caught in a great and terrible fire. Men died instantly by the dozen; with scores more trashing wildly in the water as the painful burns ate into their bodies like potent acid, turning their innards into bubbling ooze… - a nameless bard witnessing the wizard Regien rout a mercenary army in the employ of Baron Ghoere

The ability to cast realms spells is very rare. Not only In RoE any spellcaster can potentially wield realm does a spellcaster need to have mastered the many magic, as long as they are scions. This is because any scion challenges of ritual magic and have a bloodline, but he is potentially able to utilize True magic. Thus a bard could must also have access to either a source or temple holding conceivably learn realm magic, as long as he is blooded; of sufficient strength – so great is the power of realm but it is exceedingly rare, since said bard scion would magic that only by harnessing the power of the land or the benefit a lot from taking one or more sorcerer levels to gods, can a realm spell be cast. supplement his magic skills. Mastering Note that a number RoE has three primary sources of Realm magic is unique to Realm Magic of special rules apply magical power; arcane, divine and Birthright. It is only the to spellcasting in RoE; primordial. Arcane magic is combination of the divine Realm spells (like caster levels of the wielded by wizards, magicians, bloodlines and the vast personal spells) are arcane, same type stack, for sorcerers, and bards. This source of resources available to a divine, or primordial. example, and power is closely linked to the domain ruler that make these Wizards and sorcerers cast spellcasters with mysteries of the natural world. grand feats of magic possible. arcane spells, clerics cast classes in non- Divine magic is wielded by clerics, divine spells, and druids spellcaster classes do mystics, and paladins. Its source of Adapting the rules to other cast primordial spells (just gain a slight bonus to power is the gods – or perhaps settings such or as with personal spells). their caster level. from faith in the gods. Primordial is possible, Other spellcasting classes Check out Appendix magic is the province of druids, but requires some sort of also fall under one of the XX: Magic in RoE for skalds, and rangers. Its source of justification. three listed types of magic. additional details on power is elemental – tied both to the differences Casting a realm spell nature and the old faiths. Also keep in mind that realm between magic in works in pretty much the DnD and magic in the magic makes spellcasters same way regardless of It is also rumored that a dark twin able to do different things Ruins of Empire to arcane magic exists, drawing its type of magic employed, game. than non-casters, but are not but there are some minor power from the corrupted Shadow intended to make them differences that are Realm World. inherently more powerful. A described below. Generally summoned army, for speaking these differences magic Other, even more exotic, sources of example, is no more powerful are related to the casters power are not impossible – it is, than one bought using a differences between how after all, a magical world… comparable amount of the various classes learn There are two resources. and cast normal spells – groups of characters sorcerers for example, that can utilize realm automatically gain magic – regents and knowledge of new realm non-regents. spells when the go up in level and don’t have to prepare Regents have it comparatively simple; they specific realm spells beforehand. automatically gain the ability to cast realm spells (they

209 gain the Cast Realm Spell feat as a virtual feat), even if (nature) or Knowledge (religion) 8 ranks*, Spellcraft 8 they lack the prerequisite skills and feats. Note that this ranks. rule only applies to regents that could potentially (with *Sorcerers and wizards their current class levels) learn realm magic AND rule use Knowledge (arcane), domains that include holdings of the relevant type (temples druids use Knowledge Because of the many skill and/or sources). (nature), and clerics use ranks and feats required to Example: A wizard ruling a source type domain would Knowledge (religion). master realm magic, it is very benefit from this rule, but a fighter ruling a law domain (or Access to a Source or difficult for any caster of less even a temple domain) Temple Holding: To than 5th level (except regents) would obviously not! prepare or cast a realm to learn realm magic. The reasoning behind making Getting the Cast Realm spell, the caster must rule regents instantly able to cast Spell feat as a virtual feat a temple or source Only heroic human wizards realm magic is that they not does impose one holding of a level at least can actually expect to learn doing it on their own. It’s the restriction; the regent equal to the spell’s level. realm magic by 5th level domain that is utilizing realm cannot research Clerics cast divine without spending most or all magic, not just the regent. The additional realm spells realm magic and need of their feats and skill points casting of realm spells always (beyond the base spells access to temple holdings. (they have the most bonus provided by his class and feats and the most skill points involved the caster’s court, Druids cast primordial domain). to spend due to high Int). apprentices and so on, which realm magic and need makes it reasonable that they Non-regents have to access to sources, even could guide a new regent until work harder. They have though they also generate Non-humans, elite characters he gets his bearings. to learn it the hard way, regency from temple (who are less likely to known sending feats and skill holdings. realm magic in the first place), points to master this, the or non-wizards must usually Note that these rules are Sorcerers and wizards suitable for a domain-focused most difficult of magics. either sacrifice all their feats cast arcane realm magic (or take one or more flaws game. For a more character- Example: The High and must have access to upon character creation, if focused game the DM is of Priestess of the ETN source holdings. course free to make mastering wants her paladin/cleric that is allowed), or accept that Other classes cast realm magic into a series of lieutenant to learn how they cannot learn realm spells realm spell of the same adventures and challenges. to cast realm magic since until later. type as their character she thinks that would be level spells. an important asset to her Generally speaking, most NPCs domain. After he has Example: A paladin capable of using realm magic mastered realm magic, casts divine spells, so if he will be 5th level or higher, the ETN can, for example, prepare realm spell with the learns realm magic, he whether they are wizards or bonus lieutenant action. will cast divine realm not. Casting a realm spell is the spells. A ranger casts Note that many (but not all) domain rulers will already most complex and demanding primordial spells, so he’ll have learned realm magic before becoming regents; many type of endeavor a spellcaster be using primordial realm will have been the lieutenants of the previous rulers. Such can ever hope to undertake, spells as well. characters retain their existing abilities, and if they should and not something attempted cease being regent they could conceivably still continue to Such casters are, by an untried apprentice! utilize realm magic (as a lieutenant for example). A regent however, subject to their that benefits from the virtual Cast Realm Spell feat could usual limitations with also continue to study magic to learn the feat in the normal regards to the type of fashion (to get access to more realm spells). magic they can use, or what schools of magic Realm magic prerequisites they may utilize. At the domain level you can assume that any character Example: A bard can learn realm magic, but unless he described as being skilled with realm magic fulfills the takes a level of sorcerer, he’ll be limited to casting bard requirements – his exact skills and feats are not important, spell – mostly spells related to mental control and illusion, just whether or not he can utilize realm magic. as well as a smattering of other spell types. If the bard took a level of sorcerer he’d gain access to all sorcerer realm In a character-focused game the following requirements spells – in addition to bard realm spells. And since bard apply: and sorcerer caster level stack, he’d gain access to a wide Realm Spell Prerequisite: Cast 1st level spells (arcane, range of spells of several levels immediately. divine or primordial), Scion, Cast Ritual Spell, Cast Realm Multiclass characters with access to more than one type Spell, Extend Spell or Enlarge Spell or Widen Spell, of magic can utilize realm spells of any type they have Empower Spell or Heighten Spell or Maximize Spell, caster levels in. They must keep track of their caster level, Concentration 8 ranks, Knowledge (arcana) or Knowledge spells, etc. for each type of magic they know.

210 Multiclass spellcasters must meet the Knowledge domain only as long as the caster is attached to it; if he prerequisite for each magic type they want to cast realm should become unavailable (die for example), the spells spells from (unless they are a regent, in which case the become lost. requirement is waived). From time to time the DM might allow a cleric regent to Example: A cleric/wizard must have Knowledge (arcana) add one of his known spells to that of the domain; this is 8 ranks to cast arcane realm spells, and have Knowledge the only way a temple domain can permanently gain access (religion) 8 ranks to cast divine realm spells. His number to new spells. of ranks is Knowledge (arcana) does not affect his ability Druids (and other primordial spellcasters) learn realm to cast divine realm spells (and vice versa). spells in a way similar to both wizards and Learning realm spells clerics. They can The rules assume that the access the pool of wizard is part of an existing Realm spells are incredibly complex, and learning even a collective knowledge sorcerous domain and has access single such spell is no simple task. Characters of different available to their to a library of magical books and classes learn realm spells in slightly different ways, as domain AND they some sort of teacher. If he lacks shown below – generally speaking these rules are similar gain additional spells this, the DM may rule that he to how they learn normal spells. as they advance in doesn’t gain any spells Wizards (and other arcane: formulaic spellcasters) learn level. automatically and/or cannot five 0-level realm spells and three 1st level realm spells Most druid domains research additional spells. upon gaining the Cast Realm Spell feat (even as a virtual will have fewer spells Example: Jatim is the feat). Each time a wizard increases his arcane: formulaic associated than a apprentice of Meganno of the caster level, he can learn two new realm spells of any level comparable temple Three Towers. Assuming she has available to him. domain (mostly learned how to cast realm spells st An experienced wizard (caster level above 1 ) that gets because a druid she’ll be able to gain new spells the Cast Realm Spell feat (even as a virtual feat) domain lacks the huge as she progresses in caster level. immediately gains a number of additional realm spells as number of lesser Should she be cast out of the described above; apply each caster level one after another, clergy and lay Three Towers, the DM might well checking max spell level for each new caster level. members that a temple rule that she’ll need to find Wizards can learn any number of additional realm domain has). another source of magical spells, but must spend 1 research domain action per level In addition to spells knowledge before she can learn of the spell (paying the 1 GB cost of the action every provided by the additional spells. time). The DDC for this action is 10 + spell level. If the domain, a druid learns In addition the DM may want to action fails, it is wasted, and a new action must be three 0-level realm limit a wizard’s access to certain st attempted, until a number of successes equal to spell level spells and two 1 level spells; if the DM rules that a have been achieved. realm spells upon certain spell is not found within A wizard that only has Cast Realm magic as a virtual feat gaining the Cast the libraries of the sorcerous cannot research additional realm spells. Realm Spell feat. Each domain, it cannot be selected. A Clerics (and other divine spellcasters) immediately gain time he advances in wizard regent could, of course, access to a number of realm spells as soon as they gain the level, he gains access later research such a spell, adding Cast Realm Spell feat (even as a virtual feat). Each time to another realm spell it to the domain’s library in the the cleric gains access to a new spell level he will of a level he can cast. process. For this reason the DM automatically gain access to more spells. Druids can research might require wizard domains to Exactly what spells becomes available defends on which additional realm spells keep track of their realm spell temple the cleric belongs to – each temple domain has its as wizards do; the DM library. might wish to limit own list of spells that is available to its clerics. See each individual domain description for a list of spells available access to spells clearly to that temple. not associated with the druid’s domain (i.e. no winter-related spells for a Khinasi Example: The Orthodox Imperial Temple is an ancient desert druid). Regent-specific spells are lost when the and powerful temple of Haelyn. The domain is of Lawful regent dies or is removed from power. evil alignment, and is both quite militant and very involved in worldly affairs. As a result the OIT has a fairly extensive Sorcerers (and other arcane: spontaneous spellcasters) spell list (because it is old and powerful), including spells learn realm spells in a different way. When they gain the common to all Haelynic temples, a variety of spells useful Cast Ream Spell feat they automatically learn a number of during times of war and for influencing the mundane realm spells as indicated by the Sorcerer Spells Known world, and even some spells that you normally would not table (same table as for normal spells; realm spells known consider very appropriate for Haelyn. are counted separately). Individual clerics can learn additional realm spells in the When a sorcerer advances in level, he automatically same way wizards do. Such spells are available to the gains access to new realm spells just like he does normal spells (including the option of swapping known spells at

211 every other level). Sorcerers always have the option of spell, but he couldn’t prepare or cast it. His DDC for the learning a lower-level spell in place of a higher-level spell. research action would be +10 (the difference between spell Sorcerers cannot learn more realm spells than allowed by level and highest source level). the Sorcerer Spells Known table. It is obviously not possible to They do, however, have the learn realm spells of a spell level option of using the Research that you cannot cast or of a action to (as described for magic type that you have no wizards) to replace spells already caster levels in. known (in addition to any free Taking 10: It is possible to spell swapping allowed by “take 10” when researching a leveling up). Normal limits for realm spell. having only a virtual Cast Realm The DM may rule that taking Spell feat applies (i.e. no 10 is not possible if the character research). doesn’t have access to the Researching resources of a domain (if realm spells research is allowed at all that is). Taking 20: It is not possible to Here are some additional rules “take 20” when researching a and clarification regarding the realm spell. use of the Research action to learn new realm spells. Preparing a Once the spell has been realm spell successfully learned it is added to the casters repertoire: Preparing a realm spell is costly For clerics and druids it is and time-consuming. added to the list of spells One prepare realm spell available to the caster (not the domain action (1 month) is domain). required to prepare a realm spell; For sorcerers it is added to his the action can be taken as a realm list of spells known. The sorcerer action to allow you to prepare must either have a free realm more than one spell at a time spell slot, or he must lose one of (this is one of the reasons magic- his already known realm spells. using domains should not neglect their court). For wizards it is added to his spellbook – realm spell use one Any number of 0-level realm 100-page spellbook for each spell spells can be prepared with a level. Wizards must have access single use of prepare realm spell. to their spellbooks to prepare Once a realm spell has been realm spells. prepared, the spell is ready to be The cost of the spellbooks and cast at any time, just like one of the scribing is already included in the caster’s regular spells. the research action, and the If a realm spell has multiple wizard need not spend any more versions, you choose which gold or time writing the spell. version to use when you cast it. Limitations: Researching realm spells without access to Realm spells represent the ultimate magical the appropriate type of holding is difficult (but not accomplishment, and they cannot in any way be impossible). Add 10 to the DDC if the caster doesn’t rule manipulated with metamagic feats. at least a holding (0) of the appropriate type. Sorcerers need not specify which spell they are It is possible to research a realm spell even if you cannot preparing, but he must still use an action to ready each of with your current holdings prepare or cast that realm spell, realm spell slot – the sheer complexity of realm spells but it is difficult. Add 5 to the DDC for each ‘missing’ means that realm spells cannot be cast without at least holding level that would be needed to prepare and cast the some preparation. spell. Access to holding through a ley link is sufficient to avoid Realm spell slots these two penalties. You can prepare one realm spell for each spell level Example: An 8th level wizard (max spell level 4th) with available to you. only a single source (2) could research a 4th level realm

212 Example: A 5th level wizard could prepare one 1st, one Note that this check doesn’t mean the caster can skip the 2nd, and one 3rd level realm spell. component costs; they have to be paid in full, even if the In addition you can prepare a number of 0-level realm caster is in the middle of said swamp. This in turn either spells (often referred to as battle spells) equal to the requires the caster to bring with him an extensive array of number of spell levels available to you. components, or pay for preparation using RPs (see below). Example: If you can cast up to 5th level spells, you can If the Concentration check succeeds the spell is prepared prepare five 0-level spells. and can be cast at any time. Once prepared, a realm spell uses up a realm spell slot of If the Concentration check fails, the spell is not prepared, the appropriate level (so a 5th level realm spell uses up a 5th the components are wasted, and the spell slot is level spell slot). unavailable for the rest of the turn (one month), just as if the spell had been cast. You always have to option of preparing a lower-level realm in any realm spell slot. Realm spell Example: A 20th level cleric wants to prepare a lot of components bless land spells with a single realm action, filling his 9 available spell slots with this 1st level spell. Preparing a realm Concentration checks are rarely relevant on the domain level of Once cast, that spell slot is unavailable until next turn; spell is incredibly play – just assume that even people with divine bloodlines can handle only so costly. everything went smoothly, both much power. A realm spell costs a when preparing and casting number of GBs equal to Sorcerers have the same number of realm spell slots as your spells. other spellcasters, but instead of preparing spells they its spell level to prepare their spell slots (see above). prepare. The component cost for a Limitations: To be able to prepare a realm spell; you If concentration checks come realm spell is paid must be able to cast it, if you somehow lose the ability to into play at all it is usually as a during preparation of cast a realm spell of a particular level (for example through result of the caster adventuring the realm spell. level loss, or the contesting of your holdings), the spell is or taking part in a battle or not only wiped from your mind, but is considered to have If the caster is far some such. been “cast”, which means the slot is unavailable for the from his domain or rest of the turn. otherwise does not have access to his treasury, Example: An 11th level wizard has realm spell slots of he may be forced to pay levels 1st, 2nd, 3rd, 4th, and 5th. However, since he only has a the component cost partially or exclusively with RP (DM source (3) he cannot prepare or cast realm spell above 3rd discretion). level. He chooses to prepare two additional 3rd level realm spells in his 4th and 5th level slots. If you fail your Concentration check when preparing a spell it means that the spell’s components have been Concentration wasted. If you used RP in place of GB when preparing the spell, you lose those RPs. Preparing a realm spell requires patience, focus, and a suitable working environment. Too many distractions or Sorcerers pay the normal cost of 1GB per spell level other unfavorable conditions can make spell preparation when readying their realm spell slots. difficult or impossible. Note that some spells have an additional component cost When preparing a realm spell, the caster should ideally that is paid during casting. See each individual spell be in some quiet spot (often referred to as his sanctuary) description for details. that has been specially prepared for the task of preparing realm spells (usually in conjunction with the caster’s Casting a realm spell Court). Once prepared, realm spells have relatively short casting If a caster wants to prepare a realm spell outside his times. Most realm spells take one full hour (10 battle sanctuary, he must make a special Concentration check at rounds or 600 full-round actions) or one day (240 battle the end of the preparation time. This shouldn’t be an issue rounds etc.) to cast, although some spells have different most of the time, but a wizard trying to prepare a realm casting times. spell while trekking cross-county or hiding in a swamp far Regardless of the actual time spent casting a spell, it away from his tower would have to make a check. always counts as a free action when using the domain Difficulty Class: The DDC for this check is 15 + the rules. You can cast any number of realm spells during the spell’s level. The DM may assign additional modifiers if course of a turn, but when you cast a realm spell, that spell conditions are especially bad. slot is unavailable for the rest of the domain turn (1 The DAC is modified for level and skill mastery as month). This means you cannot prepare and cast multiple described in Chapter 10. spells with the same realm spell slot during a single turn.

213 Example: A wizard 11 can cast 1 spell of each of levels 1- Divine spellcasters are always connected to their highest 6, plus six 0-level spells. He could NOT cast a 6th level temple holding, as long as they have at least a temple (0) in spell and then prepare a new 6th level spell on that same the province in which the spell is being cast, and can trace turn - possibly even casting it again during the same turn! an unbroken line of temple holdings (of any level) back to the higher-level temple used for the casting. Additional spell components Primordial spellcasters need sources to cast their realm Some spells require you to use additional components spells, and can forge ley lines just like arcane spellcasters during the casting of the spell. As soon as you start casting do. They can also use the rules for divine spellcasters with the spell, this cost must be paid in full. regards to having access to their source holdings. Example: A druid wants to cast a 4th level realm spell in Regency requirement a province with a source (1). As long as he can trace a line In addition to choosing range, target, version etc., you of temple holdings back to a high-level source, he can cast need to expend the required number of RPs as soon as you the spell. Otherwise he needs a ley line. start casting a realm spell. If you don’t the spell Spellcasters can also borrow the networks of other immediately fails (but is still wiped from your mind). domains though the ley link action. Holding requirement Realm spells and metamagic When casting realm spells, the spellcaster must be able to It is not normally possible to change the way a realm access his magical energy, either in the form of mebhaighl spell works in any way. Metamagic feats cannot be applied or divine power. to realm spells. To cast a realm spell targeting a province (or any Concentration target within that province) you must have a temple or source holding there of a level equal to or greater that Casting a realm spell requires enormous focus, and if the level of the spell being cast. presented with too many distractions during casting, a Arcane and primordial realm magic requires access to a realm spell can fail. source holding. Divine realm magic requires access to a Since realm spells have such long casting times, temple holding. interrupting them is rather easy if the caster doesn’t take Depleting holdings: A single holding (source or temple) precautions. can only power a single realm spell of its level – once used If interrupted or distracted in a major way when casting a to cast such a spell that holding becomes depleted until realm spell the caster must make a special Concentration next turn. check at the end of the casting time. When casting spells of lower levels multiple spells can Most of the time, this isn’t an issue, but does in part be cast using one holding; a holding can power a number explain why many spellcasters prefer to stay away from of spell levels equal to its level before going inert. 0-level the battlefield. realm spell can always Difficulty Class: The DDC for the Concentration check be cast as long as there Most of the time a spellcaster is proportionate to the level of distraction; see Chapter 10 is a holding, even an will have access to all or most for guidelines. inert one. of his source/temple network, If you fail the any Concentration check you are forced to meaning that unless he has a Source or temple make during casting, the spell is lost along with all RPs very small magical domain he network: Fortunately and GBs used. will have more than enough arcane spellcasters can forge networks of ley The spell slot is unavailable for the rest of the turn (one holdings to power his spells. month), just as if the spell had been cast. lines, effectively giving It is only under special them high source levels Duration circumstances, such as when even in provinces where casting a LOT of spells in one they have only low-lever Many realm spells have timed durations. Once cast such turn, or if you have been cut sources. A ley line can spells last their full duration even if the source/temple off from the bulk of your link any two sources requirement needed to cast the spell in the first place is no (even a level 0 source), domain that you will have to longer met. A sustained spell, however, immediately ends effectively making the if the requirement is no longer met. carefully consider the weaker source equal in th limitations to your Example: A wizard casts a 4 level realm spell (ley level to the stronger spellcasting. ward) in a province where he has a source (1). Later an source. enemy mage sunders the ley line. Since ley ward is a Example: A sorcerer sustained spell, it immediately ends. forges a ley line between a source (5) and a source (1). For the purpose of determining if a realm spell can be cast, the weaker source is considered a source (5).

214 Sea areas and realm spells dissipate uncontrollably, so it is advisable to keep them below 10-15 provinces in length. A coastal sea area is considered to be part of a province It is possible to forge ley lines across open water, but adjacent to it for the purposes of casting realm spells. The doing so is difficult. Each sea area (including coastal sea only way to affect things in deep sea areas is to forge ley areas) counts as 5 provinces for the purpose of determining lines there (dissipates at turn's end), or use a spell with a DDC and RP cost. Ley lines crossing open water tend to special range that allows to you to affect deep sea areas. become very unstable when crossing more than 3 consecutive areas of open water (150 miles or so). A ley Ley networks line can be forged as to terminate in a sea area, but since Ley lines are vital to the functioning of an arcane there is no terminus source to anchor it, it will always spellcaster’s domain (and temple networks function in a dissipate at the end of the turn. similar fashion; see below). You must also decide which route a ley line follows from Ley lines are created and maintained through the use of a its origin to its terminus. Ley lines usually follow a fairly series of domain actions: forge ley line, forge extension, straight line from origin to terminus, but this need not and forge hookup. always be the case. If you want, you can bend and twist the ley line as much as you want to, but the DM will charge Ley lines also need to be maintained by using the you a minimum of 1RP extra (more if the line is very maintain ley lines domain action. It is also possible to twisted) and raise the DDC to forge the line by an equal (or borrow another spellcaster’s ley lines (permission greater) amount. required) using the ley link domain action. Check out the domain action descriptions for these actions, since The ley line has no effect on the provinces it passes knowledge of them will be important to understanding the through, only the terminus province. It can be detected and realm magic rules. manipulated, but does not allow you to use it to cast realm spells unless you link it to those provinces using the forge Creating ley lines hookup domain action. A ley line must always originate from a source (1) or Ley lines always have a province of origin and a greater. It can terminate anywhere, but unless the creator terminus province. The creation of a ley line costs 1GB has a source (0) or stronger in the terminus province, the and a number of RP equal to the number of provinces ley line will automatically dissipate at the end of the crossed by the line. A ley line can be as long as the caster domain turn. wants, but some very long lines have been known to

215 If the originating source holding drops below level 1, the extension or hookup dissipated in this manner immediately ley line immediately dissipates. If the terminus holding is ceases to function. destroyed, the ley line dissipates at the end of the domain Ley lines can also be destroyed or disabled through the turn. use of certain realm spells. There are also a number of Each turn you must pay 1RP for every ley line you have spells that hide ley lines from unwanted attention, or place (regardless of how long it is), otherwise it will dissipate at powerful wards on them to prevent tampering (trying to the end of the domain turn. You also have to pay for any destroy a warded ley line can be quite dangerous). extensions and hookups at this time (see below). If the owner of a ley line wants to get rid of a line mid- turn (for whatever reason) he can use realm spells to Extensions and hookups destroy or disable his own ley lines. It is possible to forge extensions to an existing ley line from any point of that line using the forge extension Ley line dissipation domain action. The extension can be of any length and can When a ley line dissipates (for any reason) the entire ley terminate anywhere you want, subject to the same rules as network will dissipate, starting with the province where the ordinary ley lines. Extensions created line is dissipated and moving out in this fashion must be kept track of in both directions. separately and upkeep must be paid The dissipation effect also as laid out by the maintain ley lines travels along any extension forged domain action. to the dissipated ley line since the It is also possible to link an extension is dependent on the existing ley line or extension to any parent line for its power. province it passes through by using The dissipation is stopped by the the forge hookup domain action. presence of any hookup. In many Every province that is hooked into a cases the owner of a dissipated ley ley line in this fashion enjoys access line will end up with a hole in the to the highest-level source in that ley middle of his ley line, and two network. smaller separate ley lines Both extensions and hookups (recalculate upkeep next turn). require 1RP in upkeep each domain If a ley line is disabled but not turn, or they will dissipate at the end destroyed, the effect is the same, of the domain turn. but the ley network is not Extensions can be forged across permanently harmed, and returns open water using the same rules as to normal after the disruption for ordinary ley lines. If you want, effect has ended. you can even forge a hookup into a It is generally prudent not to sea area, but since there is no source maintain very long ley lines or to to anchor it, the hookup will always make too many extensions to the dissipate at the end of the domain same line. Using plenty of turn. hookups make let networks far Ley links more durable (but more expensive to maintain). Ley links allow you to let When arcane spellcasters engage spellcasters other than your regent each other in hostilities, they often access your network. The link lasts for only one turn, so start by trying to disable or destroy their enemy’s ley there is no maintenance to be paid (but the action may of network. If that can be accomplished, the enemy mage will course be repeated on later turns). be weakened (especially if he only a few high-level Unless otherwise specified the link is assumed to be holdings and many weaker ones). made in your court province, and if your network is disrupted mid-turn this may have implications. Most of the Temples as ley networks time this should not be an issue, but sometime it might be prudent to have, say a lieutenant, link into a remote and/or Divine and primordial spellcasters with access to temple vulnerable part of the network. holdings have certain advantages over arcane spellcasters. They have no need for creating or maintaining any ley Manipulating ley lines lines, extensions or hookups. Instead their temple holdings give them access to what amounts to a ley network that The owner of a ley line, extension or hookup (nut not a connects all possible sources with an unlimited number of ley link) can let it dissipate by not paying the 1RP ley lines, extensions and hookups. maintenance cost at the start of the turn. A ley line,

216 When checking to see if a divine or primordial Spellcasters learn, prepare, and cast battle spells just like spellcaster can cast a realm spell, you check to see if he higher-level realm spells, with the following has a temple (0) or greater in the province the spell is modifications: being cast in, and that he can trace an unbroken path of Preparation time: You can prepare any number of battle temple holdings (of any level) back to the higher-level spells with one prepare realm spell action. temple needed to cast the spell. If that is possible, the spell Preparation cost: A battle spell costs 0,5 GB to prepare. can be cast, otherwise it can’t. Holding level: Battle spells only require a holding (0) to Temple networks otherwise work in much the same way be cast. as source networks. If the chain of temples is broken the effect is the same as if a source or ley line was taken out of Realm spells and the ley network (in particular, spells with timed sustained durations may be cancelled). characters Since divine spellcasters can’t forge ley lines and ley links, they Most realm spells target big things; have a limited ability to cast their units, battlefield squares, entire realm spells at sea (not that armies, provinces, and so on. arcane spellcasters have an easy Sometimes, however, it becomes time doing it), being able to important to know how a realm spell reach only coastal areas adjacent affects as single character. to provinces where they have a If the PCs are part of a unit that temple holding (except of course gets hit by mass destruction, you spells that specifically have a might need to know how much range that allow them to be cast damage each character took to into deep sea areas). determine if they are killed or not. Druids don’t have this This isn’t terribly important on the problem; if they absolutely must domain level of play, but for they can forge a deep-sea ley line adventure-style play it’s quite and then cast the spell as normal. essential that realm magic have a This is a very rare event, mostly defined effect on single characters. because the cost of the ley line While some realm spells might list will be so high; but sometimes the exact effect the spell has on hitting that fleet with mass individuals, many spells do not. For destruction can be a real life- such spells, look for a normal spell saver. of the same level that produces an effect similar to the realm spell. For instance, mass destruction is Battle Spells 3rd level and behaves much like the area damage dealing spells fireball While all spellcasters can and lightning bolt. Hold army is contribute on the battlefield just another 3rd level spell that looks a lot like non-spellcasters, they have like a hold person spell, and so on. no special power or ability to affect battles, beyond what their So if a group of characters were potential targets from a mass Effective Character Level (ECL) th would indicate. destruction cast by a 9 level sorcerer, they would take 9d6 points While it is true that spellcasters of energy damage. They would get a who have mastered True magic Reflex save for ½ damage, spell can perhaps do a great deal of resistance would apply, and someone damage in a short period of time, with improved evasion would their overall effect on a battle probably feel quite safe. will not be any greater that of a fighter or rogue of similar level. The DM will have to decide in each case, but the same realm spell Spellcasters who know realm should generally have the same magic can also utilize battle effect each time it is cast. spells. Battles spells are really just 0-level realm spells. They usually affect a single unit, battlefield square, or equivalent. Those battle spells that are not instantaneous generally have a short duration – most often 1 battle round/caster level.

217 Realm Spell Descriptions Range Many realm spells can be cast only in the same province Name as the caster is in, but there are exceptions. The first line of every realm spell gives the name by Personal: The spell affects only the caster. Example: gift which the spell is commonly known. of immortality. School Touch: You must touch a creature or object to affect it. If the spell targets several creatures or objects, you must Beneath the spell name is a line giving the school of touch many of them. Example: cure army. magic (and any subschool). This entry is identical to that If used during a battle, you must either join the unit to be of normal spells. affected or be engaged in melee combat with it. [Descriptor] Close: The spell can reach any target in your immediate vicinity (any target that you can see or perceive with your Appearing on the same line as school and subschool, own senses). Example: eldritch blast. when applicable, is a descriptor that further categorizes the If used during a battle, assume that you can reach spell in some way. This entry is identical to that of normal anywhere on the battlefield (as long as you can see it), spells. regardless of your own position. Level Medium: The spell can reach any target in the same province as the caster. Example: subversion. The next line shows the level of the realm spell, as a For spells that target multiple provinces (or number between 1 and 9. holdings/assets in multiple provinces) the caster is There are also 0-level realm spells, which are most often assumed to travel to each province. If the caster is referred to as battle spells or sometimes as True rituals. somehow prevented from traveling to a certain province, This entry is otherwise identical to that of normal spells. the spell fails with regard to that province. Long: The spell can reach any target within provinces Components connected to the caster's ley or temple network. Example: All realm spells always require the following bless the holy land. components: Verbal (V), Somatic (S), Material (M), Focus Note that just because the caster can remain within the (F), Regency (RP), and sometimes Experience Points safety of his sanctuary while casting such a spell, a long (XP). range does not imply that the spell ignores the This line only shows any extra GB cost for Material source/temple level requirement that all realm spells are components incurred during casting and/or any XP cost bound by. associated with the casting. Special: Some spells have special ranges that are more Example: Bless the holy land costs an extra GB per fully described in their descriptive text. Example: path of province affected, paid during casting. the planes. If you fail a Concentration check when casting a realm Aiming a realm spell spell, the spell is lost and any GBs used are expended (you only use the XP if the spell is successfully cast). Depending on the spell being cast, you must make a choice about which the spell is to affect or where the effect Note that it always costs a number of GBs equal to the is to originate. spell’s level to prepare it, which is not listed in each spell’s description (this cost is paid during preparation of Target or targets the realm spell, and has nothing to do with casting it). Some spells, such as dominate realm, have a target or Regency targets. You cast these spells directly on the target. You must be able to see or touch the target, and you must This line shows the regency (RP) cost for casting the specifically chose that target. realm spell. If you cast a targeted spell on the wrong sort of target, If you fail a Concentration check when casting a realm the spell has no effect. spell, the spell is lost and any RP used are expended. Asset: The target of the spell is some sort of domain- Casting Time level asset. Example: raze. Battlefield: The target of the spell is a single battlefield. Most realm spells have a casting time of 1 hour or 1 day Any unit or character present on the battlefield is affected. (1 free action during domain play). Example: hypnotic sky.

Condition: The target of the spell is some sort of condition that applies to an asset, holding or province

218 (such as prosperity, stability, or ruler). Example: chains of Spread: A spread spell spreads out like a burst but can loyalty. turn corners. You select the point of origin, and the spell Creature: The target is a person, monster or other spreads out a given distance in all directions. Figure the creature. Example: gift of immortality. area the spell effect fills by taking into account any turns the spell effect takes. Example: mass destruction. Holding: The target is a holding or holding levels. Example: bless holding. Cone, Cylinder, Line, or Sphere: Most spells that affect an area have a particular shape, such as a cone, cylinder, Object: The target is a physical object. Example: break line, or sphere. artifact. Cone: The cone shoots away from you in the direction Province: The target is a province or province levels. you designate. A cone starts at a point directly before you, Example: armageddon. and it widens out as it goes. A cone’s width at a given Square: The target of the spell is a battlefield square. distance from you equals that distance. Example: lecherous Example: quagmire. shadows. Effect Cylinder: When casting a cylinder-shaped spell, you select the spell’s point of origin. This point is the center of Some spells, such as summon army spells, create or a horizontal circle, and the spell shoots down from the summon things rather than affecting things already present. circle, filling a cylinder. A cylinder-shaped spell ignores You must designate the location where these things are to any obstructions within its area. Example: light of the appear, either by seeing it or defining it. Range determines searing sun. how far away an effect can appear, but if the effect is Line: A line-shaped spell shoots away from you in a line mobile it can move regardless of the spell’s range. in the direction you designate. It starts from any corner of Ray: Some effects are rays. You aim a ray as a ranged your square and extends to the limit of its range or until it touch attack (Attack = Caster level, Defense = 10 + strikes a barrier that blocks line of effect. A line-shaped Speed). Intervening units or obstacles can block you line spell affects all creatures in squares that the line passes of sight or provide cover for the targets you are aiming at. through. Example: Example: searing light of heaven. Sphere: A sphere-shaped spell expands from its point of Spread: Some effects spread out from a point of origin origin to fill a spherical area. Spheres may be bursts, (generally either a battlefield square or a province). You emanations, or spreads. Example: resilient sphere of designate the point of origin, but generally have no control battlefield protection. over where the effect spreads. Example: death plague. Structures: A spell with this kind of area affects Area structures within an area you select (as units, but affecting objects instead). Example: warp the infernal machine. Some spells, such as mass destruction, affect an area. Units: A spell with this kind of area affects units directly Area type spells are commonly those with Short range, (like a targeted spell), but it affects all creatures in an area which have been optimized for use on a battlefield. of some kind rather than individual units you select. The You select where the spell starts, but otherwise you don’t area might be a spherical burst, a cone-shaped burst, or control which creatures or objects the spell affects. The some other shape. Some spells affect “living creatures,” area a realm spell affects is usually described in provinces which means all creatures other than constructs and or battlefield squares. Most spells fall into one of the undead. Units in the spell’s area that are not of the categories below. appropriate type do not count against the creatures Burst, Emanation, or Spread: Most spells that affect an affected. Example: shadow strike. area function as a burst, an emanation, or a spread. In each Other: A spell can also have a unique area, as defined in case, you select the spell’s point of origin and measure its its description. effect from that point. (S) Shapeable: If an area or effect entry ends with Burst: A burst spell affects whatever it catches in its “(S)”, you can shape the spell. A shaped area can have no area, even including creatures that you can’t see. It can’t dimensions smaller than a battlefield square. affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). Duration The default shape for a burst effect is a sphere, but some Once you’ve determined who’s affected and how, you burst spells are specifically described as cone-shaped. A need to find out for how long. burst’s area defines how far from the point of origin the Timed durations: Timed duration spells have two spell’s effect extends. Example: magic blast. entries. One generalized value that gives the duration as 1 Emanation: An emanation spell functions like a burst battle, 1 action round, 1 domain turn, or 1 year. Some spell, except that the effect continues to radiate from the timed spells are sustained meaning they require a constant point of origin for the duration of the spell. Most supply of magical energy. The parenthetical entry shows emanations are cones or spheres. Example: find the divine the exact duration expressed in battle rounds days, weeks, blood. months or seasons. Which entry is used varies from game

219 to game (RoE uses the generalized value). Example: bless the holy land. Instantaneous: The energy comes and goes the instant the spell is cast, though the consequences of the spell might be long-lasting. Example: mass destruction.

Permanent: The energy of the spell remains indefinitely. It is vulnerable to dispelling. Example: shadow gate.

Saving Throw Some realm spells allow an affected target to make a saving throw to avoid some or all of the effect. Realm spells follow the same rules as regular spells, with a DC of 10 + spell level + the highest level holding used when casting the spell. Remember that units usually use their Morale bonus when called on to make Fortitude and Will saves, and use their Speed as a bonus when making a Reflex save. Generally speaking, realm spells are quite powerful, but are rather unfocused, so they are no harder to resist for individuals that the character level equivalent. Both units and characters are allowed a saving throw against realm spells, but only one save is allowed per spell. If an important character (such as a PC) is affected by a realm spell, he can choose whether to accept the result of the unit’s save, or make his own save. Spell resistance

Spell resistance applies normally; the caster level check to overcome Spell Resistance is 1d20 + caster level. As with saving throws, a character can choose whether to be counted part of the unit, or take his chances alone. Generally speaking, realm spells are quite powerful, but are rather unfocused, so they are no harder to resist for individuals that the character level equivalent. Description

This is just flavor text, intended to give a little history and feel to each spell. Game Effect

This entry shows the game effect of a realm spell. Once you know which creatures, objects or areas are affected, and determined if any of those have made successful saving throws or been protected by spell resistance, you can apply whatever results a spell entrails. Character Level Equivalent

This line shows what effects individual characters are subject to. Not all spells have this line.

220

CHAPTER 9 – REALM SPELLS

”I can transport an army across many leagues with a wave of my hand, call upon my otherworldly allies with a word, or smite my enemies with but a glance. Such is the power of the Realm magic I command, that no mere mortal can hope to play with such energies and live. Only those descended from the gods can do this – and then only after many years of excruciating study and practice. - the wizard Caine speaking to the gathered nobles of Endier, convincing them of the need to employ him as their Court Mage; in return for a very modest grant each season…

This chapter is about the many powerful realm spells that Cultural Comprehension. All creatures within a province are available to those who have mastered the mysteries of understand one another. realm magic. The list is not exhaustive; rare realm spells Realm Scrying. Caster can peer at events in far away might be known only to a single caster or languish provinces. forgotten in an ancient library… Domination Dreamless Sleep. A great number of people fall asleep, Spell Level: There are three types of magic (arcane, disrupting province activities. divine, and primordial), so each spell can have up to three Fool the Unwanted Visitor. Fools enemy spies. listings for level. A spell can be of different level for Subversion. Force one character, holding, or asset to take different types of magic. a “domain action”. Caster Level: The caster level refers to the caster level Evocation in the type of magic (arcane, divine, and primordial) Blinding Light. A bright flash of light blinds everyone employed to cast the realm spell. outdoors. Number of levels beyond minimum requirement: This Clap of Heavenly Thunder. Deafens and stuns opponents. entry refers to the number of caster levels the caster has in Magic Blast. Creates powerful blast of magical energies. excess of the minimum needed to cast the spell. So a Obfuscation wizard 5 casting a spell of level 1, with “every 2 levels Cloak of the Chameleon. Units become difficult to spot beyond minimum requirement” in the Targets entry, can with mundane means. affect two extra targets. Hypnotic Sky. Units must save or be fascinated. Perdition ARCANE REALM SPELLS Coward's Heart. Enemy units become frightful and dispirited. st 1 - LEVEL ARCANE REALM SPELLS Shadowy Figments of Enfeeblement. Greatly weakens Abjuration target units. Protection from Realm Magic. Hostile realm magic may Winter's Chill. Target province becomes chilly and be countered. unpleasant to the living. Protection from Shadow. Protects against creatures of Transmutation the Shadow. Alchemical Transformation. Use magic to turn things Shield the Mundane Army. Force fields deflect missiles into gold and gems. and magic rays. Forced March. Doubles movement of target units. Ten Thousand Sentinels. Your armies cannot be surprised The Unstoppable Messenger. Conduct a “court-less” by normal means. diplomacy or dispatch action without chance of detection Conjuration or interception. Armor of the Defenseless. Gives one or more units a +4 armor bonus to Defense. 2nd - LEVEL ARCANE REALM SPELLS Obscuring Mists. Thick mists and fogs make scouting and Abjuration battling difficult. Mask Ley Line. Hides any or all ley lines belonging to the Summon Army I. Calls units of outsiders to join your caster. army. Source Protection. Protects a source from damage or The Mounted Army. Summons mounts for one or more interference. units. Ward Against Scrying. Prevents magical information Divination gathering in a province. Conjuration

221 Celestial Siege Train. Creates a number of siege engines Mass Destruction. Destructive energies cause massive for the caster's army. damage to enemy armies. Summon Army II. Calls units of outsiders to join your Protective Winds. Wind deflects missiles, flying creatures army. , and gasses from your army. Divination Raging Winds. Disrupt enemy troop movements by Detect Ley Line. Locates all ley lines passing through a calling down gale strength winds. given province. Obfuscation Domination Feign Destruction. Make a location appear to be Battle Fury. Army units attack furiously, at the expense of destroyed and devoid of life. defense. Hidden Army. Army becomes difficult to detect. Hold Unit. Prevent a unit from moving. Perdition Evocation Legion of the Dead. Calls units of skeletons and zombies Ethereal Blast. A more powerful magic blast. to join your army. Obfuscation Shadow Strike. Inflicts damage on undead. Mask of Experience. Make any army appear to be Transmutation composed of different units. Army of Heroes. Gives a temporary boost to physical Royal Facade. Make a court appear better than it is. abilities. Perdition Palace of Splendor. Transforms one court into an aesthetic Bone Rot. Destroys corporeal undead. marvel. Mark of the Dead. Make undead ignore the living. The Terrible Army. Target units cause fear in melee. 4th - LEVEL ARCANE REALM SPELLS Transmutation Abjuration Aim of the Master Archer. Target units gain +2 bonus to Greater Source Protection. More powerful version of Missile and Range. source protection. Armor of True Steel. Target units gain +2 enchantment Ley Shield. Makes it easier to oppose the creating of ley bonus to defense. lines. See the Hidden Enemy. Your army gains nightvison, Source Trap. Same as ley trap, but protects your sources darkvision, and bonuses to spot. (including against Contest Weapons of Steel and Murder. Target units gain +2 actions). enchantment bonus to Melee. Conjuration Stronghold. Instantaneously creates a castle or 3rd - LEVEL ARCANE REALM SPELLS fortification. Abjuration Summon Army IV. Calls outsiders to join your army. Dispel Realm Magic. Cancel another realm spell. Divination Ley Trap. Harm another caster who tries to interfere with Accurate Intelligence. Gain detailed information on your ley lines. enemy troop dispositions. Protection from the Changing Seasons. Prevents Domination extremes of weather from Dominate Army. More powerful version on subversion. disrupting a province. Hold Army. Prevent an army from moving. Ward Against Undead. Evocation Ward Realm against Chaos/Evil/Good/ Law. More Great Wall. Wall of fire and ice protects a province. powerful version of Protect Realm. Resilient Sphere of Battlefield Protection. Globe of force Conjuration shields battlefield, limiting spellcasting. Armor of the Warrior. Gives one or more units a +6 Obfuscation armor bonus to Defense. Phantasmal Warriors. Fearsome illusion attacks the Nauseous Fumes. Unhealthy fumes and mist make it enemy. difficult to occupy a province. Unseen Army. Army is almost impossible to detect, even Phantom Riders. Creates phantom steeds for your army. with magic. Summon Army III. Calls units of outsiders to join your Perdition army. Death Plague. Starts a terrible plague. Winter's Long Fingers. Cold weather and heavy snowfall Gloom. A powerful fear spell affects the province. in a province. Transmutation Divination Curse Realm. Places a powerful curse on a province. Follow the Regent's Trail. Locate other regents in your Deactivate Ley Line. A ley line stops working for a period domain. of time. Trace Ley Line. Traces the entire length of a ley line. Domination 5th - LEVEL ARCANE REALM SPELLS Demagogue. Affect the loyalty of a province. Abjuration Inflame. A more powerful version of battle fury. Dismiss Army. Send outsider units back to their home Evocation plane.

222 Ley Ward. More powerful version of ley trap. Summon Army VII. Calls outsiders to join your army. Realm Warding. Create a barrier of misdirection that Divination prevents entry/exit. Greater Scrying. Can uncover plots and secrets in Shadow Ward. Prevents creatures from passing into and addition to normal intelligence. out of the Shadow World. Domination Conjuration Grip of Madness. Inhabitants of a province become Armor of the Knight. Gives one or more units a +8 armor confused. bonus to Defense. Evocation Gold Rush. Created valuable substances, increasing Obfuscation province wealth. Perdition Summon Army V. Calls outsiders to join your army. Shadows of Death. Shadowy strands of negative energy Divination leak from the Shadow World, permanently killing all they Find the Divine Blood. Locates all scions in a province. touch. Ruornil’s Indictment. Transmutation Domination Animate Forest. Animates trees to fight for you. Army of Fools. Targets have their Int reduced to 1. Siphon Mebhaighl. Steal mebhaighl from another Defection. Units change sides. wizard's source. Evocation Cataclysm. A more powerful mass destruction. 8th - LEVEL ARCANE REALM SPELLS Winter's Deep. Terrible cold covers a province. Abjuration Obfuscation Mebhaighl Block. Makes spellcasting very difficult by Nightmare Battlefield. Units become dispirited and blocking access to the frightened on the battlefield. mebhaighl. Perdition Conjuration Transmutation Investiture. Perform one of the many types of investiture Arcane Transportation. Teleports units from province to ceremonies. province. Summon Army VIII. Calls outsiders to join your army. Masela’s Ley Line. Makes it possible to forge a ley line Divination across the open sea. Eye of the Gods. Learn everything about one object, place Raze. Destroy castles and fortifications. or person. Sunder Ley Line. A ley line is permanently destroyed. Domination Chains of Loyalty. Make province population extremely 6th - LEVEL ARCANE REALM SPELLS loyal to you. Abjuration Evocation Dispel Realm Magic, Greater Light of the Searing Sun. Intensifies sunlight, harming Source Ward. Same as ley ward, but protects your sources the living and destroying the undead. (including against Contest actions). Obfuscation Conjuration Perdition Mounting the Waves. Lecherous Shadows. Absorbs life force of enemy Summon Army VI. Calls outsiders to join your army. soldiers. Divination Greater Army of the Damned. Calls units of wraiths to Domination join your army. Change Allegiance. Steal one or more holdings. Transmutation Evocation Poison Source. Disrupt a source to make it unusable. Obfuscation Phantasmal Army. Fearsome illusion attacks the enemy. 9th - LEVEL ARCANE REALM SPELLS Perdition Abjuration Army of the Damned. Calls units of wights to join your Celestial Invulnerability. The caster is almost completely army. protected from all attacks. Transmutation Mundane Realm. Siphons of all mebhaighl, making Deplete Mebhaighl. Source provides no regency for a spellcasting impossible and period of time. rendering magic items inert. Enhance Source. Temporarily increase the level of one Conjuration source Path of the Planes. Make a permanent bridge between two planes. 7th - LEVEL ARCANE REALM SPELLS Summon Army IX. Calls units of outsiders to join your Abjuration army. Banish Army. Banish outsider units without a save. Divination Conjuration Discern the Myriad Truths. Gain knowledge of possible Cloud of Daggers. Army is attacked by small blades. futures until caster's death.

223 Domination Summon Army II. Calls units of outsiders to join your Dominate Realm. Transfers the control of a province with army. all holdings and assets. Ward Against Scrying. Prevents magical information Evocation gathering in a province. Armageddon. Creates a terrifying rain of destructive Winter's Chill. Target province becomes chilly and energy that can destroy entire provinces. unpleasant to the living. Obfuscation Forgotten Realms. Makes a province completely 3rd - LEVEL DIVINE REALM SPELLS forgotten and inaccessible. Battle Chant. Army gains +1 morale bonus to Melee, Perdition Charge, Morale, and Cohesion. End of Days. Slowly drains all life inn a province. Cure Plague. Stops a mundane plague, or counters Death Mebhaighl Corruption. Causes all use of magic to cause Plague. energy drain. Curse Realm. Places a powerful curse on a province. Shadow Gate. Opens a large portal to the shadow world, Death Plague. Starts a terrible plague. through which undead may Dispel Realm Magic. Cancel another realm spell. pass. Heavenly Bridges. Allows you to ignore all rivers when Transmutation calculating movement. Destroy Source. Destroys one source. Honest Dealings. Augments economical activity in a Transform Province. Physically reshape a province. province. Legion of the Dead. Calls units of skeletons and zombies to join your army. DIVINE REALM SPELLS Lift Curse. Frees a province from all curses. Protection from the Changing Seasons. Prevents 1st - LEVEL DIVINE REALM SPELLS extremes of weather from disrupting a province. Bless the Faithful Army. Army units gain +1 morale Protective Winds. Wind deflects missiles, flying bonus to Morale. creatures, and gasses from your army. Bless the Sacred Fleet. Ships gain +1 morale bonus to Searing Light of Heaven. Divine light causes damage to Morale. target units, more against undead. Bless the Holy Land. Provinces gain +1 morale bonus to Summon Army III. Calls units of outsiders to join your Province level and a +1 prosperity adjustment. army. Blight. Provinces suffer a -1 morale penalty to Province Vestment of the Gods. Army gains +1 enchantment bonus level and a -1 prosperity adjustment. to defense. Clap of Heavenly Thunder. Deafens and stuns units on Ward Against Undead. the battlefield. Ward Realm against Chaos/Evil/Good/Law. More Coward's Heart. Enemy units become frightful and powerful version of Protect Realm. dispirited. Cultural Comprehension. All creatures within a province 4th - LEVEL DIVINE REALM SPELLS understand one another. Celestial Boon. A powerful blessing that increases income Investiture. Perform one of the many types of investiture and growth. ceremonies. Conversion. Steal one level of temple holding from Mark of the True Believer. Magically marks all members another regent. of your own faith. Gird the Holy Fleet. Protection from Realm Magic. Hostile realm magic may Greater Cure Army. Army is affected by a cure critical be countered. wounds spell, removing 2 hits. Protection from Shadow. Protects units against attacks Holy War. Saves army expenses on active units. from undead. Summon Army IV. Calls units of outsiders to join your Summon Army I. Calls units of outsiders to join your army. army. Warrior at Heart. Units are considered Elite.

2nd - LEVEL DIVINE REALM SPELLS 5th - LEVEL DIVINE REALM SPELLS Aid the Righteous. Army gains +1 bonus to morale and Dismiss Army. Send outsider units back to their home cohesion. plane. Bless the Sacred Holding. Holding gets a +1 morale Excommunication. Proclaims one regent and all his bonus to Holding level and can't be contested. holdings as "enemies of the faith". Cure Army. Army is affected by a cure moderate wounds Ruornil’s Indictment. Maps the strength of the Veil. spell, removing 1 hit. Shadow Ward. Prevents creatures from passing into and Enthralling Speech. Captivates enemy units. out of the Shadow World. Mark of the Dead. Make undead ignore the living. Summon Army V. Calls units of outsiders to join your Realm Scrying. Caster can peer at events in far away army. provinces.

224 6th - LEVEL DIVINE REALM SPELLS Nature’s Fury Unleashed I. Summons natural creatures Banish Army. Banish outsider units without a save. to fight for you. Consecrate Minor Relic. Create a minor relic (magic Realm Scrying. Caster can peer at events in far away item). provinces. Crusade. More powerful version of Holy War. Ten Thousand Sentinels. Your armies cannot be surprised Dispel Realm Magic, Greater by normal means. Divine Shroud. Makes units resistant to magic and create The Mounted Army. Summons mounts for one or more spawn ability. units. Heal Army. Army is affected by a heal spell, removing all damage. 2nd - LEVEL PRIMORDIAL REALM SPELLS One True Faith. Makes it difficult for DIVINEs of other Armor of the Defenseless. Gives one or more units a +4 gods to pray for spells. armor bonus to Defense. Summon Army VI. Calls units of outsiders to join your Battle Fury. Army units attack furiously, at the expense of army. defense. Cure Army. Army is affected by a cure moderate wounds 7th - LEVEL DIVINE REALM SPELLS spell, removing 1 hit. Declaration of Sainthood. After a characters death, Nature’s Fury Unleashed II. Summons natural creatures proclaims him a saint of your faith, raising him to divine to fight for you. rank 0. See the Hidden Enemy. Your army gains nightvision, Holy City. Declare one province as your spiritual capital. darkvision, and bonuses to spot. Raging Sky. Call down high winds, hail and lightning on Ward Against Scrying. Prevents magical information your enemies. gathering in a province. Summon Army VII. Calls units of outsiders to join your army. 3rd - LEVEL PRIMORDIAL REALM SPELLS Dispel Realm Magic. Cancel another realm spell. 8th - LEVEL DIVINE REALM SPELLS Heavenly Bridges. Allows you to ignore all rivers when Chains of Loyalty. Make province population extremely calculating movement. loyal to you. Hidden Army. Army becomes difficult to detect. Consecrate Relic. Creates a powerful relic (magic item). Lift Curse. Frees a province from all curses. Eye of the Gods. Learn everything about one object, place Nature’s Fury Unleashed III. Summons natural creatures or person. to fight for you. Summon Army VIII. Calls units of outsiders to join your Protection from the Changing Seasons. Prevents army. extremes of weather from disrupting a province. Wrath of God. Kills or disables everyone on the Protective Winds. Wind deflects missiles, flying creatures battlefield. , and gasses from your army. Raging Winds. Disrupt enemy troop movements by 9th - LEVEL DIVINE REALM SPELLS calling down gale strength winds. Armageddon. Destroy one or more provinces. Ward Realm against Chaos/Evil/Good/ Law. More Dominate Realm. Transfers the control of a province with powerful version of Protect Realm. all holdings and assets. Winter's Long Fingers. Cold weather and heavy snowfall Smite the Infidel. Kills all believers of a god hostile to in a province. your own faith. Summon Army IX. Calls units of outsiders to join your 4th - LEVEL PRIMORDIAL REALM SPELLS army. Accurate Intelligence. Gain detailed information on enemy troop dispositions. Conversion. Steal one level of temple holding from another regent. Curse Realm. Places a powerful curse on a province. PRIMORDIAL REALM SPELLS Greater Cure Army. Army is affected by a cure critical wounds spell, removing 2 hits. st 1 - LEVEL PRIMORDIAL REALM SPELLS Ley Shield. Makes it easier to oppose the creating of ley Clap of Heavenly Thunder. Deafens and stuns opponents. lines. Cloak of the Chameleon. Units become difficult to spot Nature’s Fury Unleashed IV. Summons natural creatures with mundane means. to fight for you. Forced March. Doubles movement of target units. Unseen Army. Army is almost impossible to detect, even Investiture. Perform one of the many types of investiture with magic. ceremonies. Obscuring Mists. Thick mists and fogs makes scouting 5th - LEVEL PRIMORDIAL REALM SPELLS and battling difficult. Masela’s Ley Line. Makes it possible to forge a ley line Protection from Realm Magic. Hostile realm magic may across the open sea. be countered.

225 Nature’s Fury Unleashed V. Summons natural creatures to fight for you. Raze. Destroy castles and fortifications Shadow Ward. Prevents creatures from passing into and out of the Shadow World. Winter's Deep. Terrible cold covers a province

6th - LEVEL PRIMORDIAL REALM SPELLS Animate Forest. Animates trees to fight for you. Arcane Transportation. Teleports units from province to province. Consecrate Minor Relic. Create a minor relic (magic item). Dispel Realm Magic, Greater Divine Shroud. Makes units resistant to magic and create spawn ability. Heal Army. Army is affected by a heal spell, removing all damage. Nature’s Fury Unleashed VI. Summons natural creatures to fight for you.

7th - LEVEL PRIMORDIAL REALM SPELLS Nature’s Fury Unleashed VII. Summons natural creatures to fight for you. Greater Scrying. Can uncover plots and secrets in addition to normal intelligence. Raging Sky. Call down high winds, hail and lightning on your enemies.

8th - LEVEL PRIMORDIAL REALM SPELLS Consecrate Relic. Creates a powerful relic (magic item). Nature’s Fury Unleashed VIII. Summons natural creatures to fight for you.

9th - LEVEL PRIMORDIAL REALM SPELLS Armageddon. Destroy one or more provinces. Celestial Invulnerability. The caster is almost completely protected from all attacks. Discern the Myriad Truths. Gain knowledge of possible futures until caster's death. Nature’s Fury Unleashed XI. Summons natural creatures to fight for you. Transform Province. Physically reshape a province.

226 Description: The caster sends his consciousness forth, seeing and hearing things not meant for him to know. Spell Effect: The caster gains detailed knowledge of all troop dispositions in target provinces, including own, allied, neutral, and enemy units/ships:

 The exact type, location and number of

units/ships are revealed, as are unit/ship experience levels

and current cohesion.

 The name, location, level (low, medium, high, very high, legendary, near-epic, or epic), and relative skill (master, expert, skilled, unskilled) of all generals/admirals and commanders/commodores are revealed.  The spell reveals the current campaign plans and any battle plans that may exist, but only in relation to Realm spell descriptor target provinces. blocks Units/ships or characters that make a successful Will save are not detected by the spell. The DM may reduce the Spell Name amount of information gleamed about the enemy’s plans if several units/ships and/or characters make their saves. School (Subschool) [Descriptors] Character Level Equivalent: Scrying. The spell is only Level: Arcane X, Divine X, Primordial X relevant if characters have at least some important Components: GB and/or XP required to cast the spell (it information pertaining to military matters. always costs GB equal to spell level to prepare a realm spell) Aid the Righteous Regency: RP required to cast the spell Domination (Compulsion) [Mind-Affecting] Casting Time: One free action (1 hour/10 battle rounds or 1 day) Caster level: Divine 2 Range: Personal, Touch, Close (LoS), Medium (Province), Regency: 2 RP/unit Long (Ley network), Unlimited, or Special Casting Time: One free action (1 hour, 10 battle rounds) Target, Targets, Effect, Area: 1 unit/caster level, 1 Range: Close (LoS) province, 1 province/3 caster levels, etc. Targets: 1 unit/caster level Duration (Sustained): 1 domain turn/season (1 Duration: 1 domain turn (1 week/caster level) week/caster level), 1 year (1 month/caster level), 1 battle Saving Throw: No round/caster level, Instantaneous, Permanent, etc. Spell Resistance: Yes (harmless) Saving Throw: None, Fortitude, Reflex, Will – DC is 10 + Description: Aid the Righteous gives strength and spell level + highest level holding used to cast the spell. fortitude to the faithful within an army. The spell can turn Spell Resistance: Yes (harmless) – caster level check to useless rabble into a disciplined and tenacious army. overcome SR is d20 + caster level Spell Effect: The target units gain a +1 morale bonus to Description: Flavor text. Attack (Melee, Charge, and Missile) and Morale, and 1 Spell Effect: Game effect text. point of temporary Cohesion. Temporary cohesion is always lost first when the unit takes damage. Character Level Equivalent: The effect of the realm spell on individuals. Which personal spell the realm spell Character Caster level Equivalent: Aid. The temporary duplicates (if any). hit points last for the duration of the spell, or until taken as damage (they are not regained when resting for example). Realm Spell descriptions Aim of the Master Archer Accurate Intelligence Transmutation Divination (Scrying) Caster level: Arcane 2, Primordial 3 Regency: 2 RP/unit Level: Arcane 4, Divine 5, Primordial 4 Casting Time: One free action (1 hour, 10 battle rounds) Regency: 4 RP/province Range: Close (LoS) Casting Time: One free action (1 day/province) Targets: 1 unit/caster level Range: Long (Ley network) Duration: 1 domain turn (1 week/caster level) Targets: 1 province/caster level Saving Throw: None Duration: Instantaneous Spell Resistance: Yes (harmless) Saving Throw: Will negates Spell Resistance: Yes

227 Description: The units become imbued with incredible Note that the treant units are not summoned, merely archery skills, enabling them to strike true at the farthest of animated, so while they can be dispelled they cannot be distances. banished like outsider units can. Spell Effect: The target units gain a +2 competence Defens Speed e Morale Cohesion Melee Charge Missile Special bonus to Missile and +1 competence bonus to Range. Fire vulnerability, Plant, Character Level Equivalent: Target characters gain 2 20 +6 8 +10 - - Power Attack, 8 siege points, Weapon Focus and Weapon Specialization (as virtual feats) +4 Defense vs. missile with whatever missile weapons they are using. Fire vulnerability special ability: Double any hits taken Alchemical on a failed Morale check from spells with the fire descriptor. Transformation Plant special: Nightvision. Immunity to all mind- affecting effects, poison, paralysis, polymorph, stunning, Transmutation and critical hits. Level: Arcane 1 Character Level Equivalent: Liveoak. The spell Regency: 4 RP per GB created animates large trees, giving them the statistics of treants. Casting Time: One free action (1 week) The number of treants in a unit depends on the size (HD) Range: Touch (materials to be transformed) of the trees used. Duration: Instantaneous Saving Throw: None Arcane Transportation Spell Resistance: No Description: A powerful spellcaster can turn worthless Conjuration (Teleportation) substances into precious metals and gems. Caster level: Arcane 5, Primordial 5 Spell Effect: For each 4 RP spent casting this spell, 1 Regency: 1 RP/unit per province moved GB worth of valuables is created. The maximum number Casting Time: One free action (1 day) of GBs created may not exceed twice the highest source Range: Touch (creatures to be transported) level involved in the casting of this spell. Targets: 1 unit/caster level Character Level Equivalent: None. Duration: Instantaneous Saving Throw: None Animate Forest Spell Resistance: No Description: During the long years of the Gheallie Sidhe Transmutation the elven armies appeared to be everywhere, even though Caster level: Arcane 7, Primordial 6 their numbers were quite limited. This spell was one Regency: 10 RP/unit reason for their success – it allowed the sidhe to strike hard Casting Time: One free action (1 day) and fast wherever they wanted. Range: Medium (Province) Spell Effect: This spell moves a number of friendly units Effect: 1 unit/3 caster levels across vast distances. Duration: 1 turn (1 week/caster level) Both the province of origin and the target province must Saving Throw: None meet the level requirements of the spell and the route of Spell Resistance: No travel must be traced along a functioning ley line(s). Description: The spirit of the forest is strong, and by The units arrive at their destination almost channeling this into the great trees living upon the land the instantaneously and can spend any unused movement they caster is able to form a might fighting force. These mighty have left for this war move points upon arrival. animated trees are known as Treants, and can cause great damage castles and buildings with their mighty oaken Since the transportation briefly touches upon other arms. realities there is a chance that an error might occur. Roll d100 for each transported unit. On a result of 01-95 In the early days of the Gheallie Sidhe this was a favored nothing untoward happens, and the unit arrives as planned. spell among the elven spell singers. As the war continued On a result of 96-99 the unit arrives somewhere else; either the mighty trees became far and few between, forcing the in the same province (but no longer together with the rest elves to rely on other tactics to strike against the human on of the army) or in another province along the route of their lands. teleportation. On a roll of 100 the unit is lost in the Spell Effect: Creates one or more Treant units under the Shadow World. caster’s control. This spell can only be cast in a wood or Character Caster level Equivalent: Teleport; the DM forest province. Treant units may move freely within might devise other mishap results for individuals than woodland provinces, or those that border them (except those listed above. desert, badlands, barren or glacier provinces), but cannot cross major rivers or mountain ranges. Once the spell ends, Armageddon the trees will take root where they are at that time, possibly creating a new wood. Evocation

228 Caster level: Arcane 9, Divine 9, Primordial 9 Armor of the Knight Components: 20 GB, 20.000 XP Regency: 200 RP Conjuration (Creation) Casting Time: One free action (1 week) Level: Arcane 3 Range: Medium (Province) Regency: 3 RP/unit Target: 1 province Casting Time: One free action (1 hour, 10 battle rounds) Duration: Instantaneous Range: Close (LoS) Saving Throw: None Targets: 1 unit/caster level Spell Resistance: No Duration: 1 domain turn (1 week/caster level) Description: Possibly the most terrible of all realm Saving Throw: No spells, Armageddon has never been used in Cerilia, nor is Spell Resistance: No any spellcaster known to have mastered it. Description: This spell is said to have been created by Spell Effect: This spell causes massive damage to the the Count of Ilien in the years after the Fall. Tiring of target province; the exact nature of the destruction can seeing his levy slaughtered, the Count created several wary, but it inevitable involves massive amount of energy realm spells that enhances weak units. Armor of the Knight damage, volcanic eruptions, earthquakes, floods etc. will help all but the most heavily armored units. The spell destroys all holdings and assets in the province, Spell Effect: Target units (cavalry and infantry only) get and kills and destroy every living thing or object present a +8 armor bonus to Defense. For infantry units speed is there (including the caster, who must either have some reduced to 2 (if higher). epic/divine level protection or accept his own demise). The Character Caster level Equivalent: This spell creates province no longer has any province level – it is not even heavy armor of the caster’s choice. Once created, the considered a province 0. armor looks normal, but detect magic will reveal its The terrain type of the province changes to badlands magical nature. (unless otherwise determined by the DM; for instance, high mountains might remain high mountains, but get Armor of the Warrior badlands as secondary terrain). Magic potential is reduced to 0, but will eventually Conjuration (Creation) (taking many more years than is normal) recover, up to the Caster level: Arcane 2, Primordial 3 maximum allowed by badlands terrain. Regency: 2 RP/unit Character level Equivalent: All characters present in Casting Time: One free action (1 hour, 10 battle rounds) the target province are killed and their bodies completely Range: Close destroyed (as is any non-epic equipment they carry). Targets: 1 unit/caster level Duration: 1 domain turn (1 week/caster level) Armor of the Defenseless Saving Throw: No Spell Resistance: No Conjuration (Creation) Description: This spell is said to have been created by Level: Arcane 1, Primordial 2 the Count of Ilien in the years after the Fall. Tiring of Regency: 1 RP/unit seeing his levy slaughtered, the Count created several Casting Time: One free action (1 hour, 10 battle rounds) realm spells that enhances weak units. Armor of the Range: Close (LoS) Warrior will benefit weakly armored units the most. Targets: 1 unit/caster level Spell Effect: Target units (cavalry and infantry only) get Duration: 1 domain turn (1 week/caster level) a +6 armor bonus to their defense rating. Unit speed is Saving Throw: None reduced by 1 (minimum 2 for infantry and 4 for cavalry). Spell Resistance: No Character Caster level Equivalent: This spell creates Description: This spell is said to have been created by medium armor of the caster’s choice. Once created, the the Count of Ilien in the years after the Fall. Tiring of armor looks normal, but detect magic will reveal its seeing his levy slaughtered, the Count created several magical nature. realm spells that enhances weak units. Armor of the Defenseless will primarily benefit lightly armored units Armor of True Steel like archers, irregulars, milita, and levy. Spell Effect: Target units (cavalry and infantry only) get Transmutation a +4 armor bonus to Defense (remember that most units Caster level: Arcane 2, Primordial 3 already have an armor bonus; bonuses of the same type do Regency: 2 RP/unit not stack). Casting Time: One free action (1 hour, 10 battle rounds) Character Caster level Equivalent: This spell creates Range: Close (LoS) light armor of the caster’s choice. Once created, the armor Targets: 1 unit/caster level looks normal, but detect magic will reveal its magical Duration: 1 domain turn (1 week/caster level) nature. Saving Throw: None

229 Spell Resistance: Yes (harmless) Spell Effect: The affected units gain a +2 enhancement Description: The units’ armor gains unnatural strength bonus to Melee and Charge, a +4 enhancement bonus to from the enchantment. Leather turns to steel, and steel Morale checks to avoid damage due to exhaustion, turns to adamantine-like toughness. exposure or lack of supply, the Power Attack special, and 1 Spell Effect: The affected units get a +2 enchancement point of temporary Cohesion. Temporary cohesion is bonus to defense. always lost first when the unit takes damage. Character Caster level Equivalent: Armor gets DR. Character Caster level Equivalent: Bull’s strength and Light armor get DR 1/-, medium armor DR 2/- and heavy bear’s endurance. armor DR 3/-. Army of the Damned Army of Fools Conjuration (Necromancy) [Evil] Domination (Compulsion) [Mind-Affecting] Caster level: Arcane 5, Divine 5 Caster level: Arcane 5 Regency: 10 RP/unit Regency: 5 RP/unit Casting Time: One free action (1 day) Casting Time: One free action (1 day) Range: Medium (Province) Range: Long (Ley network) Effect: 1 unit/3 caster levels Targets: 1 unit/caster level Duration: 1 turn (1 week/caster level) Duration: 1 domain turn (1 week/caster level) Saving Throw: None Saving Throw: Will negates Spell Resistance: No Spell Resistance: Yes (harmless) Description: The caster calls forth dread undead Description: The caster sends his power out through this warriors from the Shadow World. Imbued as they are by ley network, turning enemy soldiers into babbling fools the dark power of the Shadow, the undead warriors can unable to do anything but the most basic actions. even cause fallen foes to rise and fight again – this time serving their slayers. Spell Effect: The target units must be present in the same province and be part of the same field army or Spell Effect: The spell creates one or more units of garrison (given the spell’s casting time it must be used Undead Guards. during the campaign stage, not during an ongoing battle). Note that these Undead Guards have been summoned Affected units are placed under the DM’s control. The from the Shadow World, and as such they are susceptible units will tend to do nothing, or wander aimlessly about to banishment. (DM discretion). An unaffected friendly unit can be used to Once the spell ends all remaining undead units created guide an affect unit to move to another province, using a by this spell are sucked back into the Shadow World. Any speed of 1. spawn created just drop to the ground, the dark forces Affected units will not initiate any attacks even if they animating them no longer there. stumble across enemy units, but will defend themselves Speed Defense Morale Cohesion Melee Charge Missile Special normally if attacked (but will generally behave in a less Create spawn, Undead, 3 20 - 6 +8 - - then optimal way). Extraplanar If in a battle with other friendly units the owner of the affected units can compel an affected unit to move (speed Create Spawn special ability: For each unit destroyed by 1), stand its ground in the face of attack, or fire missile the army unit a new army unit (undead legion) arises from weapons if he uses another unit to guide the unit (counts as the dead. The new unit is under control of the original unit a movement action for the guiding unit). and appears the following battle round in the battlefield square the unit was destroyed in. Character Caster level Equivalent: Feeblemind. Extraplanar special: This unit has been called into the Army of Heroes World, but does not belong here. The unit can be banished back to its home plan using the appropriate spells. Transmutation Character Caster level Equivalent: Create Undead. Caster level: Arcane 3, Divine 3, Primordial 3 The spell creates a number of wights of variable power; Regency: 3 RP/unit the more powerful each wight the fewer will be created by Casting Time: One free action (1 hour, 10 battle rounds) this spell. Range: Close (LoS) Targets: 1 unit/caster level Army of the Damned, Duration: 1 domain turn (1 week/caster level) Saving Throw: None Greater Spell Resistance: Yes (harmless) Conjuration (Necromancy) [Evil] Description: This spell imbues the target units with great Caster level: Arcane 7, Divine 7 physical potency, turning even common warriors into Regency: 20 RP/unit heroes of legend. Casting Time: One free action (1 day)

230 Range: Medium (Province Battle Chant Effect: 1 unit/3 caster levels Duration: 1 turn (1 week/caster level) Domination (Compulsion) [Mind-Affecting] Saving Throw: None Caster level: Divine 3 Spell Resistance: No Regency: 3RP/unit Description: This foul spell calls fourth potent spirits Casting Time: One free action (1 hour, 10 battle rounds) (wraiths) from the Shadow World to fight your enemies. Target: 1 unit/caster level Spell Effect: The spell creates one or more units of Range: Close (LoS) Undead Lords. Area: 1 unit/caster level Note that these Undead Lords have been summoned from Duration: 1 domain turn (1 week/caster level) the Shadow World, and as such they are susceptible to Saving Throw: No banishment. Spell Resistance: Yes (harmless) Once the spell ends all remaining undead units created Description: Battle Chant turns ordinary soldiers into by this spell are sucked back into the Shadow World. Any chanting religious fanatics. The spell is usually cast in spawn created just drop to the ground, the dark forces preparation for a coming campaign. During the course of animating them no longer there. the battle the soldiers sing hymns in praise of their god, strengthening their own resolve, and weakening the

enemy’s.

Spell Effect: Target units gain a +2 luck bonus to Attack

Speed Defense Morale Cohesion Melee Charge Missile Special (Melee, Charge, and Missile) and Morale. Enemy units Create spawn, engaged in melee combat (attacking or being attacked by Incorporeal, 5 20 - 8 +10 +14 - Undead, Melee or Charge) with target units suffer a -2 penalty to Extraplanar the same values. Create Spawn special ability: For each unit destroyed by Character Caster level Equivalent: Prayer. the army unit a new army unit (undead legion) arises from the dead. The new unit is under control of the original unit Battle Fury and appears the following battle round in the battlefield Enchantment (Compulsion] [Mind-affecting] square the unit was destroyed in. Caster level: Arcane 2, Primordial 2 Incorporeal special: Ignores non-magical physical Regency: 2 RP/unit attacks, and even magical attacks have a 50% miss chance. Casting Time: One free action (1 hour, 10 battle rounds) Extraplanar special: This unit has been called into the Range: Close World, but does not belong here. The unit can be banished Targets: 1 unit/caster level back to its home plan using the appropriate spells. Duration: 1 domain turn (1 week/caster level) Saving Throw: None Banish Army Spell Resistance: Yes (harmless) Abjuration Description: The affected unit becomes filled with a strong and reckless urge for battle and glory. The down Caster level: Arcane 7, Divine 6 side is that the warriors will take unneccesary risks and Regency: 5 RP/unit will frequently break ranks to get to grips with the emeny, Casting Time: One free action (1 hour, 10 battle rounds) making fighting in formation difficult. Range: Close (LoS) Targets: 1 unit/2 caster levels Spell Effect: Target units gain +4 to Melee and Charge Duration: Instantaneous and gain the Power Attack special ability. In addition the Saving Throw: Will partial units suffer a –2 penalty to their defense, lose their Spell Resistance: Yes Formation bonus to Defense, and lose any bonuses from specials (except as determined by the DM), and cannot Description: This spell forces extraplanar creatures back voluntarily disengage from melee. The spell can target to its proper plane. This spell is a major boon for anyone units that can rage/berserk/frenzy, but the effects do not who must face creatures from the Shadow World or the stack. Great Beyond. Character Caster level Equivalent: Characters that Spell Effect: May only affect creatures with the become engaged in combat may rage as a barbarian of extraplanar trait (summoned outsiders and undead for their character level (including number of uses per day). A example). Each target may attempt a morale check to resist high-level barbarian would benefit from his better rage the spell; if it passes the test it suffers two hits of damage, abilities; in effect getting additional daily uses of rage. if it fails it takes six hits (the damage represents creatures sent back to their home plane, not creatures slain or Bless the Faithful Army destroyed. Character Caster level Equivalent: Banishment. Enchantment (Compulsion) [Mind-affecting]

231 Caster level: Divine 1 regency) and prosperity. Bless the Holy Land counters Regency: 1 RP/unit Blight the Accursed Land. Casting Time: One free action (1 hour, 10 battle rounds) The caster must pay an additional number of RPs per Range: Close (LoS) province equal to the difference in target province level Targets: 1 unit/caster level and his holding level. Example: Casting Bless the Holy Duration: 1 week/caster level (1 turn) Land in a province (6), where the caster has a temple (4), Saving Throw: None costs an additional 6-4 = 2 RPs Spell Resistance: Yes (harmless) Character Level Equivalent: None. There is no Description: The cleric walks among the faithful discernible benefit for individual characters. soldiers, invoking the blessings of their god on them. Bless army is perhaps the most commonly used realm spell used Bless the Sacred Holding in times of war. Having a force of blessed soldiers can be the key to victory when facing an equal opponent. Transmutation Spell Effect: Imbues target units with divine inspiration Level: Divine 2 and courage, giving units a +1 morale bonus to Attack Components: 1 GB/target holding (Melee, Charge, and Missile) and Morale. Regency: 1 RP/holding level Character Level Equivalent: Bless. Casting Time: One free action (1 day/holding) Range: Long (Ley network) Bless the Sacred Fleet Targets: 1 holding/2 caster levels Duration (Sustained): 1 domain turn Enchantment (Compulsion) [Mind-affecting] Saving Throw: None Caster level: Divine 1 Spell Resistance: No Components: Standard Description: This spell is designed to protect valuable or Regency: 1 RP/unit vulnerable holdings. The clergy takes extra time to invoke Casting Time: One free action (1 hour, 10 battle rounds) blessings upon the trappings and people associated with Range: Close (LoS) one holding, making the resistant to harm. Targets: 1 ship/caster level Spell Effect: Target holding gets a +1 morale bonus to Duration: 1 domain turn (1 week/caster level) holding level (except for regency collection) and any Saving Throw: None attempt to contest the holding automatically fails for the Spell Resistance: Yes (harmless) duration of the spell. Likewise, any attempt at interfering Description: The cleric walks among the faithful sailors, with the holding by magic fails if the spell is of 2nd level or invoking the blessings of their god on them. lower (i.e. subversion). Bless the Sacred Holding counters Spell Effect: Imbues target ships with divine inspiration Blight the Profane Holding. and courage, giving ships a +1 morale bonus to Attack Despite the name of the spell it can target non-temple (Boarding, Ramming, and Missile) and Morale. holdings (but not source holdings). ‘ Character Level Equivalent: Bless. The caster must pay a number of RPs equal to the holding level being targeted (when targeting a holding all Bless the Holy Land level must be blessed). Character Level Equivalent: None. There is no Transmutation discernible benefit for individual characters. Level: Divine 1 Components: 1 GB/target province Blight the Accursed Land Regency: 1 RP/target province + special Casting Time: One free action (1 day/province) Transmutation Area: 1 province/2 caster levels Level: Divine 1 Range: Long (Ley network) Components: 1 GB/target province Duration (Sustained): 1 domain turn Regency: 1 RP/target province + special Saving Throw: None Casting Time: One free action (1 day/province) Spell Resistance: No Area: 1 province/2 caster levels Description: The spell is usually cast by the principal Range: Long (Ley network) temple in each province, and most relatively civilized Duration (Sustained): 1 domain turn provinces tend to benefit from it on a regular basis. It Saving Throw: None represents the clergy performing a wide variety of Spell Resistance: No ceremonies and blessings throughout the province. The Description: The priests call divine disfavor upon the populace feels invigorated and happy, making the province target province. The use of this spell is generally frowned more productive. upon, but it is not inherently evil Spell Effect: Target province gets a +1 morale bonus to province level (except for the purpose of collecting

232 Spell Effect: The target province suffers a -1 penalty to in melee or charged they cannot strike back and suffer a -4 Province level and prosperity. Blight the Accursed Land penalty to defense. On a successful save the unit can act counters Bless the Holy Land. normally, but suffers a -2 penalty to Attack. The caster must pay an additional number of RPs per Creatures that are discomforted or harmed by bright light province equal to the difference in target province level (many undead, orogs and certain other subterranean and his holding level. Example: Casting Blight the monsters) take a -4 penalty to their saves against this spell. Accursed Land in a province (6), where the caster has a The light does not do any extra damage to undead and temple (4), costs an additional 6-4 = 2 RPs other creatures that take damage from sunlight (beyond the Character Level Equivalent: None. There is no blindness effect that is). discernible benefit for individual characters. The spell costs 5RP to cast for an average sized battlefield; battlefields of other sizes cost more or less Blight the Profane (from 1RP for a very small one to 10RP for a truly epic Holding battlefield). Character Level Equivalent: Characters hit by the spell Transmutation are blinded for 2d6 minutes. A successful Fortitude save Level: Divine 2 reduces the effect to 1d4 rounds. Components: 1 GB/target holding Regency: 1 RP/holding level Bone Rot Casting Time: One free action (1 day/holding) Range: Long (Ley network) Perdition (Necromancy) Targets: 1 holding/2 caster levels Caster level: Arcane 2, Primordial 2 Duration (sustained: 1 domain turn Regency: 3 RP/unit Saving Throw: None Casting Time: One free action (1 hour, 10 battle rounds) Spell Resistance: No Range: Close (LoS) Description: This spell is designed to assault valuable or Targets: 1 unit + 1 unit/2 caster levels beyond minimum vulnerable holdings that belong to the enemy. The caster requirement travels to each holding, blessing them and invoking the Duration: Instantaneous protection of the gods upon them. Saving Throw: Will half Spell Resistance: Yes Spell Effect: Target holding gets a -1 penalty to holding level, and any attempt to contest the holding gets a +2 Description: Bone Rot is a specialized attack that bonus to the DAC. Blight the Profane Holding counters damages corporeal undead by decaying their physical Bless the Sacred Holding. bodies past the point of usefulness. The spell is said to have been developed by a sect of druids from a long-gone The caster must pay a number of RPs equal to the age, and later adopted by Cerilian wizards. Clerics, having holding level being targeted (when targeting a holding all access to magics that deal effectively with all undead, level must be blessed). haven never found much use for this spell. Character Level Equivalent: None. There is no Spell Effect: Corporeal undead units (i.e. undead legion) discernible benefit for individual characters. targeted by this spell must make a Morale save or suffer 4 hits (2 hits on a successful save). The spell has no effect on Blinding Light any other type of unit, including units mage of greater Evocation [Light] corporeal undead such as wraiths (i.e. undead guard). Caster level: Arcane 1, Primordial 1 Character Level Equivalent: Disintegrate. Any lesser Components: 1 GB corporeal undead (skeletons, zombies, and ghouls) take Regency: 5 RP or special damage as if hit by a disintegrate spell. Casting Time: One free action (1 hour, 10 battle rounds) Range: Close (LoS) Cataclysm Target: 1 battlefield Evocation [Cold, Fire, or Lightning] Duration: Instantaneous Saving Throw: Fortitude partial Caster level: Arcane 5, Primordial 6 Spell Resistance: Yes Regency: 12 RP/unit Casting Time: One free action (1 hour, 10 battle rounds) Description: This spell calls forth impossibly bright Range: Close ribbons of light. The light is so intense that it will Targets: 1 unit/2 caster levels temporarily blind every creature present on the field of Duration: Instantaneous battle. Since the spell affects all units equally, it is of Saving Throw: Fortitude or Reflex halves limited utility unless the caster’s allies have some means of Spell Resistance: Yes protecting themselves. Description: One of the most destructive spells in a Spell Effect: Units that fail their save may not move or wizard’s repertoire its use can devastate entire armies. The take offensive action for one battle round, and if attacked

233 energies released by the spell are spectacular to watch, but chance even against divine avatars and titanic is prone to causing considerable damage to the manifestations. surrounding area (so watchers beware). Spell Effect: The caster is more or less immune to Spell Effect: Before the spell is cast, the type of energy damage (and by extension death) during adventures or to be used must be decided (Cold, Fire, or Lighting] battles (DM discretion). The target may choose between making a Fortitude or Character Level Equivalent: The caster gains DR Reflex save; on a successful save it takes two hits of 35/Epic, immunity to energy damage, and SR 21 + caster damage, if it fails it takes four hits of damage and is level for the duration of the spell. automatically routed (it must still make a Morale check to avoid routing even if the initial save is successful). Celestial Siege Train Character Level Equivalent: Characters caught by the Conjuration (Creation) spell suffer 1d6/caster level (max 15d6) damage of the appropriate energy type. Caster level: Arcane 2, Divine 3 Regency: 5 RP/unit Celestial Boon Casting Time: One free action (1 day) Range: Medium (Province) Transmutation Effect: 1 unit/2 caster levels Level: Divine 4 Duration (Sustained): 1 year (1 month/caster level) Components: 4 GB/province Saving Throw: None Regency: 4 RP/province + special Spell Resistance: Yes (harmless) Casting Time: One free action (1 day/province) Description: This spell may be ancient, but it gained Area: 1 province/2 caster levels fame during el-Arrasi’s rebellion against the Anuirean Range: Long (Ley network) Empire; time and again his light cavalry forces would Duration (Sustained): 1 domain turn arrive somewhere deep inside Imperial territory and invest Saving Throw: None a key fortification. Come morning the defenders would Spell Resistance: No look with great surprise as massive siege engines started Description: This is a more potent version of Bless firing on the walls. Land. It is far more demanding to cast, but its long-term Spell Effect: The spell creates a number of artillery units benefits can be tremendous. for the caster’s army, typically heavy catapults or Spell Effect: Target province gets a +2 morale bonus to something similar. province level (except for the purpose of collecting Speed Defense Morale Cohesion Melee Charge Missile Special regency) and a +2 prosperity modifier. Celestial Boon Devastating fire, th 0 20 - 3/2/1/- +2 - +12 Indirect fire, counters any realm spell of 4 level or lower that has the Construct [Evil] descriptor. Construct special: Darkvision and nightvision. Immunity The caster must pay an additional number of RPs per to mind-affecting effects, poison, sleep effects, paralysis, province equal to the difference in target province level stunning, disease, death effects, critical hits, nonlethal and his holding level. Example: Casting Celestial Boon in damage, ability damage, ability drain, fatigue, exhaustion, a province (6), where the caster has a temple (4), costs an or energy drain. Cannot be healed or recover. additional 6-4 = 2 RPs The catapults come without crews, but as magical Character Caster level Equivalent: None. There is no constructs they operate without any need for human hands discernible benefit for individual characters. to guide them; and whenever the catapult is ready for a new shot and new rock will be conjured for it to hurl. The Celestial artillery units benefit normally from having an artillerist Invulnerability unit attached. When the spell ends the catapults rot and rust in a few Abjuration hours, leaving nothing of value. Caster level: Arcane 9, Divine 9, Primordial 9 Character Level Equivalent: None. There is no Regency: 50 RP discernible benefit for individual characters. XP Cost: 1,000 Casting Time: One free action (1 week) Chains of Loyalty Range: Personal Duration: 1 turn (1 week/caster level) Enchantment (Charm] [Mind-affecting] Saving Throw: Yes (harmless) Caster level: Arcane 8, Divine 8 Spell Resistance: Yes (harmless) Regency: 4 RP/province level Description: This legendary spell makes the caster Casting Time: One free action (1 day/province) almost imperivious to damage. It is said to have been first Range: Long (Ley network) employed during the titanswar, giving the caster a fighting Area: 1 province/3 caster levels Duration (Sustained): 1 year (1 month/caster level)

234 Saving Throw: Will negates Caster level: Arcane 2, Divine 2, Primordial 2 Spell Resistance: Yes Regency: 10 RP Description: This spell is said to have been created by Casting Time: One free action (1 hour, 10 battle rounds) dark sorcerers of a long-lost realm. Known for their brutal Range: Close (LoS) treatment of their own subjects they used magic to ensure Area: 2 battlefield square burst that the population would not rise in rebellion against Duration: Instantaneous them. Saving Throw: Fortitude negates Spell Resistance: Yes Spell Effect: Target provinces have their prosperity set to Ideal for the duration of the spell. Description: The caster calls forth a powerful sonic blast that damages and stuns those close to the source. The spell In addition the province ignores all other modifications is something of a favorite among the clergy of Cuiarécen. to prosperity; agitate actions are resolved normally, for example, but have no effect even if successful. A bless land Spell Effect: Units within the area of effect take 1 hit of spell would still increase province level, but would not sonic damage. Damaged units are also stunned for 1 battle affect prosperity. And taxes could be set to total without round unless they succeed at a Fortitude save. sending the province into rebellion. Once the spell has been cast the caster has the option of Once the spells ends the prosperity of the province is set calling forth an additional sonic blast (if he has sufficient by the DM to a level corresponding to the treatment of the caster levels); if he does he must pay another 10 RP and spend 10 battle rounds casting the spell anew. The spell population. Total taxes or other abuse would warrant a th Rebellious prosperity for example, while a normal rule can create one sonic blast per 3 caster levels (i.e. a 12 with no special hardship gives Average prosperity. level caster could use the spell a total of 4 times). Character Level Equivalent: Charm Monster. All Stunned units cannot move, take offensive action or use characters affected by the spell will consider the caster of special abilities, but defend themselves normally. this spell (and his servants) as friends and allies, and will Character Level Equivalent: Sonic blast. go out of their way to aid them. Cloak of the Chameleon Change Allegiance Illusion (Glamour) Enchantment (Compulsion) [Mind-Affecting] Caster level: Arcane 1, Primordial 1 Caster level: Arcane 6 Regency: 1 RP/unit (infantry or specialist) or 2 RP/unit Regency: 6 RP + special (cavalry or artillery) Casting Time: One free action (1 week) Casting Time: One free action (1 hour, 10 battle rounds) Range: Medium (Province) Range: Close (LoS) Target: 1 holding Targets: 1 unit/caster level Duration: Instantaneous Duration: 1 domain turn (1 week/caster levels) Saving Throw: Will negates Saving Throw: Will negates (harmless) Spell Resistance: Yes Spell Resistance: Yes (harmless) Description: By permanently altering the memories and Description: Cloak of the Chameleon was extensively feelings of key people a wizard can seize control of used by the Rjuven druids during the Anuirean attempt to holdings belonging to other domains and hand them over conquer the Highlands. The spell allowed bands of Rjuven to a new ruler. warriors to penetrate deep into Anuirean territory, Spell Effect: The spell can target only non-source wreaking untold havoc on supply lines and mustering holdings. areas. Reduce the level of the target holding by one and add Spell Effect: Affected units become very difficult to one to the level of holding of the same type (or create a detect during the strategic/campaign stage. Increase the new holding of the same type) in the same province. DDC of any action trying to gather intelligence about affected units by 10 (i.e. both Espionage domain actions The recipient can either be your own domain, or any and reconnaissance have problems locating the units). other domain that already has holdings in the same province (even if it has holdings only of another type). The affected units can start any battle they take part in as hidden units (not visible to the opposing player), provided Character Level Equivalent: Modify Memory. All that the controlling general won the Warcraft check to characters affected by this spell have their memory initiate the battle. The units can start the battle deployed in permanently altered in subtle ways; and their allegiance any square on their half of the battlefield. The units loose shifts towards the new holding ruler. It will be up to the their hidden status if they move, attack, or use some DM to determine who is affected when a particular holding special abilities (DM discretion). is affected. Character Caster level Equivalent: Affected characters Clap of Heavenly Thunder gain a +10 enchantment bonus to Hide checks. This bonus also applies to any mounts the character may be riding or Evocation [Sonic] leading.

235 Cloud of Daggers Duration: Permanent Saving Throw: None Conjuration (Creation) Spell Resistance: No Caster level: Arcane 7 Description: With the use of this spell, powerful Regency: 35 RP churches can turn ordinary or magical items into major Casting Time: One free action (1 hour, 10 battle rounds) relics – magical items with a special religious significance. Range: 12 battle squares Spell Effect: A major relic is created. A major relic can Area: Cone-shaped burst have epic properties. Duration: Instantaneous Character Level Equivalent: This spell creates a Saving Throw: None magical item without need for the normal procedures for Spell Resistance: No creating such items. In addition the created item is a major Description: The Cloud of Daggers spell is special in relic, not just an ordinary magical item. that it is one of few realm spells that requires the caster to In addition to the cost of preparing this spell, the actual move to the front lines; it can be very deadly if employed gp and XP cost of the item to be created must also be paid. correctly, but it places the caster in jeopardy at the same If an existing magical item is being turned into a relic, time. deduct the cost of the item from the total price. A swarm of tiny blades (daggers) hurtles through the air Example: If you wish to turn a +3 longsword into a +6 striking everybody in its path. Even on the most heavily holy avenger Shadowbane keen longsword, you get a armored soldier a blade can find a weak spot rendering discount equal to the base price of the original item. him dead or badly wounded. Spell Effect: All units in the affected squares are subject Consecrate Relic, minor to a ranged attack (Attack bonus = Caster level) that deals 2 hits of damage, or 3 hits on a critical hit (threat range of Transmutation 17-20). There is a +2 bonus to the attack roll when Caster level: Divine 6, Primordial 6 targeting mounted units. Components: Special Units that have concealment relative to the caster (being Regency: 20RP positioned behind another unit, being located in a woods Casting Time: One free action (1 week) square, etc.) have a 20% chance of not being hit. Units that Range: Touch are hidden or invisible have total concealment instead Target: 1 item of spiritual significance (50% miss chance). Duration: Permanent Saving Throw: None A dispersed unit is always considered to have Spell Resistance: No concealment (20% miss chance) from this spell, and if they are granted concealment from another source (such as Description: With the use of this spell, powerful terrain) they are considered to have total concealment churches can turn ordinary or magical items into minor instead (50% miss chance). relics – magical items with a special religious significance. Units that have cover relative to the spellcaster gain a +2 Spell Effect: A minor relic is created. A minor relic bonus to their saves (infantry units with shields get this cannot have any epic properties. bonus automatically). Units with improve cover gain a +4 Character Level Equivalent: This spell creates a bonus to the save and Evasion; on a successful save the magical item without need for the normal procedures for unit takes no damage. creating such items. In addition the created item is a minor If the DM decides that a unit has total cover against the relic, not just an ordinary magical item. spell (such as being hidden behind several rows of other In addition to the cost of preparing this spell, the actual units) it has not effect at all. gp and XP cost of the item to be created must also be paid. Character Level Equivalent: Characters in units hit by If an existing magical item is being turned into a relic, this spell take 1d6/caster level (max 10d6) slashing and deduct the cost of the item from the total price. piercing damage. Cover and concealment rules apply; and Example: If you wish to turn a +1 longsword into a +3 the DM should take care to limit damage to the rear ranks; holy longsword, you get a discount equal to the base price on a successful hit the spell should kill or incapacitate of the original item. about half the soldiers in a unit. Conversion Consecrate Relic, major Enchantment (Charm) [Mind-affecting] Transmutation Caster level: Divine 4, Primordial 4 Caster level: Divine 8, Primordial 8 Regency: 4 RP + special Regency: 60RP Casting Time: One free action (1 day) Casting Time: One free action (1 week) Range: Medium (Province) Range: Touch Target: One temple holding Target: 1 item of spiritual significance Duration: Instantaneous

236 Saving Throw: Will negates province that turn. All other mustering prerequisites must Spell Resistance: Yes be met. Description: When the great religions battle each other Hostile units present in the province will not interfere for influence over the hearts and minds of the people, they with the mustering unless they succeed at a Will save. often use magic to aid them in converting the unbelievers Character Level Equivalent: Charm person. If the DM to their faith. deeds the character an appropriate target of the spell Spell Effect: Reduce target temple holding by one level, (usually requiring the character to be somewhat martially and add one level to your temple holding in the same inclined and of the correct religious persuasion), a will province. Conversion dispels Bless the Sacred Holding. save must be made, or the character will volunteer for The caster must pay an additional number of RPs equal service with an assembling crusader units. to the level of the target holding. Cultural Comprehension Character Level Equivalent: Modify Memory. All characters affected by this spell have their memory Divination permanently altered in subtle ways; and their allegiance Level: Arcane 1, Divine 1 shifts towards the new holding ruler. It will be up to the Regency: 2 RP/province DM to determine who is affected when a particular holding Casting Time: One free action (1 day/province) is affected. Range: Long (Ley network) Coward's Heart Area: 1 province/3 caster levels Duration: 1 year (1 month/caster level) Perdition (Fear) Saving Throw: None Spell Resistance: Yes (Harmless) Caster level: Arcane 1, Divine 1 Regency: 1 RP/unit Description: Imperial wizards created this spell during Casting Time: One free action (1 hour, 10 battle rounds) the height of the Anuirean Empire. It was maintained over Range: Close (LoS) the Imperial City, greatly improving cultural relations. Targets: 1 unit/caster level Spell Effect: All Rule (trade) domain actions receive a Duration: 1 turn (1 week/caster level) +2 morale bonus. In addition, there is a +4 bonus to Saving Throw: Will negates Diplomacy actions between domains of different Spell Resistance: Yes cultures/races. Description: Fear of death can overcome any warrior, Character Level Equivalent: Tongues. All sentient making him weak and vulnerable. This spell ensures that creatures can understand all spoken languages while inside hundreds of warriors lose heart at the same time. affected provinces. Spell Effect: Target units get a -1 penalty to Attack (Melee, Charge, and Missile) and Morale. Cure Army, greater Character Level Equivalent: Cause Fear. Conjuration (Healing) [Positive] Crusade Caster level: Divine 4, Primordial 4 Regency: 5 RP/unit Enchantment (Charm) [Mind-affecting] Casting Time: One free action (1 hour, 10 battle rounds) Range: Touch Level: Divine 6 Targets: 1 unit/caster level Regency: 1 RP/province level Duration: Instantaneous Casting Time: One free action (1 day) Saving Throw: Yes (harmless) Range: Medium (Province) Spell Resistance: Yes Area: 1 province/3 caster levels Duration: 1 domain turn (1 week/caster level) Description: A more powerful version of the cure army Saving Throw: Will negates spell that allows the caster to restore even seriously Spell Resistance: Yes damaged units. Description: The caster incites the population of the Spell Effect: Target units are cured of 2 hits of lethal target province with great religious fervor, urging them to damage (but no non-lethal damage). take up arms in the name of God. To cast the spell the caster must have the opportunity to Spell Effect: The domain casting this spell may freely move between and among the units; this is hard to muster units in the target province during the duration of accomplish during a battle. The spell may therefore be cast the spell. The caster may additionally opt to call out the only after battle, on units either in the reserve, or on units levy in lieu of the province ruler. removed from actual fighting. th For the purpose of this spell the caster may count his Divine spellcasters can spontaneously convert any 4 temple holdings as law holdings, and his mustering takes level or higher divine realm spell to cast Cure Army, lesser. precedence over any other mustering taking place in the Character Level Equivalent: Cure critical wounds.

237 Cure Army, lesser Description: Crops fail, men die in bizarre accidents, and women die in childbirth. The area seems cursed by Conjuration (Healing) [Positive] every misfortune known to man. Caster level: Divine 2, Primordial 2 Spell Effect: The affected provinces suffer negative Regency: 3 RP/unit province growth equal to province level (instead of normal Casting Time: One free action (1 hour, 10 battle rounds) province growth) and have a -2 penalty to prosperity. Range: Touch The regency point cost has to be paid each turn or the Targets: 1 unit/caster level spell will end; the caster can choose which province he Duration: Instantaneous wants to continue paying for. Saving Throw: Yes (harmless) Character level equivalent: Bestow curse. Not all the Spell Resistance: Yes inhabitants of a province will be affected; the DM will Description: The caster must walk among the wounded, determine if any PCs are hit by the spell’s effects. speaking to them, laying on hands and so forth. Spell Effect: Target units are cured of 1 hit of lethal Deactivate Ley Line damage (but no non-lethal damage). Transmutation To cast the spell the caster must have the opportunity to Caster level: Arcane 4, Divine 4 move between and among the units; this is hard to Regency: 5 RP accomplish during a battle. The spell may therefore be cast Casting Time: One free action (1day) only after battle, on units either in the reserve, or on units Range: Long (Ley network) removed from actual fighting. nd Target: 1 ley line Divine spellcasters can spontaneously convert any 2 Duration: 1 domain turn (1 week/caster level) level or higher divine realm spell to cast Cure Army, lesser. Saving Throw: None Character Level Equivalent: Cure moderate wounds. Spell Resistance: Yes Description: By tampering with the flow of mebhaighl Cure Plague along a ley line the wizard can make the line unusable for accessing sources along the ley line. Conjuration (Healing) Spell Effect: The ley line cannot be used to access Caster level: Divine 3, Primordial 4 sources for casting realm spells; the sources themselves are Regency: 3 RP/province level not affected, just the line’s ability to transfer magical Casting Time: One free action (1 day/province) energy. Range: Long (ley network) Targets: 1 province/2 caster levels Similarly hook-ups or extensions cannot draw mebhaigl Duration: Instantaneous through the deactivated line. Saving Throw: None All ley lines have a natural SR of 15 + highest source Spell Resistance: Yes (harmless) connected to ley line against this effect. Description: Disease is a fact of life, and in the ancient Character level equivalent: None. world the effects of great plagues can be terrifying indeed- unless countered by magical healing provided by the gods. Death Plague Spell Effect: The spell ends any mundane epidemic or th Perdition [Evil] magical plague (of 4 level or lower) that is affecting a province (whether caused by an event or a spell). Caster level: Arcane 3, Divine 4 Regency: 2 RP/province level Character Level Equivalent: Remove disease. Casting Time: One free action (1 day) Range: Medium (Province) + special Targets: 1 province/2 caster levels Curse Realm Duration: Special Saving Throw: Fortitude negates Transmutation [Evil] Spell Resistance: Yes Caster level: Arcane 4, Divine 3, Primordial 4 Description: Creates a horrible, pestilent plague that Regency: 3 RP/province level (special) depopulates an area. The plague is very much like the Casting Time: One free action (1 day/province) common plague in effect, but is not transmitted in the same Range: Long (Ley network) manner. The disease is contacted through the magic of the Targets: 1 province/3 caster levels spell, so any amount of protection and preparation is futile. Duration (Sustained): 1 year (1 month/caster level) Saving Throw: Will negates Spell Effect: The spells effects always starts in the Spell Resistance: Yes province in which it was cast. The plague spreads at the rate of one province per month, until the maximum area of effect is reached.

238 The plague reduces an affected province by one level. The caster cannot mix bonuses/penalties in the same Character Level Equivalent: Characters present in an casting of the spell. affected province must make a fortitude save (DC 9) each Character level equivalent: Charm person. week (or more often if they are repeatedly exposed) or contact the plague. Characters that are affected must make Deplete Mebhaighl a fortitude save (DC18) each day, or lose 1d4 Con. The plague is magical and can only be cured by magic means. Transmutation Caster level: Arcane 6, Primordial 6 Declaration of Sainthood Regency: 2 RP/source level Casting Time: One free action (1 day) Conjuration (Healing) Range: Long (Ley network) Caster level: Divine 7 Targets: 1 source holding Regency: 100 RP Duration: 1 year (1 month/caster level) Casting Time: One free action (1 day) Saving Throw: None Range: Touch Spell Resistance: No Target: 1 dead person Description: By emptying the Mebhaighl of a source Duration: 1 decade (1 year/caster level) directly back into the land itself the caster can prevent the Saving Throw: Will negates (harmless) owner of the source from benefiting from its power. Spell Resistance: Yes (harmless) Spell Effect: For the duration of the spell the affected Description: This mighty blessing turns a fallen hero of source is considered to be level 0. the faith into a true saint. The newly ascended saint will Character level equivalent: None. take a special interest in the temple that helped elevate him, until other duties call him away. Destroy Source Spell Effect: The spell can only affect characters that are already dead. Restoring a dead character that has been the Transmutation target of this spell is impossible. Caster level: Arcane 9, Primordial 9 For the duration of the spell, the temple receives 5 extra Regency: 3 RP/source level RP per turn (alternatively the caster can specify another Casting Time: One free action (1 day) domain as the recipient of this bonus). Range: Long (Ley network) If called upon for aid the saint will try to aid the domain Targets: 1 source holding as best he can; usually in subtle and invisible ways. Each Duration: Instantaneous time the saint is called upon it consumes one year of the Saving Throw: None spell’s duration. Spell Resistance: No Character Level Equivalent: The target (the caster Description: A magic cataclysm that disrupts the flow of must be able to touch the target’s dead body) turns into a mebhaighl to a source manifestation, destroying it. saint (divine rank 0, apply the saint template). The change Spell Effect: Target source is destroyed. is instantaneous. The new saint should be assigned a Character level equivalent: None. narrow portfolio. Detect Ley Line Demagogue Divination Enchantment (Charm) [Mind-Affecting] Caster level: Arcane 2, Primordial 2 Caster level: Arcane 3 Regency: 1 RP/province Regency: 1 RP/province level Casting Time: One free action (1 day) Casting Time: One free action (1 day) Range: Long (Ley network) Range: Long (Ley network) Area: 1 province/caster level Area: 1 province/3caster levels Duration: Instantaneous Duration: 1 domain turn (1 week/caster level) Saving Throw: None Saving Throw: Will negates Spell Resistance: No Spell Resistance: Yes Description: Locates all ley lines passing through a Description: The wizard can either make the province given province. ruled loved or hated, drastically changing the prosperity of Spell Effect: The wizard gains knowledge of all ley lines the people inhabiting a province. passing though affected provinces, including information Spell Effect: All affected provinces have a +3 morale about where they originate, end, extensions and hookups bonus or –3 penalty to prosperity for the duration of the connected to them. spell. When the spell end, prosperity reverts to whatever it Character level equivalent: None. was before the spell was cast.

239 Discern the Myriad Spell Resistance: None Description: By using his magic arts, the caster attempt Truths to disrupt hostile realm spells before they take effect, or unravel them before their normal duration is over. Divination Spell Effect: You choose to use dispel realm magic in Caster level: Arcane 9, Divine 9, Primordial 9 one of three ways: a targeted dispel, an area dispel, or a Regency: 50 RP counterspell: Casting Time: One free action (1 week) Range: Personal Targeted Dispel: One target (asset, battlefield, holding, Duration: Instantaneous province, etc.) is affected by the dispel realm magic spell. Saving Throw: None You make a dispel check against each ongoing spell Spell Resistance: No currently in effect on the target. If you succeed on a Description: The caster glimpses possible futures that particular check, that spell is dispelled; if you fail, that may happen up until the time of his death. The less likely a spell remains in effect. future the more vague the impressions gained. If you target a structure or object creature that is the Spell Effect: The caster may ask the DM about possible effect of an ongoing spell (such as a unit summoned by outcomes of various actions and what is most likely to summon army), you make a dispel check to end the spell happen in future turns. One question may be asked per that conjured the object or creature. caster level. The further into the future, the less certain it is You automatically succeed on your dispel check against that things will happen as foreseen. any spell that you cast yourself. The caster may also opt to turn any one DAC roll taken Area Dispel: When dispel realm magic is used in this during the same turn into a 20. The decision can be mad way it can dispel one realm spell affecting several after the dice has been rolled. provinces. Character level equivalent: None. When casting this spell, you must specify which realm spell you are attempting to dispel. You can cast this spell Dismiss Army on a hunch – even if you haven’t confirmed the existence of a hostile realm spell, you can still try to dispel it. Abjuration You must make a separate dispel check for each province Caster level: Arcane 5, Divine 4 the target spell affects. If the check fails, the target spell Regency: 4 RP/unit stays in effect in that province. Range: Close (LoS) For an ongoing area or effect spell whose point of origin Targets: 1 unit/2 caster levels is within the area of the dispel realm magic spell, you can Duration: Instantaneous make a dispel check to dispel the spell. Saving Throw: Will negates Spell Resistance: Yes For an ongoing spell whose area overlaps that of the dispel realm magic spell, you can make a dispel check to Description: This spell forces extraplanar creatures back end the effect, but only within the overlapping area. to its proper plane. This spell is a major boon for anyone who must face creatures from the Shadow World or the If a structure or object that is the effect of an ongoing Great Beyond. spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to Spell Effect: May only affect creatures with the end the spell that conjured that object or creature extraplanar trait (summoned outsiders and some undead (returning it whence it came). for example). Each target may attempt a morale check to resist the spell; if it fails it takes four hits (the damage You may choose to automatically succeed on dispel represents creatures sent back to their home plane, not checks against any spell that you have cast. creatures slain or destroyed. Counterspell: When dispel realm magic is used in this Character Caster level Equivalent: Dismissal. way, the spell targets a realm spell being cast and is cast as a counterspell. Unlike a true counterspell, however, dispel Dispel Realm Magic realm magic may not work; you must make a dispel check to counter the other spellcaster’s spell. Normal rules for Abjuration countering realm spells apply. Level: Arcane 3, Divine 3, Primordial 3 You do not need to know which spell is being cast to Regency: Special (minimum 1 RP) counter it with dispel realm magic. When you specify that Casting Time: 1 free action (1 day) you are readying a counterspell domain action, the triggers Range: Long you outline there will determine the conditions under Target or Area: One target (asset, battlefield, holding, which you will cast dispel realm magic. province, etc.); or 1 province/2 caster levels Realm magic dispel check: A realm magic dispel check is Duration: Instantaneous 1d20 + RP spent (maximum +10 or your caster level, Saving Throw: No

240 whichever is less) against the spell or against each ongoing army units’ allegiance and loyalty. Over time an spell currently in effect on the object or creature. unscrupulous caster can gather quite and army this way. You must spend a minimum of 1RP for each dispel check Spell Effect: Units that fail their save become assets you make. belonging to the caster of the spell. Such units must be The DC for this dispel check is 11 + the spell’s caster maintained as normal and are no more loyal to their new level. If you succeed on a particular check, that spell is master than an ordinary unit. If ordered to fight against dispelled; if you fail, that spell remains in effect. their former domain, or in a fashion that goes against their morality in some major fashion, the DM may allow a new Character Level Equivalent: Dispel magic. A character save to break the effects of the spell. that is under the effect of a realm spell that is dispelled has his personal effect dispelled as well. Character Level Equivalent: Charm Person (permanent duration). Affected characters now willingly Dispel Realm Magic, serve their new master and will fight to the best of their Greater abilities. Dominate Army Abjuration Level: Arcane 6, Divine 6, Primordial 6 Enchantment (Compulsion) [Mind-Affecting] Spell Effect: This spell functions like dispel realm Caster level: Sor/Wiz 4 magic, except that the maximum RP expenditure on your Regency: 10 RP/unit dispel check is +20 instead of +10. Casting Time: One free action (1 hour, 10 battle rounds) Character Level Equivalent: Dispel magic, greater. Range: Close (LoS) Targets: 1 unit/caster level Divine Shroud Duration: 1 domain turn (1 week/caster level) Saving Throw: Will negates Abjuration Spell Resistance: Yes Caster level: Divine 6 Description: No wizard with knowledge of this spell Regency: 4 RP/unit will ever need to recruit an army again. Turn brother on Casting Time: One free action (1 hour, 10 battle rounds) brother and loyal vassal against liege he can use his Range: Close (LoS) enemies’ troops against themselves. Targets: 1 unit/caster level Spell Effect: All units affects are considered to be under Duration: 1 turn (1 week/caster level) the wizards control for the duration of the spell. The units Saving Throw: None must still be maintained as normal for the duration of the Spell Resistance: Yes (harmless) spell. Description: The favors of the divine can often be the Character Level Equivalent: Dominate Person. only defense a soldier has against the arcane and supernatural forces attacking him. Dominate Realm Spell Effect: Target units gain a +4 deflection bonus to Defense, a +4 bonus to saves against spells, as well as Enchantment (Compulsion) [Mind-Affecting] immunity to the effects necromancy spells and Create Caster level: Arcane 9, Divine 9 Spawn or equivalent special abilities. Components: Standard Character Level Equivalent: Magic vestment, spell Regency: 8 RP/province caster level + 4 RP/holding caster immunity (necromancy spells), and death ward. level Casting Time: One free action (1 day/province level) Range: Medium (Province) Target: 1 province Defection Duration: Permanent Enchantment (Charm) [Mind-Affecting] Saving Throw: None Spell Resistance: No Caster level: Arcane 5 Regency: 20 RP/unit Description: Transfers the control of a province with all Casting Time: One free action (1 day) holdings and assets. Range: Medium (Province) Spell Effect: The caster becomes the regent of the Targets: 1 unit/3 caster levels affected province for the duration of the spell. He can also Duration: Permanent choose to become the regent of any non-source holdings in Saving Throw: Will negates the province. If the spell is terminated all holdings revert Spell Resistance: Yes back to the original owner. Description: By weaving powerful mind affecting Character Level Equivalent: Dominate Person. enchantments the wizard is able to permanently change the

241 Dreamless Sleep Enhance Source Domination (Compulsion) [Mind-Affecting] Transmutation Level: Arcane 1 Caster level: Arcane 6, Primordial 6 Components: Standard Components: Standard Regency: 1 RP/province Regency: 1 RP/original source level Casting Time: One free action (1 day) Casting Time: One free action (1 day) Range: Long Range: Medium (Province) Area: 1 province/3 caster levels Effect, Area: 1 source holding Duration: 1 year (1 month/caster level) Duration (Sustained): 1 year (1 month/caster level) Saving Throw: Will negates Saving Throw: None Spell Resistance: Yes Spell Resistance: No Description: The inhabitants of affected provinces need Description: Using this spell a powerful mage or druid a lot more sleep than usual. They can fall asleep at odd can direct the flow of mebhaighl in a province towards his hours of the day, and often spend several days in a row own source manifestation, enabling him to cast more sleeping. powerful spells than he otherwise would. Spell Effect: The target province suffers a –1 penalty to Spell Effect: Target source gets a +1 enhancement bonus province level, because of the educed productivity of the to level. population. The RP cost of this spell must be paid each turn or the Dreamless sleep has no effect on battles and campaigns. spell immediately ends. It is assumed that officers and NCO are able to keep Character Level Equivalent: None. people awake and moving when it is needed. The RP cost must be paid each turn the spell is in effect. Enthralling Speech Character Level Equivalent: Sleep. Characters can Enchantment suddenly become the target of a modified sleep spell (DM discretion, but about 10% chance per day spent in an Caster level: Divine 2 affected province). If a character fails his saving throw, he Components: Standard will feel very tired, and will fall asleep in 1d6 minutes Regency: 1 RP/unit (most people will use the time to find a place to sleep). Casting Time: One free action (1 hour, 10 battle rounds) He’ll remain asleep for 1d6x4 hours, unless somebody Range: Battlefield wakes him. If awoken, the character is fatigued until he Targets: 1 unit/caster level can sleep for 12 hours straight. Characters also need more Duration: Concentration sleep each night – 12 hours instead of the usual 8. Saving Throw: Will negates Spell Resistance: Yes End of Days Description: The priest speaks with a voice that carries the words of god across the battlefield, causing his Perdition (Death) enemies to stop up and listen to his divine wisdom. Caster level: Arcane 9 Spell Effect: Target units must all be within the same Components: Standard section of the battlefield. Target units become fascinated Regency: 10 RP/province level by the caster, unless they make a successful save. Casting Time: One free action (1day) Fascinated units do not move, use special abilities or Range: Medium (Province) attack while under the influence of the spell. Fascinated Area: 1 province units have a -1 penalty to Defense. If a unit is attacked, the Duration (Sustained): 1 year (1 month/caster level) spell's effects are broken for that unit only. Saving Throw: Fortitude negates Spell Resistance: Yes Character Level Equivalent: Description: The shadow world encroaches on the Eldritch Blast daylight world, slowly but steadily draining all life from the lands and the people. Evocation [Acid and Fire] Spell Effect: Target province loses 2 levels and suffers a Caster level: Arcane 2 -10 penalty to prosperity for each turn the spell is in effect. Regency: 4 RP/blast The RP cost of this spell must be paid each turn or the Casting Time: One free action (1 hour, 10 battle rounds) spell immediately ends. Range: Close (LoS) Character Level Equivalent: Any character in the Effect: 1 blast/2 caster levels (max 5) province gains one negative caster level every week. A DC Duration: Instantaneous 28 Fortitude save removes this negative level. Saving Throw: Fortitude halves Spell Resistance: Yes

242 Description: Blasts of Eldritch energy lances down from Eye of the Gods the heavens, consuming whatever it touches in a fashion similar to that of dragon-fire. Divination Spell Effect: The caster must succeed at a ranged touch Caster level: Cleric 8, Knowledge 8, Sor/Wiz 8 attack to hit the target of a blast. Targets that are hit take Components: 8 GB two hits of damage and are routed, unless they make a Regency: 20 RP + 5 RP/century successful save, in which case they only take one hit. Casting Time: One free action (1 hour, 10 battle rounds) Character Level Equivalent: Range: Unlimited Target: 1 person, item or location Excommunication Duration: 1 turn (1 week/caster level) Saving Throw: None Enchantment Spell Resistance: Yes (harmless) Level: Divine 5 Description: Learn everything about one object, place or Regency: 10 RP + 5 RP/province + special person. Casting Time: 1 free action (1 day) Spell Effect: Range: Long Targets: 1 regent, 1 domain, and 1 province/2 caster levels Character Level Equivalent: The caster gains a Duration: 1 year (1 month/caster level) complete knowledge of the history of the affected person, Saving Throw: Will partial item or location. For a location or item only the last Spell Resistance: Yes hundred years are discovered. Older history can be investigated by spending additional RP, up to a maximum Description: This spell is one of the most potent weapon of one century per caster caster level. in a temple’s arsenal, but one that should not be used lightly. It allows a priest to severely affect another regent’s The person must be well known to the caster and some ability to govern. The priest calls upon his god to place a part of the person (like a lock of hair) must also be present terrible curse upon the offending regent, leading loyal at the casting or the cost is doubled. The caster must followers to abandon him and his enemies to lash out at possess the item, if the item has only been touched or seen him. the cost is doubled. If the spell is not cast at the location investigate the cost is doubled. Spell Effect: Target provinces suffer a –3 penalty to prosperity, and the targeted domain suffers a –2 penalty to The caster can spend a character action instead of a free stability (provided that the Court province is one of those action when casting this spell, allowing him to write down covered by the spell). the knowledge gained through the casting. If no action is used the details gained will quickly be forgotten and only In addition, each of the caster’s temple holdings must the rough outline and important points will be immediately conduct a free contest domain (costing no remembered. GBs to initiate) action against any one holding belonging to the target regent (provided there are any in that Feign Destruction province). Normal modifiers apply, and both sides can spend influence normally. Illusion (Glamour) During subsequent turns target provinces suffer an Caster level: Arcane 3 additional –2 penalty to prosperity and the contest action Components: Standard must be repeated. The caster cannot voluntarily cancel the Regency: 5 RP/province spell. Casting Time: One free action (1 day/province) The caster must pay an additional number of RPs per Range: Long province equal to the difference in target province level Area: 1 province/3 caster levels and his holding level. Example: Casting Excommunicate in Duration: 1 year (1 domain turn/level) a province (6), where the caster has a temple (4), costs an Saving Throw: None additional 6-4 = 2 RPs. Spell Resistance: No Character Level Equivalent: None. A regent that is Description: The wizard can cause a village, fortress or targeted by this spell can limit its effects with a successful town to appear to be destroyed. People in the area are Will save (modified by stability). The spell is fairly unaffected, doing their normal chores as they always have. focused, so the DC of the Will save is increased by 5. Any outsiders observe the inhabitants as cleaning up after If the save is successful, the initial prosperity modifier is the disaster. –2 (for all affected provinces) and the stability penalty Spell Effect: The affected provinces are immune to becomes –1. being pillaged or razed (since they appear devastated A new save can be attempted during subsequent turns, already) pillage and raze. and if successfully the prosperity modifier for that turn is Units attempting to forage do so at a –5 penalty. reduced to –1. It is not possible to use a castle or fortification for defense if it is to appear destroyed.

243 Character Level Equivalent: None. a good example). You can share information with another domain, allowing them to gain the benefits of this spell. Find the Divine Blood Character Level Equivalent: Scrying. Each regent gets an initial saving throw when subjected to this spell, if it Divination (Scrying) succeeds that regent can’t be affected by this particular Caster level: Arcane 5 casting of the spell. Components: 3 GB At any time during the duration of the spell, by Regency: 2 RP/province concentrating on a specific regent for 1 round, the caster Casting Time: One free action (1 day) will know the general direction and rough distance to that Range: Long regent (sufficient to determine what province he is Targets: 1 province + 1 province/3 caster levels after 5th currently in). Duration: 1 turn (1 month/3 caster levels) Saving Throw: None By concentrating on a specific regent for 1 minute, the Spell Resistance: No caster will gain detailed knowledge of the target’s location (he can place him inside a small settlement or near a Description: The divine blood of the gods is strong. It is specific terrain feature for example; accurate to between a impossible to hide from those who know how to look for few hundred yards to a mile). such things. Humble hedge knight or might rulers of empires; they all stand out equally in a crowd of the By concentrating on a specific regent for 10 minutes, the mundane men. caster will get a mental picture of the regent and regent’s surroundings (similar to the effects of the scrying spell). Spell Effect: The caster instantly becomes aware of all The regent gets to make a new Will save to resist this blooded characters within the affected provinces. Upon effect, and is successful you cannot try this use of the spell sight the caster will know who is blooded and who is not. on him again for 24 hours (but otherwise the spell For the duration of the spell he will know the general area continues to function normally). any person he already knows is currently located. Alternatively you can specify a single regent that you Character Level Equivalent: Scrying believe to within the area of the spell when it is cast. Follow the Regent's Increase the save DC by 10 and add 10 to caster level for the purpose of overcoming Spell Resistance. Trail Note that there are no personal scrying spells in RoE. Realm scrying has an effect similar to scrying when spying Divination (Scrying) on specific places and persons. Level: Arcane 3 Regency: 3 RP + 1 RP/province Fool the Unwanted Casting Time: One free action (1 day) Range: Long Visitor Area: 1 province/caster level Domination (Charm) [Mind-Affecting] Duration: 1 domain turn (1 week/caster level) Saving Throw: Will negates Caster level: Arcane 1, Primordial 1 Spell Resistance: Yes Regency: 2 RP/province Description: A more specialized version of scrying, this Casting Time: One free action (1 day) spell gives the caster the ability to locate any regents Range: Long known to him within the area affected. By concentrating Area: 1 province + 1 unit/2 caster levels beyond the wizard can at first point out the general direction to the minimum requirement regent looked for, and the longer he concentrates the more detailed the location will be known. Duration: 1 year (1 month/caster level) Spell Effect: When the spell is cast, the caster becomes Saving Throw: None aware of all regents within the area of the spell, as if he Spell Resistance: Yes (harmless) had concentrated for 1 minute on each subject (see below Description: This spell was a favorite of the Khinasi for details). Only regents within this area can be located, city-states during their rebellion against their Anuirean other scions will not be registered. overlords. With the help of this spell, they made it Keeping track of the regents once the spell is cast is a impossible for Anuirean agents to penetrate their secret fairly simple procedure, and you will also know where plans. they are, as long as they don’t leave the spells area. New Spell Effect: Designate a domain (except your own). In regents entering the area will likewise be affected by the the target province the DDC of any Espionage domain spell. action conducted by this domain is increased by 10. The DM will assign appropriate modifiers to the DAC of Character Level Equivalent: Charm person. If a any actions you take against a regent that you are tracking character is related to the designated domain, he will (usually in the +2 to +10 range). Espionage actions in become affected by a charm person spell upon entering particular can benefit from this spell (assassinations being target province.

244 If he fails his saving throw, he’ll remain and carry out his Regency: 3 RP/unit mission, but he’ll be convinced that there is nothing to find Casting Time: One free action (1 hour, 10 battle rounds) (ignoring obvious clues and outright confessions if need Range: Close be) and will report so back to his superiors. Targets: 1 ship/caster level If he leaves the target province, the effect will be cancelled, but he’ll remember the events as if everything is Duration: 1 turn (1 week/caster level) as the charm made him believe them to be. Saving Throw: None Character Level Equivalent: Spell Resistance: Yes (harmless) Description: The cleric stands before the fleet, or on a Forced March ship within it, bestowing the blessings of his god upon it. Transmutation Spell Effect: Target ships gain a +1 morale bonus to Morale, Cohesion, combat, maneuverability and defense. Caster level: Arcane 1, Primordial 1 These bonuses stack with Bless the Fleet. Regency: 1RP/unit Casting Time: One free action (1 hour, 10 battle rounds) Character Level Equivalent: Range: Caster must be present with all affected units at the time of the casting. Gloom Targets: 1 infantry unit/2 caster levels Duration: 1 domain turn (1 week/caster level) Necromancy Saving Throw: No Caster level: Sor/Wiz 4, Terror 3 Spell Resistance: Yes Components: 4 GB Regency: 1 RP/province caster level Description: This spell was widely used by the Imperial Wizards to enable Anuirean infantry legions to keep up Casting Time: One free action (1 day) with more mobile enemies, such as Khinasi cavalry. Range: Long Targets: 1 province + 1 province/2 caster levels after 5th Spell Effect: Target infantry units have their Speed Duration: 1 turn/3 caster levels (1 month/caster level) doubled. Saving Throw: Fortitude (negates) Character Level Equivalent: Expeditious retreat. All Spell Resistance: Yes (negates) characters within the target units when the spell is cast are Description: A feeling of dread and fear of impending affected. The effect can be dispelled or otherwise negated doom fills the population. Nobody have the energy to face for individual characters. If a large number of characters the task at hand; it is all going to end soon anyway. The have the effect removed, the DM might decide to reduce or more spirited people just leave instead of staying. cancel the benefits of this spell. Spell Effect: The affected provinces receives a negative Forgotten Realms growth modifier equal to half the current province caster level. This is instead of the ordinary growth, i.e. a province Illusion (6) will have a growth of –3 instead of 6. Any other spell affecting growth will come on top of this, i.e. a Bless Land Caster level: Illusion 9, Sor/Wiz 9 spell on the above province would change the growth to – Components: 9 GB 2. There is also a –3 morale penalty on prosperity in the Regency: 20 RP + 10 RP/province caster level province. Casting Time: One free action (1 day) Range: Long Battles are to short a time for army units to be affected Area: 1 province by this spell. Duration: Permanent Character Level Equivalent: Saving Throw: None Spell Resistance: No Gold Rush Description: Makes a province completely forgotten and inaccessible. Conjuration (Creation) Caster level: Sor/Wiz 5 Spell Effect: No character or unit may enter the province. Only the caster and anybody he designates may Components: 4 GB enter. Ill knowledge of the province slowly slips from Regency: 8 RP/province history. Casting Time: One free action (1 day) Character Level Equivalent: Range: Long Gird the Holy Fleet Targets: 1 province + 1 province/3 caster levels after 5th Duration: 1 turn/3 caster levels (1 month/caster level) Enchantment (Compulsion] [Mind-affecting] Saving Throw: None Caster level: Clr 4 Spell Resistance: No Components: 3 GB

245 Description: There are sudden finds of precious metals Duration: Instantaneous and other valuables in the province. Fortunes are made Saving Throw: Yes (harmless) quickly and people flock to the site to take part in the Spell Resistance: Yes dream of untold riches. Description: The caster must walk among the wounded, Spell Effect: The affected provinces receive a +50% speaking to them, laying on hands and so forth. income bonus and a +5 province growth bonus. Spell Effect: Target units are affected by a heal spell, Character Level Equivalent: removing all damage. The spell may only be cast after Great Wall battle or against units either in the reserve or far removed from actual fighting. Evocation [Fire or Cold] Heavenly Bridges Caster level: Sor/Wiz 4 Components: 4 GB Transmutation Regency: 10 RP/province Caster level: Clr 3, Drd 3, Travel 3 Casting Time: One free action (1 day) Components: 1 GB Range: Long Regency: 2RP/province Area: 1 province/3 caster levels Casting Time: 1 domain action Duration: 1 turn/3 caster levels (1 month/caster level) Range: Saving Throw: None Targets: 1 province + 1 province 2/caster levels after 5th Spell Resistance: No Duration: 1 week/caster level Description: Creating vast walls of fire and ice where he Saving Throw: None wishes the wizard is capable of effectively closing of the Spell Resistance: No provinces against any unwanted military forces. Description: Spell Effect: In all provinces affected the wizard can Spell Effect: Enables unhindered movement across all designate what adjacent provinces he will prohibit rivers in affected provinces. movement between. No army units, caravans, trade or other people may pass between the provinces. Hidden Army Grip of Madness Illusion (Glamour) Enchantment (Compulsion) [Mind-Affecting] Caster level: Drd 3, Sor/Wiz 3, Trickery 3 Caster level: Sor/Wiz 7 Components: 3 GB Components: 7 GB Regency: 3 RP/unit Regency: 4 RP/province caster level Casting Time: One free action (1 hour, 10 battle rounds) Casting Time: One free action (1 day) Range: Close Range: Long Target, Targets, Effect, Area: 1 unit/caster level Target: 1 province Duration: 1 turn (1 week/caster level) Duration: 1 turn + 1 turn/4 caster levels Saving Throw: None Saving Throw: Will negates Spell Resistance: Yes (harmless) Spell Resistance: Yes Description: Flavor text Description: Inhabitants of a province become confused. Spell Effect: The affected units become invisible and are impossible to detect by espionage, scouting or magical Spell Effect: All income in the province is reduced by scrying. A field army completely concealed in this way can 75%, and the province growth is reduced to zero. move through a province unhindered by enemy forces. Heal Army In a battle the units can start as hidden units. Their battle total is doubled, tripled if the commander won the Warcraft Conjuration (Healing) [Positive] check. Caster level: Clr 6, Drd 6 Hold Army Components: 4 GB Regency: 10 RP/unit Enchantment (Compulsion) [Mind-Affecting] Casting Time: One free action (1 hour, 10 battle rounds) Caster level: Sor/Wiz 4 Range: Battlefield Components: 4 GB Targets: 1 unit/caster level Regency: 5 RP/unit

246 Casting Time: One free action (1 hour, 10 battle rounds) addition, your actions in the target province receive a +4 Range: Close bonus and all actions taken against you suffer a -4 penalty. Targets: 1 unit/2 caster levels Holy War Duration: 1 battle Saving Throw: Will negates Conjuration (Creation) [Positive] Spell Resistance: Yes (harmless) Level: Divine 4, War 3 Description: Whole companies of opponents are Regency: 2RP/unit suddenly frozen in place. Unable to move, fight, or even Casting Time: 1 free action (1 day) defend themselves this spell can have a devastating effect Target: 1 unit/caster level in a battle if used in a tactically sound way. Range: Medium Spell Effect: Any unit failing their save cannot move or Duration: 1 domain turn (1 week/caster level) attack for 1d6 +1 battle turns. If attacked by missile fire they have –2 defense, if attacked in melee or charge they Saving Throw: Fortitude negates (harmless) automatically take one hit. Spell Resistance: Yes (harmless) Description: Holy War sustains the troops by filling Hold Unit them with divine purpose. Men and beasts require less food and water. Equipment breaks down more rarely. Enchantment (Compulsion) [Mind-Affecting] Spell Effect: Affected units have their upkeep cost Caster level: Sor/Wiz 2 halved for the duration of the spell. Components: 2 GB Regency: 5 RP Honest Dealings Casting Time: One free action (1 hour, 10 battle rounds) Enchantment Range: Close Caster level: Clr 3 Targets: 1 unit Components: 3 GB/province Duration: 1 battle Regency: 1 RP/province caster level Saving Throw: Will negates Casting Time: One free action (1 day) Spell Resistance: Yes (harmless) Range: Long Description: Whole companies of opponents are Area: 1 province +1 province/3 caster levels after 5th suddenly frozen in place. Unable to move, fight, or even defend themselves this spell can have a devastating effect Duration: 1 Turn in a battle if used in a tactically sound way. Saving Throw: None Spell Effect: The unit must make a save or it cannot Spell Resistance: No move or attack for as long as the spell lasts. If attacked by Description: missile fire they have –2 defense, if attacked in melee or Spell Effect: Increases the productivity of all trade and charge they automatically take one hit. guild holdings in a province, causing them to generate Holy City +1d6x10% income. Transmutation Hypnotic Sky Caster level: Clr 7 Illusion (Pattern) [Mind-Affecting] Components: 7 GB Caster level: Sor/Wiz 1 Regency: 20 RP Components: 1GB Casting Time: One free action (1 day) Regency: 5 RP Range: Close Casting Time: One free action (1 hour, 10 battle rounds) Target: 1 province Range: Close Duration: 1 turn/caster level Area: Battlefield Saving Throw: None Duration: 1 Battle Spell Resistance: No Saving Throw: Will negates Description: This spell is used to designate a single Spell Resistance: Yes province as the spiritual capital of the faith. Description: The sky above the battlefield is filed with Spell Effect: Your holdings in target province are swirling patterns of strange colors and abstract shapes. All affected as per the spell bless the sacred holding. In watching find their attention drawn away from anything else they were doing.

247 Spell Effect: All units on the battlefield must save or be Description: Creates an army of the living dead fascinated for 1d4+1 battle turns. The affected units cannot Spell Effect: The units created are made up of a mix of move or use any attack. If attacked it will defend normally skeletons and zombies. The units are considered to have a and can attempt to save again. regular experience caster level for combat stat purposes, Inflame but cannot gain or lose any XP. Move Morale Cohesion Defense Melee Charge Missile Special Enchantment (Compulsion] [Mind-affecting] Immune to mind affecting magic, +2 Caster level: Sor/Wiz 3 2 4 6 16 6 - - defense vs. missile Components: 3 GB Regency: 3 RP/unit Lecherous Shadows Casting Time: One free action (1 hour, 10 battle rounds) Necromancy Range: Close Caster level: Sor/Wiz 8 Targets: 1 unit/caster level Components: 8 GB Duration: 1 turn (1 week/caster level) Regency: 1 RP/XP/unit Saving Throw: None Casting Time: One free action (1 hour, 10 battle rounds) Spell Resistance: Yes (harmless) Range: Close Description: The affected unit becomes filled with a strong and reckless urge for battle and glory. The blood Targets: 1 unit/caster level lust makes them disregard rank and file as the try to Duration: Instantaneous engage the enemy. Saving Throw: None Spell Effect: Target units gain +6 to melee and charge Spell Resistance: No and gains the power attack special ability. In addition the Description: The veil between world are weakened so units gains a –2 penalty to their defense. shadows become tainted with the force of the shadow Investiture world. Anybody passing through a shadow, even if only from them man in front of him, have their life force Conjuration drained away from them Caster level: Clr 1, Drd 1, Sor/Wiz 8 Spell Effect: Each unit loose a number of XP equal to the number paid for by the caster. The maximum number Components: 1 GB of XP drained from each unit is one half the caster caster Regency: 1 RP level. Casting Time: 1 domain action Range: Caster must be present at the ceremony in Ley Shield question Abjuration Effect: 1 investiture ceremony Caster level: Drd 4, Sor/Wiz 4 Duration: Instantaneous Components: 2 GB Saving Throw: Special Regency: 3 RP/province Spell Resistance: None Casting Time: One free action (1 day) Description and Spell Effect: See book of priestcraft for Range: Long details. Area: 1 province/3 caster levels Legion of the Dead Duration: 1 year (1 month/caster level) Saving Throw: None Necromancy Spell Resistance: No Caster level: Clr 3, Sor/Wiz 3 Description: Once a hostile wizard has forged a ley line Components: 3 GB into a province half his work is done. Preventing him from Regency: 10 RP/unit doing so is often a more effective defense than attempting Casting Time: One free action (1 hour, 10 battle rounds) to counter the realm spells that come later. Range: Medium Spell Effect: The caster may pay only 1 RP per influence Effect: 1 unit +1 unit/3 caster levels after 5th point when attempting to oppose any Forge Ley Line into the shielded provinces. Duration: 1 turn (1 week/caster level) Saving Throw: None Ley Trap Spell Resistance: No Abjuration

248 Caster level: Drd 3, Sor/Wiz 3 Spell Resistance: No Components: 2 GB Description: Lifts curses from a province. Regency: 3 RP/ley line Spell Effect: Counters curse realm, blight and other Casting Time: One free action (1 day) realm spells that works as a curse. Range: Long Light of the Searing Sun Targets: 1 ley line/ 3 caster levels Duration: 1 year (12 months) Evocation [Light] Saving Throw: Will negates Caster level: Sor/Wiz 8 Spell Resistance: Yes Components: 8 GB Description: Ley trap is designed to harm wizards who Regency: 8 RP/unit try to deactivate, sunder, or otherwise tamper with an Casting Time: One free action (1 hour, 10 battle rounds) affected ley line. Range: Battlefield Spell Effect: A wizard who tampers with a trapped ley Effect: 1 unit/2 caster levels line is allowed a Will save. Success means the wizard Duration: Instantaneous escapes injury and the tampering attempt works. Failure indicates the trap disrupts the wizard's spell; the tampering Saving Throw: None attempt fails and he suffers 1d6 points of damage Spell Resistance: Yes multiplied by the caster level of the highest source on the Description: Intensifies sunlight, harming the living and line. Only one trap spell may be cast on a single ley line at destroying the undead. During the day sunlight shines one time. down in burning rays, in the night moonlight. Ley Ward Spell Effect: Living units must make a Morale check; if successful it takes one hit, if failed it takes two hits. Abjuration Undead units take three hits, six hits on a failed morale check. Caster level: Drd 5, Sor/Wiz 5 Components: 4 GB Magic Blast Regency: 5 RP/ley line Evocation [Force] Casting Time: One free action (1 day) Level: Arcane 1 Range: Long Components: Standard Targets: 1 ley line/ 3 caster levels Regency: 2 RP/blast Duration: 1 year (12 months) Casting Time: One free action (1 hour, 10 battle rounds) Saving Throw: Will negates Range: Close (LoS) Effect: 1 blast/2 caster levels (max 5) Spell Resistance: Yes Duration: Instantaneous Description: More powerful version of ley trap. Saving Throw: Reflex negates Spell Effect: A wizard who tampers with a trapped ley Spell Resistance: Yes line is allowed a Will save. Success means the wizard Description: A blast of magical energy strikes the escapes injury and the tampering attempt works. Failure battlefield. The caster has little control over where the indicates the trap disrupts the wizard's spell; the tampering blasts strike. attempt fails and he is affected by the enfeeblement spell. Spell Effect: The spell produces a number of magic Only one trap spell may be cast on a single ley line at one blasts of pure force. You must target one section of the time. battlefield. Each blast hits a random unit in that section. If Lift Curse friendly units are currently present with that section, they are also subject to being hit. Abjuration Units that are hit must make Reflex save or take one hit Caster level: Clr 3, Drd 3 of damage. Components: 3 GB Character Level Equivalent: A character that is part of a unit hit must make a Reflex save or take 5d4 points of Regency: 1 RP/province caster level [Force] damage. Casting Time: 1 domain action Range: Long Mark of the Dead Area: 1 province + 1 province/2 caster levels after 5th Perdition (Shadow) Duration: Instantaneous Level: Arcane 2, Divine 1 Saving Throw: None Components: Standard

249 Regency: 1RP/unit Effect: 1 ley line Casting Time: One free action (1 hour, 10 battle rounds) Duration: Permanent (see below) Range: Close (LoS) Saving Throw: None Targets: 1 unit/caster level Spell Resistance: No Duration: 1 turn (1 week/caster level) Description: According to ordinary magic theory ley Saving Throw: Will negates (harmless) lines cannot cross the open sea, as the ocean itself Spell Resistance: Yes (harmless) interferes with the flow of the mebhaighl through the line. Description: This spell calls upon the dark energies of But certain spellcasters have mastered the art of creating the Shadow World, cloaking its targets with the appearance such lines. Rumors have it that only those of Masela’s of undeath, making other unloving creatures ignore their bloodline can one hope to master this spell. presence. Spell Effect: The spell allows a ley line to be forged Spell Effect: Make undead creatures and units ignore the across an unlimited number of sea areas, without any living, preventing attacks from undead on target units. On chance of the line dissipating. a successful Will save will allow a particular undead unit This spell must be cast in conjunction with the Forge Ley to see the targets for what they truly are. Creatures that are Line domain action. The RP cost of the spell is covered by not undead are not affected by this spell. the Forge action, but material components must be paid Character Level Equivalent: Undead ignore your normally. presence unless they make a successful Will save. When attempting the forge action count the number of provinces and sea areas and use the total number as the Mark of the True number of provinces when calculating DDC and RP cost.If Believer the Forge action fails, the spell is also wasted. Character Level Equivalent: None. Divination Caster level: Divine 1 Mask Ley Line Components: Standard Regency: 1 RP/province Abjuration Casting Time: One free action (1 day) Level: Arcane 2, Primordial 2 Range: Medium (Province) Components: Standard Area: 1 province/caster level Regency: 2 RP/ley line Duration: 1 year (1 month/caster level) Casting Time: One free action (1 day/ley line) Saving Throw: Will negates (harmless) Range: Long (Ley network) Spell Resistance: Yes (harmless) Effect: 1 ley line/caster level Description: This spell is frequently used by less Duration (Sustained): 1 year (1 month/caster level) tolerant religions, which use it to single out the unfaithful. Saving Throw: None The Orthodox Temple of Haelyn in Southern Anuire is the Spell Resistance: No most frequent user of this spell. Description: Since ley lines are so important to a wizard’s Spell Effect: In affected provinces you may add 2 to the ability to utilize his magic the wise ones hide their ley DDC of Espionage actions and Contest actions targeting lines. your temple holdings. The modifier is only applicable if Spell Effect: The affected ley lines become impossible the domain initiating the actions is a temple of another to detect, even with detect ley line and trace ley line. Ley god. lines are not hidden from the caster. The RP cost of this spell must be paid each domain turn You may cast this spell on the ley lines of a consenting or the spell immediately ends. wizard who have shown you his ley lines or whose ley Character Level Equivalent: All creatures of the lines you have detected. These ley lines are not hidden for caster's faith (temple domain) are magically marked with caster or owner. The spell may be used on a combination the symbol of the appropriate god (all temples dedicated to of the caster’s and a consenting wizard’s ley lines. the same god have the same symbol). Only clerics and Character Level Equivalent: None. paladins dedicated to the same faith can see the mark. True Seeing and certain other divinations also reveal the mark. Mask of Experience Masela’s Ley Line Illusion (Glamour) Caster level: Sor/Wiz 2 Transmutation Components: 2 GB Caster level: Arcane 5, Primordial 5 Regency: 2 RP/unit Components: Standard Casting Time: One free action (1 hour, 10 battle rounds) Regency: Special Range: Close Casting Time: One free action (1 day/province crossed) Targets: 1 unit/caster level Range: Special Duration: 1 turn (1 week/caster level)

250 Saving Throw: Yes (harmless) unsuccessful the spell is lost to no effect, if successful the Spell Resistance: Yes (harmless) spell is cast normally. Description: Flavor text The RP cost of this spell must be paid each domain turn Spell Effect: The caster can choose what the affected or the spell immediately ends. units will look like and how experienced and disciplined Character Level Equivalent: Each time a character they appear. Any opponent succeeding on a espionage or attempts to cast an arcane or primordial spell he must scouting action will only learn this information as opposed overcome a special SR 26 (applicable to ALL spells). If to the true identity of the units. The illusion is rendered unsuccessful the spell is lost to no effect, if successful the useless as soon as the unit enters a battlefield square with spell is cast normally. an enemy present. Mebhaighl Corruption Mass Destruction Necromancy Evocation [Fire, Ice or Lightning] Caster level: Sor/Wiz 9 Caster level: Arcane 3 Components: 9 GB Components: Standard Regency: 20 RP + 10 RP/ magic caster level Regency: 8RP/unit Casting Time: One free action (1 day) Casting Time: One free action (1 hour, 10 battle rounds) Range: Long Range: Close (LoS) Target: 1 province Targets: 1 unit/2 caster levels Duration: 1 turn/4 caster levels (1 month/caster level) Duration: Instantaneous Saving Throw: None Saving Throw: Fortitude halves Spell Resistance: No Spell Resistance: Yes Description: The mebhaighl in the province is tainted by Description: This spell allows the caster to slay the shadow causing the life to be drained away from hundreds of soldiers with a single devastating barrage of anybody attempting to use it. fire, ice or lightning. Spell Effect: Every time a character attempts to cast a Spell Effect: Before the spell is cast, the type of energy spell he must succeed a Will save against DC 15 + the cast to be used must be decided. Each target may attempt a spell’s caster level or gain one negative caster level. The morale check to resist the spell; if it passes the test it Fortitude save to remove the negative caster level is the suffers one hit of damage, if it fails it takes two hit and is same DC. For realm spell cast in the province or using a routed. source in the province the DC is 25 + the cast spell’s caster level. Character Level Equivalent: Mebhaighl Block Mounting the Waves Conjuration (Summoning) [Water] Abjuration Caster level: Sor/Wiz 6 Caster level: Arcane 8, Primordial 8 Components: 4 GB Components: Standard Regency: 5 RP/unit Regency: 5 RP/magic level Casting Time: One free action (1 hour, 10 battle rounds) Casting Time: One free action (1 day/magic level) Range: Close Range: Medium (Province) Targets: 1 unit/caster level Target: 1 province Duration: 1 turn (1 week/caster level) Duration (Sustained): 1 year (1 month/caster level) Saving Throw: None Saving Throw: None Spell Resistance: No Spell Resistance: No Description: This spell creates an aquatic mount for the Description: The connection between the province and members of a unit, enabling them to travel from one the natural flow of Mebhaighl is partially blocked, making coastal province to another. The units step into the surf on spellcasting very difficult. Only by overcoming the block the shore and horse-like elemental forms emerge from the of spell can a spellcaster reach out and tap the required ocean around them. force to power his spells. Spell Effect: Enables units to travel across coastal areas Spell Effect: Sources in target province generate no without the benefit of ships. The elemental/hippocampus regency for their owners (included you). mounts are fast, giving the units a strategic move of 5 To cast a realm spell using a source (even if said source while in sea areas. Units are protected from exposure and is just being used to link into the ley network) in the the elements while spell is in effect, but need to bring food. affected province the owner mist first succeed at Spell does not work on already mounted units - horses overcoming a DDC of 26 (d20 + spell level + source would panic. level). Influence may be applied to this check, but no more than 10 points or your caster level, whichever is less. If

251 Mundane Realm Nature’s Fury Unleashed Abjuration VI Caster level: Drd 9, Sor/Wiz 9 Components: 5 GB Caster level: Drd 6 Regency: 20 RP + 10 RP/magic caster level As summon army, but the summoned creatures are Casting Time: One free action (1 day) animals, not outsiders. Range: Long Target: 1 province Nature’s Fury Unleashed Duration: 1 turn/3 caster levels (1 month/caster level) VII Saving Throw: None Spell Resistance: No Caster level: Drd 7 Description: The connection between the province and As summon army, but the summoned creatures are the natural flow of Mabhaighl is completely blocked, animals, not outsiders. making spellcasting impossible. Spell Effect: Any spellcasting in the province is Nature’s Fury Unleashed impossible and any spell attempted cast is lost. All magic VIII items are rendered inert for the duration of the spell. Potions, scrolls and charges used are permanently lost Caster level: Drd 8 without any effect. As summon army, but the summoned creatures are Nature’s Fury Unleashed animals, not outsiders. I Nature’s Fury Unleashed

Conjuration (Summoning) IX Caster level: Drd 1 Caster level: Drd 9 As summon army, but the summoned creatures are As summon army, but the summoned creatures are animals, not outsiders. animals, not outsiders. Nature’s Fury Unleashed Nauseous Fumes II Conjuration (Creation) Caster level: Drd 2 Caster level: Sor/Wiz 3 As summon army, but the summoned creatures are Components: 3 GB animals, not outsiders. Regency: 4 RP/province Nature’s Fury Unleashed Casting Time: One free action (1 day) Range: Long III Target, Targets, Effect, Area: 1 province + 1province/2 th Caster level: Drd 3 caster levels after 5 As summon army, but the summoned creatures are Duration: 1year (1 month/caster level) animals, not outsiders. Saving Throw: Fortitude negates Spell Resistance: Yes Nature’s Fury Unleashed Description: Noxious gases and fumes rise from the IV ground, rivers and marshes. It is initially only an unpleasant smell, but as more and more starts seeping out Caster level: Drd 4 it becomes difficult to perform any task. In areas where As summon army, but the summoned creatures are there are large swamps and similar the gases might be animals, not outsiders. blamed on that, while in other areas it is clear that there is something unnatural going on. Nature’s Fury Unleashed Spell Effect: All living creatures within a province have V a -2 morale penalty to attack rolls, physical ability checks and fortitude saves. Affected creatures may try a Fort save Caster level: Drd 5 once per day. Success means the spell's effects are suspended for one day. Creatures with spell resistance may As summon army, but the summoned creatures are also try to resist once per day. Once spell resistance has animals, not outsiders.

252 been effective, that creature is no longer affected by the Obscuring Mists same spell. All units fighting on the battlefield in the affected Conjuration (Creation) [Air] provinces have a –2 morale penalty and a –1 penalty to all Level: Arcane 1, Primordial 1 attacks. For each full turn the spell is in effect, it will also Regency: 1 RP/province cause a -1 morale penalty to province growth. Casting Time: One free action (1 day) Nesirie’s Wrath Range: Long Area: 1 province + 1 unit/2 caster levels beyond Evocation [Water] minimum requirement Caster level: Water ?? Duration: 1 domain turn (1 week/caster level) Components: ?? GB Saving Throw: None Regency: ?? RP Spell Resistance: No Casting Time: One free action (1 day) Description: Thick mists and fogs make scouting Range: Special difficult. Sunny and windy weather dissipates the effect Area: 1 province somewhat. The chances of detecting enemy units are Duration: Instantaneous greatly reduced for both sides. Saving Throw: None Spell Effect: While an army is in a province affected by the mist, it gets a +8 bonus to its Warcraft check if Spell Resistance: No attempting to avoid combat. Description: Rumors have it that the priestesses of Reconnaissance is very difficult in affected provinces. Nesirie can call upon their goddess’ might and strike any Add 10 to the DDC of any reconnaissance action. costal area with doom and destruction. While Nesirie’s hearth is big and forgiving, so is her retribution harsh for During battle, the DM may reduce the visibility for those few she deems unworthy. No substantiated claim of whole or parts of the battlefield. However, since most this spell’s existence or use is known, but the fishermen battles take place during the day and in open terrain, the still make their offering to the goddess and even pirates say effect will usually be of limited utility. their prayers when they see a storm coming. Character Level Equivalent: Fog cloud. The fog will Spell Effect: Unknown cover not all parts of a province at all times. Instead the DM will, based on terrain, weather and time of day, decide Nightmare Battlefield which area are affected.

Necromancy [Fear, Mind-Affecting] One True Faith Caster level: Sor/Wiz 5 School Components: 5 GB Caster level: Clr 6 Regency: 25 RP Components: 3 GB/province Casting Time: One free action (1 hour, 10 battle rounds) Regency: 5 RP/province Range: Close Casting Time: 1 domain action Area: 1 battlefield Range: Duration: 1 battle Targets: Special Saving Throw: Will negates Duration: 1 month/3 caster levels Spell Resistance: Yes Saving Throw: Will suspends Description: As the armies face each other a feeling of Spell Resistance: Yes dread and despair spreads across the battlefield. Only the most stalwart is able to keep the spirits high enough to Description: press any attack against the enemy. Those that see the first Spell Effect: opportunity tend to flee. Spell Effect: All living persons suffer a –4 morale Palace of Splendor penalty to attack rolls and saves versus fear. Transformation All army units suffer a –4 morale penalty and a –2 Caster level: Sor/Wiz 3 penalty to melee and charge. A army unit must make a morale check if it wants to press an attack an engage the Components: 3 GB enemy. This check may be repeated each battle turn, and Regency: 3 RP once successful it need not be taken again. If the unit fails Casting Time: One free action (1 day) any other morale check it will immediately flee the Range: Medium battlefield.

253 Target: 1 domain’s court Regency: 10 RP/unit Duration: 1 year (1 month/caster level) Casting Time: One free action (1 hour, 10 battle rounds) Range: Close Saving Throw: None Targets: 1 unit/3 caster levels Spell Resistance: No Duration: Instantaneous Description: Transforms one court into an aesthetic Saving Throw: Will negates marvel. Spell Resistance: Yes Spell Effect: The court functions as if affected by the Description: A horde of fearsome creatures of all forms Magnificent Court structure. This enables you to take one spring from the earth and attack the enemy. While purely a extra court action each turn, and you gain a +2 bonus to fiction of the targets’ minds, those that are not killed court session and diplomacy actions taken in your court outright of fear leave the battlefield screaming. province. In addition, you receive a +4 bonus to investiture Spell Effect: Each target may attempt a morale check to actions taken at court. resist the spell; if it passes the test it suffers one hit of damage and is routed, if it fails it takes three hit and is Path of the Planes routed. Conjuration (Creation) Phantom Riders Caster level: Sor/Wiz 9 Components: 9 GB Conjuration (Creation) Regency: 50 RP Caster level: Sor/Wiz 3 Casting Time: One free action (1day) Components: 3 GB Range: Close Regency: 3 RP/unit Effect: 1 portal Casting Time: One free action (1 hour, 10 battle rounds) Duration: Permanent Range: Medium Saving Throw: None Target, Targets, Effect, Area: 1 unit/caster level Spell Resistance: No Duration: 1 turn (1 week/caster level) Description: Creates a portal that bridges the gap Saving Throw: None between the plane of casting and one adjacent plane of Spell Resistance: No casters choice. Description: Your army is equipped with quasi-real, Spell Effect: Anybody may pass through the portal by horse like steeds. The look and behave like horses, but walking through the physical gate constructed for this make no sound and is able to go where no ordinary mount spell. would bring you. Rivers, moats or swamps are no hindrance for your advance, making your army almost Phantasmal Army unstoppable by natural means. Spell Effect: All infantry units affected gain a strategic Illusion (Phantasm) [Fear, Mind-Affecting] move equal to your caster caster level, for a maximum of Caster level: Sor/Wiz 6 12. If you choose to equip a cavalry unit or otherwise Components: 6 GB mounted unit with these steeds they also gain a battlefield Regency: 15 RP/unit move equal to the strategic move. Casting Time: One free action (1 hour, 10 battle rounds) While moving strategically the units count all terrain as Range: Close having a move cost of one, except heavy forest and Targets: 1 unit/2 caster levels medium and higher mountains that cost two. Rivers does Duration: Instantaneous not affect the unit. On the battlefield the units may ignore Saving Throw: Will negates any obstacles made of water, mud or similar. Spell Resistance: Yes Description: A horde of fearsome creatures of all forms Poison Source spring from the earth and attack the enemy. While purely a fiction of the targets’ minds, those that are not killed Transmutation outright of fear leave the battlefield screaming. Caster level: Drd 8, Sor/Wiz 8 Spell Effect: Each target may attempt a morale check to Components: 4 GB resist the spell; if it passes the test it suffers two hits of Regency: 4 RP/source caster level damage and is routed, if it fails it takes four hit and is Casting Time: One free action (1day) routed. Range: Long Target: 1 source Phantasmal Warriors Duration: 1 turn/6 caster levels Saving Throw: None Illusion (Phantasm) [Fear, Mind-Affecting] Spell Resistance: Yes Caster level: Sor/Wiz 4 Components: 4 GB

254 Description: By emptying the Mebhaighl of a source When you cast this spell, you can specify any number of directly back into the land itself the caster can prevent the other spellcasters that will not be affected by protection owner of the source from benefiting from its power. from realm magic. Spell Effect: For the duration of the spell the source is Protection from realm magic has a standard duration of 1 considered caster level 0 for casting spells. Regency is domain turn, but if you want you can extend the duration collected normally. (with a maximum of 1 domain turn/3 caster levels beyond minimum requirement) by paying 1RP/province in upkeep Protection from the on each domain turn after the first. You can choose to keep the protection active in only some provinces by paying the Changing Seasons upkeep cost for only those provinces. Abjuration You may also attempt to counter any realm spell being Caster level: Arcane 3, Divine 3, Primordial 3 cast targeting a protected province (or any target within a Regency: 3 RP/province protected province). Protection from realm magic ends (for Casting Time: One free action (1 day) that province) as soon as it has been used to counter a Range: Long realm spell in this fashion, regardless of whether it was Targets: 1 province + 1 province/2 caster levels beyond successful or not. minimum requirement Character Level Equivalent: None. Duration: 1 year (1 month/caster level) Saving Throw: None Protection from Shadow Spell Resistance: No Abjuration [Positive] Description: A powerful protective enchantment that protects provinces from both natural and magical extremes Level: Arcane 1, Divine 1 of weather. Regency: 1 RP/unit Spell Effect: Target provinces are not affected by Casting Time: One free action (1 hour, 10 battle rounds) negative events related to the weather (severe cold, heavy Range: Short snowfall, high winds, drought etc.), and thus will not suffer Target: 1 unit + 1 unit/2 caster levels beyond minimum prosperity penalties, negative province growth or other requirement effects related to such events. Duration: 1 domain turn (1 week/caster level) Character Level Equivalent: None. Characters in target provinces are less likely to encounter extreme weather, and Saving Throw: Will negates (harmless) should have an easier time surviving in the wilderness Spell Resistance: No; see text because of it. Description: The minions of Shadow, chief among them the undead of the Shadow World, are the greatest threat Protection from Realm Anuire faces. So it is only natural that this spell has been Magic developed to help protect the helpless. Spell Effect: Target unit get a +2 deflection bonus to Abjuration Defense and a +2 resistance bonus on saves when attacked Level: Arcane 1, Divine 1, Primordial 1 by Shadowspawn. Regency: 1 RP/province In addition they immune to mind-affecting attacks from Casting Time: One free action (1 day) shadowspawn, and cannot be attacked in melee by Range: Long summoned shadowspawn (a summoned shadowspawn Targets: 1 province/caster level with SR can overcome this limitation and attack in melee). Duration: 1 domain turn or special Character Level Equivalent: Protection from Evil. All Saving Throw: None characters within the target units when the spell is cast are Spell Resistance: No affected. The effect can be dispelled or otherwise negated Description: This spell weaves a network of magical for individual characters. If a large number of characters energy across a number of provinces. To affect provinces have the effect removed, the DM might decide to reduce or thus protected, hostile spellcasters must first break through cancel the benefits of this spell. this defense. Spell Effect: Realm spells cast by other casters targeting Protective Winds the protected province require one extra RP. If a spell affects multiple protected provinces, the extra XP cost Evocation must be paid for each province. If the extra RP cost is not Caster level: Air 2, Clr 3, Drd 3, Sor/Wiz 3 paid for a province, the spell fails with regards to that Components: 2 GB province. Regency: 3 RP/square Casting Time: One free action (1 hour, 10 battle rounds) Range: Close

255 Area: 1 square + 1 square/3 caster levels after 5th Raze Duration: 1 battle turn/caster level Saving Throw: None Transmutation Spell Resistance: Yes Caster level: Drd 5, Sor/Wiz 5 Description: An invisible vertical curtain of wind Components: 3 GB/reduced caster level slashes across the battlefield. Its power is sufficient to Regency: See below deflect missile fire. Casting Time: One free action (1 hour, 10 battle rounds) Spell Effect: When the spell is cast, the caster must Range: Long decide which battlefield squares are protected. Non- Target: 1 castle or fort artillery missile fire becomes impossible across the curtain of wind. Duration: Instantaneous Saving Throw: None Raging Sky Spell Resistance: No School Description: Earthquakes and sudden weakness causes large parts of the fortification to collapse or become Caster level: Clr , Drd , Sor/Wiz useless. By a single spell the wizard can reduce the Components: GB mightiest castle to rubble. Regency: RP/unit Spell Effect: The affected castle is immediately reduced Casting Time: One free action (1 hour, 10 battle rounds) the number of caster levels paid by the wizard. Each caster Range: Personal, Touch, Close, Medium, Long, level to be reduced cost the current caster level times 10 Unlimited, Special RP. For a fort the cost is half. Target, Targets, Effect, Area: 1 unit/caster level Realm Scrying Duration: 1 turn (1 week/caster level) Saving Throw: None Divination Spell Resistance: Yes (harmless) Level: Arcane 1, Divine 2, Primordial 1 Description: Flavor text Regency: 1RP + 1RP/province or special Spell Effect: Game effect text Casting Time: One free action (1 day) Range: Long or special Raging Winds Area: 1 province + 1 province/3 caster levels beyond minimum requirement Evocation Duration: 1 domain turn (1 week/caster level) Caster level: Drd 3, Sor/Wiz 3 Saving Throw: Will negates Components: 3 GB Spell Resistance: Yes Regency: 2 RP/province Description: Allows the caster to magically gather Casting Time: One free action (1day) information on the target provinces. He can sit in his tower Range: Long and temple and send his consciousness forth, seeing and Area: 1 province/caster level hearing things that transpire far away. Duration: 1 turn (1 week/caster level) Spell Effect: Realm scrying has the same effect as an Saving Throw: None espionage action, but only in its information gathering aspect. Once the spell is cast, you must make a DAC for Spell Resistance: No each province affected. Description: A sudden gale force wind blows throughout You may treat your source/temple holdings as guilds for the areas affected by the spell. Any movement on roads the purposes of this spell. Other than that, no modifiers and open areas is hazardous if not impossible. For large apply (mundane holdings, prosperity etc. has no effect on numbers of people with cumbersome baggage trains it is magical information gathering). an arduous task to move anywhere You can also use this spell to scry on things outside your Spell Effect: Army units must move at half speed if ley/temple network. If you do, you must designate a single attempting to move through the affected the provinces. province as the target. The RP cost for using the spell in They must make a morale check or take one point of this fashion is 1RP + 1RP for each province between your damage, only subdual if successful. network and the target province. Non-artillery missile fire is done at a –4 penalty in the Alternatively you can specify a single character or object affected provinces. that moves across multiple provinces as the target of this spell.

256 Character Level Equivalent: Scrying. Note that there are Components: 4 GB no personal scrying spells in RoE. Realm scrying has an Regency: 10 RP effect similar to scrying when spying on specific places Casting Time: One free action (1 hour, 10 battle rounds) and persons. Range: Close Realm Scrying, greater Area: 1 battlefield Duration: 1 battle Divination Saving Throw: None Caster level: Drd 7, Sor/Wiz 7 Spell Resistance: No Components: 4 GB Description: This spell is created to an obscure Khinasi Regency: 6 RP + 2 RP/range wizard referred to as el-Haramein. Only a modest master Casting Time: One free action (1 day) of the arcane, he quickly realized that the powers of his Range: Unlimited elven adversaries outstripped his every time they met. Area: 1 province + 1 province/3 caster caster levels Desperate to find a way to counter this he is thought to have devised this spell, or at lest a precursor of it. The spell Duration: 1 turn (1 week/caster level) creates a globe of mebhaighl force surrounds the Saving Throw: No battlefield dampening all magic effects and spell casting. Spell Resistance: Yes (harmless) The next time the human army he supported met with the Description: Allows the caster to magically gather elves on the battlefield he employed this spell. The elven information on the target provinces. He can sit in his tower host were much smaller, but relied on the overwhelming and temple and send his consciousness forth, seeing and superiority of their wizards and spellsingers to decimate hearing things that transpire far away. The caster may also their foe. As battle was joined the elves sudden found probe the mind of those he see to some extent, revealing themselves unable to use any of their magic powers due to was meant to be hidden. the interference in the mabhaighl flow. The larger human Spell Effect: Equal in effect to an espionage action, giving army seized the initiative and charged the elves, quickly a detailed report of all troop positions and movements. The routing them and killing a large number of them in the caster also gains a good picture of the current political, chase. religious and economical situation in the affected Spell Effect: Each time a character attempts to cast a provinces. In addition any plot or secret is revealed. Arcane spell he must succeed a spell resistance penetration test against SR 20 + the caster level of the spell attempted Realm Warding to cast. If unsuccessful the spell is lost to no effect, if successful the spell is cast normally. Abjuration Realm Spells and magic items are unaffected. Caster level: Sor/Wiz 5 Battle Simulation Effect: No magic user may add any Components: 5 GB value to their side’s battle total. Regency: 10 RP/province Casting Time: One free action (1 day) Royal Facade Range: Long Illusion (Glamour) Area: 1 province/3 caster levels Caster level: Sor/Wiz 2 Duration: 1 turn/3 caster levels (1 month/caster level) Components: 2 GB Saving Throw: None Regency: 1 RP/GB original court cost Spell Resistance: No Casting Time: One free action (1 day) Description: A potent defensive enchantment this spell Range: Medium prevents anybody from crossing into the protected Target: 1 domain’s court provinces. Inevitably everybody that tries to enter the province mysteriously find themselves getting lost, Duration: 1 year (1 month/caster level) walking in circles and never finding their destination. Saving Throw: None Spell Effect: It is impossible for any army units to pass Spell Resistance: None into the warded provinces. The caster may accompany an Description: Using a complex set of illusions the wizard army and guide it through the ward is he wishes so. can make the most humble castle appear as a impressive palace with many marvelous effects and details. All Resilient Sphere of visiting guests will be greatly impressed by the regent who Battlefield Protection holds his court there. Spell Effect: The court functions of twice its actual Evocation [Force] expenditure for calculating court modifiers to DDCs. Note Caster level: Sor/Wiz 4

257 that no extra court actions are gained through the use of Description: It is believed High Mage Aelies was the this spell. first to use this spell in Cerilia. Realizing that fever and fever of the warriors defending the Erebannien had any Ruornil’s Indictment elven blood in them, he decided to give even those of human decent the advantages their elven comrades had. Divination With the ability to conduct their operations as well in the Caster level: Clr 5, Sor/Wiz 5 night as during the day they have a great advantage against Components: 2 GB anybody trying to intrude into their domain. Regency: 3 RP/province Spell Effect: The affected units gains darkvision and the alertness special ability. The units count double for Casting Time: One free action (1 day) scouting purposes. Range: Long Area: 1 province + 1 province/3 caster levels Shadow Gate Duration: Instantaneous Necromancy Saving Throw: None Caster level: Sor/Wiz 9 Spell Resistance: No Components: 9 GB Description: Some places the shadow world encroaches Regency: 50 RP upon the world of the living. Both forces of good and evil Casting Time: One free action (1day) seek out these, but for different reasons. Range: Close Spell Effect: The spell allows the caster to pinpoint areas Effect: 1 portal where the veil between the shadow and daylight world is Duration: Permanent thin and can most easily be breached. These are the places Saving Throw: None where Shadow Gate can be cast, and where Shadow Ward Spell Resistance: No should be cast to prevent the undead from passing into the Description: Opens a large portal to the shadow world, daylight world. through which undead may pass. Searing Light of Heaven Spell Effect: Anybody may pass through the portal by walking through the physical gate constructed for this Evocation [Light] spell. Caster level: Clr 3 Components: 3 GB Shadow Strike Regency: 4 RP/unit Necromancy Casting Time: One free action (1 hour, 10 battle rounds) Caster level: Sor/Wiz 3 Range: Battlefield Components: 3 GB Effect: 1 unit/2 caster levels Regency: 5RP/unit Duration: Instantaneous Casting Time: One free action (1 hour, 10 battle rounds) Saving Throw: None Range: Close Spell Resistance: Yes Targets: 1 unit + 1 unit/3 caster levels Description: Focusing holy power like rays from the Duration: Instantaneous sun, the caster calls down energies from the heavens. Saving Throw: Fortitude halves Spell Effect: Living units must make a Morale check or take one hit. Undead units automatically take one hit and Spell Resistance: Yes take two if they fail a Morale check. Description: This spell allows the caster to disrupt the intangible bond connecting the living dead to the Shadow See the Hidden Enemy World, thus depriving them of their power. Spell Effect: Each undead unit may attempt a morale Transmutation check to resist the spell; if it passes the test it suffers one Caster level: Arcane 2, Primordial 2 hit of damage, if it fails it takes two hit and is routed. Components: Standard Regency: 1 RP/unit Shadow Ward Casting Time: One free action (1 hour, 10 battle rounds) Range: Close Abjuration Targets: 1 unit/caster level Caster level: Divine 3, Primordial 5, Sor/Wiz 5 Duration: 1 turn (1 week/caster level) Components: 1GB/target province Saving Throw: None Regency: 1RP/target province Spell Resistance: Yes (harmless) Casting Time: 1 domain action

258 Target: 1 province/3 caster caster levels penalty to Movement, Melee and Charge. Undead units are Range: immune to this effect. Duration: 1 turn + 1 turn/5 caster levels Saving Throw: Will negates Shield the Mundane Army Spell Resistance: None Abjuration [Force] Description: Shadow Ward strengthens the barrier between the world of the living and the world of Shadows. Level: Arcane 1 This can be important in areas that have thin barriers, or Regency: 1 RP/unit during the dark of winter for the world at large. Casting Time: One free action (1 hour, 10 battle rounds) Range: Close Spell Effect: Gives a +1 loyalty modifier, as the Targets: 1 unit + 1 unit/2 caster levels beyond minimum common people fear the Shadow, and are grateful for any requirement protection. The spell reduces the chances of Shadow World Duration: 1 domain turn (1 week/caster level) incursions, as determined by the GM. Additional RP can be Saving Throw: No used to strengthen the spell, with 1RP giving a +1 Die Spell Resistance: No modifier (regency thus spent will affect only 1 province). Description: Invisible force fields cover the army, Shadows of Death deflecting arrows and magic rays. This spell was created shortly after Deismaar, when Imperial wizards sought Perdition ways to limit the effectiveness of Elven archers. Caster level: Sor/Wiz 7 Spell Effect: Target units get a +4 shield bonus to Components: 7 GB Defense against all ranged weapons and all magical rays. Regency: 4 RP/province caster level Target units are immune to rain of missiles and similar Casting Time: One free action (1day) spells. Range: Long Character Level Equivalent: Shield. All characters Area: 1 province + 1 province/4 caster levels within the target units when the spell is cast are affected. Duration: 1 turn + 1 turn/4 caster levels The effect can be dispelled or otherwise negated for Saving Throw: Fortitude negates individual characters. If a large number of characters have Spell Resistance: Yes the effect removed, the DM might decide to reduce or Description: The shadow world encroaches and shadowy cancel the benefits of this spell. strands of negative energy leak from the Shadow World, permanently killing all they touch. Siphon Mebhaighl Spell Effect: Each province loose one province caster level each turn affected. There is a cumulative –1 School prosperity modifier for each turn in effect. Caster level: Drd 7, Sor/Wiz 7 Components: 7 GB Shadowy Figments of Regency: 5 RP/source caster level Enfeeblement Casting Time: One free action (1 day) Range: Long Perdition (Shadow) Target: 1 source Duration: Instantaneous Caster level: Sor/Wiz 1 Saving Throw: None Components: 1GB Spell Resistance: Yes Regency: 1RP/unit Casting Time: One free action (1 hour, 10 battle rounds) Description: Steal mebhaighl from another wizard's Range: Close source. Targets: 1 unit + 1 unit/2 caster levels Spell Effect: Reduce the target source affected by one Duration: 1 Battle and increase the casters holding by one, or create a source Saving Throw: Fortitude negates (1) holding if none already present. Spell Resistance: Yes Description: Strands of darkness appear from nowhere, Smite the Infidel slowing and weakening any who touch them. Undead School necromancers favor this spell, as it slows and weakens the forces of the living enough to let even the slowest of Caster level: Clr , Drd , Sor/Wiz zombies maneuver effectively. Components: GB Regency: RP/unit Spell Effect: One unit is affected on the battle turn the Casting Time: One free action (1 hour, 10 battle rounds) spells is cast. Each turn thereafter it will randomly affect Range: Personal, Touch, Close, Medium, Long, one unit on the battlefield, up to the maximum number of Unlimited, Special units affected. Affected units receive a -1 enchantment Target, Targets, Effect, Area: 1 unit/caster level Duration: 1 turn (1 week/caster level)

259 Saving Throw: None higher paying twice the RP cost and to 40/+4 by a wizard Spell Resistance: Yes (harmless) of 17th caster level or higher paying four times the RP cost. Description: Flavor text Source Trap Spell Effect: Game effect text Source Protection Abjuration Caster level: Drd 4, Sor/Wiz 4 Abjuration Components: 3 GB Regency: 2 RP/source caster level Level: Arcane 2, Primordial 2 Casting Time: One free action (1 day) Regency: 1 RP/source level Range: Close Casting Time: One free action (1 day) Targets: 1 source Range: Medium Duration: Permanent Target: 1 source Saving Throw: Will negates Duration: Permanent Spell Resistance: Yes Saving Throw: None Spell Resistance: No Description: Source trap is designed to harm wizards who try to interfere with an affected source. The spell Description: The wizard can protect his source from protects against both physical and magical tampering hostile magic and damage by using this spell. Preventing (including contest attempts). other wizards from interfering with from the sources is a most fundamental requirement of the wizard’s defensive Spell Effect: A wizard who tampers with a trapped repertoire. source is allowed a Will save. Success means the wizard escapes injury and the tampering attempt works. Failure Spell Effect: The source gains spell resistance against indicates the trap disrupts the wizard's spell; the tampering realm spells that would have an adverse effect on it and a attempt fails and he suffers 1d6 points of damage damage resistance against physical attacks. multiplied by the caster level of the highest source on the The SR is 10 + source level + ½ caster level. line. Only one trap spell may be cast on a single ley line at The DR is 10/Magic, but can be increased to 20/Magic one time. th by a wizard of 8 caster level or higher paying twice the Character level Equivalent: Magic weapon. RP cost and to 30/Magic by a wizard of 13th caster level or higher paying four times the RP cost. Source Ward Character level Equivalent: Magic weapon. Abjuration Source Protection, Caster level: Arcane 6, Primordial 6 Components: Standard greater Regency: 3 RP/source level Abjuration Casting Time: One free action (1 day) Range: Long Caster level: Drd 4, Sor/Wiz 4 Targets: 1 source Components: 4 GB Duration: Permanent Regency: 2 RP/source caster level Saving Throw: Will negates Casting Time: One free action (1 day) Spell Resistance: Yes Range: Close Description: More powerful version of source trap. Target: 1 source Spell Effect: A wizard who tampers with a trapped source is allowed a Will save. Success means the wizard Duration: Permanent escapes injury and the tampering attempt works. Failure Saving Throw: None indicates the trap disrupts the wizard's spell; the tampering Spell Resistance: No attempt fails and he is affected by the enfeeblement spell. Only one trap spell may be cast on a single source at one Description: A more powerful version of source time. protection this spell can provide adequate protection for the most powerful realm spells. Stronghold Spell Effect: The source gains spell resistance against realm spells that would have an adverse effect on it and a Conjuration (Creation) [Earth] damage resistance against physical attacks. The SR is 15 + Caster level: Nobility 4, Sor/Wiz 4 source caster level + caster caster level. This can further be Components: 1 GB + 1 GB/20 RP used. increased by spending additional RP at the rate of 2 RP for Regency: 4 RP per GBs worth of fortification. point of SR increase. The DR is 20/+2, but can be th Casting Time: One free action (1 day) increased to 30/+3 by a wizard of 12 caster level or Range: Medium Effect: One castle or fort.

260 Duration: Instantaneous Caster level: Arcane 1 Saving Throw: None Components: Standard Spell Resistance: No Regency: 4 RP/unit Description: Conjures a mighty stronghold from the very Casting Time: One free action (1 day) earth. Range: Close (LoS) Effect: 1 unit/3 caster levels Spell Effect: For every 4 RP spent, this spell will add 1 Duration: 1 domain turn (1 week/caster level) GBs worth of fortification to a castle or fort of your Saving Throw: None choosing. The effect is permanent unless dispelled. Spell Resistance: No Subversion Description: This spell summons one or more units of outsiders (creatures from another plane) that join your Enchantment (Charm) [Mind-Affecting] army. The number of creatures summoned will vary Caster level: Arcane 1 depending on the unit type. While a unit of fiendish dire Regency: Special rats might have several hundred or more, a unit of elder Casting Time: One free action (1 day) elementals would have no more than ten. Range: Medium Spell Effect: You summon a number of 1st level army Targets: One asset, lieutenant or holding units. Duration: 1 domain turn (1 week/caster level) When you use a summoning spell to summon air, fire, Saving Throw: Will negates water, earth, good, evil, chaotic, or lawful creature, it is a Spell Resistance: Yes spell of that type. For example, summon army I is a lawful Description: Sometimes a wizard needs something done. and evil spell when cast to summon units of fiendish dire He could force a group of military units to declare war and rats. invade a neighboring realm; he could use a holding to The summoner can give orders the summoned creatures, contest or agitate; or he could instigate almost any kind of provided he can make himself understood. If not given mayhem. orders, the summoned units will tend to act according to Spell Effect: By employing a campaign of magical race and alignment for the duration of the spell. charms and suggestions, the caster can force one asset, one Unless a special monster type (as determined by the DM) holding, or one lieutenant (or other character) belonging is summoned the units created can be assumed to have the another domain to take a single domain, character, or free fighting characteristics presented in the table; the exact action (regardless of whether they would normally be able type of creatures in the unit does not matter. to do so). Lvl Speed Defense Morale Cohesion Melee Charge Missile Special Affecting an army or navy unit requires 5RP. You can make them change status, move, conduct reconnaissance, 1 3 10 +6 3 +2 - - Extraplanar attack another unit, occupy a province, etc. Units are 2 3 12 +6 4 +4 - - Extraplanar limited in their actions by the current status. Units can 3 3 14 +7 4 +6 - - Extraplanar make a Will save to avoid the effect. 4 3 16 +7 5 +8 - - Extraplanar

Affecting a holding costs 3RP per holding level. You can 5 3 18 +8 6 +10 - - Extraplanar make the holding contest another holding, prevent it from providing RP and GB to its owner, prevent its owner from 6 4 20 +8 7 +12 +12 - Extraplanar utilizing the holding a turn, etc. Holdings can make a 7 4 21 +9 8 +13 +13 - Extraplanar special Will save of 1d20 + holding level to avoid the 8 4 22 +9 9 +14 +14 - Extraplanar effect. Characters can make their ordinary Will save to 9 5 23 +10 10 +16 +16 - Extraplanar avoid the effect. Affecting a character costs 1RP per character level. You Summon Army II can make a character take an adventure action for you, or prevent a lieutenant from providing any bonus action to his Caster level: Arcane 2 domain, etc. Regency: 6 RP/unit The spell is very flexible, and may have other uses as Spell Effect: You summon a number of 2nd level army well. Other possible uses for this spell, and their associated units. cost, are determined by the DM on a case-by-case basis. Character Level Equivalent: Charm person. If the spell Summon Army III targets a character, increase the DC of the Will save by 10. Caster level: Arcane 3 Since the spell is so focused, it is harder to resist for a Regency: 8 RP/unit single character than most realm spells. Spell Effect: You summon a number of 3rd level army Summon Army I units. Conjuration (Summoning) [see text]

261 Summon Army IV must pay the maintenance of the two parts as individual ley lines from now on or they will dissipate. Caster level: Arcane 4 All ley lines have a natural SR of 15 + highest source on Regency: 10 RP/unit ley line to resist this effect. Spell Effect: You summon a number of 4th level army Character Level Equivalent: None. units. Ten Thousand Sentinels Summon Army V Abjuration Caster level: Arcane 5 Level: Arcane 1, Primordial 1 Regency: 12 RP/unit Components: Standard Spell Effect: You summon a number of 5th level army Regency: 1 RP/province units. Casting Time: One free action (1 day/province) Range: Medium (Province) Summon Army VI Area: 1 province/2 caster levels Duration: 1 year (1 month/caster level) Caster level: Arcane 6 Saving Throw: None Regency: 14 RP/unit Spell Resistance: No th Spell Effect: You summon a number of 6 level army Description: You and your apprentices travel from place units. to place, setting numerous magical alarms and emplacing invisible servants throughout the affected provinces to Summon Army VII reporting on enemy movements. Your armies cannot be surprised by normal means. Caster level: Arcane 7 Regency: 16 RP/unit Spell Effect: While within the affected provinces your generals gain a +8 circumstance bonus to Warcraft when Spell Effect: You summon a number of 7th level army trying to force a battle on the terrain of their choice. In units. addition, during battles commanded by your generals your Summon Army VIII opponent cannot act during the battlefield surprise round. The RP cost of this spell must be paid each turn the spell Caster level: Arcane 8 is in effect or the spell immediately ends. Regency: 18 RP/unit Character Level Equivalent: None. Spell Effect: You summon a number of 8th level army units. The Mounted Army Summon Army IX Conjuration (Summoning) Level: Arcane 1, Primordial 1 Caster level: Arcane 9 Regency: 1 RP/unit Regency: 20 RP/unit Casting Time: One free action (1 day) Spell Effect: You summon a number of 9th level army Range: Close (LoS) units. Targets: 1 unit/caster level Duration: 1 domain turn (1 week/caster level) Sunder Ley Line Saving Throw: None Spell Resistance: No Transmutation Description: Sometimes a wizard needs to move his Caster level: Drd 5, Sor/Wiz 5 army quickly and over great distances. This spell allows Components: 3 GB him to do just that, with a minimum of fuzz and expenses. Regency: 10 RP Spell Effect: Target infantry type units become mounted Casting Time: One free action (1day) for the duration of the spell, and get a Speed of 5. Range: Long Target: 1 ley line You could use this spell to provide mounts for cavalry Duration: Instantaneous units (if they have lost their mounts for example), but they Saving Throw: None still count as mounted infantry – the summoned steeds are Spell Resistance: Yes not suited for combat. Description: A ley line is permanently destroyed. Note that mounted infantry always dismounts before a battle, so the increase in movement is only of strategic Spell Effect: The ley line is destroyed at the target point value. of the spell and collapses in both direction until it meet a terminus, hook-up or connected ley line. If the original ley- Character Level Equivalent: Mount. line is severed into two separate parts by this the owner

262 The Terrible Army The unstoppable messenger usually has a range of Long and a casting cost of 1RP per dispatch or 5RP for a Perdition (Fear) diplomacy action. Caster level: Arcane 2 It can also be used to reach targets outside the ley Components: Standard network, but doing so is more difficult - the casting cost is Regency: 2 RP/unit 1RP per province between the caster’s Court (or sanctuary) Casting Time: One free action (1 hour, 10 battle rounds) and the target. Range: Close (LoS) Character Level Equivalent: None. The target by the Targets: 1 unit/caster level unstoppable messenger can avoid the dispatch or Duration: 1 domain turn (1 week/caster level) diplomacy with a successfully Will save. For the purpose Saving Throw: None of this spell a court has a Will save bonus equal to its Court Spell Resistance: Yes (harmless) Expenditure. Description: The affected units emanate a horrible aura, If the spell targets a character, increase the DC of the causing dread and fear in the enemies they oppose. Will save by 10. Since the spell is so focused, it is harder Spell Effect: The affected units cause fear. Any unit to resist for a single character than most realm spells. charged by the affected units must make a morale check or Character level Equivalent: Magic weapon. immediately be routed. Any unit in close combat with the fear causing unit must make a morale check or suffer a –2 Trace Ley Line morale penalty to melee. Once a unit has succeeded a save it is not affected for the remainder of the battle. Divination Character level Equivalent: Fear. Caster level: Drd 3, Sor/Wiz 3 Components: 1 GB The Unstoppable Regency: 1 RP Casting Time: One free action (1 day) Messenger Range: Special Target: 1 ley line Transmutation Duration: Instantaneous Level: Arcane 1 Saving Throw: None Regency: 1RP or special Spell Resistance: No Casting Time: One free action (1 day) Description: Traces the entire length of a ley line. Range: Long or special Effect: Any number of dispatches or one diplomacy action Spell Effect: The wizard can cast this spell in any Duration: 1 action round (1 day/caster level) province he would normally be able to end a ley line in Saving Throw: Will negates (harmless) starting at any one of his sources. This normally limits the Spell Resistance: Yes (harmless) spell’s effect to the same continent as the caster. All affected province muse be adjacent to each other. Description: You can communicate across great distances, either through magical sendings or in special The spell must be cast on a part of a ley line already dream sessions. Wizards, lacking true courts, often use it to known to the caster. The entire length of the ley line is then communicate with their neighbors. revealed, including any hook-ups and extensions. Spell Effect: This spell allows the caster to initiate a Character level Equivalent: Magic weapon. dispatch domain action without any chance of interception or failure. Espionage actions directed at gathering Transform Province information or tampering with the dispatch automatically Transformation fail. Caster level: Drd 9, Earth 9, Sor/Wiz 9 The spell can also be used to conduct a diplomacy Components: 9 GB domain action as a free action (for you, not the other Regency: Special party). The other party is compelled to initiate diplomacy Casting Time: One free action (1 hour, 10 battle rounds) in return. The spell cannot be used to participate in a Court Range: Personal, Touch, Close, Medium, Long, Session. Unlimited, Special If you want, you can initiate “court-less” (personal) Target, Targets, Effect, Area: 1 unit/caster level diplomacy with a single character instead of a court, but Duration: 1 turn (1 week/caster level) remember that treaties that result from such actions are Saving Throw: None considered less binding than regular diplomacy. Spell Resistance: Yes (harmless) All the normal diplomacy rules are in effect, but you gain Description: Physically reshape a province. no benefit from your court and automatically suffer a -5 Spell Effect: The caster can change the terrain type of penalty to the Diplomacy action (the penalty is increased the province. Only terrain types natural to that climate can to -20 if the other party has reason to fear magic or does be chosen, e.g. no glaciers in southern Anuire. Special not want to initiate diplomacy for other reasons). terrain like ancient forest can not be created.

263 The RP cost of this spell is equal to ten times the Regency: 1 RP/province difference in max population caster level and difference in Casting Time: One free action (1 day) magic potential. E.g. changing a province of plains to high Range: Connected mountains cost ( (10 – 3) + (9 – 5) ) x 10 = 110 RP. See Targets: 1 province/2 caster levels Table 2-3: Terrain Effects for details of max caster level Duration: 1 year (1 month/caster level) and magic potential. Saving Throw: None If the max caster level is lower than the current caster Spell Resistance: No level of the province the caster level will reduce by one Description: The affected provinces become difficult to each turn until the max caster level is reached. The magic affect with spell such as realm scrying. caster level of the province will increase naturally until it Spell Effect: To succeed against Ward against Scrying, reaches the magic potential minus province caster level. opponents make a Scry skill check with a DC of 20. You Character level Equivalent: Magic weapon. may use RP to make it more difficult, one RP increases the DC by 5 in one province. Unseen Army Character level Equivalent: Magic weapon. Illusion (Glamour) Ward against Undead Caster level: Drd 4, Sor/Wiz 4, Trickery 4 Components: 4 GB Abjuration Regency: 4 RP/unit Caster level: Clr 3, Sor/Wiz 3 Casting Time: One free action (1 hour, 10 battle rounds) Components: 1 GB Range: Close Regency: 2 RP/province Target, Targets, Effect, Area: 1 unit/caster level Casting Time: One free action (1 hour, 10 battle rounds) Duration: 1 turn (1 week/caster level) Range: Long Saving Throw: None Effect: 1 province + 1 province/2 caster levels after 5th Spell Resistance: Yes (harmless) Duration: 1 year (1 month/caster level) Description: Flavor text Saving Throw: Will suspends (creature) Spell Effect: The affected units become invisible and are Spell Resistance: Yes (creature) impossible to detect by espionage, scouting or magical Description: A more powerful version of Protection scrying. A field army completely concealed in this way can from Undead. move through a province unhindered by enemy forces. Spell Effect: All undead creatures have a -2 morale In a battle the units can start as hidden units. Their battle penalty to attack rolls, saves and AC. Affected creatures total is doubled, tripled if the commander won the Warcraft may try a Will save once per day. Success means the spell's check. effects are suspended for one day. Creatures with spell Character level Equivalent: Magic weapon. resistance may also try to resist once per day. Once spell resistance has been effective, that creature is no longer Vestment of the Gods affected by the same spell. In addition, outsiders of the specified alignment may not be summoned to affected Transmutation provinces. Caster level: Clr 3, Strength 3, War 3 All undead units get a -1 morale penalty to Melee, Components: 3 GB Charge, Missile, Defense and Morale. Regency: 2 RP/unit Character level Equivalent: Magic weapon. Casting Time: One free action (1 hour, 10 battle rounds) Range: Caster must be present with all affected units at the Ward Realm against time of the casting Targets: 1 unit/caster level Chaos/Evil/Good/Law Duration: 1 week/caster level Saving Throw: None Abjuration Spell Resistance: Yes Caster level: Clr 3, Drd 3, Protection 2, Sor/Wiz 3 Description: The priest blesses the warrior's armors and Components: 1 GB shields, imbuing them with divine protection. Regency: 2 RP/province Casting Time: One free action (1 hour, 10 battle rounds) Spell Effect: Target units gain a +1 enchantment bonus to Defense. Range: Long Effect: 1 province + 1 province/2 caster levels after 5th Character level Equivalent: Magic weapon. Duration: 1 year (1 month/caster level) Saving Throw: Will suspends (creature) Ward against Scrying Spell Resistance: Yes (creature) Abjuration Description: A more powerful version of Protection from Chaos/Evil/Good/Law. All creatures of the specified Caster level: Arcane 2, Divine 2, Primordial 2

264 alignment will feel ill at ease, and will seriously consider Spell Effect: Target units gain a +2 enhancement bonus leaving the province. to Attack (Melee, Charge, and Missile). Spell Effect: All creatures of the specified alignment Character level Equivalent: Magic weapon/fang, have a -2 morale penalty to attack rolls, saves and AC. greater. Affected creatures may try a Will save once per day. Success means the spell's effects are suspended for one Winter's Chill day. Creatures with spell resistance may also try to resist once per day. Once spell resistance has been effective, that Perdition (Fear) creature is no longer affected by the same spell. In Caster level: Arcane 1, Primordial 1 addition, outsiders of the specified alignment may not be Components: Standard summoned to affected provinces. Regency: 1 RP/province Note: This spell will affect units composed exclusively Casting Time: One free action (1 day) of creatures of the specified alignment, giving it a -1 Range: Long morale penalty to Melee, Charge, Missile, Defense and Targets: 1 province + 1 province/3 caster levels Morale. Such units are very rare, only some summoned Duration: 1 year (1 month/caster level) units will have creatures all of the same alignment. Saving Throw: Will suspends (creature) Spell Resistance: Yes (creature) Character level Equivalent: Magic weapon. Description: Target provinces feel chilly and unpleasant Warrior at Hearth to the living, even though there is no change in temperature. People might eventually start to leave, should Conjuration (Calling) the spell last for a long time. Caster level: Divine 4 Spell Effect: For each full turn the spell is in effect, it Components: Standard will also cause a -1 morale penalty to province growth. Regency: 4 RP/unit Character level Equivalent: All living creatures within Casting Time: One free action (1 hour, 10 battle rounds) a province have a -1 morale penalty to attack rolls and Range: Close (LoS) saves versus fear. Affected creatures may try a Will save Targets: 1 unit/caster level once per day. Success means the spell's effects are Duration: 1 turn (1 week/caster level) suspended for one day. Creatures with spell resistance may Saving Throw: None also try to resist once per day. Once spell resistance has Spell Resistance: Yes (harmless) been effective, that creature is no longer affected by the Description: This spell imbues upon the temples great same spell. The spell is not strong enough to affect units on skill in combat by invoking the numerous spirits of the the battlefield. faith’s fallen soldiers and heroes to come upon the faithful warriors. Winter's Deep Spell Effect: Target units gain one (temporary) Conjuration [Cold] experience level (minimum Elite, maximum Legendary). The units’ maintenance cost is not affected. Caster level: Arcane 5, Primordial 5 Components: Standard Character level Equivalent: Regency: 5 RP/province Weapons of Steel and Casting Time: One free action (1 day) Range: Medium (Province) Murder Area: 1 province/3 caster levels Duration: 1 year (1 month/caster level) Transmutation Saving Throw: None Caster level: Arcane 2 Spell Resistance: No Components: Standard Description: The temperature in the affected provinces Regency: 2 RP/unit suddenly drops to unnatural temperatures. Only the Casting Time: One free action (1 hour, 10 battle rounds) northernmost reaches in Rjurik or Vosgaard ever Range: Close (LoS) experiences such temperatures, and then usually only Targets: 1 unit/caster level during the worst part of the long winter. Anybody moving Duration: 1 domain turn (1 week/caster level) outside without the heaviest protective clothing quickly Saving Throw: None gets severe frostbite and will die if exposed for any length Spell Resistance: Yes (harmless) of time. Description: You imbue your army’s weapons with Spell Effect: All affected provinces have a –50% income magical potency, enabling them to strike harder and truer, modifier and a –5 morale penalty to province growth for and to injure enemies immune to mundane weapons. This each full turn the spell is effective. is a commonly know spells for all sorcerers and wizards Any military campaigns should take the adverse weather that regularly go to war. into consideration. Foraging is done with a –10 penalty, and any unit not in a friendly province capable of

265 supporting them must make a moral check each month to avoid severe damage; if successful they take one point of subdual damage and if failed they take one normal point of damage.

Character level Equivalent: Cold dangers are very common and unusually severe.

Winter's Long Fingers Conjuration [Cold] Caster level: Arcane 3, Primordial 3 Components: Standard Regency: 3 RP/province Casting Time: One free action (1 day) Range: Medium (Province) Area: 1 province/2 caster levels Duration: 1 year (1 month/caster level) Saving Throw: None Spell Resistance: No

Description: The weather suddenly turns to deepest winter. Where there once was sun and mild weather crops and now frozen to death during the night and covered by a deep blanket of snow. Any army out on campaign finds that it is stuck in mud or deep snow. Shelters will be hard to come by, and supplies are hardly possible to find.

Spell Effect: All affected provinces have a –25% income modifier and a –2 morale penalty to province growth for each full turn the spell is effective. Any military campaigns should take the adverse weather into consideration. Foraging is done with a –5 penalty, and any unit not in a friendly province capable of supporting them takes one point of subdual damage per month.

Character level Equivalent: Cold dangers are common and unusually severe.

Wrath of God Perdition [Death] Caster level: Divine 8 Components: Standard Regency: 8 RP/unit Casting Time: One free action (1 hour, 10 battle rounds)

Range: Close (LoS) Target: 1 unit/caster level Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

Description: This spell is used by the heads of great churches to smite the enemies of the faith in battle. By invoking the wrath of god you smite down the infidels. Spell Effect: This spell may only target living units belonging to a domain(s) that are declared enemies (decree or equivalent action required) of your faith. Target units that fail their save are destroyed. Character level Equivalent: Slay living. On a successful save you take no damage.

266

CHAPTER 10 – CHARACTERS AND DOMAINS

”The Prince looked as splendid in his battle-gear as he did when sitting in his hall receiving the accolade of his nobles. No expense had been spared on his equipment – his masterwork plate armor shone like gold (no wonder since the Prince’s court mage was rumored to have used alchemy to cover it in a layer of true gold), his longsword was covered with jewels and other ornamentation, the horse he rode was worth a small estate in itself and that was not counting the saddle or barding, and the list went on from there. Yet Kaen wasn’t so sure that for all his finery he would be of much use on the battlefield. The Prince was of course nominally in charge – it was his army after all – but Kaen realized that actual battlefield command would belong to Lord General Daulton. Even Prince Darien Avan wasn’t stupid enough to give that advantage away, at least not when facing someone like the Archduke of Boeruine. Yes, for even though the lords of House Avan were certainly blessed in the divine heritage department, it was House Boer that seemed to have gotten the war part of the bloodline; Avan seemed to be more about nobility and rulership. If generations of Lord Generals hadn’t been drawn from House Daulton, there is no saying how the many wars would have ended. No, when the fighting started, the Prince of Avanil would ride around well away from the main fighting, upon his royal horse, surrounded by a hundred loyal knights. No, it would be Kaen and his companions who would do the fighting and the dying; all the Prince was good for was keeping up appearances… - from the diary of Corporal Kaen, a mercenary formerly in the employ of Prince Darien Avan

Birthright and Ruins of Empire isn’t really about Near epic (16-20) +28 +21 +14 +7 characters; it is primarily about domains and dynasties. Epic (21+) Characters are part of that, but they are not all-important or all-powerful. Even the most skilled warrior can meet his To have any real impact on the domain level of play, a end on the battlefield, and even the greatest of kings will character must be at least ECL 4. Even then they will be of eventually die. limited utility – only high-level characters are truly Yet to deny that characters have a special place in any powerful enough to have a significant impact. role-playing game would not be right either. Few players can connect as well to something as abstract as a domain – they have a far easier time connecting to their regent. Adventures Indeed, in many ways a regent is the personification of his Characters frequently go on adventures, and this is where realm, perhaps more so in Birthright because he actually is they excel. Indeed, when playing in the Birthright world at connected to his domain in a special, supernatural fashion. the character caster level, this is usually all they characters We should also not forget a regent’s able assistants, and do! the various other NPCs that make up a domain. They are Adventures are represented by adventure actions. all worthy of mention, for they too help bring the game to Adventure actions can be undertaken in support of another life. domain action (representing the regent or some other character taking a personal had in the matter), they can be Power taken to resolve some event, or even be taken in place of other domain actions (an extended adventure into the Birthright is a low-level non-heroic setting, which means wilderness province you just colonized, might have the that the vast majority of people living in Cerilia is of low effect of create holding, law for example). character level and has levels only in non-elite classes. Character level Master Expert Skilled Proficien Unskille Bloodlines t d Low (1-3) +8 +6 +4 +2 0 Scions with certain blood abilities (refer to the blood ability description for details) have some impact on the Medium (4-6) +12 +9 +6 +3 domain caster level of play. High (7-9) +16 +12 +8 +4 The combination of a divine heritage, regency, spell-like Very high (10-12) +20 15 +10 +5 abilities and skill bonuses, are enough to have a slight impact even on a large scale. Legendary (13-15) +24 +18 +12 +6

267 Generally speaking, major abilities have a very slight character must be of considerable caster level to have any impact, while great abilities have a slight impact. Minor effect on a battle. abilities rarely affect the domain level of play. War Character types Regents Characters can participate in war and battles. In addition to adventuring in support of the general war effort, they can make a personal appearance on the Lieutenants/Henchmen battlefield. Advisers/specialists The rules for this are found in Chapter 6: Armies & Warfare. Once again note that war if dangerous, and that a Appendix XX – Magic in RoE

asf Types of Magic

sdfsdf

Schools of Magic

Beneath the spell name is a line giving the school of to your plane (calling), heal (healing), transport creatures magic (and the subschool, if appropriate) that the spell or objects over great distances (teleportation), or create belongs to. objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands. Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that A creature or object brought into being or transported to work in similar ways. A small number of spells (arcane your location by a conjuration spell cannot appear inside mark, limited wish, permanency, prestidigitation, and wish) another creature or object, nor can it appear floating in an are universal, belonging to no school. empty space. It must arrive in an open location on a surface capable of supporting it. Abjuration The creature or object must appear within the spell’s range, but it does not have to remain within the range. Abjurations are protective spells. They create physical or Calling: A calling spell transports a creature from magical barriers, negate magical or physical abilities, harm another plane to the plane you are on. The spell grants the trespassers, or even banish the subject of the spell to creature the one-time ability to return to its plane of origin, another plane of existence. although the spell may limit the circumstances under If one abjuration spell is active within 10 feet of another which this is possible. Creatures who are called actually for 24 hours or more, the magical fields interfere with each die when they are killed; they do not disappear and reform, other and create barely visible energy fluctuations. The DC as do those brought by a summoning spell (see below). to find such spells with the Search skill drops by 4. The duration of a calling spell is instantaneous, which If an abjuration creates a barrier that keeps certain types means that the called creature can’t be dispelled. of creatures at bay, that barrier cannot be used to push Creation: A creation spell manipulates matter to create away those creatures. If you force the barrier against such an object or creature in the place the spellcaster designates a creature, you feel a discernible pressure against the (subject to the limits noted above). If the spell has a barrier. If you continue to apply pressure, you end the duration other than instantaneous, magic holds the creation spell. together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an Conjuration instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and Each conjuration spell belongs to one of five subschools. does not depend on magic for its existence. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), Healing: Certain divine conjurations heal creatures or actually transport creatures from another plane of existence even bring them back to life.

268 Summoning: A summoning spell instantly brings a Charm: A charm spell changes how the subject views creature or object to a place you designate. When the spell you, typically making it see you as a good friend. ends or is dispelled, a summoned creature is instantly sent Compulsion: A compulsion spell forces the subject to back to where it came from, but a summoned object is not act in some manner or changes the way her mind works. sent back unless the spell description specifically indicates Some compulsion spells determine the subject’s actions or this. A summoned creature also goes away if it is killed or the effects on the subject, some compulsion spells allow if its hit points drop to 0 or lower. It is not really dead. It you to determine the subject’s actions when you cast the takes 24 hours for the creature to reform, during which spell, and others give you ongoing control over the subject. time it can’t be summoned again. When the spell that summoned a creature ends and the Evocation creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning Evocation spells manipulate energy or tap an unseen abilities it may have, and it refuses to cast any spells that source of power to produce a desired end. In effect, they would cost it XP, or to use any spell-like abilities that create something out of nothing. Many of these spells would cost XP if they were spells. produce spectacular effects, and evocation spells can deal large amounts of damage. Teleportation: A teleportation spell transports one or more creatures or objects a great distance. The most Obfuscation powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless Illusion spells deceive the senses or minds of others. otherwise noted) one-way and not dispellable. They cause people to see things that are not there, not see Teleportation is instantaneous travel through the Astral things that are there, hear phantom noises, or remember Plane. Anything that blocks astral travel also blocks things that never happened. teleportation. Figment: A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not Divination their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot Divination spells enable you to learn secrets long make something seem to be something else. A figment that forgotten, to predict the future, to find hidden things, and includes audible effects cannot duplicate intelligible to foil deceptive spells. speech unless the spell description specifically says it can. Many divination spells have cone-shaped areas. These If intelligible speech is possible, it must be in a language move with you and extend in the direction you look. The you can speak. If you try to duplicate a language you cone defines the area that you can sweep each round. If cannot speak, the image produces gibberish. Likewise, you you study the same area for multiple rounds, you can often cannot make a visual copy of something unless you know gain additional information, as noted in the descriptive text what it looks like. for the spell. Because figments and glamers (see below) are unreal, Scrying: A scrying spell creates an invisible magical they cannot produce real effects the way that other types of sensor that sends you information. Unless noted otherwise, illusions can. They cannot cause damage to objects or the sensor has the same powers of sensory acuity that you creatures, support weight, provide nutrition, or provide possess. This level of acuity includes any spells or effects protection from the elements. Consequently, these spells that target you, but not spells or effects that emanate from are useful for confounding or delaying foes, but useless for you. However, the sensor is treated as a separate, attacking them directly. independent sensory organ of yours, and thus it functions A figment’s AC is equal to 10 + its size modifier. normally even if you have been blinded, deafened, or otherwise suffered sensory impairment. Glamer: A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like Any creature with an Intelligence score of 12 or higher something else, or even seem to disappear. can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active Pattern: Like a figment, a pattern spell creates an image spell. that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind- Lead sheeting or magical protection blocks a scrying affecting spells. spell, and you sense that the spell is so blocked. Phantasm: A phantasm spell creates a mental image that Domination usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds Enchantment spells affect the minds of others, of the subjects. It is a personalized mental impression. (It’s influencing or controlling their behavior. all in their heads and not a fake picture or something that All enchantments are mind-affecting spells. Two types of they actually see.) Third parties viewing or studying the enchantment spells grant you influence over a subject scene don’t notice the phantasm. All phantasms are mind- creature. affecting spells.

269 Saving Throws and Illusions (Disbelief ): Creatures Shadow: A shadow spell creates something that is encountering an illusion usually do not receive saving partially real from extradimensional energy. Such illusions throws to recognize it as illusory until they study it can have real effects. Damage dealt by a shadow illusion is carefully or interact with it in some fashion. real. A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a Transmutation translucent outline. Transmutation spells change the properties of some A failed saving throw indicates that a character fails to creature, thing, or condition. notice something is amiss. A character faced with proof Alteration: An alteration spell changes some physical that an illusion isn’t real needs no saving throw. If any trait of the target. Example: fly (the target grows wings and viewer successfully disbelieves an illusion and gains a fly speed) communicates this fact to others, each such viewer gains a saving throw with a +4 bonus. Enchantment: An enchantment spell imbues a place, object or creature with some form of magical property. Perdition Example: bless weapon (the target weapon is now magical). Perdition spells deal in decay, destruction, and despair. Fear: Fear spells wear down the targets mental fortitude, making them lose their courage. object Necromancy: Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this subschool.

270 Appendix 1 – Mailing Conventions

”The Baron of South Hold stood looking at the letter from Count Tristan Bellamie. He was confused; the letter spoke of matters of trade, and the Berendor Coasters begin given something called a ‘monopoly’ on trade. But why would a noble send a dispatch to another noble about such petty concerns? And had not the matter been about trade, it would still be more fitting to make this into a more formal occasion. No, Lord Marar would write a stern letter in return, demanding an explanation for this insult. - an Anuirean nobleman, confused over diplomatic and trade matters

When communicating on the list, certain conventions Diplomacy must be adhered to, or chaos will ensue. RoE is a PBeM game, and proper communication is imperative if the RoE: Diplomacy #15 - From Regent X to Regent Y game is to function optimally. This is basically the same as a dispatch. If a dispatch Always, start all subject lines with ‘RoE:’ turned into a full-blown diplomacy action, please use the Always include the turn number “#21” subject line below, as it will greatly improve the ability to Always CC in character communication to the DM team. track the action. Always identify the sender/recipient/subject of IC RoE: Diplomacy #15 - From Regent X to Regent Y communication ‘From Roesone/Marlae Roesone to (Was: Dispatch Turn #14 - From Regent X to Regent Aerenwe/Queen Swordwraith’ Y). Always reply to mails instead of writing new ones so that This constitutes a diplomacy action, and should be the thread stays whole. identified as such in you DO. Always choose the subject from the following list: Decree/Grant 1. Dispatch 2. Diplomacy RoE: Decree/grant #15 – Name of decree or grant 3. Adventure If a player has a decree or a particular grant that he wishes to become know to the whole of Anuire, he can use 4. Advisor this thread. 5. Decree/grant This constitutes a decree or grant action, and should be 6. Misc (Everything else, but IC) identified as such in you DO. 7. FAQ (Frequently Asked Questions) Adventure 8. OOC (Out of Character) RoE: Adventure #15 - Regent X in The Tarkal 9. Event Deeps 10. Rumor Include the name of the regent and the name of the 11. Secret adventure (either one you make up, or one provided as an 12. Plot event by the DM. 13. Campaign This constitutes an adventure action, and should be identified as such in you DO. 14. Battle All threads, except dispatches, diplomacy, adventure, Advisor adviser, FAQ, Misc and OOC, are usually DM initiated. RoE: Adviser #15 - From Regent X to Adviser Y Sample subject You contact one of your advisers or other able assistance and ask for information. This constitutes a gather information action, and should lines be identified as such in you DO. Here are a variety of subject lines and how they should look, and shows whether or not they should also be Misc included in your DO for reference purposes. RoE: Misc #21 – Subject Dispatches This is the catchall for those things that doesn’t fit anywhere else, but which is still IC. RoE: Dispatch #15 - From Regent X to Regent Y This constitutes a dispatch action, and should be FAQ identified as such in you DO. RoE: FAQ #15 – Question subject

271 Her you get to ask questions that you want answered that relates to the game as a whole. Includes question to the DM that doesn’t have any relevance to the game or are best kept secret.

OOC

RoE: OOC #21 – Subject

Well, sometimes you have something to say that’s both out of character and not really related to the game, but that you just have to get through.

DM only subject lines

There are a couple of subject lines that only the DM may initiate.

Event/Rumor/Secret/Plot RoE: Event/rumor/secret/plot #15 – Name of event/rumor/secret/plot Sometimes the DM feels like sending out a special event or rumor in the middle of the turn. Campaign/battle

RoE: Event/rumor/secret/plot #15 – Name of campaign/battle

When your domain is at war, you may get a mail asking for additional orders.

Appendix 2 – Determining a Winner

”Prince Darien of the Blood of Avan, the Archduke of Avanil, made a sweeping motion with his hand towards the map of Anuire laying on his great table. ‘This, my friend, will be mine. In return you will be given that which you most desire – a knighthood, a captaincy, a manor in the Seamist foothills, and a sizeable seasonal stipend from the Crown. Will this suffice?’ The hooded stranger stood very silent, apparently lost in thought, but just as the Prince was about to make an angry remark regarding this rudeness he spoke. ‘Yes my lord, you are too generous – however, there is one additional boon that I must ask of you. It is certainly trivial to you, and I am reluctant to waste you time with it, but to me it is most important…’

272 - Prince Avan making counsel with an unknown ‘advisor’

The game is primarily about having fun, but a little Alignment competitiveness never hurts. Thus, I have worked out a reward system in which players gain victory points for Playing in accordance with you regent’s alignment as achieving their agendas and doing other things as well as the alignment of the domain, is worth a small described below. amount of victory points. The RoE game is divided into “chapter” of 20 turns Good play (0 RPs) – Playing your character’s each. At the end of each chapter, a winner will be alignment in a consistent way is worth zero points. Bad determined by totaling in victory point score for all alignment play is penalized in other ways. domains. The player with the highest score for his domain Exceptional play (10 VPs) – If you make some hard is the winner. The winner and top two runner-ups will all choices based on alignment, rather that what you think receive an in-game reward for this. would work best might net you these points. Diemed won Chapter 1 (Turn 1-20): “Gathering Shadows”, with Ilien placing a good second, and Medoere Accomplishments a bit behind at third place (even if she was conquered by Diemed). Chapter 2 (Turn 21-40): “Fire and Darkness” has Sometimes you regents end up doing things that are far just begun, and will hopefully be completed by the end of outside their agenda, and something these things work out 2004. fine and become an important accomplishment for the Whether the game continues past turn 40 will depend domain. on how well things go. Player and DM interest and No major success outside agenda (0 VPs) – Well, this commitment will be an important part in this. When the doesn’t need much explanation. time comes, we will discuss whether the game should Some success outside agenda (5 VPs) – If you do continue to run or if we should start a new one instead. something worthwhile that’s not part of any agenda, you get these points. Victory Points Major success outside agenda (10 VPs) – If you achieve some sort of spectacular success outside your Victory points are awarded in the following categories: agendas. Agendas Misc Major agenda (50 VPs): Completing your major There are some things that don’t fit nicely into a agenda nets you a lot of VP, almost enough to win the category; the list below contains examples only, the list not game by itself. exhaustive. Major agenda – partial (25 VPs): Since many major Quest (5 VPs each): The successful completion of agendas are fiendishly difficult to accomplish, half the some multi-action adventures can give some bonus VPs. reward is handed out for partially completing the major You will be notified if a series of adventures are agenda. considered a quest. Minor agenda (10 VPs): Each minor agenda you Contribution (5 VPs): Major player contributions to complete nets you 10 points, which can add up to a lot of the game (realm descriptions, maps etc.) may at be pints if you complete several. rewarded by 5 VPs. Several major contributions can give Minor agenda (variable VPs): Some domains have several rewards. minor agendas that give a reward other than 10 VPs. The Minor contributions will not qualify for this reward exact reward is listed together with the agenda in the (but they are by all means welcome anyway). Domain Secrets document. Neatness (5 VP): If you always deliver your DOs on time, and said DOs and mails are always in perfect order, Role-play then you get this one. Good role-playing will be rewarded. Average play (0 VPs) – Just sending in your turns, and Prizes very little IC communication. The following prizes will be handed out at the end of Good play (10 VPs) – A fair amount of IC each chapter. communication, some of which must be with other player and not only the DM. 1st prize: +3 bloodline strength and 50 RP. In Chapter 1, Even/Diemed won! Excellent play (20 VPs) – Reserved for players who a lot of very good IC communication with both DM and 2nd prize: +1 bloodline strength and 30 RP. In Chapter other players. 1, Torleif/Ilien placed second.

273 3rd prize: 10 RP. In Chapter 3, Rune/Medoere placed third, even with his domain conquered!

Honorable mention In addition to the prizes, honorable mentions will be given in two classes. Who knows, there may even be a small reward to go with it… Role-play: High quality, in-depth, and in-character. In Chapter 1, Malcolm/ETN got this one for truly exceptional role-play. There are several good candidates in Chapter 2.

Sportsmanship: Refusing to give up or even continue to have fun playing, even if things go to hell with you domain. In Chapter 1, Rune/Medoere got this one. If I’m not much mistaken, he’ll get it in Chapter 2 as well… Endurance: The player who has stayed with the game the longest will receive an honorable mention. Now that

Even isn’t a player anymore Rune is the man; he’s been with us from turn 1.

GLOSSARY DAC – Domain Action Check #XX – Turn number XX DDC – Domain Difficulty Class 3E – Third Edition of Dungeons & Dragons DnD – Dungeons and Dragons 3ed – Third Edition of Dungeons & Dragons DO – Domain Order And – Anduiras DP – Domain Power An – Anuirean Dwf – Dwarf AoA – Attack of Opportunity FAQ – Frequently Asked Questions Az – Azrai GB – Gold Bar Aw – Awnshegh Hlf – Halfling Ba – Basaïa Kh – Khinasi B:GA – Birthright: Gorgon’s Alliance Ma – Masela Br – Brenna NPC – Non-player characters BR – Birthright PBeM – play-by-e-mail BRCS – Birthright Campaign Setting P&H – Provinces and Holdings Spreadsheet BS – Bloodline Score Re – Reynir

274 Rju – Rjurik RoE – Ruins of Empire RP – Regency Point v.3.5 – Revised Third Edition of Dungeons & Dragons Vos – Vos Vo – Vorynn

INDEX Changing domains/regents ...... 12 Able assistance ...... Character ...... 30 ...... 83 Able Assistance ...... CHARACTERS...... 73 ...... 271 Action and Difficulty Modifiers ...... Charge...... 78 ...... 142, 200 Administration...... Climate ...... 69 ...... 21 Adventure ...... Cohesion...... 276 ...... 139 Adventures ...... Construction...... 271 ...... 91 Adviser ...... Contingency...... Actions ...... 276 ...... 84 Advisers ...... Coronation...... 33 ...... 48, 49 Agendas ...... Court...... 11, 278 ...... 72, 83 Alignment ...... Court expenditure...... 11, 76, 278...... 67 Alliances ...... Courts...... 177 ...... 36 Armies ...... Damage...... 120 ...... 201 Army upkeep ...... Dead regents...... 68 ...... 12 Artillerists ...... Decree...... 151, 154 ...... 276 Assets...... Defense...... 30 ...... 142 Auxiliaries ...... Deployment...... 36, 124 ...... 196 Battle Spells ...... Designation...... 221 ...... 49, 50 Bloodline...... Diplomacy...... 46 ...... 99, 276 Bloodlines ...... Dispatch...... 271 ...... 101 Castles...... Dispatches...... 37, ...... 125, 185 ...... 276

275 Divestiture ...... OOC ...... 49, 51, 52 ...... 277 Domain Action Check...... PbeM...... 78 ...... 9 Domain Actions ...... Personal Treasuries...... 88...... 40 Domain Difficulty Class ...... Players ...... 78 ...... 12 Domain Maintenance ...... Plot...... 66 ...... 277 Embassies ...... Plots ...... 37 ...... 58 Engineers ...... Ports ...... 150 ...... 206 Event ...... Prosperity...... 277 ...... 26, 62 Events ...... Prosperity...... level ...... 57 ...... 74 Experience ...... Prosperity...... modifier ...... 145...... 75 Extensions ...... Province...... Growth ...... 37 ...... 20 Followers ...... province...... level ...... 34 ...... 19 Foraging ...... Province...... Level ...... 188 ...... 19 Fortification upkeep ...... Provinces & Holdings...... 68 ...... 58 Fortifications ...... Purses ...... 37, 125, ...... 134, 195, 207 ...... 69 Fortified holdings ...... race ...... 37 ...... 26 Fortify ...... Race...... 104 ...... 20 Forts ...... Range...... 126, 187 ...... 143 Free ...... Readying...... Actions ...... 73, ...... 83 ...... 84 Gaining Regency ...... Realm ...... 44 ...... 72, 83 Garrisons ...... Realm...... Spells...... 134 ...... 70, 213 Grant ...... REALM...... SPELLS ...... 105...... 224 Guild Holdings ...... Realm spells...... known ...... 29...... 38 Gunners ...... Realm...... Spells Prepared ...... 151 ...... 38 Heavy Cavalry ...... Recognition...... 150,...... 152 ...... 49, 50 Heavy Infantry ...... Regency Loss...... 149,...... 151 ...... 45 Henchmen ...... Regent...... 34 ...... 72, 83 Highways ...... Regent...... Death ...... 39 ...... 53 Hire Help ...... Roads...... 106 ...... 39 Holdings...... Role...... -play ...... 27 ...... 278 Hookups ...... Rumor...... 37 ...... 277 Income ...... Rumors...... 62 ...... 57 Influence ...... Scouts...... 81, 82 ...... 150 Investiture ...... Secret ...... 47, 107 ...... 277 Law Holdings ...... Secrets ...... 28 ...... 58 Levies ...... Ship...... 122 ...... 207, 208 Levy ...... Shipbuilding...... 36 ...... 206 Ley line maintenance ...... Ships ...... 70 ...... 206 Ley Lines ...... Source...... Holdings ...... 37 ...... 30 Lieutenant ...... Speed ...... 97 ...... 137 Lieutenants ...... Spending...... Regency ...... 35...... 44 Light Cavalry ...... Sportsmanship...... 150,...... 153 ...... 13 Light Infantry ...... Stability ...... 149, 152 ...... 15 Losing Regency ...... Stability Modifiers...... 45...... 76 Magic ...... Stability...... segment ...... 83 ...... 76 Manor Holdings...... Structures ...... 29 ...... 39 Medium Cavalry ...... Supply ...... 150, 153 ...... 188 Medium Infantry ...... Taxation ...... 149, 151 ...... 62 Melee ...... Temple...... Holdings ...... 142, 200...... 29 Mercenaries ...... Terrain ...... 36, 123 ...... 22, 191 Military ...... Trade...... Holdings ...... 83 ...... 29 Militia ...... Transference...... 36 ...... 49, 52, 70 Missile ...... Treasury...... 143, 200 ...... 40 Morale...... Tribute...... 138, 201 ...... 69 Musters ...... Uncontrolled...... 36,...... 120 ...... 53 Navies ...... Variable...... income ...... 38 ...... 64 Navy upkeep ...... Vassalage...... 68 ...... 49, 51, 70 non player characters ...... victory points ...... 11 ...... 278 Non-player characters ...... Wage War ...... 11 ...... 177 Officer corps ...... War cards...... 134 ...... 200

276 War Cards ...... 189, 191 War order ...... 74 War segment ...... 74 Warfare ...... 176 Weather ...... 194, 207

CHANGE LOG 4. Manors no decides who can muster. CHAPTER 7 Changes to v.3.5 draft 2.13-2.19: 5. Manors now decides who can muster. This draft includes changes made since the publishing of CHAPTER 8 the unfinished draft 2.12 6. Numerous revisions in how realm spells are learned, prepared and cast. CHAPTER 1 CHAPTER 9 CHAPTER 2 7. Numerous updates to many realm spells; those that have been updated are marked in green. CHAPTER 3 CHAPTER 10 CHAPTER 4 CHAPTER 5 Changes to v.3.5 draft 2.12: 1. Added rules for temples and lieutenants to the Ley Link action. The most obvious change is of course that from now on the Regent Guide will be available (only) as complete CHAPTER 6 document. The primary exception is that I might put out 2. Army units with Elite special take 2 turns to drafts of single chapters for review – but once a revision muster has “accepted”, then I’ll upload a new version of the entire 3. Experienced army unit upkeep changed. document.

277 You’ll also note the inclusion of a Table of Contents, an 28. Inverted the DDC modifiers for several items Index, a Table Listing, and a list of Terms. These additions (prosperity and court), so that good levels now subtract should make navigation the Regent Guide much easier. from the DDC. CHAPTER 1 29. Some of the DDC modifiers for prosperity changed. 1. General updates and clarifications. 30. Stability now not only affects your own ability to 2. Moved Mailing Conventions and Determining a take actions, but actively hostile actions against your Winner to the appendixes. domain will also be influenced. CHAPTER 2 31. Construction caps removed; you now either build 3. General updates and clarifications. at a fixed speed (used in RoE) or accept the result of the 4. Added a section about primary race/culture for dice roll. provinces. 32. New hurried construction rulers for fortifications. 5. Added special rules for non-human/uncivilized 33. Hardiness now applies to create holding/source cultures (max province level, growth etc.) actions. 6. The term sovereign is applied to realm rulers. 34. Finances action reworked; can be used multiple Domain rulers are referred to as regents. times during one turn. 7. Clarified the rules regarding province growth. 35. Castle/fort cost is now linear (not square); a castle 8. Updated Terrain/Climate Effects table and terrain costs 20GB/lvl and forts half that. Upkeep is unchanged. descriptions. 36. Some minor modifications to the Hire Help action 9. Note that trade holdings are cheaper to rule (1/2 (DDCs and such). price) if you have high-caster level guild holdings in the 37. Expensive units (cavalry, armsmen etc.) take 2 same province. turns to muster. 10. Court expenditure is limited by province level 38. Relocate is (again) a realm action. (palace structures can add to this maximum). 39. Roads/highways cost altered; the multiplier for 11. Added more descriptive material about holding rugged/forbidding terrain has been removed (was being anatomy. penalized twice; trackless cost x ruggedness multiplier). 12. Fortification cost entry changed to comply with CHAPTER 6 the new rules in Chapter 5. 40. General updates and clarifications. CHAPTER 3 41. Forts and castles now work in a slightly different 13. General updates and clarifications. manner; low-level fortifications are not generally more 14. Clarified what happens when you transfer your useful, while high-level fortifications are no longer bloodline to someone. impregnable. 15. Added some tables for ease of reference. 42. Cost for building fortifications changed to comply 16. Added a few pieces about investiture with the actions in chapter 5. permutations, including the Land’s Choice and unblooded 43. Castles require more units to neutralize (twice regents. their level). CHAPTER 4 44. Artillery and engineers and their effect on sieges updated. 17. General updates and clarifications. 45. Dead levy now incur a penalty to province growth 18. Edited the take 10 and 20 rules (they we incorrect equal to growth rate multiplier. before). 46. When mustering by holding (such as with 19. Added a lot of examples. irregulars), you no longer need to abide by the normal 20. Made some alterations to prosperity modifiers muster limit. Each holding lvl can now muster 1 unit. (levy, occupation, forage and pillage/raze). 47. Expensive (3GB+) units now take 2 turns to 21. Annual increase in prosperity now takes place so muster. that it is in effect on the Spring turn (previously Winter 48. There is additional prosperity loss for mustering turn). by holding. 22. No Tax is now set at 0% (instead of 10%). 49. Levy system reworked; province level is no 23. Some classes (again) collect half regency for longer directly affected; negative growth + prosperity some holdings. penalty. 24. The Chamberlain (action cost administration) no 50. Levy disbanding reworked. longer reduces expenses from grants (he was never 51. Mercenary hiring simplified; availability by intended to). Grants are not listed separately from other realm/DM fiat. action costs. 52. Unit descriptions reworked; and moved forward CHAPTER 5 to start rgith after the Armies section. 25. General updates and clarifications. CHAPTER 7 26. Standardized the action descriptions 53. Entirely new chapter. Finally details how ships 27. Major updates of many actions. work, and what you can do with them. The chapter must be

278 seen in conjunction with Chapter 6 for details of how to conduct wars and such. CHAPTER 8 CHAPTER 7 54. General updates and clarifications. 1. Added the description for Carrack 55. Added rules for 0-caster level realm spells (battle INDEX magic). 2. Fleshed out the index CHAPTER 9

56. Realm Spells are now a separate chapter, instead of being part of the Realm Magic chapter. 57. General updates and clarifications. 58. Added 0-caster level spells. 59. Altered component const entry to comply with new 1GB/caster level preparation cost rule. CHAPTER 10 TO DOS 60. Entirely new chapter. It doesn’t contain too many rules, but talk about how individual characters can affect Planned changes to final release of v.3.5 : the domain caster level of play. The Table list, Glossary and Index definitely needs some work. Changes to v.3.5 draft 2.06 through 2.11: Added CHAPTER 1 numerous changes to game-mechanics throughout the 1. No changes planned. rules. CHAPTER 2 Changes to v.3.49 draft 2.05: Numerous changes in 2. No changes planned. chapters 4+. CHAPTER 3

Changes to v3.49 draft 2.03 and 2.04: Published Chapter 3. No changes planned. 1-3; containing the majority of changes implemented in CHAPTER 4 2.05 4. No changes planned. CHAPTER 5 Changes to v3.49 draft 2.02: Spelling and grammar fixed throughout the document. 5. No changes planned. Adjusted left index to make all pages uniform. Merged CHAPTER 6 cells in Tables to make them look more defined. Updated 6. Add more units for other cultures. the pages for table of contents and the list of tables. CHAPTER 7

Changes to v3.49 draft 2.01: 7. No changes planned. The first major attempt to streamline the rules and bring CHAPTER 8 them up to 3.5 standards. The draft is currently under 8. No changes planned. revision, with more stuff to be added, in particular the ship CHAPTER 9 and realm spell chapters are getting an overhaul. 9. No changes planned. CHAPTER 2 CHAPTER 10 1. Changed some values for province growth and 10. No particular plans. maximum province caster level. CHAPTER 11 CHAPTER 7 11. Add a chapter regarding DMing Ruins 2. Added some more ships and changed the APPENDIXES descriptions of several existing ships (war galleys are now 12. Add FAQ sections and Bloodlines chapter to galleases for example). Appendixes. 3. Started work on revision of ship movement (speed/range) and cargo capacity. CHAPTER 8 4. All references to “for one month” now reads “for the "rest of the turn (one month)”. 5. References to battle spells added. CHAPTER 9 6. Started updating spells.

279