Action | Types | Description |
Adventure | Ch | Used to spend a month adventuring. |
Agitate | D, R, Co(Clerics) | Regent can use his influence to affect the people's opinion of their ruler. Base cost for this action is 1GB and 1RP per province agitated. Loyalty can be increased or decreased. DC is 10 + difference between holding level and province level. Any other holding in the province that can be used for Agitate action can be used to influence action with holding levels. GB and/or RP can be used to influence the roll. Can be performed as Realm action only in one realm. Change in loyalty depends on success margin. |
Build | Co, Ch | Starts all constructions
except castles and holding fortifications. That includes road, buildings,
ships, etc. DC is 2. If character supervises the project, this is
Character action and the supervisor can make Profession(Engineering) roll
against DC equal to the total cost. Successful check completes 4gb of
construction instead of roll. Building in provinces level 0-1 costs 200%. In provinces level 2-3, the cost is 150%. Building on harsh terrain doubles the cost. Construction proceeds at the pace of 1d4gb per action taken. This action is also used to repair ships and build Prestige Holdings. |
Contest Holding | D, R | Attempt to shut down another's holdings. If already contested holding is contested again, it is destroyed. Level 0 holdings are destroyed after first successful contest. Contested holdings cannot be used for actions, to modify rolls and doesn't provide gb and rp income. DC for this action is 10 + defender's holding - attacker's holding. Other holdings of same type can influence success with their levels. The holding remains contested until attacked decides to allow it to operate or when it's owner succeeds in Rule Holding action. Base cost is 1rp and more can be spent to influence success. |
Contest Province | D | Provinces in which ruler has no or level 0 Law Holding can be contested by other holdings if loyalty is 5 or lower. Contested province generates no gb and rp income and can be invested by contester. Provinces cannot be destroyed. Provinces are uncontested if contester relents, loyalty increases above 5 or ruler gains a Law Holding higher than level 0. Base cost is 1rp and more can be spent to influence success. DC is 10 + province level - holding level. |
Counter-Espionage | Co | Invest gb or rp to counter any Espionage attempts in the domain. Even if there are no attempts, the invested resources are lost. |
Create Holding | D | Creates a new level 0 holding. Owners of the holdings of same type and province ruler may influence success with their holding or province levels as well as with rp. Base cost is 1gb. DC is 10. |
Create Province | D | Creates a new level 0 province from unclaimed lands. The cost is tripled if new province is not adjacent to creator's other provinces. Others can't influence success. rp may be spent. DC is 10 and base cost 1gb. |
Declare Multiple Wars | D | Used to declare war on more than one enemy. If used to extend already declared war, costs 1gb and 1rp. |
Declare War | D, Co | Used to declare war and gain 4 war rounds. Also used, as Court action, to occupy your own provinces. |
Decree | Co | Used to make decrees. Cost
depends on Court Level. Seizing assets from citizens with this action can
generate 1d6 gold and lower loyalty. Arresting persons involved in another
player's action may influence his/her success. Random events may be
created for other regents. Also used to change court levels, guild policies, tax levels, stop illegal constructions and musterings, etc. |
Disband | Co | Disbands units, holdings, castles or other buildings. Disbanding mercenaries requires roll against DC2. Failure means that mercenaries become brigands. DC 20 to disband a holding. |
Embargo | D, R | A guilder who has the only
working guild holding in provice(s) can use this action to stop all
economy in province(s). Embargo decreases the taxation of province by one
grade and makes the guild immune to law claims. The embargo is lifted if
the guild is contested or destroyed.
If there are more than one guilders in province(s), they may jointly perform this action to same effect. However, the embargo drops if one of the guilds decides to stop it. DC is 15+law holding. rp may be used by guilder(s) and lawholders to support or oppose the action. |
Espionage | D, Co(Rogues) | Used to gain information of
any kind. Base cost is 1gb. Most common use includes: revealing diplomatic
treaties, revealing enemy armies, creation of random events, investigation
of another's espionage, rescuing, covert travel, etc. DC is base DC -
province level - spying holding level + law holding level. rp and gb can
be used to influence roll by all involved. Failure by margin of 10 or more
reveals spy's identity to the victim.
Adventure action is used if player wants to personally assassinate someone. Espionage is used to hire assassin, but the assassination itself is still roleplayed. Spies give +2 to roll. Gather Information bonus applies for all information-gathering actions. |
Exploratory Trade | D, Ch | Guild in level 4 coastal
province may be used to start exploratory trade mission. Player must load
any number of gb onto his designated fleet or ship. This action can be
used only once per four turns from same Guild holding. Base cost is 1rp
and 5gb, and DC is 20. If the owner accompanies the fleet, he/she gains +2
to roll. If all ships are Rounships, +2 to roll. If all are Galleons, +1
to roll. If only one ship is used, -1 to roll. If there are 3-5 ships, +1
to roll. If there are more than 5 ships, +2 to roll. Vos and Rjurik
traders gain -1 to roll. Brecht traders gain +1. If the action is used
first time by a player, -2 to roll.
The player must choose region he/she will send the fleet to. rp and gb can be used to influence success if owner accompanies the fleet. On natural 1, entire fleet is lost, but characters with magic may survive. On failure, no profit is made, but invested gbs are still returned. On success, profit is made. Regardless of success, there is a chance for pirate attack. Each region has different pirate activities. Profit is rolled by DM only after check for pirate attack is made. |
Finance | Co, Ch | Used to convert Gold Bars to cash or specific resource. 5gb per action, +1 per leve of each Guild holding owned. |
Forge Ley Line | D | Creates a magical link
between the two sources. When the link is established, lower level source
is treated as higher level for purpose of realm spellcasting. Creating Ley
Line costs 1gb and 1rp plus 1gb and 1rp per province crossed. Upkeep for
one Ley Line is 1rp per turn. Ley Lines are destroyed if one of the linked
sources is destroyed. DC is 5. rp can be used by all wizards in one of the
two provinces to influence the success.
Forging Ley Line Hookups which connect Source to already existing Ley Line that passes close to it is free of cost. In addition, it gives +3 to success roll. If Ley Line collapses due to lack of maintenance, attempts to reforge them within a year gain +1 bonus to success rolls. |
Fortify | D, R | Starts construction of
Castle or fortification of Holdings. Fortifying a holding cost 4gb per
level and proceeds at rate of 1d6gb per season. 5gb per level might be
spent to have works proceed at double rate.
Castles cost 8gb per level at the same rate, but 10gb per level may be spent to double the construction speed. When a castle is built, all holdings are automatically fortified against outside attack. If a Castle is built of higher level than province level, cost of all excess levels is doubled. All who own holdings in the province may use rp to influence success. DC is 2, and base cost is 1rp. |
Grant | Co | Used to give titles, gold, armies, donations, etc. DC is 10. |
Improve Unit | D, R | Attempts to increase stats
of already mustered units. Base success is 1gb and 1rp per unit. DC is 20
for new abilities and 10 - existing stat for improving stats. 1gb and 1rp
per unit is paid for every month units keep training, but no additional
actions are required. For every month spend on failed training, DC is
decreased by 1. gb and rp may be used to influence success.
There are special considerations when improving stats above 4 or adding strange abilities. Upkeep cost may be changed when unit is improved. |
Instigate Rumor | Co | Starting a rumor costs 1gb. It will appear in the news. |
Investiture | D, R | As per Book of Priestcraft.
Too long to explain here, but bascally used to resolve matters of
regency/rulership/ownership. This action is required to transfer ownership
of holdings, provinces and rp. It is also used when swearing Oath of
Fealty(vassalage) and choosing a heir.
A Cleric or Paladin must cast Investiture spell if this action is to be used. |
Ley Link | F | Allows a Wizard to borrow
his/her Sources and/or Ley Lines to another Wizard. The Wizard who gets
the Source(s) must already have at least one Source of his own.
Ley Link lasts for 2 months during which lending Wizard can't access borrowed Source(s). Another Ley Link action can break the links before 2 months have passed. Base cost is 1rp and success is automatic. |
Hire Lieutenant | Ch | Used to locate(if needed) and train Lieutenants. Success and cost are roleplayed. |
Move Troops | Co | Moves land units. 1gb buys 10 movement points which must be spent during that action or forfeit. Movement can be cancelled before the final destination is reached, but all invested gold is lost. The movement cost is doubled during the Fall, and tripled during the Winter. |
Move Ships | Co | When moving ships, there is
no need to pay for their movement. Movement depends on the weather and
ship's MC. If a character is navigating a ship, successful
Profession(sailor) check can increase movement speed. When sailing the
river, ships will move slower when sailing upriver and faster when sailing
downriver. Oared vessels may ignore winds if they are unfavorable and use
their oars, or they can supplement weak winds with oars.
From time to time, ships must make Seaworthiness check. Roll is 1d20 and DC is 20 - ship's Seaworthiness rating. Failure means that the ship is lost at sea. Stormy weather gives cumulative penalty to this check. |
Move Troops by Sea | Co | Armies can be loaded onto transport ships and moved by sea. Cost for embarking is 1gb per 5 units. Disembarking is free. |
Muster Armies | Co | Used to muster armies. It is always successful. For cost, refer to Units section. |
Ply Trade | Ch | Use character's skills and abilities to earn gold. Profit depends on the job done. Refer to Birthright Rulebook for details. This action may influence loyalty. |
Progress | D | Used to make fundamental
changes to domain. Players must consult with DM prior to taking this
action to determine effect, cost and DC.
Can be used to research new technologies, change government type and develop new kinds of buildings and holdings. |
Raid Province | D | Sends troops or armies to take part of province's taxation, contest a holding or steal from a Trade Route. If the province is defended, battle occurs without any troop movement. If raided looses, no loot is gained. If raided wins, raid proceeds normally. |
Relocate Capital | D | Costs 1gb. Allows relocation of capital or HQ. |
Research | Ch | Used to learn or research new spells, create magical item, brew potions, make alchemical substanices. |
Realm Spell | D | Used to cast realm spells. Cost and success varies from spell to spell. Sphere Access rules from 2nd edition will be used for Clerics and Paladins. |
Rule Holding | D, R | Increases level of holding,
or uncontests contested one. Costs 1gb and rp equal to new level. DC is 10
+ new level and success can be influenced by holding levels of other
holdings of same type, province levels or by spending rp and/or gb. One
holding may be ruled once per turn.
This action is also used to change Holding to Speciality Holding and back. |
Rule Province | D | Increases level of a province. Costs gb and rp equal to new level. DC is 10 + new level and success can be influence with rp and gb. When province is ruled to new level, number of turns equal to that level must pass before it can be ruled again. Anyone with a holding in ruled province may bid against the ruler. |
Sea Trade Route | D, R | Sea Trade Routes follow same
rules as land-based, with following exceptions:
Only coastal or river provinces of level 4 or higher may be linked with Sea Trade Routes. Ships to transport the profit must be allocated to Sea Trade Route. Owner can transport only a part of profit, and the rest is lost in that case. Maximum distance of Sea Trade Route is 30 maritime areas. Trade Chain can be used for larger distances. |
Move Ambassador | Co | Moves an ambassador to another realm or home. Costs nothing. DC 5 if ambassador must travel through dangerous region. Automatic success if journey is 100% safe. |
Send Spy | D,Co(Rogues) | Sends a spy to spy on others. Costs 1gb. Each spy requires upkeep of 1gb per turn. DC is 15 + target holding level - owned guild level. Spy generates report about domain every turn. |
Trade Route | D, R | Trade Routes link two Guild
Holdings and generate income. Income is average of the linked Guilds'
levels. Only provinces connected with roads and producing different goods
can support a Trade Route. One Guild can support a limited number of Trade
Routes. Two Guilders can use their Guild Holdings to create a Trade Route,
sharing the profit as they agree. Every Trade Route gives +1 to Rogue
owner's Domain Power. Trade Routes are lost if one of the end Guilds is
destroyed. Rulers of provinces through which Trade Routes pass may destroy
Trade Routes using Decree action. If one of the end Guilds is contested,
the Route becomes inactive until the Guild is uncontested. Random Events
can destroy Trade Routes.
Creating Trade Routes costs 1rp and 1gb per Route. DC is 10 - average of Guild levels. When two Guilders create one joint Route, they must both spend an action, and DC for each is 10 - that Guilder's Guild level. Other Guilders in one of the end provinces may oppose the action. Success is influenced with rp. |
Trade Chain | D | Extends a Trade Route to
include more that two Guilds. This costs 2rp and 2gb. All rules about
success are the same as for Trade Route.
Value of Trade Chain is average of all Guild levels + 1 for every Guild after the first two. If one of the Guilds is destroyed, the Chain collapses. If it is not one of the first two Guilds, initial Trade Route survives. Trade Chains do not bring any increase to Domain Power, though the initial Trade Route still gives +1. |
Trade Service | D, R | Two holdings of different
owners, or province and holding, may work togather to earn more gold.
Liege Lords may not engage in Trade Service with vassals. One Holding may
participate in only one Trade Service. Province may participate in number
of Trade Services equal to its level.
Income is average of the two levels, divided as the participants agreed. This costs 1rp per holding involved. DC is 10, influenced by rp. |
Train Ambassador | Co | Trains ambassador which can be sent to other realms. Costs 1gb and 1rp. DC is 5. Ambassadors create report on realm they are in each season. Ambassadors require upkeep of 1rp per turn, even if they are not sent to foreign court. |
Train Spy | Co | Trains spy which can be sent
to other realms. Costs 1gb and 1rp. DC is 5. Spies create report on realm
they are in each season and can aid Espionage action. Spies require upkeep
of 1rp per turn, even if they are not assigned.
Spies working on counter-espionage can increase DC by 2 for all Espionage actions in the province. |
Travel | Ch | Used for long travels which take up the whole action. If traveling with court, costs 0.1gb per level of court. |