House Rules
Ambassadors
Ambassadors are diplomatic representatives that are sent to the court of another regent or ruler. To send ambassador, you must perform Train Ambassador action and have the permission of the regent or ruler you wish to send ambassador to. Maximum number of foreign ambassadors is equal to court level.
Ambassadors will periodically send reports of political events and rumors that reach the court. Moving ambassadors through dangerous territories may not always be successful.
One court may host number of ambassadors equal to its level. Ambassadors require upkeep of 1gb or 2rp per season.
Birthright Skills
Craft(trapmaking): Original d20 skill. Rogues can use it to set traps in battlefield areas. One unit per trap must help the character, working undisturbed for at least a week. Elite units will not do this work in normal situations. 5 or more ranks in Warcraft give +2 to this skill. Base DC is 20. Traps set on the battlefield last for a month and disappear after that period. More details about this skill in Song and Silence.
Disable Device: Original d20 skill. Can be used to lead the units safely across trapped battlefield areas.
Knowledge: Knowledge(planes) requires special permission from DM which will be granted if it is justified in the background story. Knowledge(blood) is used to access information about bloodlines and blood abilities. Knowledge(Shadow World) represents the knowledge about Shadow World and its laws and inhabitants.
Spot: Original d20 skill. Can be used to spot traps on the battlefield.
All other skills are detailed in rulebook.
Building Castles
Additions:
Castles are considered to be made of fortifications and all necessary buildings for garrison, administration and servants. Following rooms can be added to the castles:
Augmentations:
Spellcasters with Augment Structures feat can spend a Research action to magically augment a castle. Augmentation is useless unless all levels are augmented.
Mobilities:
These enchantments also require Augment Structures feat. They are not effective unless the whole castle is enchanted. Special adaptations have to be made to make the castle endure the movement. Consult the DM for costs of these adaptations. They depend on the desired maximum speed of movement, and range from 3gb per level to 13gb per level. No feat is needed for these adaptations, but they must be made while the castle is being built.
Augmentations and Mobilities require XP cost to be paid according to the description of Craft Wondrous Items feat.
Building Portals
Powerful people all over Cerilia will naturally want to be able to move from place from place without spending a lot of time and effort. Teleport spells are one option, but they are rare and often unreliable. Building portals can be expansive, and individuals skilled in the craft are rare, but they give permanent means of fast travel once they are complete. Create Portal feat gives a spellcaster ability to create these wondrous portals.
Building Ships
People who wish to build ships must have shipyards. Provinces are considered to have shipyards depending on their level. A coastal province of level equal to 25% of ship's building cost is required to build a ship.
Buildings
Buildings are built using Build action. Some of them have levels, like Holdings, and are limited by Province level.
Newspaper Press: Allows owner to print newspaper. Requires level 4 province and upkeep of 1gb per season. Player newspapers will can be uploaded on game site or some other, as player wishes. Links to new issues will be provided on News page.
Colossal Statue: Only one per realm. Gives +2GB per Trade Route that connects to province. May be built in level 4 province in realm which had some great person in its history. It counts as holding towards domain upkeep. Costs 30GB to build.
Oracle: Gives free Espionage action per turn and chance to predict future events. Costs 30GB to build and requires level 5 Temple Holding. Only one per church. Counts as 1 holding towards domain upkeep.
Great Workshop: Reduces Build costs by 25%. Costs 25GB to build and counts as 1 holding for domain upkeep. Requires level 5 province. Only one per realm. Can be used only in the province where it is built and in provinces connected to it with the road.
Great Academy: Provides better Lieutenants, increases chances to learn spells and gives free Espionage action per turn, as well as Level 15 laboratory. Costs 100GB to build and 4 per season to maintain. Requires level 7 province. College of Sorcery in The Imperial City is currently the only Great Academy in Anuire. Only one per realm.
Lighthouse: May be built in any coastal province. Costs 5GB per level and counts as 1 holding per 3 levels. Give +1 per 3 levels to maneuverability to adjacent ships.
Bridge: Allows units to cross a river at no cost. Bridges built over navigable rivers are impassable by ships. Costs 3GB for wood and 6GB for stone bridge. 0.25gb or 0.5gb upkeep per season.
Road: Eliminates movement cost and allows creation of land Trade Routes.
Irrigation: Only in Plains, Deserts and Hills provinces. Gives +1 to Maximum Province Level. Requires adjacent river, lake or already irrigated province. Costs 5gb in Plains, 10gb in Hills and 15gb in Desert. 1gb per season upkeep.
Palace: Gives +1 to maximum court level per level. Can be built only in capital province. Costs 6gb per level and 0.5gb per level per season to maintain.
Military Academy: Gives higher starting experience to mustered units. Requires level 4 province. Costs 15gb and counts as Holding for domain upkeep.
Naval Academy: Gives higher starting experience to mustered ship crews. Requires level 4 coastal province. Costs 15gb and counts as Holding for domain upkeep.
Church: Churches are larger than Temples (which are built when level 0 Temple Holding is created) and give +25% income to Temple in the same province. Counts as holding for domain upkeep. Costs 5gb to build.
Grand Cathedral: Great religious structures provide +5 to all religious actions and give +25% to Temple income, not cumulative with Church. They allow the owner to muster one additional unit which doesn't count towards realm's maximum. Only one per church. Costs 100gb and requires 1gb seasonal upkeep. Requires level 7 province. If the owner is State Religion, province will never rebel against the leader.
Creating magical items
On Cerilia, mebhaighl or divine power is required to enchant items. In addition to requirements from DMG, a temple or source of half required caster level (rounded up) is needed to create a magical item.
Wanna-be enchanters will also need a laboratory, which is built using Build action. The lab needs to be of level equal to caster level required to create an item. Alternately, enchanters may rent laboratories at the College of Sorcery for number of GB per season equal to level of laboratory. Laboratory takes 1gb per level to build, but it can use only the Source in the province where it is located. As a result, most labs take more gold to build because of rough terrain and lack of nearby developed settlements to draw on for materials and labour.
Clerics and Spells
Clerics don't learn conventional spells. They have access to all spells with some restrictions depending on the deity. However, they have to research Realm Spells just like all other spellcasters. Same rules are true for Paladins.
Definition of Gold Bars
Gold Bars, shortly GBs, are used to represent material resources. They can be anything: raw materials, luxuries, weapons, food, etc.
If you need cash for some reason, you can transform 5gb per season into cash. In addition to this, each Guild holding can transform 1gb per level into cash. Finances action is used for conversion of abstract GB into cash.
Druids and Clerics of Erik
Druids and Clerics of Erik can cast same spells, but Druids use Sources as Wizards and Sorcerers. Rangers also use sources.
Guild Policies
Just like people can be taxed in different ways, natural goods can also be exploited in different ways. There are three different policies.
Preserving: This policy preserves nature and forbids destruction of forests and wildlife. It will give a penalty of -1GB to taxation of all holdings and provinces.. Depending on the beliefs of general population, it may have influence on loyalty. Under this policy, a province will loose one devastation point per year until it is restored.
Normal: This policy has no effect on taxes, but neither does it have effect on magical potential.
Devastating: This policy takes all that the nature offers. All holdings and provinces gain +1GB to taxation, but the nature is damaged as per Devastation Rules from Talinie Sourcebook. Each time guilds earn more than half the maximum guild income, province gains 1 devastation points. When it gets 20 devastation points, one level of magical potential is lost.
When Gold Rush spell is in effect, each policy inflicts +1 devastation point to the province it is applied in.
Holdings and Occupation
One or more units may be used to reduce a holding to level 0 in one season.
Regents may "hide" one unit per level within fortified Holdings when province is under siege or occupation. Those units will engage in battle only if the holding itself is attacked. Same rules apply as for units garrisoned in castles. The holding will be reduced only when its defending units are eliminated.
Income
Income is rolled by DM on 2nd edition tables.
Law Claims
Law Claims are hostile action in Birthright unless the target regent agrees to pay the amount of gold taken by claims. The more practical method to tax holdings is to ask for agreed sum of gold, but Law Claims can be used too and they work as detailed in the Rulebook.
Taking Law Claims without previous agreements is forceful taking of gold and is considered a hostile action.
Learning Realm Spells
As detailed in 3rd edition Rulebook. Spells may be learned from books and other spellcasters at half the time.
Lieutenants
One regent or ruler may have number of lieutenants equal to 1+ his/her Charisma modifier + Bloodline Modifier. Blooded lieutenants may be made vassals, enabling their liege lord to gain rp from their holdings.
Lieutenants may perform one non-realm action per turn. Vassal lieutenants DO NOT gain three regular actions. Taking lieutenant on adventure or to battle does not spend lieutenant action. Only one lieutenant may be used per season for lieutenant action, though all may join an adventure or battle. Regency may not be spent for lieutenant actions, except for casting Realm Spells. Training lieutenant to new level(when experience is acquired) is a Free action and doesn't spend lieutenant action.
Limiting Army Units
One realm may support a number of units equal to sum of its province levels.
There is a special rule for mustering Knights. Every Law holding of level 4 may support one Knight unit, plus another one for every two levels above 4th, up to maximum of 4 units of Knights at level 10. Every temple of Haelyn or Cuiraecen of level 4 or higher may support one units of Temple Knights.
Regents and rulers may muster knight over allowed maximum, but at twice the cost and mustering time. Knights mustered over limit will start with minimum experience, while those mustered from Law holdings will already have some, to reflect their noble training.
Churches of Haelyn or Cuiraecen with at least one level 4 or higher Temple may build a Knightly Order to muster one Knight unit above their maximum. Every church may have only one Knightly Order.
Knights still count towards overall units limit. Levies do not count towards this limit.
Loyalty
Loyalty of a province to it's ruler/regent is represented on 1-10 scale. Attitude rules for action and skill modifiers in the rulebook are used, and attitude changes in increments of two:
Loyalty | Attitude | Action Modifier | Skill Modifier |
9-10 | Helpful | +1 | x2 |
7-8 | Friendly | 0 | x1 |
5-6 | Indifferent | -1 | x0 |
3-4 | Unfriendly | -2 | x(-1) |
1-2 | Hostile | -4 | x(-2) |
Magic in the Battle
Spellcasters with Battle Caster feat can use some of their conventional spells to affect whole units. These spells are:
Acid Fog: Destroys a unit or ship.
Acid Orb: Deals a hit to a ship.
Adrenaline Surge: +1 to Melee and Charge ratings of units summoned by the caster.
Allegro: +1 to Move rating of a unit.
Animal Growth: +1 to Melee, Charge, Hits and Unit Save, and -1 to Defense values of animal and mounted units.
Animal Shapes: Tunrs a unit into animals of choice, either to flee the battle or fight as animal unit.
Antilife Shell: Unit accompanied by the caster cannot be attacked in melee. Ship on which caster is located cannot be boarded.
Antimagic Field: Protects accompanied unit or ship from magic.
Antipathy: Units of selected type and ships with crew of that type must fall back when they enter the target area.
Antiplant Shell: Protects accompanied unit or ship from attack by plant units.(yeah, guess which one).
Augment Object: When cast on Castle, its level is doubled against attempt to destroy it with spells and it gains a saving throw as magical item. If cast on Ship, gives +1 to Hull rating, allows save against hull damaging spells and prevents ship from catching fire.
Bane: -1 to all attack values, Morale and Unit Save.
Bear's Heart: +1 to Melee, Charge and Boarding ratings.
Blade Barrier: Routs a unit or ship crew.
Blasphemy: Destroys a non-evil unit.
Bless: +1 to all attacks and morale.
Blessed Aim: +1 to Missile rating.
Blight: Removes Woods terrain card.
Blunt Weapon: -1 to all attack ratings of a unit.
Briar Web: A unit on Woods terrain card cannot act, not even defend.
Break Enchantment: Breaks enchantments, transmutations, curses and petrifications.
Call Lightning: Routs a unit or ship. Affects both units or ships if engaged or grappled. If cast on ship, damages one unit selected by caster.
Castigation: Makes units of opposite alignment fall back.
Chain Lightning: Routs a unit or ship. Affects both units or ships if engaged or grappled. If cast on ship, damages one unit selected by caster.
Chaos Hammer: Deals a hit to neutral units and routs lawful units.
Circle of Death: Routs a non-undead unit or ship crew.
Cloak of Chaos: +1 to Defense and Unit Save, SR25 vs lawful spells and spellcasters and protects from lawful enchanters.
Cloudkill: Instantly destroys a unit or ship crew.
Cloudwalkers: Same as Mass Fly.
Command Plants: Charms plant units.
Comman Undead: Charms undead units.
Confusion: Unit or ship can fall back, skip a round, suffer a hit or suffer no consequences.
Consecrate: -1 to attack ratings, Unit Save and Morale for undead unit.
Control Water: Makes a ship unable to move or fall back at casters choice.
Control Weather/Storm Sleet/Whirlwind: Changes weather on the field. May also cause fog which has effect as Fog Cloud.
Control Winds: Changes direction or strength of the wind.
Creeping Doom: Routs a unit.
Crescends: +1 to Morale rating of a unit.
Crown of Glory: Accompanied unit gives -1 to enemy unit's Defense and Morale when it attacks in Melee or Charge.
Darkness: All units in the area are treated as if fighting at night.
Dawn: Negates Sleep spell.
Daylight: Negates effects of fighting at nighht in an area.
Delayed Blast Fireball: Routs a unit or ship. If cast on ship, damages one unit selected by caster.
Deeper Darkness: Imposes effects of fighting at night on all units in the area, regardless of Darkvision.
Desecrate: +1 to attack ratings, morale and Unit Save for undead unit.
Dictum: Destroys a non-lawful unit.
Dirge of Discord: -1 to all attack, Defense and Move ratings of a unit or ship.
Disintegrate: Sinks a ship by disintegrating a part of it.
Disjunction: Removes all spells in the area.
(Greater) Dispelling Screen: Cast between areas. Dispels spells on units which pass through.
Dispel Magic: Dispels magic on a unit, ship or area.
Divine Flame: If accompanied unit is attacked by unit of cold-based creatures, the attackers suffer a hit.
Divine Interdiction: Prevents Turning/Rebuking in the area.
Divine Storm: Routs a unit.
Divine Zephyr: If accompanied unit is attacked by unit of fire-based creatures, the attackers suffer a hit.
Earthquake: In underground battle, destroys all units in the area. If cast on Cliff area, routs all units below and the
target unit . In other areas, routs target unit. If cast on fortification, reduces it by one level and deals a hit to
target unit. Navigable waters are too large to be affected by this spell.
Emotion(Despair): -1 to Morale, Unit Save and attack ratings of unit or ship.
Emotion(Fear): Unit or ship must fall back.
Emotion(Hope): +1 to Morale, Unit Save and attack ratings of unit or ship.
Emotion(Rage): +1 to Melee, Boarding and Charge values and Unit Save, but -1 to Defense value of a unit or ship
Enlarge: Enlarge a ship to give it +1 Hull.
Entangle: Gives a unit -1 to Defense and makes it unable to move.
Fanfare: Routs a unit or ship crew.
Feathers: Turns a unit into birds to escape the battle.
Fear: Makes a unit or ship crew fall back.
Faerie Fire: Target unit can be seen if invisible and units attacking it at night do not suffer penalties.
Fire Orb: Deals a hit to a ship.
Fire Seeds: Routs a unit or ship. If cast on ship, damages one unit selected by
caster.
Fire Storm: Destroys a unit or ship.
Fireball: Routs a unit or ship. If cast on ship, damages one unit selected
by caster.
Flame Arrow: Deals a hit to a ship. No effect on units.
Flame Strike: Deals a hit to a ship. Routs a unit.
Fog Cloud: Missile and Charge attacks cannot be made into or from the area with Fog Cloud. Melee and Grapple attacks in the fog
are at -2.
Forbiddance: Prevents creatures of different alignment from entering the area.
Forcecage: Prevents a unit from moving, but protects it from melee attacks.
Freezing Sphere: Prevents a ship from moving. If a moving ship is stopped this way, it suffers a hit when it hits the ice.
Fury of Winter: Destroys a unit of Large or smaller creatures or works as Control Weather with greater effects.
Glitterdust: Reveals invisible unit, removes night penalty against that unit and can give it -1 to all values.
Globe of Invulnerability: Protects accompanied unit or ship from level 4 and lower spells.
Greater Call Lightning: Destroys a unit or ship. Affects both units or ships if engaged or grappled.
Greater Command: Makes a unit surrender.
Greater Dispelling: as dispel magic.
Greater Magic Weapon: Gives +2 to one missile attack for one unit or ship.
Green Blockade: Prevents movement and missile attacks between areas. A unit may spend a round to chop down the barrier, or a spellcaster might burn it.
Gust of Wind: Creates effect of desired wind in one area or speeds up the
movement of a ship in naval battle.
Hallucinatory Terrain: Place or replace any terrain card except fortification..
Holy Aura: +1 to Defense and Unit Save, SR25 vs evil spells and spellcasters and protects from evil enchanters.
Holy Smite: Deals a hit to neutral units and routs evil units.
Holy Word: Destroys summoned unit. Routs evil units.
Horrid Wilting: Destroys a non-undead unit or ship crew.
Hymn of Praise: Boosts spellcasting and turning powers of good clerics in the area.
Hypnotic Pattern: Unit or ship takes no action until attacked.
Ice Burst: Routs a unit or ship crew.
Ice Storm: Routs a unit or ship crew.
Illusory Wall: Prevents movement and missile fire between areas, but some characters may see through.
Incendiary Cloud: Destroys a unit or ship.
Infernal Threnody: Boosts spellcasting and turning powers of evil clerics in the area.
Insect Plague: Makes a unit or ship fall back.
Invisibility Sphere: Makes accompanied unit or ship invisible until it attacks.
Ironwood: +1 to ship's defense.
Lightning Bolt: Routs a unit or ship. If cast on ship, damages one unit
selected by caster.
Lullaby: -1 to Unit Save for one unit.
Magic Circle Against Alignment: Prevents a summoned unit of selected alignment from moving or protects a unit from selected alignment's enchantments and summoned creatures and gives it +1 to Defense and Unit Save vs selected alignment.
Magic Aura: Makes a ship or fortification appear magical to detection spells.
Make Whole: Repair 1 Hull to a ship.
Mandragora: Gives True Seeing to a unit if it succeeds or Confusion if it fails Unit Save.
Mass Charm: The unit or ship crew must act as per Charm Person spell
Mass Darkvision: Removes penalties from fighting in the dark, for one unit.
Mass Fly: Gives abilty of flight to one unit. Units with Missile attack can attack units below them while being out of their range.
Mass Haste: +1 to attack values, Defense and Move of a unit. Same for the ship, excluding Defense.
Mass Heal: Cure 1 Hit to a unit or ship crew.
Mass Invisibility: Makes the unit invisible until it attacks
Mass Mounts: May provide mounts for non-mounted unit and let them escape the battle without chance of getting caught.
Mass Resist Element: Protects a unit from desired element. All spell results are reduce by one level(rout to hit, destroy to rout).
Mass Teleport: Teleports a unit to another area or out of the battle. If two units are engaged, both are teleported.
Mass Trance: Makes animal or mounted unit unable to attack until attacked.
Meteor Swarm: Destroys a unit or ship.
Mind Fog: -3 to Unit Save for a unit or ship.
Minor Globe of Invulnerability: Protects accompanied unit or ship from level 3 and lower spells.
Mirage Arcana: Place of replace a terrain card.
Move Earth: Removes, replaces or adds a terrain card. Woods and Bogs are unaffected. Rivers cannot be added if they were not previously removed.
Negative Energy Burst: Deals a hit to living unit or ship crew or heals an undead unit.
Negative Energy Wave: Give Turning Resistance to an undead unit.
Nondetection: Supplement for invisible ship tactics.
Plague of Rats: Makes a unit fall back.
Power Word, Kill: Destroys a unit or ship crew.
Prayer: +1 to all attacks, morale and save for friendly unit, or -1 for enemy unit. If two units are engaged, a single spell can be cast on both.
Prismatic Sphere: Protects one unit as conventional spell.
Prismatic Spray: Destroys a unit or routs ship crew.
Prismatic Wall: Prevents attacks between areas as conventional spell.
Private Sanctum: Prevents all Missile and Charge attacks into the area. Units may charge through the area.
Purity of Reason: Unit accompanied by the caster is immune to illusions and enchantments and cannot be attacked until it attacks.
Pyrotechnics: Makes a unit or ship fall back. May also create effect as Fog Cloud
Obscuring Mist: Same as Fog Cloud, but can be burned away with fire spells.
Orders Wrath: Deals a hit to neutral units and routs chaotic units.
Passwall: Reduce fortification by 1 or sink a ship.
Polymorph Any Object: May turn a ship into something else or turn something else into a ship, or turn one kind of ship into another.
Quench: Quench a ship on fire.
Rainbow Pattern: Unit or ship takes no action until attacked and caster can move the unit at will as unit with Move Rating 1.
Recitation: +1 to all attacks, morale and save for friendly unit, or -1 for enemy unit. If two units are engaged, a single spell can be cast on both.
Reduce: Reduce a ship to give it -1 Hull.
Remove Fear: +1 to Morale.
Repel Metal: Makes metal-wielding units and large ships fall back from the area.
Repel Woods: Makes wood-wielding units and all ships fall back from the area.
Repulsion: Protects accompanied unit or ship from melee attacks.
Resilient Sphere: Traps a unit inside and protects it from all attacks.
Resistible Dance: -1 to Unit Save and Defense of a unit.
Reverse Gravity: Prevents unit from moving and fighting in melee, but it may still fire into area below it. Engaged and grappled ships are affected both.
Righteous Wrath of the Faithful: +1 to all values for friendly unit. +2 for unit mustered by the temple.
Scare: Makes a unit or ship fall back.
Seeming/Veil: Change appearance of a unit or ship crew.
Shield of Law: +1 to Defense and Unit Save, SR25 vs chaotic spells and spellcasters and protects from chaotic enchanters.
Silent/Minor/Major/Persistent/Permanent/Programmed Image: Creates an illusionary ship which moves close to the original and dissipates when hit.
Slime Wave: Reduces all attack and Defense ratings by 2(or to 1). Deals a hit to a ship.
Slow: Unit or ship must skip every second round and gets -1 to attack values and Defense.
Soften Earth and Stone: Make a unit skip a round or reduce fortification by 1 level.
Solid Fog: Prevents a ship from moving but also protects it from Missile attacks. Ships that try to grapple a ship in Solid Fog
get stuck, too. Same effect as Fog Cloud for land combat plus reduces movement to 1.
Song of Discord: Routs a unit or ship crew.
Sound Burst: Deal 1 hit to a unit.
Spiritwall: All units that try to pass through may fall back if affected. When cast, one unit may be made to fall back.
Spike Growth: Makes a unit fall back.
Spike Stones: Makes a unit fall back.
Standing Wave: In a coastal fight, may destroy a ship by throwing it to the land. All units in it suffer a hit. Caster must be of sufficient level to lift the ship.
Stinking Cloud: Makes a unit or ship fall back.
Stone Shape: Reduce fortification by 1 level.
Storm of Vengeance: Destroys all units or ships in the area.
Sunbeam/Sunburst: Rout a unit or ship. Destroys undead unit.
Symbol: Depending on type of symbol affect the unit of ship crew.
Sympathetic Vibration: Reduce fortification 1 level by touch. Deal a hit to ship by touch.
Telekinesis: Makes a ship fall back.
Telekinetic Sphere: Same as Resiliant Sphere, but easier to move.
Teleportation Circle: Can be use simlarly to Transport Realm Spell, but is much harder to cast due to lack of Mebhaighl.
Thunderswarm: Routs all units and ships in the area.
Transmute Metal to Wood: Reduce attack values of units with metal weapons to 1, and Defense of units with metal armor to 2. Reduce Defense of ships with metal armor by 1.
Transmute Rock to Mud: Removes a Cliff terrain card
Unbinding: Affects an area. Removes all charms, holds, walls, barriers, wards, stasis and slows.
Undeath to Death: Destroys undead unit.
Unholy Aura: +1 to Defense and Unit Save, SR25 vs good spells and spellcasters and protects from good enchanters.
Unholy Smite: Deals a hit to neutral units and routs good units.
Vanish: Teleports a ship away from the battle or to another area.
Wail of the Banshegh: Destroys all units in the area.
Wall of Fire: If cast on ship, damages one unit. If cast between two areas, prevents missile fire between them and routs a unit of choice if cast between land areas.
selected by caster.
Wall of Force: Prevents a ship from moving. If a moving ship is stopped this way, it suffers a hit when it hits the wall. If cast between two areas, prevents missile fire between them.
Wall of Ice: Prevents a ship from moving. If a moving ship is stopped this way, it suffers a hit when it hits the ice. If cast between two areas, prevents missile fire between them.
Wall of Iron: Prevents missile fire between two land areas. The iron sinks if cast in water.
Wall of Stone: Prevents missile fire between two land areas. The stone sinks if cast in water.
Wall of Thorns: Prevents missile fire between two land areas and routs a unit of choice in one of those areas.
Warp Wood: Deal 1 hit to a ship.
Waterball: Routs a unit or ship crew.
Web: If a unit or ship doesn't fall back when web is cast on it, it looses 1 from all ratings.
Weird: Destroys a unit or ship crew.
Word of Chaos: Destroys a non-chaotic unit.
Word of Recall: May take a ship or unit.
Ships "destroyed" by spells that affect only crew are actually left intact and can be captured by the victor at the end of naval battle. The repairs still need to be paid to make the ship usable, and they cover expanses for hiring and training new crew.
Ships hit or routed by fire spells have 50% chance to catch fire. Ships on fire suffer a hit per round until they sink.
Spells which allow Will or Fortitude Save also allow Unit Save. Spells which allow Reflex Save do not allow Unit Save.
Battle Caster feat also lets Clerics and Paladins Turn or Rebuke Undead in the battle. Undead Legion is considered 2HD for this purpose. Turn result makes undead unit fall back. Destroy results inflicts 1 hit. Rebuke give -1 to Defense. Command gains control of undead unit but Cleric, Paladin or Blackguard cannot do anything else except control the unit.
Summoning spells are used to summon monster units with Realm Spells. More details in the 3rd edition rulebook.
Maximum Number of Regents per Holding Type
This rule is not used. There may be any number of holdings in one province.
Mustering Armies
One unit takes a number of months equal to number of Hits it can take. Levies are raised immediately. One province may have number of levies equal to its level. When a Levy unit is destroyed, it's home province looses a level.
All non-Levy units may be put to reserve. Reserve units require only half standard upkeep but need a month to be activated again.
Prestige Holdings
Levels of holdings may be upgraded to Prestige Holdings using build action. The levels that are taken up by Prestige Holding do not count for other purposes. Prestige Holdings count in domain upkeep and have upkeep of their own. Prestige Holdings are disabled if their main Holding is contested, and destroyed if it is destroyed. Prestige Holdings may not be built over Speciality Holdings.
Grand Market: Costs 10gb to build and 2rp per season to maintain. Takes up 1 Guild level and allows creation of additional Trade Route over the maximum. Only one per realm or guild.
Shrine of Wisdom: Costs 8gb to build. Takes up 1 Temple level and gives +2 to owners Wisdom. One per church.
Royal Heralds: 8gb to build. Takes up 1 Law level and gives +2 to Charisma. One per ruler.
Great Customs House: 8gb to build. Takes up 1 Law level a gives +1gb to province taxation.
Smuggling Network: 5gb to build. Takes up 1 Guild level and takes 1gb from province taxation. This Prestige Holding is secret.
Royal Spa: 4gb to build. Takes up 1 Source level. Gives +3 hit points to anyone allowed to visit it. One per realm.
Stone of Land's Will: 8gb to build. Takes up 1 Source level. Gives +2 to Intelligence. One per Wizard.
Watch Towers: 8gb to build. Takes up 1 Law level and scouts into adjacent provinces.
Racial Coexistence
Rulers of one race ruling another race may have great increase in DC, according to the table below:
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Note: Humans have modifier 0 if ruling subjects of same nation, and +2 if ruling subjects of other nation. For example, if Sword Mage got to rule Ghoere, he would have +2 to all DCs because he is Vos.
This modifier is applied to all actions. Also, units of other races make d20 roll each turn. If they fail against DC 5 + racial coexistence modifier, they desert. This roll is also made at the beginning of every battle.
Regency Collection
Regency Collection is per 2nd edition rules. Multiclass characters choose one class with which they wish to calculate Domain Power.
Ruling Provinces
When a province is ruled to new, higher, level, it can be ruled again only after number of turns (seasons) equal to its new level. For example, if a province is ruled from level 3 to level 4, attempt to rule it to level 5 can be made only after 4 turns have passed.
Hint: Don't use terms like "rule" in IC letters. It is only used in game mechanics and sounds awful if used in-character. Words like "expand", "upgrade" and "improve" are good substitutes.
Scouts
Scouts do not gather information automatically. Each unit of scouts can do an actions per month. The actions are:
Scouting: Discover numbers and base type of troops in a single province. Elven Scouts cannot be spotted with this action while in forest, except by other Elven Scouts.
Counter-Scouting: Prevent enemy Scouts from scouting into the province. One unit of Scouts can prevent only one enemy unit of Scouts from scouting. Elven Scouts cannot be prevented in the forest except by other Elven Scouts.
Cover Operation: Scouts can aid an Espionage action, adding +2 per unit.
Covert Movement: On successful d20 + exp bonus check against DC 5 + number of enemy units, the scouts can move undetected through a province occupied by enemy troops. If the check fails, 1 hit of Scouts per fast (move>1) enemy unit are imprisoned.
Experience Level | Experience Bonus |
Green | -1 |
Regular | +0 |
Veteran | +1 |
Elite | +2 |
Champion | +3 |
Legendary | +4 |
Elven Scouts gain +2 to Experience Bonus in forests.
Specialty Holdings
Unlike Prestige Holdings, any Holding can be turned into Specialty Holding and back. Specialty Holdings cost more and are harder to Rule, but give additional benefits. They still keep their main function.
Secret Police (Law): DC +6 and +5gb cost for all actions. Only for LN and LE regents. Only random events, occupation and Agitate action can decrease loyalty in the province. Minimum Level is 6.
Civil Defense Program (Law): DC +6 and +5gb cost for all actions. Allows Levies to be raised as Irregulars. For realms which already rise Levies as Irregulars, improve to Infantry. Minimum Level is 3.
Border Guards (Law): DC +6 and +5gb cost for all actions. Requires invaders to leave behind 1 unit per level of Border Guards behind to bypass this province. Minimum Level 3.
Bank (Guild): DC +7, +5gb cost for all actions. Adds 1 level to Guild for purpose of taxation. Owner may lend number of gbs that don't exist equal to Bank Holding level. If the borrower doesn't repay, Guilder must repay the debt him/herself. Bank Holding may not be reverted to Guild Holding if there are loans waiting repayment. Minimum Level 7.
Financial Market (Guild): DC +4 and +5gb cost for all actions. Gives +1 to Guild level for purpose of taxation and allows the holding to be ruled 1 level above province level. Minimum Level 7.
Order of Knighthood (Temple): DC +4 and +5gb for all actions. Allows mustering of one additional unit of Temple Knights(over realm maximum). Minimum Level 4.
Scriptorium (Temple): DC +4 and +5gb for all actions. Gives +1 level for taxation and gives +5 bonus to Progress and Research actions. Minimum Level 4.
Elven Palace (Source): DC +5 and +5gb for all actions. Gives +1 to Guild levels for influencing actions success and counts as 10gb Palace. Minimum Level 5. Elves only, one per Wizard.
Spies
Spies are acquired using Train Spy action and one player may have any number of spies. Spies are sent using Espionage action and will provide bonuses to all Espionage actions in their province, as well as some unique actions that cannot be performed without spies.
There are several types of spy. Type of spy must be specified by player when he/she is trained. Different types of spies give different bonuses. Regardless of type, all spies give info on province level and +2 bonus to Espionage actions in their area of expertise. Social spies also give +2 to hostile agitate action.
Type | Province Info | Action Reports |
Magical | Magical potential of province, presence of Sources and their owners, presence of Ley Lines | Rule, Create, Contest actions with Sources, presence of True Magic rituals, Agitate actions by virtual Guilds. |
Social | Loyalty | Agitate, Fortify, Muster Armies, Build actions |
Military | Law holdings, units, ships, units supported | Rule, Create, Contest actions with Law holdings, Improve Unit, Muster Armies, Build Ships actions. |
Religious | Temple holdings | Rule, Create, Contest actions with Temple holdings, Agitate actions by Temples, castings of Divine Realm Spells. |
Economic | Guild holdings, Trade Routes | Rule, Create, Contest actions with Guilds, Agitate actions by Guilds, Embargos, Exploratory Trade actions. |
Espionage action my be taken to discover and eliminate the spies.
Terrains in Battle
As described in Rulebook, defender gets to place one terrain card of choice on the battlefield. Following terrain cards are available:
Terrian Card | Required Province Terrian | Effect |
Fortification | Castle | Enemy cavalry can't attack into this
area. All units in this area replace their Defense with Castle Level. If
Defense is higher, they gain +1 to Defense. Artillerists ignore this
bonus. All defending units in the area ignore Rout and Fallback results.
Castle has one unit of Irregulars. |
Cliff | Mountains or High Mountains | Prevents movement between Cliff area and one adjacent area of choice. Unit on Cliff can't be charged or attacked with missiles, and gains +1 to melee and defense. Units which are Routed or Fallback towards barred area are destroyed. |
River | River | Prevents movement between River area and one adjacent area. If a unit is Routed or has to Fallback to barred area, it is destroyed. |
Woods | Forest or Ancient Forest | Mounted units which enter this area must stop. Units in this area cannot be charged. All missile attacks into the woods have -2 penalty. Elves gain +1 to melee and defense. |
Bog | Swamp | All units must stop when they enter this area. Units in this area cannot be charged. Mounted units suffer -1 to melee and defense in Bogs. |
Hills | Hills | All units must stop when they enter this area. Units in this area cannot be charged. Units defending this area gain +1 to all combat ratings except when attacked by Dwarves. |
Tundra | Tundra | Foot units must stop when they enter this area. Units in this area cannot be charged. Foot units suffer -1 to defense and melee. |
Frozen Lake | Lake | All units must stop when entering this area. Can't charge into or from this area. All units in this area suffer -1 to defense against missile fire. |
Armed Camp | Didn't move whole round | Can't be charged into. +1 to defense, ignored by Artillerists. Ignore Rout and Fallback results. If no defenders, effects are ignored. |
Glacier | Glacier | Mounted units cannot enter this area. Foot units must stop when entering this area. Cannot charge into or from this area. |
Trade Routes
Trade Routes link two Guild Holdings and go both ways, using up slots for both Guilds. They may link only Guilds in province with different goods.
Trade Routes may link Guilds of two different Guilders. In that case, they must make an agreement about the division of income. They both gain RP for that Route.
Sea and River Trade Routes require ship with enough cargo space to transport income. Owners of Trade Route may transport less than full income, but the rest will be lost.
Terrain Effects
Terrain Type | Maximum Province Level | Movement Cost | Magical Potential |
Plains | 9 | 1 | 5 |
Hills | 8 | 2 | 5 |
Mountains | 6 | 3 | 7 |
High Mountains | 3 | 4 | 9 |
Forest | 8 | 2 | 7 |
Ancient Forest | 6 | 3 | 9 |
Swamp | 5 | 3 | 8 |
Rivers and coasts give +2 bonus to Maximum Provnce Level.
Dwarven provinces gain +4 to MPL in High Mountains, +2 in Mountains and +1 in Hills.
Elven provinces gain +4 for Ancient Forests and +2 for Forests.
Provinces with mixed terrain have average values of all present terrains and gain half modifiers from all of them.
Trade Routes and Chains
Trade Routes connect two Guild holdings and generate revenue equal to average level of the two holdings. For more information on Trade Routes and Chains, refer to Actions page. Trade Routes may be land or sea routes. Land routes must have permission of regents/rulers of the provinces they pass through. For land route to cross a river, the must either be a bridge or someone, usually the guilder or regent, must supply a Keelboat to serve as ferry. One Keelboat can provide crossing for one route. Sea routes must be assigned ships with enough cargo space to hold the income from Trade Route. Trade Chains may be composed of different types of Trade Routes. Two guilds owned by different guilders may be connected by a route and the guild owners must reach agreement over division of income. More than two guilders can participate in a Trade Chain.
Unit Experience
Units gain experience as they fight. Freshly mustered units are Green with 0XP and have -1 to morale. Exception to this are regularly mustered Knights who are mustered with 1XP and are Regular. With 1XP, unit becomes Regular and has no modifiers to stats. With 3XP, unit becomes Veteran and gains +1 to morale if possible. With 6xp, unit becomes Elite and gains +1 to Defense. With 10xp, unit becomes Champion nad gains +1 to melee. With 15xp, unit becomes Legendary and gains +1 to either Missile or Charge rating, or may add a special ability.
Levied units keep their experience after the battle, but they gradually loose it while unlevied.
Wizards and Sorcerers
Only Elves can be Sorcerers. Other races can be only Wizards. Elven Sorcerers can be unblooded. Wizards must be blooded.