Tuesday, June 30, 2015

Eldritch Extras: Polishing Off Birthright

Hey folks, sorry for the brief absence. Suffered a hard drive failure, was swept up by (and finally beat) the Witcher 3, and work suplexed me with all the tenderness of a hill giant on meth. I promised I'd finish up the last few traces of Birthright stuff, and so I come to deliver!

Realm Magic


By and large, these are mostly mechanically sound, and have only a few sticking points that I would personally want to see revised. Let's begin.

All realm spells in the old core rules have a minimum Character Level required, which doesn't really have a good parallel in 5th Edition unless you consider them on the level of class abilities -- which they are absolutely not. Rather, they are more like extremely powerful rituals that take a long time to cast and prepare. Naturally, only blooded spellcasters can know realm spells, and must have access to temple holdings (for clerics, druids, paladins, and rangers) or source holdings (for bards, eldritch knights, arcane tricksters, sorcerers, and wizards) in order to cast them at all. Warlocks never gain access to realm spells, as their power comes from elsewhere and not the magic of the land or the power of gods.

Of course, if you really, REALLY wanted them to, you could make them gain them at the same rate as sorcerers and wizards. It's just a flavor thing I don't really like, and you'd need to resolve how this jives with their warlocky stuff. I'd recommend leveraging their Slot Level to determine when they qualify to learn a particular realm spell, and maybe even using Mystic Arcanum to give them bonus ones.

As such, I've reclassified all the relevant realm spells as one might with regular spells. It is reasonable to allow a spellcasting regent to begin play with a number of realm spells that befits their class and its grasp on magic. Some do not gain realm spells until they begin to cast any spells at all, such as in the case of the eldritch knight fighter.

  • Bard: 1 realm spell
  • Cleric: 2 realm spells
  • Druid: 2 realm spells
  • Fighter, Eldritch Knight: 1 realm spell starting at 3rd level
  • Paladin: 1 realm spell starting at 2nd level
  • Ranger: 1 realm spell starting at 2nd level
  • Rogue, Arcane Trickster: 1 realm spell starting at 3rd level
  • Sorcerer: 2 realm spells
  • Wizard: 2 realm spells

The realm spells are otherwise grouped by class and spell level, and I pulled from all of my available sources to classify them (that is, core rules Birthright, Book of Priestcraft, and Book of Magecraft). The bard borrows here and there from the old cleric list, as I felt befits their class and role; convert any temple holding requirements to source holding requirements accordingly.

Old effects that require saving throws should be changed to Bloodline saving throws as though cast like normal spells by the offending regent. For example, if Calimor (a level 10 wizard with a 19 Intelligence) catches a rival regent with the ley trap spell, that regent must succeed on a DC 16 (base 8 + 4 proficiency + 4 Intelligence modifier) Bloodline saving throw to avoid the effect.

Bard Realm Spells


First Level
Alchemy
Battle Fury
Coffer Credit
Detect Ley Line
Dispel Realm Magic
Inflame
Scry
Subversion

Second Level
Demagogue
Investiture
Royal Facade
Summoning
Transport

Third Level
Gold Rush
Honest Dealings
Warding

Fourth Level
Defection

Cleric and Druid Realm Spells


First Level
Bless Army
Bless Land
Dispel Realm Magic
Investiture
Protection from Realm Magic
True Believer

Second Level
Blight
Holy War
Magical Tithe
Maintain Armies
Population Growth
Ward Realm

Third Level
Bless Holding
Conversion
Honest Dealings

Fourth Level
Erik's Mighty Forests (Erik Clerics... Cleriks? and Druids only)
Excommunicate
Legion of the Dead

Sixth Level
One True Faith

Eighth Level
Consecrate Relic

Eldritch Knight and Arcane Trickster Realm Spells


First Level

Alchemy
Battle Fury
Dispel Realm Magic
Inflame
Scry
Subversion

Second Level
Mass Destruction
Summoning
Transport

Third Level
Death Plague
Stronghold
Warding

Paladin and Ranger Realm Spells


First Level
Bless Army
Bless Land
Dispel Realm Magic
Investiture
Protection from Realm Magic
True Believer

Second Level
Blight
Holy War
Magical Tithe
Maintain Armies

Third Level
Bless Holding
Conversion
Honest Dealings

Sorcerer and Wizard Realm Spells


First Level
Alchemy
Battle Fury
Coffer Credit
Detect Ley Line
Dispel Realm Magic
Inflame
Scry
Subversion

Second Level
Demagogue
Ley Trap
Mask Ley Line
Mass Destruction
Royal Facade
Summoning
Trace Ley Line
Transport

Third Level
Death Plague
Gold Rush
Protect Source
Regent Sight (this is called Regent Site in Book of Magecraft; a typo? It does a detection...)
Stronghold
Warding

Fourth Level
Defection
Feign Destruction
Legion of the Dead
Protect Ley Line
Ley Ward

Fifth Level
Deactivate Ley Line
Deplete Mebhaighl
Enhance Source
Raze
Shadow Block

Sixth Level
Siphon Mebhaighl
Sunder Ley Line

Eighth Level
Poison Source

Monster Modifications


For the uninitiated, Cerilia has a few creature conceits that are fairly easily addressed. Primarily, there are no orcs in the setting, with orogs being the default "big evil humanoid" alongside goblins and goblinkin. Statistically, I think it's perfectly reasonable to use the standard orc and just call it an orog, and the actual orog entry in the 5th Edition Monster Manual being a particularly nasty representative of its species.

Goblins and gnolls fill out the remainder of the evil humanoid monsters category, with the term "goblin" being used interchangeably between the three kinds (goblins, hobgoblins, and bugbears, who share a society in several places on the continent).

Dragons are a tricky bit, and the presence of a dragon on a given stretch of land is a Big Deal. There are no non-ancient dragons anywhere in Cerilia that anyone knows of, and there are even very few of those hanging around in distant mountain ranges or sleeping beneath deep oceans. Cerilian dragons are not your cackling wyrms coming to raid your castles and eat your maidens, they are cataclysms that people hope never awaken. This is not to say that you cannot (or should not) make younger dragons exist for the purposes of telling an existing story, but you can be sure that sages and wizards will be immensely curious that one exists at all.

My personal suggestion is that every Cerilian dragon is of ancient-strength (as mentioned above), uses the draconic spellcaster variant as presented on page 88 of the Monster Manual, and can use lair actions anywhere in their territory (basically the entire province in which they are located), not just their lair proper. Increasing their challenge rating by 3 is probably a good accompaniment to these changes, and you should feel free to give them wildly different breath weapon energy types and scale coloration -- Cerilian dragons do not fit in to the chromatic/metallic spectrum, as they are noted to "all belong to the same species" (Birthright Rulebook, page 87) and are neutral in the affairs of men and elves.

Is that it?


Gosh, I hope so. I've loved doing this, but every time I think I'm done, I find something else I want to add in! I'm still working on the domain sheet, since I have all the graphic design skills of a drunken mole rat, but I'll toss it up eventually.

As for what's next, I've been wanting to brush up on my fiction writing skills a bit, so I may do some short stories here and there. My day job doesn't let me flex those muscles as much as I'd like anymore, so this is as good a place as any. Toodles for now!

Tuesday, June 16, 2015

Disinterred Eldricity: Waging War

This, the final major component of my 5th Edition conversion, touches on warfare on the scale of kingdoms. It also brought to light some unfortunate limitations and oddities with the system I intended to expand upon (that is, UA Battlesystem), which ultimately caused me to abandon the effort. But I'll touch on that more below.

Waging War


For all of the complexity of politics and management of realms, sooner or later a regent will find themselves embroiled in bitter conflict with rivals, brigands, or swarms of marauding monsters. Such battles are rarely limited to the adventure scale, and regents will need to muster armies to come to the defense of their domains, or those of allies.

Armies


Soldiers are acquired either through musters, levies, mercenaries, or holdings. The first three are covered under the Muster Armies domain action, and must be paid for each season lest they disband (and in the case of mercenaries, become brigands). The cost to muster a unit of soldiers, which typically numbers around 200 individuals, is contingent on the type of unit they are and covers the expenses of drafting, training, and outfitting those troops. Units of monsters or specialty troops may contain fewer individuals.

Without use of Scout-type units or the Espionage action, a regent has no idea of the number or composition of enemy troops without seeing them firsthand. This usually means engagement with the enemy, but creative regents and Dungeon Masters might find other ways to accomplish this goal.

Musters


These “standard” troops can be called up from any province you control. Certain types of soldiers require a minimum level of Law holding or Castle in order to be mustered; for example, you cannot raise a unit of knights from a backwoods province with no law and little civilization. The requirements for each unit type are listed on the respective table.

Levies


As outlined in the Muster Armies action, it is important to remember that levies are pulled directly from the peasant populace. You may muster a number of units equal to the level of the province, and this reduces the province’s level by one each time it is done. The level remains lowered until the entire levy disbands, and if the levy is ever destroyed in battle, the province level remains permanently decreased. Levies are quick and inexpensive to muster, but are dangerous for this reason (nor are they particularly strong, but sometimes desperate times call for desperate measures).

Mercenaries


Sometimes a regent will find themselves in need of trained soldiers, but lack the holdings necessary to muster them. In this case, the regent may opt to hire mercenaries, who come with their own risks. Firstly, mercenaries who are routed in combat will immediately disband. If mercenaries go unpaid, they have a strong chance of becoming a unit of brigands in whatever province they currently occupy.

Castle Garrison


Castles may have troops stationed there, but even a Castle with no inactive units garrisoned will have a skeleton crew of guards and soldiers who maintain and defend the structure. These troops do not tend to number more than ten per level of the Castle, and if they are ever ordered away or killed, the Castle is considered neutralized until they return or are replenished.

The War Move


Part of each domain action phase is the War Move. All regents with troops actively engaged in wartime have the opportunity to position units of soldiers based on their movement and the conditions of the provinces through which they move.

First, any armies that possess units with the Scout designation identify the number of units and composition of those units for all troops in surrounding provinces at the beginning of the War Moves phase. This allows a more educated course of action on behalf of the regent.

To move troops through a domain that is not your own, you must either Declare War or engage in Diplomacy to secure the right of safe passage for your armies. The act of moving your armies requires the Move Troops domain action, and moves happen in order of domain initiative. Armies move as far as they desire unless they encounter an enemy force, terrain obstruction, or Castle asset controlled by an enemy regent.

In the case that an army on the move encounters a hostile unit, and that unit has not yet moved on this turn, that unit may immediately elect to retreat to a friendly adjacent province (never to a hostile one, even if unoccupied). If the unit has already completed its move this turn, it cannot flee, even if it has movement remaining. If the enemy unit retreats in this manner, the aggressor army may continue its move as though it were not halted.

Terrain


The type of terrain and presence of roads has a heavy impact on how far a unit can move. Each unit type has its own movement rate, and combined armies of different unit types use the movement rate of its slowest unit. Roads and bridges are useful for making provinces significantly easier to navigate. A unit can never be denied a single province’s worth of movement, regardless of how difficult the terrain is to cross or how low their movement rate.


Terrain
Movement Cost per Province
Desert or Tundra
2
Forest
2 (1 for elf units)
Mountains or Glacier
4 (2 for dwarf units)
Hills
2
Plains, Farmland, and Steppes
1
Swamps and Marshes
3
Roads Present
Reduce movement cost by 1, minimum 1
Cross River
Uses entire Move Troops action
Bridge Present
Allows river to be crossed as normal for province
Wilderness Fortification Present
Increase movement cost of terrain by 1, even if Castle is neutralized

I simplified the terrains a bit, since there was some stuff that was basically redundant or otherwise irritable to deal with (impassable mountains being some). I also made some terrain types slightly easier to traverse, lest Vos and Rjurik armies never move more than one province per war move, because they live in Frozen Hellscape Lands.

Castles


The presence of a Castle is a significant obstacle for invading regents. Any province that possesses a Castle asset that is manned by at least its skeleton crew prevents any further advancement through the domain until the Castle is neutralized or destroyed. The invading force can always retreat the direction from whence it came, and is never “trapped” within the province by the Castle.

Neutralizing Castles


In order to overcome a Castle’s inherent defenses, it must be surrounded and besieged. To do this, an invading regent must have a total number of units hostile to the Castle’s owner equal to the level of the Castle, plus any units stationed there. Once a Castle is neutralized, any additional units may pass through the province without being blocked.

For example, Baron Gavin Tael has enough of Erin Velescarpe’s constant stymieing of his efforts, and sends troops to attack her realm. Erin Velescarpe’s frontier Castle is only level 2, but she has two units of troops stationed there. The Baron must commit four of his own units to that province in order to neutralize the Castle.

A neutralized Castle is considered besieged. For each season that a Castle is besieged, its effective level is reduced by one at the end of the season. If the Castle is ever reduced to zero, it is considered destroyed and any units garrisoned there must come out to fight; they cannot flee to a friendly province on the following season.

Siege warfare is slow, exhausting, and expensive, and it is often more cost-effective to simply bypass the Castle while it is neutralized. Troops committed to a siege must be paid for and replenished as necessary; without a unit that is capable of attacking the occupants directly, those troops are effectively sitting there waiting out the Castle occupants.

Dwarven fortifications are notorious difficult to besiege, as they tend to be built partially or entirely underground. As such, they cannot be fully neutralized unless completely destroyed. See the Subterranean Fortifications upgrade under the Fortify action.

Scouts


Units that have the Scout quality can identify the number and makeup of units in a one-province radius from wherever they are stationed. This identification takes place at the beginning of the War Moves phase. If no scouts are present in your armies, then you are unaware of the number and makeup of enemy units unless you perform the Espionage action with that express purpose in mind.

Conducting Battles


Here's where I step back and admit I probably am not up to the task of redesigning an entire mass combat system on my lonesome. I spent the majority of the last few weeks trying, and I never got any closer than "this feels too complicated to resolve quickly".

The Birthright campaign scope needs to be able to handle the clash of armies swiftly and with a fair bit of abstraction, lest domain turns take forever and ever to resolve. As such, I am ditching Battlesystem and encouraging the use of the War Cards resolution method from the base 2nd Edition game. It works, it's already a functioning system, and the units presented are as relevant now as they were then.

I won't be rehashing all that here, since I'm not updating any mechanics. It does feel a bit like a cop-out on my part, but I may come back to this at some point in the future when I feel more confident in building a 5th Edition mass combat system that operates with the scale and speed required.

Conclusion to the Update


So that pretty much updates all the major stuff. I kept more of it intact than I thought it would, only fully rebuilding a few things, but otherwise just making the mechanics work with 5th Edition D&D. This was all pretty much a first draft, with some input from respected friends and former colleagues that have excellent game design instincts. Thanks, folks. :)

Birthright does a lot of things right, but being a rules-light game is unfortunately not one of them. I don't feel as though I made it much more playable than it was before; there's a lot to keep track of, and domains need a huge amount of maintenance.

Next time, I'll add some miscellaneous and sundry, such as links to a domain sheet and some updated monster mechanics for Birthright, before moving onto something else. This has been a fun project to do in my spare time, and I hope my tiny readership had fun reading

Friday, June 12, 2015

Disinterred Eldricity: Ruling Domains, Part the Third


This one's gonna be huge. All the new domain actions are broken down, and I cover the rest of what happens on a domain turn -- which, in point of fact, is this entry's preamble.

I've elected to rename "domain turns" into what they are; seasons. Mechanically, nothing changes, but there's no more confusion of terms with players taking their turns on action rounds. I'll probably go back and edit the old entries with that terminology at some point, but whatever final document I come up with will certainly have all references changed to "season".

Lots more stuff has changed mechanically at this point compared to the old system. Free action abuse is no longer a problem with the conversion to using bonus actions instead (of which players only get one per action phase; or turn, which is another reason why I wanted to change domain turns to seasons). This does introduce a more strict action economy than before, but I've attempted to alleviate some of the growing pains by also having some domain actions have an option to become bonus actions instead, usually by owning certain holding types in a province.

I've also gutted a couple old actions that don't matter anymore, such as Hold Action (as I've introduced the concept of a Ready action like exists in standard 5E combat). Since war moves and conquest gameplay is also being changed slightly, Pillage is a new domain action I introduced to support raiding domains. It may well be horribly unfair though, and needs playtesting.

Anyway, picking up where we left off with the course of domain turns SEASONS. DAMMIT.

6, 7, and 8. Taking Domain Actions


During each season, the regent takes a total of three domain actions. Each of these represents roughly a month of time in-world, thus there are twelve domain actions that can be taken in the course of a game year.

While most domain actions are fairly straightforward, there does exist the concept of the bonus action during a season. Bonus actions can be taken in addition to regular domain actions, but the player is limited to a single bonus action per action round, as with bonus actions during combat rounds.

Typically, there are a small array of domain actions that can be taken as bonus actions, and the possession of certain types of holdings within provinces allows an action that is typically not a bonus action to become one. A good example of this is the Agitate action, which can be taken as a bonus action when the target province contains a temple holding owned by the regent.

Furthermore, a regent can ready a particular action to trigger only after a condition is met. This is, in most respects, identical to the way a player can ready an action on a combat round. With respect to seasons, however, the readied action is maintained until the end of the season, and if the condition is not met, the action is lost.

For example, Erin Velescarpe and an allied domain ruled by Ashira al-Sumari maintain correspondence and have agreed to a mutual assistance pact if one of Ashira’s neighbors declares war. As tensions heat up in the spring (when domains typically muster for war), Erin keeps a readied action to Declare War against whichever of Ashira’s hostile neighbors decides to pick a fight. She has all of the couriers ready to go, conscriptions signed but not posted, and shipments of gold and food catalogued for distribution, but never pulls the trigger unless the condition is met.

Resolving Domain Actions


Domain actions have conditions that must be satisfied in order to enact them. Typically, this is expenditure of gold bars and/or regency points, but a Dungeon Master may require additional conditions in order to undertake an action (such as needing to liberate an occupied quarry in order to use the Fortify action).

Every action has a target number that must be met or exceeded on a domain action check. This roll is made on a d20 using the regent’s proficiency bonus and their Bloodline modifier. This is represented as the competence of the regent, along with their bloodline power, in order to make something happen within their domain. In keeping with the theme of Birthright’s divine right to rule, a regent with a particularly potent bloodline finds it easier to make things happen in their domain, as though the land itself were aligning to their desires (and in many ways, this is exactly what is happening).

It is worth noting that if you fail to hit the target DC, the gold bars and/or regency points you spent to perform the action are lost. Not every project pans out, not every investment bears fruit.

Modifying Difficulty and Outcome


When making domain action checks, you may increase your chance of success by spending Gold Bars. For each Gold Bar you sacrifice, you add a +1 bonus to your d20 roll. This represents a certain degree of “throwing money at the problem” to make it easier to resolve, but also presents a great risk, as failure despite investment still loses that investment. Multiple regents can opt to contribute GB to the proceedings, which represents their support of your endeavor, but they must have a stake in the proceedings (owning a holding in the target province, etc.). They may do this out of turn before you make your domain action check. No more than 10 total GB can be contributed to modify a roll in this fashion from all parties.

Some actions are taken against regents who don’t have your success in their best interests, but they must have a reasonable means of opposing you (usually by being the target of your actions or having a holding in a province you control). In a case where a regent opposes you, they can expend Regency Points to increase your target DC for the domain action check on a 1 to 1 basis. This represents the regent exerting their will over their territory, whether it be via inspiring their populace to react in a favorable way, or having the strength of their blood-given rights make your chances of success more difficult. Multiple regents can opt to contribute RP to increase the difficulty (when applicable), representing their desire to see your efforts fail. No more than 10 RP can be contributed to modify a roll in this fashion from all parties.

This bidding war between GB and RP takes place openly, and always before the roll is made. Once the die is cast, no one can modify the result.

For example, our young regent, Erin Velescarpe, is attempting to enact a Decree to assuage an influential priest who raised concerns about the impiety of the locals. Her base success difficulty is DC 10, which should be easy for her to hit.

Unfortunately, Prince Darien Avan owns a temple holding in her territory, and he is sore about being snubbed at a recent diplomatic gathering. He expends 5 Regency Points to increase her DC to 15; the Prince is interested in seizing more temple holdings eventually, and if the situation destabilizes further, he can capitalize on the opportunity. After all, he has plenty of Regency Points to spend, and he can afford this indulgence.

Erin grinds her teeth in frustration. She cannot challenge the much-stronger regent openly or risk losing his support in other areas, so she opts to make the Decree more of a public affair. She expends 3 more Gold bars to add +3 to her roll when it is made, and succeeds handily. At their next meeting, the Prince bemusedly congratulates her on resolving the affair, and Erin silently marks down another beating she would like to administer to Anuire’s pre-eminent pompous ass.

Critical Successes


Many domain actions have a critical success effect that is achieved on a natural 20 on the domain action check. These represent particularly skillful or fortunate outcomes, and will have an improved effect as listed under the respective action.

Types of Domain Actions


Adventure

Type: Action
Base Cost: None
Base Success: Automatic

The call to adventure affects even an established regent from time to time. It’s a major responsibility that one sets aside to wander the countryside in an effort to gain fame and fortune, or to handle certain situations personally. Choosing to adventure uses up a domain action for the round. Any adventure that takes longer than approximately four weeks risks consuming an additional domain action on the next round.

Agitate

Type: Action (or Bonus)
Base Cost: 1 RP, 1 GB
Base Success: DC 10

You may attempt to build sentiment or foster conflict within a targeted province (or multiple provinces). To do this, you must control a holding within the target province. You must pay the listed cost for each province you are affecting, and all of those provinces must be part of the same domain. You may Agitate in your own provinces in order to improve your standing within your own territory.

If the regent who owns the targeted provinces is in support of your actions, you make your domain action check at advantage. If they are opposed, your base success DC increases by the level of the highest Law holding they possess. You must make the domain action check for each targeted province, making this a potentially expensive course of action if you are in conflict with the regent of the lands you are affecting.

Any targeted province affected by your Agitate attempt increases or decreases its loyalty by one grade, at your discretion.

Bonus Action: Agitate may be performed as a bonus action if you control a temple holding in the targeted province. If you are targeting multiple provinces, this cannot be done as a bonus action.

Critical Success: The loyalty of the affected province is increased or decreased by two grades instead of one.

Build

Type: Bonus
Base Cost: Varies
Base Success: DC 5

For any the construction of any structure that is not a fortification or holding, the Build action is the go-to for any regent. Many domain events will request that the regent provide the resources for the creation of a guildhall, civic center, statue, or anything else the people might need or desire.

The Dungeon Master sets the Gold Bar cost of a particular construction project, which typically ranges from 1 GB for a small chapel to 30 for a massive palace.

Build is also useful for the construction of bridges and roads. Roads enable troops and the populace to get about the province more easily, while bridges are used to cross rivers and chasms. A bridge can cost anywhere from 2 to 5 GB (1d4+1). A road costs a single gold bar for a plains province; a forest, tundra, or desert costs two; a hilly province or swamp costs four; and mountains cost eight. Typically, the construction of a “road” really means any number of paths throughout the province.

The more remote and rural a province, the more expensive a construction project; this represents the cost to secure and move the building materials to the site. If the target province for the building project is rated as 0 or 1, the cost is doubled. If the target province is 3 or 4, the cost is increased by 50%.

A building project is never instantaneous. Each season, the progress on a structure advances by 3 GB (or 1d6) of its cost. The project is considered complete when the full cost of the Build is accounted for in this way.

Critical Success: The building project gets an excellent head start and immediately completes 2d6 of its total building cost.

Contest

Type: Action
Base Cost: 1 RP
Base Success: DC 10

By contesting a holding or province, a regent attempts to tie it up in claims over its ownership, argue over its legitimacy, or otherwise undermine its functions. You must control a holding in the same province as the targeted holding in order to Contest.

To contest a holding, the regent states their intent to do so over a single holding or any number of holdings within a given domain. They must pay the cost for each holding contested. A contested holding increases the base success DC by its level (thus a level 4 Law holding has a DC of 14 to contest), and a domain action check must be made for each targeted holding.

A successful Contest means the holding is in conflict, and generates no RP or GB for its owner on their next season. This manner of contesting lasts until one of the following conditions is met:

  • The owning regent succeeds at a Rule action targeting the holding(s) in particular.
  • The attacking regent relents of their own free will on their next domain action (this does not cost an action).
  • The attacker loses control of all of their holdings in the targeted province, or loses control of the province (if contesting in their own lands).

A second successful Contest by any regent causes its owner to lose all control of it, and the holding becomes free of the control of any regent until brought to heel.

To Contest a province, the province may not possess any Law holdings higher than level 0 that are not under your control, and must be at rebellious or poor loyalty. The province’s level increases the DC to Contest (thus a level 4 province has a DC of 14 to contest). Success indicates the province will no longer generated RP or GB for its owner, and is ripe to be divested (see Investiture below).

Armies that occupy a province unchallenged automatically Contest the province in favor of their regent, and no roll must be made.

Critical Success: You recuperate the RP spent on this action.

Create Holding

Type: Action
Base Cost: 1 GB
Base Success: DC 10

When a regent wishes to establish a foothold in a given province, they may create a holding of the desired type. If this holding is created in another regent’s province and the regent wishes to contest your efforts, the level of the province increases the DC of your domain action check (thus, attempting to create a holding in a level 6 province makes the DC 16). They may spend RP to further increase the difficulty.

Success on the domain action check creates a holding of the desired type at level 0. You may Rule this holding on further domain actions to increase its level as normal.

Create Province: If a regent wishes and the Dungeon Master approves, they may use this action to instead create a new province in any unclaimed territory. The Dungeon Master determines the dimensions of this new province and assigns it a Source rating based on the terrain type that is present. If the new province is not adjacent to any existing provinces, the cost to attempt the action is increased to 3 GB. This represents financing any exploratory expeditions or prospectors. If successful, a new province is created at level 0 and may be Ruled as normal.

Critical Success: The new holding or province is instead created at level 1.

Declare War

Type: Action
Base Cost: None
Base Success: Automatic

A regent must use the Declare War action before moving troops through provinces that do not belong to them, unless permission is obtained by use of the Diplomacy action. The regent can begin making war moves and conducting battles against enemy troops in provinces where they clash.

If enemy troops are in your province, you do not need to Declare War; you may move your troops on the respective phase of the season within your own territory. The target of a declaration of war must use this action on their turn in order to counterattack into enemy territory; this is not merely the public declaration, but also preparing the logistics of entering enemy territory.

Decree

Type: Bonus
Base Cost: 1 GB
Base Success: DC 10

A Decree encompasses a number of policies and processes that are not otherwise encompassed by other domain actions. While the list provided below is not the limit of what a Decree can do, any action that can be referred to as a Decree must fulfill the following criteria:

  • The decree cannot affect another regent’s holdings or provinces.
  • The decree cannot change the loyalty or level of any province or holding.
  • Decrees cannot affect armies or assets in any way.

Some examples of common Decrees are as follows. Dungeon Masters and players are encouraged to use Decree whenever no other action is suitable, but care must be taken not to go overboard with what a Decree can accomplish.

  • A tax or asset seizure is enacted, generating 1d6 Gold Bars for your treasury.
  • A roustabout or rumormonger is arrested.
  • A festival is declared throughout your domain.
  • A bounty is offered for local monsters, which may draw adventurers to your territory.
  • A minor act of legislation is passed regarding changes to the law, acceptable behaviors, or cultural integration.
  • A minor event is dealt with by placating the petitioning party through offerings and compensation.

Furthermore, the condition of the regent’s court may cause this check to be made at advantage or disadvantage. See the section on Maintaining Court for more details.

Diplomacy

Type: Domain
Base Cost: 1 RP, 1 GB
Base Success: DC 10+ (or Automatic)

Neighboring regents can generally be assumed to remain in correspondence with one another throughout the course of a season. The Diplomacy action has a much wider impact, and is typically a court affair with dignitaries, soirees, and document signings. Typically, this action is taken in relation to NPC regents or random events; if a player character regent is the target of the Diplomacy action, they can determine whether it is automatically successful (but the expense of GB and action must be made in order to gain the effects).

The DC of the domain action check depends on the specific action being taken. Diplomacy checks are typically simple affairs, but care must be taken with the proposals and the mood and standing of a regent. If a deal is outright insulting, the Dungeon Master can rule the action has no chance of success.

Furthermore, the condition of the regent’s court may cause this check to be made at advantage or disadvantage. See the section on Maintaining Court for more details.

Regents on the sidelines who wish to influence the proceedings one way or another may spend GB and RP as usual, affecting the DC and roll bonus accordingly. This represents their dignitaries at the diplomatic function, currying favor and giving advice.

A Diplomacy action can encompass one of the following effects, each of which has its own DC.

  • DC 10: Form an alliance with another domain with whom you are already friendly.
  • DC 10: Create a trade agreement between two domains. This allows the Trade Route action to be taken.
  • DC 15: Allow troops to move through the targeted domain without the need to Declare War.
  • DC 15: Force a targeted regent to provide tribute or concessions.
  • DC 15: Respond to a domain event such as brigandage, unrest, or feuds, causing its effects to subside.

As it pertains to forcing tribute, a regent typically offers no more than a quarter of what they collect each turn in Gold bars; unless threatened with overwhelming force, a regent will never capitulate to more than that.

Critical Success: The RP and GB costs for this action are immediately recouped.

Disband

Type: Bonus
Base Cost: None
Base Success: DC 10 (or Automatic)

This action is used to break up units under the regent’s command. Any number of units can be affected by this action, and if the units are of regular troops, the success is automatic. The spending of a bonus action represents the discharge papers, paying final expenses, and ensuring no soldier makes off with military equipment that is not otherwise given to them.

If the targeted unit is a mercenary unit, a domain action check must be rolled for each unit. On a success, nothing untoward happens. If the check fails, the mercenary units become units of brigands within the provinces where they were disbanded.

The regent can also use this action to dismantle any holdings or assets that they no longer wish to maintain. The effect is immediate, and the holding/asset will no longer generate RP or GB for the regent starting on the next season.

Espionage

Type: Action (or Bonus)
Base Cost: 1 GB
Base Success: DC 15

At the heart of being a regent is having a good spy network. The Espionage action covers all manner of skulduggery and legerdemain on behalf of your domain. The regent must declare the intent of the Espionage action before making their domain action check. Espionage can:

  • Uncover the details of diplomatic agreements between one domain and its allies, even ones otherwise kept secret (using the province rating of the capital).
  • Determine troop movements and strength in foreign provinces.
  • Create an assassination, intrigue, corruption, or heresy event in a target domain (using the province rating of the capital).
  • Trace another Espionage action performed against you.
  • Move individuals or transportable assets in secret from one location to another.
  • Rescue hostages in a foreign province.

For hostile Espionage actions, the target DC is modified by the level of the province in which Espionage is being performed, as well as the levels of any Law holdings within those provinces. For example, Erin Velescarpe wishes to send agents to investigate rumors of Baron Gavin Tael forming a secret alliance with the Gorgon to expand his own holdings. Her base DC of 15 is increased by the level of the Baron’s capital province (6) and the Law holding in his capital province (4). This increases her DC to 25 -- Erin will be spending a great deal of gold financing this endeavor.

If the roll fails by 10 or more, then the regent’s spy is caught and imprisoned. They may attempt to rescue the agent with additional Espionage attempts, and the Dungeon Master should secretly determine if the agent is successfully interrogated.

Espionage is dangerous, difficult, and requires a massive investment of Gold Bars to have a solid chance at success. However, the rewards for successful Espionage are rich and the destabilization it can create rivals that of invading troops.

Bonus Action: If you control a Guild holding in the target province, you may enact Espionage as a bonus action when targeting that province.

Critical Success: The regent may select one other effect of Espionage to take place concurrently and at no extra cost.

Finances

Type: Bonus
Base Cost: None
Base Success: Automatic

Through this action, it is possible for regents to turn Gold Bars from their treasury into liquid assets to purchase personal equipment or pay ransoms without using official channels. This action may be performed only once per season, and the number of Gold Bars that can be converted is equal to the sum total of all Guild holding levels the regent controls, plus their Bloodline modifier. Each Gold Bar converted becomes 2000 gold pieces of currency in the regent’s possession.

Thus, if Erin Velescarpe (Bloodline score 15) controls four guild holdings of levels 1, 2, 2, and 4, she can convert up to 11 Gold Bars into coins. Regents must be careful not to bankrupt their kingdoms using this action.


I took out the Loan sub-action from this. It feels like something that can be accomplished via Diplomacy anyway.

Forge Ley Line

Type: Action
Base Cost: 1 RP, 1 GB (see below)
Base Success: DC 5

When casting realm magic, arcane spellcasters require the use of a Source. However, they may find themselves in provinces where the Source is weak, and thus at a disadvantage when choosing from among their arsenal. By creating ley lines, the spellcaster can substitute the Source rating of one province with that of another.

Ley lines are a potentially hefty expenditure, requiring 1 Regency Point and 1 Gold Bar for each province between the “home” Source and the destination of the ley line. Always use the shortest distance to determine the number of provinces crossed, geographical features notwithstanding.

Spellcasters can also expand on ley lines by creating “networks” stemming from the home Source province. Consider existing ley lines when calculating the cost of new ones; the spellcaster need only pay for extension of a ley line rather than recalculating from the home Source, if it is cost-effective.

Any contiguous ley line the spellcasting regent owns costs 1 Regency Point during the final step of the season. Multiple ley lines that are not connected each cost RP.

For example, a spellcasting regent, Calimor the Magnificent, wishes to create a ley line connecting his Source holdings in the province of Sorelies (Source rating 4) to a weaker location in Alaroine (Source rating 0) so that he can cast useful realm magic while stationed in there. The distance between provinces is only two along the shortest route (south through Hildon, and then to Alaroine), so the cost to build the ley line is 2 RP and 2 GB.

Calimor later decides to extend the ley line into enemy territory in the province of Ghiere, in Baron Gavin Tael’s domain of Ghoere. He pays only an additional 2 RP and 2 GB to push the ley line two more provinces south, but must still succeed at his domain action check to complete the forging. Now with a strong home Source at his command, Calimor can lead soldiers there and cast devastating realm magic against the warmongering Baron on his own turf.

Fortify

Type: Action
Base Cost: 1 RP, Variable GB
Base Success: DC 5

Through use of the Fortify action, regents construct Castle assets to protect their provinces (or expand upon existing Castles). A province can only hold a single Castle asset for purposes of this action, though you may well have numerous smaller keeps and palaces in the area that do not necessarily contribute to defense in any meaningful way. You can only construct Castles in provinces you own, and Castles require a massive investment of gold to bring to completion.

To create a new Castle, a regent chooses the target province to begin construction. Castles, like provinces and holdings, have levels which dictate how impregnable they are and how well they defend holdings in their sphere of influence. Castles are unique in that they may be of higher level than the province in which they lie, but if the Castle’s target level exceeds the province level, costs quickly begin to multiply.

The base cost of a Castle is 6 GB per level. If the Castle is greater level than the province, each level beyond the province level costs 9 GB. For example, if Erin Velescarpe wants to build a level 6 Castle in a level 4 province on the border with Ghoere to deter any of the neighboring Baron’s aggression, she must pay 42 Gold Bars.

Castles are expensive, and can take years to build to completion. Once the desired level of the Castle is chosen and the initial cost is paid, progress continues automatically at a rate of 3 (or 1d6) GB each season and the regent does not need to continue to use this action unless they are adding features or upgrading the Castle level.

A standard Castle has the benefit of completely halting the advance of enemy troops through your provinces. Any enemy units that move into a province occupied by a Castle cannot move out of the province any direction save the way they came, until the Castle is neutralized or destroyed (see Conquest and Occupation section). Furthermore, holdings you own in provinces with a Castle are protected from total destruction using Pillage, as outlined in that action.

You may also garrison a number of units in the Castle equal to its level. Garrisoned units cost half of their maintenance each season, but are slow to bring back to muster in an emergency.

You may also add features to a Castle during the construction process, or on later turns using the Fortify action. These increase the cost accordingly.

  • Center of Power (3 GB): The Castle also controls Loyalty as might a Law holding. You automatically negate up to two categories of Loyalty loss in that province at the end of each season, provided the Castle maintains at least 1 level of strength.
  • Conscription Center (4 GB): The Castle possesses facilities and armories to quickly and cheaply outfit troops. The cost to muster armies in this province is reduced by 1 GB per unit, to a minimum of 1 GB.
  • Dungeons (2 GB): High profile prisoners can be stored in these fortified dungeons. They cannot be extracted from your domain using the Epsionage action.
  • Expanded Barracks (2 GB): You may station one additional unit at the Castle without needing to expand its level. You may purchase this feature multiple times.
  • Moat (1 GB): Your Castle is surrounded by a moat. You increase the number of units an occupying force must contribute to a region to neutralize the castle by one.
  • Subterranean Fortifications (5 GB, Dwarf regents only): The bulk of your Castle’s functions are stored below ground and are impervious to standard siege attacks. Your Castle can never be reduced below an effective level of 1 until it is utterly destroyed.
  • Wilderness Fortification (3 GB, Elf regents only): The placement of your Castle and the deliberate cultivation of thickets and underbrush in the province increases the movement cost of enemy troops through that province by 1. Your own troops are immune to this effect.

Critical Success: Construction gets a head start, and 2d6 GB worth of building is completed on the same season.

This action was significantly rebuilt and its costs rebalanced. Castles were not terribly attractive to build, and fortified holdings were head-scratchingly designed; no NPC domain even lists the presence of a fortified holding. Their functionality was suspect and narrow, so this ended up feeling like a fool’s investment, especially with how expensive they were.

Castles, on the other hand, were made way more modular and upgradable. They still provide good benefits and contributed to the development of the new Pillage action.

Grant

Type: Bonus
Base Cost: Special
Base Success: DC 10 (Automatic, see below)

This domain action is used by regents who wish to reward helpful servants with titles or gifts of wealth. Typically, this is used when resolving a domain event that requires the appointing or appeasement of a government official. It can also be used to give another regent money from your treasury in the form of Gold Bars.

Unlike other domain actions, the domain action check is made not to see if the action succeeds, but whether anyone is potentially angered by the Grant (especially in the case of giving out wealth). Every Gold Bar that exchanges hands in this way increases the DC by 1. Should anyone be offended by the use of a Grant, it will force a corruption, intrigue, or unrest event on the next season.

Investiture

Type: Action
Base Cost: Varies
Base Success: Varies

To enact Investiture, a priest capable of casting the realm spell of the same name must be present for the ceremony. This ceremony is critical for passing rightful ownership of holdings and provinces to new rulers, and without it, a regent cannot draw Regency Points or Gold Bars from either asset type.

To invest provinces and holdings, the asset in question must either be willingly given to the investing regent; otherwise, it must be conquered or contested by that regent, and there must not be an enemy Castle present that is not neutralized. The regent must pay Regency Points equal to the combined levels of all holdings, provinces, and castles being invested through the course of this domain action. If the former owner is an unwilling participant, the investing regent must succeed at a domain action check with a DC of 10 + the defending regent’s Bloodline modifier. The defending regent may also spend RP normally to make this more of a challenge for the would-be usurper. This process is known as divesting a regent.

Investiture is also used to formalize vassalage. Upon using Investiture for this purpose, both regents contribute RP equal to the vassal’s Bloodline modifier. From this point on, the vassal contributes that value to their new lord every season, and no longer gains RP from their Bloodline modifier.

Finally, a blooded individual may be the target of Investiture, either willingly or unwillingly (though they must be present). This strips the blooded individual of all derivation, Bloodline ability score, and blood abilities. If the recipient is not a blooded individual, they gain a Bloodline score of 11 and the derivation of the divested scion, unless that scion’s Bloodline score was less than 11 (in which case, the new value is equal to the scion’s previous value; for this reason, Tainted bloodlines are almost never invested in this way). If the recipient of the investiture is already blooded, their Bloodline score permanently increases by 1, to a maximum value of 20.

Lieutenant

Type: Bonus
Base Cost: 1 GB
Base Success: Automatic

The regent raises a retainer or henchman NPC to the status of a lieutenant. A lieutenant can be another player character if that player character is not themselves a regent. Anyone can be a lieutenant, whether they possess a bloodline or not. The lieutenant typically possesses character levels and may undertake missions in the regent’s stead. NPC lieutenants require upkeep, and are paid on the Maintenance Costs phase of the season.

Lieutenants are extremely useful in that they provide the regent with a single additional bonus action that may be used at any point in the action phases of the season, provided the lieutenant is within the boundaries of the regent’s domain at the time. Once this bonus action is used, it cannot be used again on any subsequent turn in the round. The regent cannot benefit from having multiple lieutenants in this regard, but many regents keep additional lieutenants around in case one becomes occupied.

Some random events may require the use of a lieutenant to adjudicate outcomes, thus consuming the lieutenant’s attention for the season. This forfeits any bonus action they would have otherwise granted, unless the regent has another lieutenant handy.

For example, Erin Velescarpe raises up her brother, Eist, as a lieutenant. While he is not a regent, he acts in her stead where she cannot. She uses him several times to perform Decrees while she tends to more pressing matters.

Eventually, an event arises within Erin’s domain requiring the personal attention of the regent. Instead, Erin dispatches Eist to settle the matter, and does not gain his bonus action this season.

Move Troops

Type: Bonus
Base Cost: 1 GB
Base Success: Automatic

Using this domain action, the regent orders any number of loyal troops to another location within their own domain. Financing the movement of the troops costs 1 GB for every 10 units or provinces; for example, 1 GB can move a unit across 10 provinces, or 10 units across 1 province, or any combination that can be mathematically derived. The troops are not available for use while moving, and the movement completes at the end of the action round, whereupon they become available for battles waging in that province.

If the regent’s domain is invaded during use of the Move Troops action, they can abort any movement that is in progress to come to the defense of an invaded province, but forfeit any GB spent.

The concept of a map with “province” sized chunks of oceanic territory is introduced in the Havens of the Great Bay accessory, which is a must-have for naval-minded regents. I’ve cut out the old mileage-by-day calculation stuff with the assumption it would be used.

Muster Armies

Type: Bonus
Base Cost: Special
Base Success: Automatic

The regent calls up his provinces to war, or raises troops in any province where they maintain a holding. This can take the form of raising peasant levies, drawing up trained soldiers, or hiring mercenaries. They must pay the GB cost of any unit, as listed in its entry. A province can raise a number of military units equal to its level in a single season. If the troops are being raised in a province you do not control, the owning regent can automatically deny you this action.

Units cannot be used in the same action round in which they are mustered, unless those units are mercenaries (which can be used immediately, but mercenaries come with their own risks).

If the type of unit a regent musters is a Levy, it comes with an additional cost. The province level is temporarily reduced by 1 each time Levies are mustered from that province (see the section on Armies for more details). The rating is restored when the unit is disbanded, but if those units are ever destroyed in combat, the province level is permanently reduced. Levies cost nothing to muster, but are dangerous to use for this reason.

Pillage

Type: Bonus
Base Cost: None
Base Success: DC 10

When a unit of the regent’s troops occupies a province unopposed, and that province does not possess a functioning Castle asset, the regent may order one holding in the province to be pillaged. The DC for this domain action check is increased by the level of the target holding, and decreased by 1 for each unit above the first occupying the province. Failure represents the inability of the occupying force to plunder a fortified or distributed holding.

A successful Pillage utterly destroys the affected holding; its regent no longer gains RP or GB from it on subsequent seasons. If the holding is protected by a Castle (that has no units garrisoned), a number of levels equal to the level of the Castle are protected from destruction unless the Castle is neutralized or destroyed (but the holding will be permanently damaged and have its level reduced accordingly). The attacking regent gains a number of Gold Bars equal to the reduced levels of the destroyed holding. If any of the pillaging units are classified as mercenaries, this value is reduced by one.

For example, Baron Gavin Tael invokes an obscure treaty from the years long before Erin Velescarpe took control and sends an occupying force into one of her outlying provinces, where she does not have any troops presently stationed. However, she does have a level 2 Castle there. When the Baron tries to Pillage her level 4 Guild holding there, he destroys two levels of the holding; the rest are protected until he neutralizes or destroys the castle. The Baron gains 2 GB from the Pillage.


This one’s completely new. Since the concept of fortified holdings was removed, and castles are way beefier than they used to be, Pillage is a good way for military-minded regents (I’m looking at you, Vos PCs) to generate Gold Bars by preying on weak neighbors.

Realm Magic

Type: Action
Base Cost: Special
Base Success: Special

Through this action, a powerful spellcaster can invoke realm magic that affects entire provinces. Only blooded spellcasting regents can cast realm magic, and each realm spell has its own entry for success and failure considerations. Realm magic can only be used in provinces where the regent possess a temple holding (for divine casters such as clerics, druids, and paladins), or a source holding (for arcane spellcasters of all stripes).

Research

Type: Action
Base Cost: Special
Base Success: Special

Spellcasting regents may use this action to perform magical research in order to create magical items or spells. As most regents are already extremely wealthy compared to most characters from normal campaigns, it is assumed that the regent has access to appropriate laboratories and libraries.


The Research action exists to support the presence of more indepth magic item and spell creation rules which, at this time, do not really exist in a meaningful format in 5th Edition. Harbinger promised me he’s making something like this at some point, and I believe his exact words were “challenge accepted” when I mentioned it. There were puppy dog eyes and everything when I said I was going to cut it. Really.

Rule

Type: Action
Base Cost: Varies
Base Success: DC 10

Regents who devote time to ruling their domain may increase the levels of provinces and holdings. They are actively managing the minutia of their realm with the express purpose of expanding it and drawing a larger population under their banner.

Firstly, a regent may use this action to increase the level of any single holding or collection of holdings. They must pay RP equal to the new level of all holdings affected, as well as 1 GB for each affected holding. Only one domain action check needs to be made to increase the level of all holdings. Remember that the total level of all holdings of a given type cannot exceed the level of the province in which they are located.

For example, Ashira al-Sumari wishes to grow her holdings. She has a Law (3) holding, a Guild (4) holding, and a Source (2) holding that she wishes to improve. Ashira must spend 3 GB and 11 RP (4 + 5 + 3) and then make her domain action check.

Secondly, a regent may elect to rule a province; only one province can be ruled at a time by this action. The cost to rule a province is equal to RP and GB equal to the new level of the affected province, and the regent must succeed at a DC 10 domain action check.

For example, Calimor the Magnificent wishes to increase the level of a province, currently rated at level 3. He must pay 4 RP and 4 GB and succeed at his domain action check.

Critical Success: The efforts of the regent are incredibly effective, and the domain or holding increases its level by two. If this is not possible, say because a holding would level past its province, the cost is instead refunded.

Trade Route

Type: Action
Base Cost: 1 RP, 1 GB
Base Success: DC 10

Creating trade routes is a surefire way to greatly increase seasonal income for a regent. In order to create a trade route, the regent must own a guild holding in the home province and have permission from the owner of the target province, (either through Diplomacy or if the target province is owned by a friendly player regent), who must also possess a guild holding there. Further, the two provinces must be connected either by sea or by provinces with an appropriate network of roads, which are constructed via the Build action.

Each season, both regents draw Gold Bars equal to the average of the levels of the two connected provinces. Trade routes cease to generate income if the provinces or guild holdings at either end of the trade route become contested or occupied.

Creation of a trade route can be challenged by regents who own law holdings in either end of the route. They may contribute RP to increase the DC of the domain action check accordingly. Both the regent making the check and the regent at the other end of the connection can contribute GB to add a bonus to the roll as usual.

This action can create multiple trade routes at once, so long as they all originate from the same province. The regent must pay each cost separately, but only one domain action check need be made. Provinces up to level 3 can only be the source of one trade route, provinces between 4 and 6 can be the source of two, and provinces of level 7 or higher can support three.

9. Adjust Loyalty


At the end of the season, after all three action rounds have been taken and all war moves and battles are resolved, all active regents perform this step. First, regents adjust loyalty in each province based on the following conditions:

  • Reduce loyalty by one category if:
    • Severe taxes were collected, or moderate taxes were collected in a province with no Law holdings
    • Levies were mustered and sent to a foreign land
    • Domain events that modify loyalty were not addressed
    • A rival regent completes Agitate actions in that province with the express purpose of causing unrest
    • Province is under occupation by an enemy force
  • Improve loyalty by one category if:
    • No taxes were collected
    • A regent completes an Agitate action in that province with the purpose of improving loyalty
    • A major battle was won against a hated enemy (improves loyalty in all provinces)

Law holdings are useful for preventing the loss of loyalty. If the regent controls all law holdings in a particular province, the regent can prevent up to two categories of loss in a province. If the regent controls at least half, but not all of the law holdings in the province can ignore one category of loss in that province. In the case that the regent controls less than half or no law holdings in the province, they cannot ignore any loyalty category changes.

Units of soldiers stationed in a province count as one Law holding per unit for purposes of loyalty and taxation. The peasants are less likely to grumble if there are soldiers garrisoned nearby.

If any province becomes rebellious, the regent can no longer collect taxes there and all holdings in that province become contested. The peasants there will immediately raise the largest possible levy and become hostile to the regent’s forces. If the force is subjugated, or the regent is able to perform the Agitate or Diplomacy action to resolve the situation, the province returns to poor loyalty.


I’ve regrouped the old “Losses of Regency” effects under respective domain events that will be covered later. Alignment as a punishing tool is a very old and kind of crappy way to strip Regency Points from players. The Minor, Major, and Catastrophic regency losses can be more accurately represented through the events anyway.

Wrapping Up


Whew! Okay, that was a lot, and none of it has been playtested yet, but I'll get there. Next time we'll talk about warfare, conquest, and occupation, the bulk of which will take into account (and add new scales) to the Battlesystem Unearthed Arcana article put out some time back.

Tuesday, June 9, 2015

Disinterred Eldricity: Ruling Domains, Part Deux


Preamble


Much of what will be discussed below is an import of general rules, but an updating of mechanics is also woven into it. There is a lot to cover here, and one of my fears is that I did not simplify nearly enough; Birthright is a very "crunchy" way to play D&D, but having a solid set of rules is necessary to avoid abuse of a narrative.

I've needed to break this part of the rules into separate articles, since it started to blow past 18 pages in a Google doc. We'll first go over what parts of a domain need to be tracked (and I will create a "domain character sheet" towards the end of this rules update which will help it make more sense), and go through the phases of a domain turn.

Qualities of a Domain


Capital Province


When a scion comes into ownership of a domain for the first time, they must designate a province as the location of their capital, which is typically the largest city in the province. Certain domain actions benefit if a particular holding type exists in your capital province, and if the capital province is ever seized or falls to rebellious loyalty, all other provinces you own suffer an immediate degradation of loyalty.

Province Terrain Type


Each province has a predominant type of terrain, but this terrain is not necessarily uniform throughout. A plains province may have some hilly features or even a lone mountain, and a forested province may possess stretches of swampland that are even more difficult to navigate than the woods themselves. The predominant terrain drives a number of factors, from how difficult the province is to navigate as well as how potent its mebhaigl (source rating) is compared to other provinces.

Province and Source Ratings


Each province has a level and a source rating that represent a rough approximation of population density and development, as well as how strong its native magical potential is based on its terrain type. This is typically represented by two numbers separated by a slash. For example, a level three province with a level two source would be listed as 3/2.

Holdings Present


It is important to track the number and level of individual holdings within each province, as well as who owns those holdings. These can be listed in shorthand beside each province. Note that the source rating of the province is not indicative of any source holdings that may or may not be present; those must be constructed specifically to make use of the source

Loyalty


The loyalty of a province is listed as rebellious, poor, average, or high. This is a simple scale of how your people feel about you as a regent and the tenets of your rule. Rebellious provinces are likely to revolt on domain turns.

Sequence of a Domain Turn


    1. Random Events
    2. Domain Initiative
    3. Collect Regency Points
    4. Taxation, Collection, Trade
      1. Determine Taxation Level (Light, Moderate, Severe)
      2. Collect Province Taxes (consult table and roll or use flat value)
      3. Collect Guild and Temple Holdings Income (roll or 1 per level)
      4. Collect Foreign Law Holdings Income (one half of holding level)
      5. Collect Trade Routes Income (average of two connected provinces)
      6. Collect Tributes Income (if any)
    5. Pay Maintenance Costs and Advance Construction
      1. Domain Expenses
      2. Pay Armies
      3. Lieutenants
      4. Court Expenses
    6. First Action Round
      1. Perform Domain Action and Bonus Action
      2. War Moves
      3. Wage Battles
      4. Occupy or Retreat
    7. Second Action Round
    8. Third Action Round
    9. Adjust Loyalty

      1. Random Events


      At the beginning of the domain turn, the Dungeon Master checks for events that take place in each player’s domain. A Dungeon Master may either roll randomly on the provided table (in a later entry), or they may have a specific set of events that unravels depending on the outcomes of previous domain turns or the plot they wish to present.

      The events are laid out immediately at the beginning of the domain turn, so that players can begin planning their responses, if any. Typically, a random event has a required action, and a consequence for not attending to the matter. Minor events might be worth ignoring, especially if the consequence is something easily mended like a hit to a province’s loyalty. Major events, such as a dragon that rumbles awake after being disturbed by miners, is absolutely not something to be ignored.

      2. Domain Initiative


      This step is only necessary when there are domains in conflict, or when the order of events is extremely critical. When only players are involved (and they are not in conflict for whatever reason), they may take their domain actions in any order they choose before moving to the next domain action (but all players must take their domain action before moving to the next round).

      Domain initiative is rolled making a Bloodline ability check (that is, rolling a d20 and adding one's Bloodline modifier). Once the action rounds begin, regents take turns based on this initiative order, as though they were engaging in combat (for in many cases, they are indeed doing just that).

      3. Collect Regency Points


      As outlined previously, a regent collects Regency Points equivalent to their Domain Power (sum of all levels of all holdings and provinces) plus their Bloodline score modifier.

      4. Taxation, Collection, and Trade


      At this phase of the domain turn, each regent declares taxation and collects income in the form of Gold Bars. This process can be heavy on the rolls, so for groups who wish to expedite this process, there are flat values that may be used instead.

      4.1 and 4.2. Taxation from Provinces


      First, the regent must determine whether they declare light, moderate, or severe taxation for each province (it is typically much faster to do this across all provinces, but particularly desperate regents may wish to tax more populated provinces more severely than others).

      Consult the table below for how many Gold Bars are collected from each province, and total up the results. For expediency, or for NPC domains, the DM may elect to use the flat value rather than rolling for each. Any negative result when rolling is counted as zero.

      Province Rating
      Light Taxes
      Moderate Taxes
      Severe Taxes
      0
      -
      -
      0 (or 1d3-2)
      1
      0 (or 1d3-2)
      1 (or 1d3-1)
      1 (or 1d3)
      2
      1 (or 1d3-1)
      1 (or 1d3)
      2 (or 1d4)
      3
      1 (or 1d3)
      2 (or 1d4)
      3 (or 1d4+1)
      4
      2 (or 1d4)
      3 (or 1d4+1)
      5 (or 1d6+1)
      5
      3 (or 1d4+1)
      5 (or 1d6+1)
      7 (or 1d8+1)
      6
      5 (or 1d6+1)
      7 (or 1d8+1)
      8 (or 1d10+1)
      7
      7 (or 1d8+1)
      8 (or 1d10+1)
      9 (or 1d12+1)
      8
      8 (or 1d10+1)
      9 (or 1d12+1)
      11 (or 2d8)
      9
      9 (or 1d12+1)
      11 (or 2d8)
      13 (or 2d8+2)
      10
      11 (or 2d8)
      13 (or 2d8+2)
      15 (or 2d10+2)


      4.3. Taxation from Guild and Temple Holdings


      Players who own guild and temple holdings also gain income from them in the form of taxes and tithes, regardless of where they are located. Low-level holdings generate very little or nothing for the regent, while owning multiple powerful holdings provides a great deal of supplementary cash. As with provinces, DMs who wish to save some rolling or who are generating income for NPC regents can use the flat values provided instead of rolling for each.

      Holding Level
      Gold Bars Generated
      0
      0 (1d2-1)
      1
      1 (1d2)
      2
      2 (1d3)
      3
      3 (1d3+1)
      4
      4 (1d4+1)
      5
      5 (1d6+1)
      6+
      6 (2d4+2)


      4.4. Claims from Law Holdings


      Law holdings that you possess in the domains of other regents may be used to collect taxes and fees in exchange for keeping law and order (or being outright thuggish, for some regents). The value of ancillary taxes collected is equal to one half the level of the Law holding in the province (rounded down). You cannot draw any taxes in this manner from Law holdings within your own domain. This amount is taken from the host domain’s earned province taxes, and if the domain does not generated any taxes from provinces on this turn, you cannot collect anything from your Law holdings in that domain.

      For example, Erin Velescarpe has a level 2 Law holding inside a neighboring domain. Each domain turn, she collects 1 additional Gold Bar from its taxes and tariffs in the host province, removing it from the treasury of the regent in question.

      4.5. Trade Routes


      Trade routes are a solid, reliable form of income. In order to calculate the income from each trade route, take the average level of the two provinces linked by the trade route; this value is the amount of Gold Bars added to the treasury. If the route is linked by sea, add 1 to this amount.

      As an example, our ever-present regent, Erin Velescarpe, establishes a sea trade route with the City of Anuire, the old imperial capital (rating 10). Connecting it to her capital province of Bindier (rating 4), she thus earns eight Gold Bars per turn from this trade route alone (average of 10 and 4 is 7, plus 1 for being a sea trade route). Not bad!

      Since the cost to establish trade routes is relatively low and their income is steady, trade routes are a very valuable commodity for regents.

      4.6 Tributes


      Here the regent collects any tribute agreed upon via use of the Diplomacy domain action, if such an agreement exists.

      Sidebar: Those unfamiliar with old Birthright stuff will probably boggle at all the crap you have to do on a given domain turn, especially at the beginning. Those familiar with old Birthright will be looking at me right now wondering why I’m cutting out tables and randomness. I think a certain degree of randomness is okay, but if I have to make seventy bajillion rolls at the beginning of every turn, for each player, it quickly becomes prohibitive to play.

      I’ve taken care to provide flat values instead of tables so players who wish to avoid playing with spreadsheets can do so. For those who prefer much more granular simulationism, the tables are largely intact (though I’ve simplified a or removed a few that were just unnecessary due to the extremely minor swing of the results).

      5. Maintenance Costs


      A domain does not support itself. Gold is required to keep the wheels of politics greased and ensure the people have enough infrastructure to support their nation. The cost of owning and operating holdings, feeding armies, and paying for court expenses adds up quickly.

      5.1. Domain Expenses


      To determine expenses, the player first adds together the total number of provinces and holdings they possess (not their levels, just the actual number of holdings). Also count together how many fortifications the regent owns (built by the Fortify domain action) and add these to the total. You must pay 1 Gold Bar for every five provinces, holdings, and fortifications you own, rounded up to the next Gold Bar.

      For example, Erin Velescarpe has five provinces, seven holdings, and one castle. When consulting maintenance cost for her territory, she has thirteen total provinces, holdings, and assets. Erin must pay three Gold Bars for domain expenses each domain turn.

      5.2. Pay Armies


      The regent must then pay any armies they are currently fielding, based on the units’ cost. If the regent cannot pay a given unit, it immediately disbands unless the regent spends 5 Regency Points to keep it active. A unit of mercenaries that goes unpaid and does not receive the requisite RP will become brigands in that province.

      5.3. Lieutenants


      Lieutenants are a type of asset that may act in your stead. They are described in greater detail under the Lieutenant domain action. Each lieutenant you have costs 1 Gold Bar to maintain. If you cannot pay your lieutenant, they immediately disband (but can be recruited again on a later domain turn).

      5.4. Court Expenses


      Managing your domain sometimes requires that you receive guests or otherwise present yourself as a well-to-do lord or lady. Court expenses are a combination of retainers, decorations, lodging costs, and food available for visiting dignitaries and ambassadors. At this phase of the domain turn, you determine how much you will spend on your court this season.

      For zero Gold Bars, your court is dormant and only the mice rule the castle guest halls. This option saves money, but you are incapable of performing the Decree or Diplomacy actions on any of your action rounds this domain turn.

      For two Gold Bars, your court is at the bare minimum to function. Your Decree and Diplomacy actions are at disadvantage for the domain action check; no one likes a stingy regent, especially expectant ambassadors.

      For five Gold Bars, your court is of average standing and comfort. Your Decree and Diplomacy actions are at neither advantage nor disadvantage.

      For eight Gold Bars, your court is the talk of the realm. Fine wines, imported cuisine, mummers and bards -- you have it all, and the pomp is sure to impress the dignitaries. Your Decree and Diplomacy actions are made with advantage on the domain action check.

      Intermission


      And now, a break! The next article, when it is finished, will go into the course of taking domain actions and resolving the mechanics of each. This break also lets me gather feedback and make iterations before I get too deep into the process.