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Rullers and Warfare
Rullers and Warfare
Rullers and Warfare
N
ot every character is a King. Many A province is a political division of land, like a county or
players may wish to portray someone shire. A rural province generally measures about 30 to 40
unburned from the responsibilities that miles in diameter, but an urban province that represents a
come with a Crown. This means that major metropolitan area may be no larger than the area
three character types exist in this enclosed by the city's boundaries.
campaign: Scions, Regents and Non- The defining domain-level measure of a province is not
Blooded Commoners. Scions are its size, but rather its level – its overall measure of
blooded characters descended from the great heroes of population, technology, and industrial prosperity. A
Deismar. A blooded character may be a Regent a relative of province's level is an abstraction that represents the relative
a regent or a member of a family that does not rule a contributions of loyal subjects of the province. Frontier
kingdom. Scions have a Regency Point reserve, but if they families, nomadic tribes, bandits, and other independent-
do not Rule a Kingdom it is very hard for them to replenish minded individuals that live in the province do not directly
it. This is why most Scions have minor bloodlines. Their contribute to the province's level, though very popular and
divine energy is depleted after years and years of use. very influential people sometimes do.
Regents are characters who rule a Kingdom or an
Organisation. Major Trading guilds, Churches or a Maximum Province Level
Wizardry Brotherhood are all Organisations that classify as Terrain Type Maximum Level
domains, and Ruling them wisely give their Ruler regency Glacier or inhospitable terrain/climate 0
every season. A character may carry a title such as King, Sandy desert, Tundra 1
Duke or Prince. After the Empire crumbled each family
kept the title given to them by the late Emperor. Even Mountains, Scrub 3
though all of them could be cosidered independant kings Forest, Jungle, Swamp 6
these days, many nobles still feel superior if they have a
grander title. No one has the authority to name them such Mountain (dwarves) 10
however, and Nobles that name themselves with a higher Forest (elves) 10
Rank are the laughing stock of Anuire. Hills 7
Unblooded Characters form the grand majority of the
Cerillian population. For every king there are hundreds of Plains 8
advisors, scribes, farmers or skilled adventurers. Most of Coastal (borders sea) +2
them live their lives without ever laying eyes on a King or a
Duke and are content with it. As the saying goes, "A Good Major River +1
King is one you'll never have to see".
A province's level does not represent the entire
population of a province; it represents the buying power
Components of a Domain and prosperity of the provinces loyal citizens and taxpayers.
Regardless of the size, power, or purpose of the power base A rough estimation of the human taxpaying commoners in
that a domain represents, all domains share some features. a rural province is found in the following table.
A domain's regent is the head of a specific ruling body that Province Level
has the primary responsibility for the domain.
The regent may hold absolute power or be a powerless Level Citizens Largest Settlement
figurehead, but they are the person that holds final 0 0 Thorp
authority in all domain decision in the minds of those with 1 1,000 Hamlet
whom the domain interacts.
Provinces represent areas of land in which tax-paying 2 4,000 Village
common-folk look to the regent for military protection and 3 7,000 Small town
succor in times of hardship.
The relative size of the province is represented as the 4 10,000 Large town
province level. Any domain that includes a province is 5 20,000 Large town
referred to as a realm. 6 30,000 Small city
Holdings represent an organized power base, and the
places, people, and things that constitute it. The relative 7 40,000 Large city
size of a holding's power is represented as the holding's 8 60,000 Large city
level. There are four holding types: guild, law, source, and
temple. 9 80,000 Metropolis
Additional domain assets include armies, trade routes, 10 100,000 Metropolis
the skill of a realm's courtiers and spy network, the
strength of a realm's castles, highways and other important Populations of citizens that consist largely of elves,
domain-level features. dwarves, or human experts produce a higher level then the
numbers of citizens would seem to dictate due to an
Provinces increased prosperity per capita.
A province is a distinct area whose borders are defined by The above table also indicates the size of the largest
prominent geographical features, cultural and political settlements likely to be found in a rural province of the
traditions, and economic infrastructure. indicated level.
The Court is also responsible to Provide the Regent with Library: The regent builts a wing and fills it with books
whatever He or She may need. A Regents's living expenses on a specific subject (arcana, history, nature or religion).
are calculated in the courts cost/month and provide the Every time this asset is selected, the regent can choose
following benefits: either to add a new field of knowledge, or expand a
previusly attained one gaining +1 on (intelligence)
Regent Living Assets Library Search skills concearning it. (The field of study
Court can be expanded more than once. A Source reagent for
Level Effect example might have an extensive Arcana Library, with a
0 No Effect bit of Historical Knoweledge, but little else)
1 Regent lives Comfortably
Leisure Hall: The regent constructs a Trophy Room, a
game room, or anything else that can house escapades
2 Regent lives Wealthyly of relaxing nature. When the character spends at least a
3 Regent lives Aristocraticly week in the leisure hall, roll on the downtime
"Carousing" table, but keep only possitive effects. A
4 As aristocraticly but you never track non-magical
expenditures of 50 gp or less
leisure hall is also a great place to impress and meet
people. Invitations to NPCs will most likely be accepted.
5 As aristocraticly but you never track non-magical War Room: A special room with maps, weapons and
expenditures of 150 gp or less books on history and strategy, a war room is where all
talks about war will take place. A character that has
Palace: studied his opponent before a mass combat in the War
A palace is a lavish residence for a Regent and his court. It Room gains advantage on warcraft checks for that
can be an actual Palace, a Great Temple, or a Grand particular battle
Guildhouse. Reshearcher's Study: Α reshearcher's study offers an
A palace is built fortied. It always has a fortification equal exquisite alchemy lab and scroll making table, both of
to its level even if the province it governs is not protected. which give advantage to the creation of such Items. If an
This means that even if an attacking army bursts through arcana library exists it can be used to create new spells
the province fortifications and storms the capital, the = to the level of the library. Such reshearches also have
Palace may still stand fast and present opposition, though it advantage.
wont hold long by its own (See chapter two: armies and Adventurer's hall: The Regent creates a room to house
warfare). wandering adventurers. Each month a new adventring
For each level a Palace gains, a Regent can select one of party of a random level arrives (up to 10th). The regent
the following assets. Their cost and maintenance is can use them for various missions, or converse with
calculated in the palace cost. Some assets can be selected them in order to Aquire powerfull allies.
more than once: Ball Room: The Palace is equiped with an extravagant
ball room. All official gatherings and feasts are
Training Grounds: The palace is equiped with a small conducted there. A ball room will be the center of many
arena, targets, wooden manequins and everything a gatherings of the kingdom, and all people of imprtance
character needs to train. Training grounds are sufficient will want to visit and hold feasts there. In effect, it will
to train Commoners into Guards or existing guards into be easier to gather rich people in the palace. Rich
knights (see monster manual) no more than ten Guards people also have a tendacy to spend gold. The Province
or one Knight/palace level can be trained. Furthermore will gain half a GB every domain turn if a ball room is
the Guard captain can be of a Class the regent selects. built.
This trainer is a specialist that can help the regent
multiclass or qualify for any subclass the regent has the Lay Lines
prerequisites. Each time this asset is selected a new Ley lines are conduits created by source regents to carry
trainer arrives in the Keep. magical power from one province to another.
Chapter 1 | Ruling a kingdom 5
Realm spells require enormous magical power, and Followers have the skills provided by the background of
network of ley lines can allow a regent to bring magical the same name. Their stats follow the Point Buy by which
power from a pristine area to low-magic area in order to PCs are created.
cast powerful realm spells. Ley lines are detailed in Followers may accompany the regent on his travels, or
Chapter Three: Realm Magic. they can work, each earning the regent 1d10x10gp/month
(by practicing their chosen trade). They are also assumed to
Lieutenants and Followers tend to the regents household. Their pay is included to the
The court of a powerful regent may have many trusted amount they gain.
courtiers, but most courtiers have strictly defined Additionally, each regent gains one fighter (champion).
responsibilities and checks and balances to keep them This follower is the captain of her personal guard and is
from overstepping their prerogatives. always of equal level with the regents highest holding. This
A domain's regent may, however, name one or more of his champion does not count as one of the regent’s followers.
courtiers as his lieutenant(s). A domain's lieutenants are
authorized to speak with the voice of the regent, even to the Trade routes
extent of waging war against a foreign nation, spending Trade routes generate income for a guild domain through
significant portions of the realms treasury, dispensing trading various commodities between different
justice, making binding agreements, and other activities geographical areas.
that are generally considered the prerogative of the regent In order to accommodate trade, a route must exist for
alone. A regent can have no more than 1 lieutenant / overland or oversea trade. Trade routes can only be forged
charisma or blood score modifier [whichever is greater] between two provinces if the provinces provide different
(minimum 1) Thus a lieutenant can perform most domain trade commodities.
actions with the same advantages that a regent receives In game terms, the provinces must either be of different
(note that only one domain action per holding is allowed terrain types (plains and hills, mountain and swamp, etc) or
per month) when personally attending to domain actions of different races or cultures (Anuirean and Rjurik, Vos and
and events. Khinasi, etc).
A trade route must originate in a province in which a
regent has a guild holding; it must terminate in a province
in which the regent has a second guild holding or in which
a guild holding exists with whom a trade agreement (along
with a share of the profit) has been arranged, generally
through a diplomacy action.
Initial
Attitude Hostile Unfriendly Indifferent Friendly Helpful
Hostile <10 15 20 25 30
The regent's court costs provide a reasonable wage and
standard of living, but do not cover highly prized specialists Unfriendly <5 5 15 25 30
(such as most PCs). Most such characters serve the court Indifferent - <1 5 15 30
out of duty, pride, personal power, or because they want to.
Some lieutenants and specialists may require additional Friendly - - <1 10 20
payment. Such payments constitute an additional expense Helpful - - <1 5 10
to the regent's treasury.
As you can see it may take years of effort (as proven by
Adjusting Province Loyalty history) to change a Hostile province into a Helpfull one.
In general, common-folk tend to be indifferent to their
rulers.Common-folk are generally content as long as they Domain Actions
feel safe from soldiers, brigands, monsters, and other As with combat, action at the domain level is broken up
dangers. into rounds. Every domain round, each regent gets to do
If the common-folk are threatened, or if the taxes something.A domain action round represents one month in
required to provide for their safety seem unreasonably the game world. Each domain round, a regent can perform
high, they are likely to become disgruntled. a domain action and a Bonus Action. A sizable court may
A passionate and fiery orator or a noble hero may win provide one or more extra bonus actions. Some actions
the people's hearts, and inspire them to face great dangers (such as placing your holdings to oppose or support
in the face of a greater good. The attitude of the common- another regents actions are reactions. You can only take
folk towards a regent can have a major impact on the one reaction per turn)
success of their domain actions. Not a domain action: Most normal activities are not
At the beginning of each season turn, the attitude of the considered domain actions. Events that don’t utilize
common-man towards the regent's domain must be significant time or other resources of the domain or its
adjusted based on the events of previous season. court do not fall under the domain level rules system. Note,
Domain attitude is adjusted each season by making a however, that a character's nondomain actions may make it
d20 check modified by the bonuses and penalties such as impossible for her to be personally involved in domain
those listed below. actions if her actions take her far from the center of power.
Bonus Example Character action: Regents, like other characters, have
personal tasks that they may wish to accomplish. This
+5 Regent successfully deals with a major event, could include attending a festival, doing research,
such as an invading army adventuring, crafting items, or any other normal non-
+2 The regent holds all holdings of one type in the domain activity. Character actions involve only the
province character or a small group of characters, not the actions of
+1 The regent holds more than 50% of all holdings an entire court. The main difference between a character
of one type in the province action and a Court action is the scale of resources invested
and involved; a character action generally involves strictly
+1 Regent successfully deals with a minor event,
such as a matter of law or a rampaging monster
personal resources. The Character action is a Bonus
Domain Action.
+1 for each renowned/epic dead the regent has ever Court domain action: The regent initiates a Court
performed inthe service of the domain action but members of the regent's court handle the details
of the matter almost entirely.
P
olitical realms often resort to warfare to settle Allies are troops loaned to one ruler by another, and
their differences. Military forces and come into play only in unusual circumstances Diplomacy is
fortifications are crucial assets of any domain. usually requred to convince a ruler to loan a portion of his
A domain that is unable to field sufficient army. Allie usually remain under the control of their own
defense becomes an easy target for Regent, who must enter battle or asign a Field Commander
opportunists. On the other hand, a domain or Strategist.
that supports an army beyond its means will When Palaces and Fortified Holdings are created, they
quickly deplete its treasury. Thus, a working knowledge of are assumed to hold enough men to deffend the
warfare and the management of military assets is essential fortification. Taking those men into open combat will
for any successful regent. The mass combat system is a effectively lower the fortification and is not advised.
role-playing aid. It is designed to be easy to learn and
focuses on opportunities for character actions and story
advancement.
It is not designed to necessarily provide the level of
complexity appropriate for a complete war-gaming system. .
The Mass combat system has two levels of resolution:
strategic movement and tactical combat. The strategic
rules provide mechanics to represent military intelligence,
and the movement of armies on a weekly basis. The tactical
rules are used to resolve specific conflicts between
opposing armies located in the same strategic area.
Armies
Any Regent (and many unblooded lordlings) can field an
armie. Armies are composed of Units, Companies and War Cards
Musters. The terminology isn't important - a basic unit is
about 200 men. In Cerilia a Standing army of 5000-6000 When entering combat, each unit is represented by a War
troops, or 15-16 Units is a very powerful force. In times of Card. (War Cards are described in more detailed later in
war this number may increase but an army larger than that this chapter). Players need not have the war cards when
couldn't be supported for long. armies are created. The Dm will provide the Cards when a
A kingdom's entire muster is unlikely to be in one place battle takes place. (Though all available war cards will be
at any time. Garrisons, reserves and Guards are needed to printed and given to the players on a later booklet.
ensure the safety of the whole kingdom. A wise regent
won't leave his back door open, regardless of how friendly Unit Types
his neighbors appear to be. Many types of Units can be created or hired by regents who
Building an Army qualify. Unless otherwise noted, regents who control
domains composed entirely of holdings must convince a
Soldiers can be acquired in feve ways: Musters, Levies, province ruler to allow them to raise an army. Without the
Mercenaries, Allies and Holdings. Musters are the easiest permision of the Ruler most people will be relutant join the
method. A a regent simply spends money to draft, train and Army. There are two exceptions. A Temple regent can
equip a unit of his choise. Certain units may not be declare Holy War vs the Province ruler (through a Decree)
available in all regions; for exampl, only a prosperous in order to ignore getting a permission and any regent can
province has resources to create enough Knights to field an perform Espionage to hide the hiring of the army.
entire company. The Unit below are the basic Anuirean units, but they
Province rulers can also raise a levy (or militia). Each can be modified to fit any other Cerilian Realm. For
time the Levy is raised the province is reduced by one level example Vos Infantry, is more ferocious (having a higher
until the levy disbands. A number of militia units up to the attack) but cares less about defence.
province's base rating can be created, so a level 3 province The mustering of any unit proceeds at the monthly rate
can create up to 3 militia units. This will lower the province of 1d4 GB monthly (paid after monthly progress is
level to 2. (In the next turn, 2 more levies could be determined) until the muster cost is met. A warcraft check
mustered reducing the level to 1). The province ratings (and a Standart action from the Regent or a Lieutenant)
remains lowered until the entire levy disbands. If all the with a DC of 8 + muster cost can be used to choose the
militia units are destroyed, the province does not recover. progress instead of rolling it randomly. The check is made
It's level remains lowered and it needs a succesfull Rule once, though after spending a Domain Action, the one that
action to be raised again. initiated the training must spend a character action until
Mercenaries can be hired by any character who has the muster is complete. The total number of units in
enough money. Even non-regents can become great training at any time cannot exceed the province rating.
mercenary captains. However most mercenaries are very For example, in a regent decides that he needs muster
inreliable. If a mercenary unit participates in a battle and one of Knights and one unit of archers (6 GB and 2GB
loses, it automatically disbands. Mercenary units disband if muster cost each). He takes their training very seriously so
they go unpaid, and may become brigands. However they he decides to do it himself. Succeeding at the warcraft
are always ready for for battle and may move and fight check he chooses to finish the archers training (2) and to
immediatly after they are hired. progress the Knights only by 1 since he is low on funds.
Chapter 2 | Armies and Warfare 19
Basic Units
Muster
Type Move Defence Morale Melee Missile Charge Special Cost Hits Requirements(1)
Archers 2 2 2 2 4 - +1 to attacks vs mounted units 2 2 Law 2
Artilerists 1 1 2 1 5 - Ignore defensive terrain bonuses 4 2 Law 5
Cavalary 3 3 2 3 1 5 - 4 2 Law 3
Infantry 1 3 2 3 - - +1 to attacks vs pikes or irregulars 2 2 Law 1
Elite 1 4 3 4 - - +1 to attacks vs pikes or irregulars 4 3 Law 3
Infantry
Irregulars 2 2 2 3 3 - - 1 2 Law 1
Knights 2 4 3 4 - 6 - 6 3 Law 4
Militia 1 1 1 2 - - - 0 3 Province Ruler
Mercenary 3 3 1 3 1 5 - 6 2 -
Cavalry
Mercenary 1 3 1 3 - - +1 to attacks vs pikes or irregulars 4 2 -
Infantry
Mercenary 2 2 1 3 2 - - 3 2 -
Irregulars
Pikemen 1 3 2 3 - - Pikemen cannot be charged.+1 to 2 2 Law 2
attack and defence vs mounted
units
Scouts 2 2 2 2 4 - Move throug any terrain. May 2 2 Law 0
reveal army composition and
fortifications on bordering
provinces(2)
(1) A guild or temple holding can raise troops if it is 2 levels higher than the Law Holding Required
(2) A Warcraft check vs the Warcraft check of the opponent commander is required. Failure by 5 or more means the unit
suffers one hit and is discovered. Failure by 10 or more means the Unit is Destroyed
Special Units
Special Units are nonhuman soldiers normally available only to non-human regents. Special troops cannot be mustered
unless the regent is a member of the race or his domain includes cities, villages or strongholds of the proper type. For example
an Elf regent can muster units of elves. A regent whose domain includes a province infested with goblins can muster goblin
units. Using evil humanoids as part of an army however should be used lightly since most civilised realms view it as a breach
of an unspoken rule. Below are some of the most common special units.
Special Units
Muster
Type Move Defence Morale Melee Missile Charge Special Cost Hits Requirements(1)
Dwarf 1 5 2 3 - - Ignore fallback and rout results 4 or 5 3 Law 4 or
Guards caused by magic Mercenry
Dwarf 1 4 3 2 4 - Ignore fallback and rout results 4 or 5 2 Law 4 or
Crossbows caused by magic Mercenry
Elf Archers 2 2 3 2 5 - Elves move freely through any 4 2 Law 4
terrain
Elf Cavalry 4 3 3 3 4 5 Elves move freely through any 8 2 Law 4
terrain
Goblin 1 2 1 1 3 - Dissengages without provoking 1 or 2 2 Law 2/Mercenry
Archers opportunity attacks
Goblin 1 2 1 2 1 - Dissengages without provoking 2/3 2 Law 3 or
Infantry opportunity attacks Mercenary
Gnoll 2 3 1 3 2 - When they destroy a unit Gnolls 2 2 Mercenary
Marauders can move 1 square
Gnoll 2 4 1 4 2 - When they destroy a unit Gnolls 3 2 Mercenary
Infantry can move 1 square
(1) A guild or temple holding can raise troops if it is 2 levels higher than the Law Holding Required
C
erilia is a mystical place with ancient ley lines, and its province level is its maximum source level. The
magical sources, and the spiritual powers of maximum source level of a province is listed, delimited by a
devoted worshippers all available to those who slash, as part of its domain statistics.
know how to harness them. The power of the Consider the province of Ghoried in Roesone. Ghoried
magic commanded by a single spellcaster is has the plains terrain type, and therefore has a magic
nothing compared to the power available in a potential of 5.
great ancient forest or the heartfelt devotion of Ghoried's province level is 2. Thus, the maximum source
hundreds of true believers. level in Ghoried is 3 (the magic potential of 5 - the province
Realm magic is a special type of magic that are available level of 2) and the province is listed as Ghoried (2/3).
only to regent spellcasters; without the power provided by a
character's regency, a realm spell would fail completely. Magic potential
The spectacular results generated by tapping into these Terrain Type Potential
sources of power are realm spells.Realm spells can only be Desert, Glacier, Hills, Marsh, Moor, 5
cast from a province in which the regent spellcaster has a Plains,Steppes/Highland, Tundra
temple holding (divine), source holding (arcane), or some Forest, Mountain, River 7
other connection to extensive power. Land Druids are an
exeption to this rule. They use sources to Power Divine Swamp 8
magic. Exceptionally wild, trackless, and untamable 9
By acting as a conduit for this power, the regent regions (such as untouched ancient forest, the
spellcaster can achieve results far greater than those that highest mountain peaks, etc.)
can be achieved through normal spellcraft. Unusual natural or magical phenomena (such +1 to +2
The preparations for channeling these great powers are as dragon bones, underground rivers, etc.)
lengthy and involved; a Domain action (but taken at any
time not just the end of the month) is required to cast a Cataclysmic magical or military events –1 to –3
realm spell.
If a province's level increases, its maximum source level
Arcane realm magic immediately decreases in response, possibly causing the
loss of one or more regent mage's source holdings. The
Mebhaighl flows stronger in the most essential and wild intricacies of nature are complex – it is impossible for a
places of nature. High mountains and ancient forests, for regent to know which source holdings will be destroyed
example, offer more magical potential than hills or tundra. when province level increases.
Yet no matter what the terrain, when casting realm The DM should determine the ownership of a destroyed
magic, all wizards access mebhaighl in the same way – source level randomly. For example, assume that two of
through magical holdings known as sources. In simple Ghoried's (2/3) source levels are claimed by High Mage
terms, a source is a place where mebhaighl collects. Aelies and that one source level is unclaimed. Therefore,
Though this magical energy exists everywhere, it naturally High Mage Aelies claims two-thirds of the magical power in
tends to pool and concentrate in particular locations, much Ghoried.
as puddles in the rain. If Ghoried's province level increases, the loss will come
The concentration of mebhaighl is so strong at such from Aelies holdings with two-thirds probability. The DM
sources that their environs are physically marked by a rolls a d3. On a 1 or a 2, High Mage Aelies loses a source
manifestation of earthpower. Manifestations take many level in Ghoried. On a roll of a 3, the unclaimed source is
forms: a craggy, mist shrouded spire of a mountain range destroyed.
immune to the elements, a gem-encrusted geode in the If province's level decreases, the province will eventually
heart of a mountain, a preternaturally still pool of water return to a more pristine state and replenish its mebhaighl
which produces no ripples and reflects nothing of man's flow.
works, or similar preternatural manifestations of power. If the land is returned to an entirely natural state (all
Whatever its form, a manifestation is likely one of the buildings razed, etc.) then the effective maximum source
oldest remnants of nature in a province, or some mystical level of the province increases by one each spring until it
object largely untouched by ordinary men. reaches the maximum determined by the new province
level.
Magic potential If the land is not returned to an entirely natural state
Magic potential is defined by the strength of nature then it takes five times as long for the land to recover.
residing there. Small forests, streams, and hillocks collect Newly recovered sources are considered unclaimed,
power, but this power is dwarfed by the raw earthpower regardless of any past claims upon them.
available in great rivers, vast woodlands, and mountain The Sidhelien, by tradition and nature, live in harmony
ranged unspoiled by the touch of civilization. The with the supernatural forces of the natural world. Elven
despoiling touch of civilization weakens the land's magic, civilization does not impede the flow of natural magic nor
and stretches of Cerilia are nearly magic-dead as the result does it destroy the wellspring of such power. Province
of generations of settlement, agriculture, and taming. Each levels that represent elven populations do not subtract from
terrain type has a specific magic potential. The sum of a the level of sources available within a province. Consider
province's level and the level of sources within it cannot the province of Rhuobhe (2/9). Rhuobhe, one of the most
normally exceed the magic potential rating of the terrain. wild and trackless provinces of Cerilia, has a magic
The difference between a province's magic potential potential of 9.