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New campaign Rules I would like if I am to DM

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X-Brosengae [Cloene] (Linde):
State Religions
A temple domain can be recognized as a state religion by a landed ruler via a Diplomacy action which must be taken by both regents. To be eligible for state religion status, a faith must have the majority of all available temple holding slots in the realm (i.e. its total temple levels in the realm must be over half of the total province levels of that realm).
A temple recognized as a state religion gains the following benefits within the realm:
•   +2 to Agitate actions and +1 to all other actions, in addition to any other modifiers
•   sole right to performing Ceremony action for the landed ruler (the ruler cannot use any other temple for investiture unless he withdraws state religion status first)
•   ability to impose -2 to any action taken by the landed ruler if the temple chooses to oppose him; this persists even after cancellation of state religion status in any province where the temple has a majority
A landed ruler who recognizes a state religion gains the following benefits within his realm:
•   the state religion is considered equivalent to a vassal for purposes of granting RP back and forth.
•   +1 to Rule Province and Rule Law Holding actions in any province where the state religion holds the majority; this rises to +2 if it holds all available temple levels in the province
In the case of a landed domain that also controls a temple and is its own state religion, the domain gains the +1/+2 action bonuses to Rule Province and Rule Law Holding as landed ruler, as well as +2 to Agitate within the realm; other bonuses do not apply.
Cancellation of state religion status requires a Decree action from the landed regent (or the temple regent, if he wishes to give it up). If the former state religion still holds religious majority in the realm, the landed ruler may experience regency loss or loyalty drop.
Covert Holdings
Outlaws, secret societies, and criminal cliques stay out of public eye and operate undercover. These holdings are covert, indicated so on the holding pages. Law, temple, and guild holdings can be covert. Note that they are not completely secret - the province ruler knows that hidden agents associated with another domain operate in his lands, but his ability to find them is reduced. A province ruler cannot make his law holdings in his own realm covert, and temple holdings cannot be covert in any realm where they are recognized as state religion.
Covert holdings cannot be occupied or pillaged, and Contest and Convert actions against them suffer a -5 penalty. Covert holdings also cannot be subject to Law Claim. Creating a covert holding costs 3 GB and has a base DC of 13+. Converting an existing holding to a covert one is a domain action (which can be extended to a realm action) which costs 3 GB, RP equal to three times the holding level, and has a base DC of 13 plus the level of the holding. Ruling up a covert holding costs 3 GB but the normal amount of RP, and has a base DC of 12+. Espionage actions performed with the use of covert law or guild holdings gain a +5 bonus.
Exploratory Trade
This action requires a guild holding in a seaport (coastal, not river, province of at least level 4). It can be done no more than once every four turns per seaport and no more than once every turn in general, although these counters are individual for each regent. The base cost is 1 RP and 1 GB per ship sent on the expedition.
Before setting out on a journey, the size of the fleet must first be determined. The size of the fleet is limited by the size of the seaport province and the size of the guild holding in the province. The following table shows the number of ships that can be sent by the guild depending on their holding and the province level of the seaport. A guild with a 0 level holding in a port can not send out a expedition at all. Any ships sent out must be loaded with GB equal to the cargo capacity of the ship.
Province Level   Guild Level    Maximum Number of Ships
4    1-2    0
   3-4    1
5    1-2    0
   3-4    1
   5    2
6    1-3    1
   4-5    2
   6    3
7    1-2    1
   3-4    2
   5-6    3
   7    4
8    1-2    1
   3-4    2
   5-6    3
   7    4
   8    5
9    1-2    2
   3-4    3
   5-6    4
   7-8    5
   9    6
10    1-2    2
   3-4    3
   5-6    5
   7-8    6
   9    7
   10    10
Once the size of the fleet has been determined, the destination should be chosen from the below table: (Changes needed depending on setting)
Region   Distance   Chance of Pirate Attack   Maximum Profits per Turn
Anuire   1 step (2 steps from Docandragh and Island States)   10%   40 GB
Sahirde el-Mehare   1 step   33%   40 GB
Vosgaard   1 step (2 steps from Plains States and Zhaïnge Valley)   5%   10 GB
Brechtür   2 steps   25%   50 GB
Dragon Isles   2 steps   10%   10 GB
Rjurik   2 steps   5%   15 GB
Northern Aduria   2 steps   33%   25 GB
Thaele   2 steps   5%   10 GB
Djapar   3 steps   25%   100 GB
Eastern Aduria   3 steps   20%   50 GB
Western Aduria   3 steps   20%   50 GB
Southern Aduria   4 steps   10%   50 GB
Zandjah   4 steps   25%   100 GB
The region chosen as the destination will determine several things: the profit, the chance of pirate attack, as well as the time taken to complete the journey, with each step taking one round of travel time to go there, trade, and then return.
Once the size of the fleet and the the destination have been determined then it is time to roll to see if the expedition has been a success or not. Base DC is 20+ and it is modified by the following:
•   RP and GB can be spent to modify the DC only if the regent personally leads the expedition via Oversee actions.
•   Decreased by 2 if regent personally leads the expedition
•   Decreased by 1 if a lieutenant of the Guilder class accompanies the expedition (not cumulative with previous).
•   Decreased by 1 if the regent is of the Guilder class.
•   Decreased by 1 if at least half of the ships are galleons.
•   Increased by 1 if there is only one ship in the expedition.
•   Decreased by 1 if there are 3-5 ships in the expedition.
•   Decreased by 2 if there are 6+ ships in the expedition.
•   Increased by 1 if the regent is Khinasi nomad, Rjurik, Vos, elf, gnoll, or ogre.
•   Decreased by 1 if the regent is Brecht.
•   Decreased by 1 if the expedition is blessed by a regent priest of Sarma (free action for the priest).
•   Increased by 2 if this is the first time the regent uses this action.
•   Decreased by the level of the guild holding sending the expedition.
•   This action cannot be supported or opposed by any other regents.
On a natural roll of 1, disaster strikes and the entire fleet sinks in a freak storm. The regent and any lieutenants may survive depending on their blood abilities, and/or spells and magical items, though they may need some way to get back home.
If the die roll fails, then the voyage has failed to produce a profit. This will usually mean that no one was willing to purchase the goods, or they could not be sold for a profit. Any GB invested in the cargo are returned after the voyage, but GB spent to improve the DC are not. A rolls will also need to be made for the chance of pirate attack on the table above.
If the die roll succeeds, then the regent's gamble has paid off and they have made a profit from the voyage. After checking to see if there was a pirate attack during the voyage, the profit amount is determined. On a natural roll of 20, the profits are doubled.
Once the expedition arrives at its destination, it will begin trading. During this time, word may spread to local pirates and an attack may be made with the hope of capturing the rich cargo. If the attack occurs, ships will be lost depending on size of the expedition. 1d2 are lost if there are 1-2 ships, 1d3 are lost if there are 3-5 ships, and 1d4 are lost if there are 6+ ships. The ships lost are determined randomly.
The actual profit depends of the types and numbers of ships sent, less any lost due to pirates. The GB originally loaded into the ships is also recovered, but not the base cost of the action nor any GB spent to decrease the DC. The profit is rolled per ship that makes it back, according to the following table:
Ship Cargo Capacity   Profit Generated
1 GB   1d2 GB
2 GB   1d2+1 GB
3 GB   1d3+1 GB
4 GB   1d4+1 GB
5 GB   1d6+1 GB
6 GB   2d4+1 GB
Each region has a maximum total profits it can generate each turn. Every expedition takes from this total; once it is reached, no more profits will be generated from the region until next turn.
Exploration of different regions (whether in Cerilia or elsewhere) can also yield all sorts of other results - you never know what wondrous lands you may discover and visit!
Example:
A guilder with a level 4 guild in Djafra (level 6 province) sets out on an expedition to Brechtür (2 steps away). He can send up to two ships on this expedition and decides to send two dhouras (2 GB cargo each). After paying 2 RP and 2 GB base cost, plus 4 GB to load the cargo, the ships receive a blessing from the local temple of Sarma (donating 1 GB for the trouble) and sail off with the guilder leading them. His DC modifiers are -2 (personally leading), -1 (guilder class), -1 (blessing of Sarma), +2 (this is his first expedition), -4 (guild level), -6 (Commerce skill), for a total of -12; thus his modified DC is 8+. If he wishes, he can spend 6 more RP or GB to bring the DC to 2+ (spending GB here would probably eat up the profits too much). The voyage takes 2 rounds and luckily the expedition avoids pirates and freak storms. Should the roll succeed, the profits from each dhoura are 1d2+1 GB, so a profit of 4-6 GB can be expected; though if 20 is rolled, the profit can reach 12 GB! The value of the original cargo is also returned. The guilder thus spent 2 GB and gained a modest profit; perhaps he should invest it into improving his local seaport and guild so that the next voyage can bring even more.

X-Brosengae [Cloene] (Linde):
Province Race
In the Khinasi region, racial distinction is mainly between humans and elves; the latter are marked on the holding pages. Ruling or acting in a province of a different race is difficult. The following effects apply:
•   Elves acting in human provinces ignore their Politics skill (half-elves halve it instead, rounding down).
•   Non-elves acting in elven provinces ignore their Politics, Law, and Theology skills.
•   Creating and ruling temple holdings in elven provinces suffers a -10 penalty to the roll.
•   Elven provinces are considered fortified to their maximum level against non-elven attackers, but protect only elven holdings.
You can change the race of a province is to pillage it down to level 0 and then Rule it back up, at which time it will acquire settlers of the ruler's own race, or you can rule the province successfully two to three times, whereupon it will gradually acquire the ruler's own race, as their preferred people colonize the province and eventually outnumber the original inhabitants.
Nomads and Wilderness
Certain provinces are home to nomadic tribesmen, or are trackless wilderness. They are marked as such on the holding pages.
Nomad provinces have the following effects:
•   The province does not grow naturally, but can be ruled. A nomad province that reaches level 4 loses its nomad status and becomes a normal province.
•   The province ruler can muster light cavalry units, up to (province level+1) units in each nomad province. These units cost only 2 GB to muster and have normal maintenance.
•   Nomads tend to dislike law holdings above level 1 in their provinces. Creating and ruling law holdings in nomad provinces suffers -1 to the roll.
•   Nomads may occasionally raid their neighbors on their own.
Wilderness provinces have the following effects:
•   The province does not grow naturally and cannot be ruled. Some wilderness provinces can be level 1, but never higher.
•   No law holdings can be created in wilderness provinces except by domains native to the area.
•   Creation and ruling of temple and guild holdings suffers a -5 penalty to the roll, except by domains native to the area.
•   Source holdings can be created normally, but since the wizard must personally venture to the area, this may be dangerous.
•   Wilderness status can be removed from a province if whatever is causing it is dealt with. After that, the province can be claimed with the Create Province action.

X-Brosengae [Cloene] (Linde):
BATTLE RULES: (As promised earlier in the thread.. Opperational possibilities chart is being copied from the napolionic war game Empire in Arms... so it is not here)

ENEMY UNIT IN AREA: If during movement a unit moves into an area containing enemy units not in a castle or fort, or engaged with other units, the unit must cease movement and declare an attack. If enemy units are in a castle or fort the phasing unit may continue movement or stop movement and besiege, as detailed in the round submission sheet. When you have declared an attack with at least two units per enemy unit not in a castle or fort, then the rest of your units may move through the area unhindered.
Determining Morale Levels: Morale levels represent a force's "morale", and the higher the number the better. The base morale level is calculated by adding up the products of the number of units having the same morale value, and dividing this total by the total number of units and rounding up to the next tenth of a point. For example, if a force of 51 total military units has 21 units at morale "3.0", 20 units at morale "4.0" and 10 units at morale "5.0" this is: 21 times 3 plus 20 times 4 plus 10 times 5=193 divided by 51 units=3.784 which rounds to a base morale level of "3.8."
Final Morale Levels: The "final morale level" for each week is the base morale level minus "0.5" for each succeeding week of the combat after the first and any modifiers indicated on the OPERATIONAL POSSIBILITIES CHART. The final morale level is the point at which the force will break. For example, a force with a base morale level of "3.2" will also use that figure for its final morale level on the first week of a combat. On the second week of a combat, the final morale level will be "3.2"minus "0.5" equals "2.7"
Combat Table Modifiers: These combat table may be cumulatively modified by terrain effects in the area where numbers a field combat occurs, although the casualty and morale level numbers may never be modified above "5" nor below "1" regardless of the modifiers that apply. These modifiers are:
Forest Modifiers: In forest areas the casualty level is decreased by "1" for both sides (eg, combat table " 2-2" becomes "1-2").
Mountain Modifiers: In mountain areas the attacker's casualty level is reduced by 1.
Desert Modifiers: In desert areas the morale level is increased by "+1" for both sides (eg, combat table " 2-2" becomes "2-3").
Marsh Modifiers: In marsh areas the casualty level is decreased by "1" and the morale level is increased by "+1" for both sides (eg, combat table "2-2" becomes "1-3").

Maximum morale of losses: During each round when casualties are removed, units with morale higher than the total morale loss of that side should be removed first.

A battle consists of 3 rounds. The battle ends when a side is reduced to zero or less morale. The winner is the side left with a positive morale when that happens. If both sides are reduced to zero or less morale in the same round the attacker must retreat but the defender did not win.

If after 3 rounds of battle neither side has been reduced to zero morale, both sides must choose if they wish to fight for another week (3 new rounds) or if they wish to retreat. Script retreat options in your DO or your forces will always fight until they have won or lost.


SIEGES: These represent the surrounding and reduction of garrisoned enemy castles and forts. You may besiege any castle or fort where you have units to do so. The forces besieging a city are the "besiegers", and the garrison inside the city are the "defenders". A phasing force that just attacked and won a field combat in an area may then besiege an enemy fort or castle in that same area.
BESIEGER ASSAULT ATTEMPTS: A besieging major power may elect to launch "assault" attempts. For assault attempts a d6 is rolled, the result is modified by the Assault Attempt Modifiers for the final result. (6+ Breach; 2-5 NR; 1- Sortie?)
Assault Attempt Modifiers: The die roll for assault attempts is cumulatively modified as follows:
Castle / Fort level: The level of the fort, or twice the level of the castle is subtracted from the die roll.
Undergarrisoned: "+1" is added if the castle or fort does not contain at least half the units that it has capacity to.
Artillery: 1 is subtracted from the dice roll if the defenders have at least one unit with the “Artillery bombardment” special ability. One is added to the dice roll for each unit with the “Artillery bombardment” that the attacker has.
Length of Siege: +1 for each previous round the fort or castle has been under siege.
Assault Attempt Results: The results from the siege roll are resolved as follows.
Sortie?: If "sortie?" is the result the defender may elect to "sortie" (Note it in your round submission where you wish) out against the besieging force. In a sortie, the defending player rolls a die. On a roll of "6" the defender loses one unit, and any other result is a one unit loss to the besieger. If the defender chooses not to sortie, nothing happens.
NR: No results. Nothing happens.
Breach: If "breach" (indicating that a gap has been blown through the defender's walls) is the result on the SIEGE TABLE, the following may be done:
•   Surrender: The garrison may surrender (all become prisoners) or may fight an assault combat, at the defending player's option. If the defender fights and is broken, the surviving defending army factors must surrender.
•   Assault: If there is no surrender, the besieger must fight and assault the city.
Assault Combat Resolution: These simulate attempts to "storm" a city by an assault through a breach.
 The besieging forces fight on the "5-1" combat table and the defenders on the "5-2" combat table  for a maximum of three rounds (assault combats never last more than one "day") with no modifications for terrain, leaders and/or cavalry superiority. All available units on both sides must participate. There are no pursuits.
Final morale levels are determined as normal
 Any unit may be removed as a casualty, during any round of an assault combat.
 If the besieger loses or does not win (break or eliminate the defenders) within three rounds, the siege is resumed.
 If the besieger wins (the defender is eliminated or broken), then the fort or castle is captured and all surviving army factors and leaders are surrendered.
DEFENDER ATTACKS BESIEGER: Defenders may attack besiegers during the defending player's sequence initiative.
Garrison Attack Combats: These simulate a city garrison attacking the besiegers and are resolved similarly to siege assault combats.
 If the defending garrison or a portion thereof (all defending units do not have to be used) chooses to attack, the defending player uses the "5-1" combat table and the besieger (who must use all available units) uses the "5-2" combat table for a maximum of three rounds (garrison attack combats never last more than one "day") with no modifications for terrain, leaders, or cavalry superiority. There are no pursuits.
Final morale levels are determined as usual
Any unit may be removed as a casualty, during any round of a garrison attack combat.


ELITE FORCES COMMITMENT: Before the resolution of a combat round commences, a player with at least one unit with the Elite special ability may elect to commit them to the frontline. A player may do this only once per day of combat. The player scripts when and where his elite units should be committed to the front line.
The effect of committing the elite units is to increase the morale level used on the Combat Resolution Table by "+1" or "+2". For example, the "3-2" combat table becomes the "3-3" (increased by "+1") or "3-4" (increased by "+2") combat table.
Province rulers may increase the morale by +2, even in combats outside their provinces, other rulers may only commit +1.
The other side must be broken during that combat round or the side that committed the guard is automatically considered to be broken.
All casualties taken while the elite forces are committed must be taken as elite units if available. This holds true for both sides of the combat.
ARTILLERY CORPS:
In every combat round the artillery may be used to "bombard" before normal combat is resolved, the casualties inflicted by bombardment taking no part in later combat. If both sides possess artillery, the bombardment losses are considered to be determined simultaneously.
The losses removed by bombardment should follow the rule for maximum morale.
Artillery bombardment inflicts only casualties-it has no effect on morale (ignore morale losses when doing an artillery bombardment).
Artillery always bombards using the "5-5" table, irrespective of the tables being used for the normal combat round. Artillery bombardment is unaffected by any terrain other than marsh-there can be no bombardment in marsh terrain, although the units still participate in normal combat.
Artillery also takes part during the normal combat round (ie., when used for bombardment it effectively gets to fight twice).
If at any time during a combat round a side (or the pinning force of a side) consists of only artillery factors, that side is automatically considered to break.

.....
Much more need to be added here

X-Brosengae [Cloene] (Linde):
Example of units:(Will be changed to fit campaign....)
Human Units
Unit   Type   Move   Morale   Special   Muster   Maint   Requirements
Archers   LtInf   4   3.0   -   2   1   P (2), L (3), T (4)
Artillerists   Art   3   3.0   Artillery bombardment   4   2   P (5)
Infantry   MdInf   3   3.5   -   2   1   P (3), L (4)
Levies   Irr   2   1.5   -   -   0   P (4)
Cavalry   Cav   7   4.0   Elite   6   2   P (3), L (4)
Skirmishers   Skir   6   2.0   Scout   3   1   P (1), L (2), T (3), G (1)
Armsmen   HvyInf   3   5.0   Elite   5   2   P (3), L (4), T (5)
Mercenary Units
Unit   Type   Move   Morale   Special   Muster   Maint
Mercenary Archers   LtArch   2   2.5   -   4   2
Mercenary Cavalry   MdCav   6   3.5   Elite   8   3
Mercenary Infantry   MdInf   3   3.0   -   3   1.5
Mercenary Irregulars   Irr   3   1.0      1   0.5
Special Units
These units are specific to certain domains or dependent on certain conditions, as noted in their requirements.
Unit   Type   Move   Morale   Special   Muster   Maint   Requirements
Knights   Cav   6   4.5   Elite   6   1   T (4) of a neutral deity
Unholy Knights   Cav   7   4.0   Elite   6   1   T (4) of an evil deity
Knights of the Holy Order   Cav   5   5.0   Elite   6   1   T (4) of a good deity
Nature's Army (small animals)   Summoned   2   2.0      -   -   Summon Nature's Army spell
Nature's Army (large animals)   Summoned   4   3.0      -   -   Summon Nature's Army spell
Nature's Army (forest legion)   Summoned   1   5.0   -   -   -   Summon Nature's Army spell

Summoned Monsters   Summoned   2   3.5   -   -   -   Summon Monstrous Unit spell
Undead Legion   Summoned   2   2.0   Fearless   -   -   Legion of Dead spell

Legion of Demons weak   LtDm   4   3.0   -   -   0   Worldwound
Legion of Demons moderate   MdDm   3   4.5   Elite   4   1   Worldwound
Legion of Demons Strong   HvyDm   2   6.0   Elite   7   1   Worldwound
Elven Units
Unit   Type   Move   Morale   Special   Muster   Maint   Requirements
Elven Archers   LtInf   5   3.0   Elite   3   1   P (2), L (3)
Elven Artillerists   Art   4   3.0   Artillery bombardment   5   2   P (5)
Elven Infantry   MdInf   4   3.5   -   3   1   P (3), L (4)
Elven Levies   Irr   3   2.5   -   -   0   P (4)
Elven Cavalry   Cav   8   3.5   Elite   7   2   P (3), L (4)
Elven Skirmishers   Skir   7   3.0   Scout   4   1   P (1), L (2), G (1)
Elven Armsmen   HvyInf   4   4.0   Elite   6   2   P (3), L (4)

X-Brosengae [Cloene] (Linde):
Well... If you all think it looks interesting enough to sort through it and polish it up I will be happy to create some new threads and do so... What say you?

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