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81
Rules / ABLE ASSISTANCE — Assistant Actions
« Last post by X-Points East on October 20, 2014, 08:55:07 AM »
Part the Second:  Assistant Actions

Standardly, each able assistant is limited to providing, at maximum, one character action on behalf of a domain per turn.  Designated positions,—including lieutenant, which is designated, not via grant (title), but via lieutenant,—can relax this limitation.  The following table, ASSISTANT ACTIONS I, lists various designated positions and the actions, which they allow an able assistant to provide on behalf of a domain, potentially beyond the standard limitation of one character action per turn.  However, regardless of his designated positions, an able assistant may never take more than three actions total in a given turn.

ASSISTANT ACTIONS I
Positions & Actions

Action
Lieutenant
Bonus Lieutenant Action
Minister
Adventure (Civil Service {Administration})
Aide
Adventure (Civil Service {Administration})
General/Admiral
Adventure (Martial Service)
Commander/Commodore
Adventure (Martial Service)

Administration can only be conducted under a designated minister or a domain’s regent, who must be employing adventure (civil service {administration}).  There are five ministerial positions,—castellan, chancellor, purser, quartermaster, and seneschal,—and five corresponding aide positions.  The various aide positions are inferior posts:—an aide’s adventure (civil service {administration}) action can only be conducted in concert with a superior minister’s or a regent’s adventure (civil service {administration}) action, although the aide’s modifier stacks with the minister’s or the regent’s, according to the normal rules for stacking modifiers.

Able assistants, who have not been granted a martial title, may not adventure (martial service).  The same character can not be, both, a general and a commander or, both, an admiral and a commodore for the same domain:—commander and commodore are inferior posts and superceded by general and admiral, respectively.

Bonus Lieutenant Actions

Only lieutenants may provide bonus lieutenant actions on behalf of a domain; and only one such action may be conducted per turn in a given domain, no matter its number of lieutenants.  Normally, bonus lieutenant actions may not be realm actions; however, should a lieutenant have access to a bonus class action, the standard version of which is a realm action, then he may employ it via bonus lieutenant action, but only in conjunction with a single court action.  The base cost of a bonus lieutenant action is reduced by 1 GB, when it is a bonus class action for the lieutenant, who is conducting it.
82
Rules / ABLE ASSISTANCE — Hirelings & Henchmen
« Last post by X-Points East on October 20, 2014, 08:48:43 AM »
Part the First:  Hirelings & Henchmen

There are two types of able assistants:—hirelings and henchmen.

Hirelings

An hireling works for a domain.  The maximum number of hirelings, which a domain might have, is determined by dividing its court expenditure by 2 and rounding down any remainder.  Should the number of hirelings ever exceed this maximum due to a drop in expenditure, an appropriate number of the hirelings leaves, the departing individual(s) being determined by the DM.  Hirelings are recruited using the engagement action and may be of any level.

Although a domain’s court expenditure covers the pay of minor hirelings, veteran and more experienced hirelings demand additional pay in GB each season, as per the following table, HIRELINGS & HENCHMEN I.  For powerful spellcasters, the additional pay is generally higher than that listed in the table (by at least 1 GB).

HIRELINGS & HENCHMEN I
Additional Pay for Hirelings

Common

Adept

Expert

Heroic
Raw {0}
0
0
0
0
Green {1}
0
0
0
0
Able {2}
0
0
0
0
Veteran {3}
.5
.75
1
1.25
Crack {4}
1
1.5
2
2.5
Epic {5}
1.5
2.25
3
3.75
Legendary {6}
2
3
4
5
Fabulous {7}
3
4.5
6
7.5
Mythical {8}
4
6
8
10
Paramount {9}
5
7.5
10
12.5

Henchmen

An henchman serves a regent, usually quite loyally.  The maximum number of henchmen, which might attend a given regent, is determined by dividing his EXP by 2 and rounding up any remainder.  Generally, one henchman’s character level may be as high as the regent’s, whilst his other henchmen must be of lower level, although slight variations from this norm are conceivable, especially when based on in-character relationships.  Vacant henchman slots are not filled over time without domain action.

A lieutenant is an henchman, although he need not necessarily have been an henchman before becoming a lieutenant.
83
Rules / CHARACTER RULES — Proficiencies
« Last post by X-Points East on October 20, 2014, 08:38:00 AM »
Part the Third:  Proficiencies

Proficiencies are a representation of a character’s ability to impact the domain level of play, although regents and lieutenants may impact it in other ways, as well.  All proficiencies fall within two general categories:—natural proficiencies and præternatual proficiencies.

Natural Proficiencies

There are two sub-categories of natural proficiencies:—civil proficiencies and martial proficiencies.

Civil proficiencies are employed via adventure (civil service) and directly modify domain actions.  Conceptually, there is a corresponding civil proficiency for every domain action, excluding character actions; and, in the case of domain actions such as holding rule, which is really a number of similar domain actions grouped under a single heading,—law rule, manor rule, temple rule, guild rule, and trade rule,—there is a corresponding civil proficiency for each of these variations.  Administration, agitation, enquiry, holding contest, holding creation, and espionage are other examples of domain actions, which are really a number of similar domain actions grouped under a single heading, with enquiry being especially diverse, each significant area of lore being a variation (with a corresponding civil proficiency).

Martial proficiencies are employed via adventure (martial service).  Unlike civil proficiencies, martial proficiencies do not directly modify domain actions; rather, a character, who employs adventure (martial service), participates in a martial endeavour and may provide a modifier to various situations, which arise during the course thereof.  The five martial proficiencies are naval command, naval warcraft, siegecraft, terrestrial command, and terrestrial warcraft.

Præternatural Proficiencies

There are only two præternatual proficiencies:—divine spellcraft and primordial spellcraft.  Each is relevant to a corresponding type of realm magic.

The rules for præternatural proficiencies differ significantly from those for natural proficiencies, in two ways.  Firstly, there is no adventure action associated with præternatural proficiencies, employed, as they are, in the course of realm magic supervision; and, secondly, when determining the modifier for a præternatural proficiency, only levels (or partial levels) in relevant (or partially relevant) classes are utilised.  The following table, PROFICIENCIES I, details class relevance for præternatural proficiencies.

PROFICIENCIES I
Spellcraft & Class Relevance
Divine
Spellcraft
Primordial
Spellcraft
Templar
½
Priest
Full
Paladin
¾
Mystic
Full
Guilder
½

Noble
¼
¼
Fighter
¼
¼

Bard
½
Druid
Full
Ranger
¾
Wizard
Full
Rogue
½

Proficiency Points

A character must have at least one proficiency point in a proficiency to use it, as untrained checks are impossible; however, once proficient, he may become involved without penalty and provide a positive impact toward action success, as each proficiency point provides a +1 proficiency modifier.  Two factors are relevant to determining the number of general proficiency points, which a character possesses:—character prowess and EXP.  The following table, PROFICIENCIES II, lists the EXP, at which a character of each tier of prowess gains his first general proficiency point.  Thereafter, whenever a character gains 1 EXP, he gains an other general proficiency point.

PROFICIENCIES II
First General Proficiency Point

EXP
Heroic
1
Expert
3
Adept
6
Common
10

Additionally, upon advancing to each character level above Raw {0}, all characters gain a basic proficiency point, although such basic points may only be assigned to administration and enquiry proficiencies.

Mastery

A general proficiency point may be applied to any natural or præternatural proficiency,—and a basic proficiency point, to any administration or enquiry proficiency,—up to the level of mastery for the character in question.  The following table, PROFICIENCIES III, lists the mastery modifiers at the various character levels or, in the case of præternatural-mastery modifiers, at the various relevant character levels (aside from relevant character levels ending in .25 or .75, each of which has the same præternatural-mastery modifier as the level or half level, respectively, immediately less than it).

PROFICIENCIES III
Character Level & Mastery
Mastery
Modifier
Raw {0}
+0
{.5}
+1
Green {1}
+2
{1.5}
+3
Able {2}
+4
{2.5}
+5
Veteran {3}
+6
{3.5}
+7
Crack {4}
+8
{4.5}
+9
Epic {5}
+10
{5.5}
+11
Legendary {6}
+12
{6.5}
+13
Fabulous {7}
+14
{7.5}
+15
Mythical {8}
+16
{8.5}
+17
Paramount {9}
+18

Stacking

Cooperative stacking of proficiency modifiers is only possible when multiple characters employ the same civil proficiency toward the success of a given domain action:—in such a scenario, all relevant modifiers may be added together, up to the mastery modifier of the highest-level character(s) present.  Stacking martial-proficiency or præternatural-proficiency modifiers is impossible.
84
Rules / CHARACTER RULES — Character Class
« Last post by X-Points East on October 20, 2014, 08:37:04 AM »
Part the Second:  Character Class

Every character has a class:—either a generic class (GC) or a specific class (SC).  Class advancement is limited by character level and prowess, as per the following table, CHARACTER CLASS I.  A listing of GC indicates that a character has one of the four generic classes:—aristocrat, cleric, plebeian, or magician.  When class advancement allows 1 SC, the existing generic class may be upgraded to one of the specific classes, for which it is a prerequisite; and, when class advancement allows 2 SC (or 3 SC or 4 SC, etc.), either the rank in an existing specific class may be increased by one or a new specific class may be acquired independent of any prerequisite.

CHARACTER CLASS I
Class Advancement

Common

Adept

Expert

Heroic
Raw {0}
GC
GC
GC
GC
Green {1}
GC
GC
GC
1 SC
Able {2}
GC
GC
GC
2 SC
Veteran {3}
GC
GC
1 SC
3 SC
Crack {4}
GC
GC
2 SC
4 SC
Epic {5}
GC
1 SC
3 SC
5 SC
Legendary {6}
GC
2 SC
4 SC
6 SC
Fabulous {7}
1 SC
3 SC
5 SC
7 SC
Mythical {8}
2 SC
4 SC
6 SC
8 SC
Paramount {9}
3 SC
5 SC
7 SC
9 SC

The following table, CHARACTER CLASS II, lists the various specific classes and their prerequisites (which latter are only relevant when selecting a character’s initial specific class); and it also indicates bonus class actions, to which regents or lieutenants of a certain class might have access at a minimum number of class ranks.

CHARACTER CLASS II
Prerequisites & Bonus Actions
Generic
Prerequisite
2nd Rank
Bonus Action
3rd Rank
Bonus Action
5th Rank
Bonus Action
Bard
Aristocrat
Diplomacy
Spell Research
Manor Contest
Noble
Aristocrat
War
Diplomacy
Law Contest
Templar
Aristocrat
Diplomacy
Agitation
Manor Contest

Priest
Cleric
Agitation
Diplomacy
Temple Contest
Paladin
Cleric
War
Agitation
Law Contest
Mystic
Cleric
Agitation
Espionage
Temple Contest

Guilder
Plebeian
Espionage
Agitation
Guild Contest
Fighter
Plebeian
War
Espionage
Law Contest
Rogue
Plebeian
Espionage
Spell Research
Guild Contest

Wizard
Magician
Spell Research
Espionage
Source Contest
Ranger
Magician
War
Spell Research
Law Contest
Druid
Magician
Spell Research
Diplomacy
Source Contest

All characters generate full regency from provinces and half regency from law holdings.  Only characters with one or more specific classes generate additional regency from holdings, as per the following table, CHARACTER CLASS III, which indicates the species of half-regency generation for regents of a certain class at a minimum number of class ranks.  A character, who might generate half regency from a given species more than once, may generate full regency from that species.  Fighters, nobles, paladins, and rangers must choose between the two listed species of half-regency generation at the third class rank; at the fifth class rank, characters of these four classes receive the previously unselected species.

CHARACTER CLASS III
Regency Generation
1st Rank
Half Regency
2nd Rank
Half Regency
3rd Rank
Half Regency
4th Rank
Half Regency
5th Rank
Half Regency
Bard
Manor
Manor
Source
Law
Source
Noble
Manor
Law
Source/Temple
Manor
Source/Temple
Templar
Manor
Manor
Temple
Law
Temple

Priest
Temple
Temple
Manor
Law
Manor
Paladin
Temple
Law
Manor/Guild
Temple
Manor/Guild
Mystic
Temple
Temple
Guild
Law
Guild

Guilder
Guild
Guild
Temple
Law
Temple
Fighter
Guild
Law
Temple/Source
Guild
Temple/Source
Rogue
Guild
Guild
Source
Law
Source

Wizard
Source
Source
Guild
Law
Guild
Ranger
Source
Law
Guild/Manor
Source
Guild/Manor
Druid
Source
Source
Manor
Law
Manor

CHARACTER CLASS IV
Natural SC Array
Ranger
Druid
Wizard
Bard
Rogue
Noble
Fighter
Templar
Guilder
Priest
Mystic
Paladin

CHARACTER CLASS V
Præternatural SC Array
Ranger
Druid
Wizard
Bard
Rogue
Noble
Fighter
Templar
Guilder
Priest
Mystic
Paladin
85
Rules / CHARACTER RULES — Character Level
« Last post by X-Points East on October 20, 2014, 08:36:26 AM »
Part the First:  Character Level

Every character is born into a tier of prowess:—a representation of his core aptitudes and inherent talents.  The four tiers, from least to greatest, are Common, Adept, Expert, and Heroic.  A character’s tier of prowess does not change during his lifetime; but he may, over the course of time, develop his aptitudes and talents into a more refined whole, which development is expressed via experience (EXP) and character level.

EXP is composed of experience elements (EE).  1 EXP = 120 EE.  Characters can acquire EE in various ways, on a monthly basis.  Essentially (assuming success), a month of everyday living,—plying trade, travelling, etc.,—results in the acquisition of 1 EE, whilst focused training is worth twice that.  Successful adventuring is worth even more:—depending on risk/complexity (minimal, low, medium, high, or maximal, respectively), a character may gain 4, 12, 24, 40, or 60 EE, at the end of a single month.

Character level is a representation of accumulated EXP.  The various character levels can be described by, both, categories and numbers:—for example, a veteran character is also a character 3.  EXP for each character level can be found in the following table, CHARACTER LEVEL I.

CHARACTER LEVEL I
Levels & Experience

EXP
Raw {0}
0
Green {1}
1-2
Able {2}
3-5
Veteran {3}
6-9
Crack {4}
10-14
Epic {5}
15-20
Legendary {6}
21-27
Fabulous {7}
28-35
Mythical {8}
36-44
Paramount {9}
45+
86
Rules / WARFARE
« Last post by X-Points East on October 20, 2014, 07:24:04 AM »
WARFARE
87
Rules / PROVINCE RULES — Terrain
« Last post by X-Points East on October 20, 2014, 07:21:45 AM »
Part the Second:  Terrain

Every province has a primary terrain, which broadly represents, both, the topography of the province and its general climate.  Primary terrain determines the base maximum province level (MPL) and the base growth rate multiplier (GRM) for a given province, as well as the overland movement cost for regiments moving into the same.

Each province may have as many as two types of secondary terrian.  Secondary terrain may modify the base MPL and the base GRM of a province, to a limit of that secondary terrain’s base MPL and GRM figures.  When sets of MPL/GRM modifiers from two types of secondary terrain differ, only the most disadvantageous set applies, as MPL/GRM modifiers from two types of secondary terrain do not stack.

Terrain also determines the base maximum source potential (MSP) for a given province.  The base MSP in a province without secondary terrain is the MSP (rounded down to the nearest integer) associated with its primary terrain.  In provinces with secondary terrain, the base MSP is the highest MSP (again, rounded down to the nearest integer) associated with any terrain present, with one caveat:  the MSP of any secondary terrain counts as if it were one category (or 0.5 point) lower than its standard rating.

The following table, TERRAIN I, lists the many types of terrain and related information about MPL, GRM, and MSP; and it also details the overland movement costs associated with each type of terrain for regiments of infantry and of cavalry.

TERRAIN I
Provincial Terrain
Maximum
Province Level
MPL
Modifier
Growth Rate
Multiplier
GRM
Modifier
Maximum
Source Potential
Infantry Movement
(T / R / H)
Cavalry Movement
(T / R / H)
Swamp
2
-2
11
+2
9
10 / — / 4
20 / — / 6
Tundra
3
-1
10
+1
8.5
10 / 6 / 2
20 / 9 / 3
Ancient Forest
4
-1
9
+1
8
10 / 6 / 2
20 / 9 / 3
Primæval Jungle
3
-1
10
+1
8.5
10 / 6 / 2
20 / 9 / 3
Barrens
2
-2
11
+2
9
10 / — / 4
20 / — / 6

Marsh
4
-1
9
+1
8
8 / — / 4
12 / — / 4
Taiga
5
8
7.5
8 / 6 / 2
12 / 9 / 2
Forest
6
7
7
8 / 6 / 2
12 / 9 / 2
Jungle
5
8
7.5
8 / 6 / 2
12 / 9 / 2
Desert
4
-1
9
+1
8
8 / — / 4
12 / — / 4

Bog
5
8
7.5
6 / 4 / 2
9 / 4 / 2
Bosks
6
7
7
6 / 4 / 2
9 / 4 / 2
Woods
7
6
6.5
6 / 4 / 2
9 / 4 / 2
Savanna
6
7
7
6 / 4 / 2
9 / 4 / 2
Semi-Desert
5
8
7.5
6 / 4 / 2
9 / 4 / 2

Heath
6
7
7
4 / 2 / 1
4 / 2 / 1
Prairie
7
6
6.5
4 / 2 / 1
4 / 2 / 1
Plains
8
5
6
4 / 2 / 1
4 / 2 / 1
Veld
7
6
6.5
4 / 2 / 1
4 / 2 / 1
Steppe
6
7
7
4 / 2 / 1
4 / 2 / 1

Moor
5
8
7.5
8 / 6 / 4
16 / 9 / 6
Uplands
6
7
7
8 / 6 / 4
16 / 9 / 6
Hills
7
6
6.5
8 / 6 / 4
16 / 9 / 6
Highveld
6
7
7
8 / 6 / 4
16 / 9 / 6
Mesas
5
8
7.5
8 / 6 / 4
16 / 9 / 6

Highlands
4
-1
9
+1
8
10 / — / 6
20 / — / 9
Low Bens
5
8
7.5
10 / 8 / 4
20 / 16 / 6
Low Mountains
6
7
7
10 / 8 / 4
20 / 16 / 6
Low Bergs
5
8
7.5
10 / 8 / 4
20 / 16 / 6
Rocky Desert
4
-1
9
+1
8
10 / — / 6
20 / — / 9

Glaciers
2
-2
11
+2
9
14 / — / 8
— / — / 16
Medium Bens
3
-1
10
+1
8.5
14 / 10 / 6
— / 20 / 12
Medium Mountains
4
-1
9
+1
8
14 / 10 / 6
— / 20 / 12
Medium Bergs
3
-1
10
+1
8.5
14 / 10 / 6
— / 20 / 12
Badlands
2
-2
11
+2
9
14 / — / 8
— / — / 16

Icecap
0
-3
13
+3
10
16 / — / 10
— / — / 20
High Bens
1
-2
12
+2
9.5
16 / 12 / 8
— / — / 16
High Mountains
2
-2
11
+2
9
16 / 12 / 8
— / — / 16
High Bergs
1
-2
12
+2
9.5
16 / 12 / 8
— / — / 16
Volcanoes
0
-3
13
+3
10
16 / — / 10
— / — / 20

TERRAIN II
Terrain Array
WET
COLD
TEMPERATE
HOT
DRY
Swamp
|
Tundra
|
Ancient Forest
|
Primæval Jungle
|
Barrens
Marsh
|
Taiga
|
Forest
|
Jungle
|
Desert
Bog
|
Bosks
|
Woods
|
Savanna
|
Semi-Desert
Heath
|
Prairie
|
Plains
|
Veld
|
Steppe
Moor
|
Uplands
|
Hills
|
Highveld
|
Mesas
Highlands
|
Low Bens
|
Low Mountains
|
Low Bergs
|
Rocky Desert
Glaciers
|
Medium Bens
|
Medium Mountains
|
Medium Bergs
|
Badlands
Icecap
|
High Bens
|
High Mountains
|
High Bergs
|
Volcanoes
88
Rules / PROVINCE RULES — Province Level
« Last post by X-Points East on October 17, 2014, 09:18:47 PM »
Part the First:  Province Level

Every province has a level based on its population; and each province level falls within a certain category of civilisation.  The following table, PROVINCE LEVEL I, lists a number of province levels; their minimal population; and the category of civilisation, into which each of them falls.

PROVINCE LEVEL I
Population & Civilisation
Minimal
Population

Civilisation
Province {0}
0
Wild
Province {1}
2,500
Remote
Province {2}
10,000
Remote
Province {3}
22,500
Rural
Province {4}
40,000
Rural
Province {5}
62,500
Rural
Province {6}
90,000
Urban
Province {7}
122,500
Urban
Province {8}
160,000
Urban
Province {9}
202,500
Urban
Province {10}
250,000
Metropolitan
Province {11}
302,500
Metropolitan
Province {12}
360,000
Metropolitan
Province {13}
422,500
Metropolitan
Province {14}
490,000
Metropolitan
89
Rules / PROVINCE RULES
« Last post by X-Points East on October 17, 2014, 09:02:33 PM »
PROVINCE RULES
90
The Herald (DM announcements) / Re: Ruins of Empire: 1524 HC
« Last post by DM B on October 08, 2014, 01:16:14 PM »
There will still be some vassal domains, but expect there to be fewer of them. Some of them might be quite powerful, but as a general rule the sovereign will directly control more of his lands (but not all).

There are presumably a vast number of minor vassals etc. From provincial counts and down, that don't have the power to warrant an appearance in the P&H.
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