Characters
The characters are pregenerated, as specified in the conversion
file. This means they have a predetermined bloodline strength and
derivation. However, you can play your character in any way you
want. NPCs will generally behave according to their alignments,
but don't count on it.
Character stats can be generated in two ways: you can use 80
points to divide between stats as you wish, or if you know the
official TSR stats for your character, you can also use those.
Blood abilities, weapons, and armor are given by me.
Proficiencies are not used. For spellcasters, priests get spells
from PHB and ToM according to the Immortal they serve, and
wizards are assumed to know all common non-battle spells from the
PHB and ToM (within their level limits). Battle spells are shown
separately in your summary.
Income and Expenses
I roll all the taxes and calculate expenses each turn (of course
you may also wish to calculate your average expenses and plan
accordingly). Make sure that you tell me your desired tax levels
(light, moderate, or severe) for each province, or else I'll
assume the same tax severity as the previous turn. Also tell me
if you wish to make law claims and against whom, as well as your
desired court expenditure.
Court Costs
Since diplomacy is not resolved with a die roll, here's the new
rules for court costs: they will affect the success of certain
actions. An average court costs 6 GB; at that level there is no
modification. For each GB below the normal level, the success
number is worsened by 1; for each GB above, it gets better. If
you have no court (0 GB), those actions are not possible. The
affected actions are: Create (except sources), Rule (except
sources), Contested Rule (again, except sources).
The court level also affects the GB cost of certain actions. For
each GB below the average court level, the GB cost of an action
is raised by 1. The actions are Decree and Diplomacy.
Domain Actions
The game is played in rounds, so you need to
send only one action at a time (as well as any lieutenant and
free actions). Here are the rule changes for actions in this
PBeM:
Action | Notes |
---|---|
Adventure | Normally not available. However, if you have some specific plan of what you want to do (e.g. personally kill someone, etc.), send it to me and I will probably allow you to take an Adventure action to perform it. |
Build Road | A road connects two adjacent provinces. Its cost in GB is equal to the sum of the connected provinces' movement costs, possibly modified due to low province level. A road is built instantaneously. |
Build Palace | A palace substitutes for court expenses. It costs 5-30 GB, and for every 5 GB you get a 1 GB bonus to your court value. You can build more expensive palaces, but only up to 30 GB are counted. |
Build Ships | You can build ships in a coastal or river province of at least level 4. Each province can built a maximum number of ships equal to its level at the same time. River provinces can only build coasters and keelboats. Ships are build at the rate of 1d6 GB per round per ship, so make sure you have plenty of money. |
Build other | You can build anything else you want, and I will determine the game effects, if any. |
Contest | No changes (see more on contests below). |
Create Holding | No changes, but new provinces cannot be created. |
Declare War | No changes, except that Fighters can declare war on multiple enemies at once. Once you declare war on someone, you can invade for the rest of the turn. Also see below for more info. |
Decree | No changes. |
Diplomacy | Is a free action. It still costs 1 RP and 1 GB, and you can only negotiate with one domain each round. See more on diplomacy below. |
Disband | No changes. Armies, holdings, and castles can be disbanded. |
Espionage | See more on espionage below. |
Exploratory Trade | Not available. |
Finances | Not available since all money is in GB. Loans will have to be negotiated with other regents. |
Forge Ley Line | Ley lines can only be created between two of your sources - you cannot put a ley line just anywhere. Each end of a ley line must have at least a 0-level source. That is the rule I use in this PBEM. Of course, ley lines can connect several sources, and they will provide power for each connected source. E.g. say you have a source (7) connected to a source (0), which is in turn connected to a source (3). Each of these sources would have a power of 7 for spellcasting purposes. Before the start of each turn, you may tell me if you won't be using a particular ley line next turn, and it won't require maintenance. Ley line can be freely removed by the owner. |
Fortify | No changes. Fortified holdings can be contested, but the success number is worsened by the level of the fortification as well. If a landed regent owns a castle, all his non-source holdings in the same province are also considered fortified. A Stronghold realm spell is required to fortify sources. |
Grant | This action can be used to freely give any amount of GB, RP, or holdings (but not provinces). A landed regent may also grant another regent the right to collect taxes from any of his provinces (this can be rescinded at any time). |
Hold Action | No changes. If you don't intend to take any action in a round, you still need to send me a message saying so. Otherwise, if you send nothing for three rounds, I'll assume you've lost interest in the game. If you have to leave for some time, notify me beforehand and I will run your domain for you until you get back. |
Investiture | No changes except a priest is not needed. This action is also used to nominate a heir (no cost). |
Ley Link | No changes. |
Lieutenant | Hiring a lieutenant is a free action, but you can hire only one lieutenant per round. Regardless of the number of lieutenants, you can have only one lieutenant action per turn, and you cannot spend RP to affect the success chance. |
Move Troops | No changes. |
Move Ships | No changes. |
Move Troops by Sea | No changes. |
Muster Armies | No changes. The troops that you can muster are shown in your domain summary. Also remember that many troops require a province or a holding of a certain level to be mustered. |
Muster Ships | If you wish to buy ships immediately, rather than build them, the price of the ship will be increased by 25% (round up). |
Ply Trade | Not available. |
Realm Spell | No changes. |
Research | Can be used to research realm and battle spells that you don't know yet. Also see more below. |
Rule | No changes except that spending extra RP is not allowed when ruling a province; the only exception is if a wizard with a source uses it to oppose your Rule Province action; in that case, you can spend RP up to the opposing source's level. Also see Court Costs above. |
Trade Route | No changes (see below about trade routes). |
Sea Trade Route | No changes. Please note that you cannot create both land and sea trade routes in the same action. |
Training | Not available (when you get enough XP to rise in level, you do so automatically). |
Trade Chain | Not available (any point on the coast can be reached within a month). |
Contests
When you submit an action with a non-automatic success, make sure
you specify your desired success number, as well as the maximum
RP you are willing to spend on it. If other regents try to lower
your success chance with RPs, I will spend your RPs up to the
maximum level you specified. This also goes for the Contest
action - the attacker should tell how many RPs he wants to spend
on each contested holding, and the defender should have told me
beforehand how much RPs he is willing to spend protecting his
holdings (so make sure you tell me). Even if nobody is going to
contest your action, it's a good idea to spend some RPs on
certain actions which otherwise would be almost impossible (such
as ruling a holding to level 10).
Diplomacy
Diplomacy is never resolved with a die roll, even with NPCs. You
may still want to throw in some extra GBs, to make the other
party more receptive. The following are possible things that may
be achieved with diplomacy:
Note that you can combine several Diplomacy proposals into a
single action. However, you can only do Diplomacy with one realm
in a single action. It is also a good idea to negotiate through
e-mail first, to make sure that the other party is willing to
agree to your diplomacy.
The following does not require a Diplomacy action, and you can do
these things in private e-mail:
All e-mail communication must be CC-ed to me.
Espionage
Espionage can be used to perform one of the following thing (only
one at a time):
Espionage success can be affected by spending RPs, and RPs designated to contest enemies' actions will be spent to counter espionage as well.
Research
In addition to spells, research can be also used to create new
unit types. However, you can't do it at will - instead when the
time is right I will notify you of the possibility of new
research. Generally, new units will become available when you
hire a specific lieutenant or achieve a specific goal (no, you
don't know what these might be). Also note that research (both
spell and unit) may well last several rounds, necessitating a
Research action every round until it's done. So it's best to ask
your advisors about the expected research time before doing
anything major.
Researching realm spells costs 1 GB per level, or 1.5*base GB
cost, whichever is higher. The time required is 1 round per 3
levels. The level of a realm spell is equal to the required
source holding.
Researching Battle Spells: costs 1 GB, takes 1 round per 3
levels.
Wizards can exchange realm and battle spells between themselves
by taking an action (both wizards). Any number of spells can be
exchanged in a single action.
Trade Routes
The number of trade routes going OUT of the province is as per
normal rules. The number going IN is equal to the level of the
province. This is both land and sea routes; thus, a province (7)
can have e.g. 4 land routes and 3 sea routes going into it. Trade
Route information is available on each realm's page. It lists the
current remaining land and sea routes available. If a province
does not list a sea route, it cannot be reached by sea (at least
not yet). Also note that while most rivers can support keelboats
and coasters, the big river in Darokin (Streel) can also be
sailed by caravels, and the rivers of Broken Lands cannot be
sailed at all.
Creating trade routes: you can create a maximum of 4 trade routes
in a single action. Also note that you cannot create both land
and sea trade routes in the same action.
Supporting and Opposing Domain
Actions
Here is a list of actions that can be supported or
opposed by holding or province levels.
Action | Notes |
---|---|
Agitate | Success number worsened by the difference between the agitating holding and the province level. Province ruler's law holding can support or oppose. |
Contest | Regents not directly involved in the contest cannot affect the success number. |
Contested Rule | Regents with same type of holdings can support or oppose. Province ruler can support or oppose. |
Create | Regents with holdings of the same type can support or oppose. The province ruler can support or oppose. |
Espionage | Target province level and spying regent's guild holding improve success roll. Target regent's law and guild holdings worsen success roll. |
Forge Ley Line | Any sources in all crossed provinces can support or oppose. The regent who is forging a ley line cannot support himself. |
Rule Holding | Same type of holdings can support or oppose. The province ruler can support or oppose. The holding being ruled cannot support itself. |
Rule Province | Sources in the same province can oppose. |
Trade Route | Creating regent's guild holding in starting province can support. Other regents' guild and law holdings in starting or ending province can oppose. |
Declaring War and Occupying
When someone declares war on you, that's all you are
going to know - since the troops are moved only in the war moves
(after everyone has taken their turn), you won't know exactly
where and how many troops are invading. Thus, it is up to you to
create a good border defense, since in the war moved your troops
can only move so far.
If you want to make a surprise attack, well, about the only way
to do it is to mention in your action that you are declaring war after
your target (and/or anybody else) has made their actions. This
allows you to at least catch your opponent unprepared
(hopefully), and ensure that he won't be able to perform any
action immediately in response to your attack. Of course, if you
have already submitted your action and then someone declares war
on you, you won't be allowed to change your action.
Mustering and moving troops - although these are free actions,
you can only do them during your own turn. Thus, you won't be
able to muster or move troops at the latest possible moment, when
someone declares war on you (unless you haven't done your own
action yet). This also means that concentrating all your troops
in one area may prevent them from reaching the attacked province
even in the war moves.
If the aggressor occupies the province, the defender's holdings
will be reduced to zero only after the fourth war move (at the
end of the round). But is the conqueror fails to invest the
province (i.e. they are driven out, or they just don't bother),
then when they leave, the holding levels return to full value.
But, for each round that the province is occupied, the defender's
holdings are permanently reduced by 1 level (thus not returning
to full value if the attacker leaves). And, of course, if they do
successfully invest the province, the holding levels stay at 0
(permanently reduced, pending subsiquent attempts to rule them).
Battles
Battles are run by me. However, you may still submit a battle
plan, describing your units' general strategy and specific battle
tactics. Do this only if your wish your units to behave
abnormally - I will use common sense in battles so you don't need
to describe every little detail.
Also, as mentioned before, characters may participate in battle
and add bonuses to the unit they are attached to. Your
lieutenants can be moved freely and will accompany troops if you
wish. Make sure to tell me which units you want to attach your
lieutenants to (lieutenants can be killed if all units on their
side die). Your regent may also be used in a battle if you wish.
A regent can die in battle, so be careful!
Birthright Supplements
Book of Magecraft: all realm and battle spells are available, but
not regular spells. Rules for source renewal are used.
Naval Battle System: all rules are in use.
Book of Priestcraft:
BR Netbook (look here)
I use the following from the BR Netbook:
Age of Regents
I am keeping track of your regents' age. While
most are not in any danger of dying, there are several regents
who might consider selecting a heir or creating a longevity
potion to become 10 years younger. Wizards can also opt to attain
lichdom; in that case, they should contact me for details.
Lieutenants and Research
Wizard lieutenants can research spells for themselves at any
time, as long as you provide the gold to do so. Lieutenants can
also create magical items on their own. Such actions are not
considered lieutenant actions and you can still use some other
lieutenant for a domain action (researching lieutenants are of
course unavailable for lieutenant actions).
Spreading Rumors
This can be done at any time, as a free action. You can spread
any number of rumors in a single action, but each rumor costs 2
GB (1 GB if you are a guilder or a thief). The rumor will be
added to the Rumors page next round, and the DM reserves the
right to edit rumors to improve readability.