Rules Modifications

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!

Creating Magical Items

  1. You need to gather the rare ingredients. This will take an Adventure action (you will automatically succeed). Please specify for what type of item you are gathering components - only one item can be covered in a single action.
  2. Start making the item. Wizard and priest regents are assumed to have all adequate laboratories and libraries. The cost will vary depending on the item and its power:
    Potion: 1 GB
    Scroll, spell: 1 GB per 3 spell levels
    Scroll, protection: 1 GB
    Ring: 1 GB per 1000 XP
    Rod/Staff/Wand: 1 GB per 1000 XP
    Miscellaneous Item: 1 GB per 500 XP
    Weapon/Armor: 1 GB per 500 XP
  3. Time to create:
    Potion: 1 week (1/4 round)
    Scroll, any: 1 week (1/4 round)
    Ring: 1 week per GB
    Rod/Staff/Wand: 2 weeks per GB
    Miscellaneous Item: 3 weeks per GB
    Weapon/Armor: 2 weeks per GB
    You will have to use the Research action every round while the item is being made. You can interrupt the process, but the chance of success is worsened by 10% for every round of interruption. Lieutenants can also assist you in gathering the ingredients by taking an Adventure action to do so for you.
  4. Chance of success: 70%, +1% per 2 levels of the maker, +2% per additional GB spent. Maximum success chance is 95%.
  5. The DM reserves the right to disallow any item, or to modify its cost and/or creation time.

Miscellaneous Stuff

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.

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