=== Ruler Actions
1. Adventuring
Undertaken by: Ruler
Maximum Actions per Year: 4
While the ruler is absent, neither his seneschal or castellan can take ruler actions during the same season. They are assumed to be concerned with the daily chores their position demands, and thus cannot engage in extra activities.
2. Diplomacy
2A. Agitate
Undertaken by: Ruler, Inquisitor
Maximum Actions per Year: 1
2B. Improve Relations
Undertaken by: Ruler, Seneschal
Maximum Actions per Year: 2
First, the ruler must spend money from his treasury courting his neighbor. The amount required depends on the current Relationship, as shown below.
The ruler, or his appointed ambassador, must make a Persuasion roll, modified by the current relationship with the neighbor.
With success, the Relationship increases 2 points, four with a raise. A critical failure results in the neighbor being insulted, causing the Relationship to drop by two points.
Rating | Cost (gs) | Modifier |
Hostile | 5,000 | –2 |
Uncooperative | 2,500 | –1 |
Neutral | 1,000 | +0 |
Friendly | 500 | +1 |
Helpful | 250 | +2 |
2C. Raise Popularity
Undertaken by: Ruler, Seneschal
Maximum Actions per Year: 1
Happy citizens, or ones too afraid to act out, are productive citizens. Whether he feels unloved, seeks to remind the people of his generosity and excellent leadership, or further tighten the leash of tyranny, the ruler makes an attempt to raise his popularity.
2D. Treaty
Undertaken by: Ruler, Seneschal
Maximum Actions per Year: 1
3. Espionage
Undertaken by: Ruler, Inquisitor
Maximum Actions per Year: 1
This action allows the ruler to pick one of the factors below and make a Streetwise roll. The information learned depends on whether the roll was a success or raise.
= Faith
= Improvement: Men-at-arms
= Improvement: Prestige items
= Loyalty
= Population
= Prosperity
4. Improvements
Undertaken by: Ruler, Seneschal
Maximum Actions per Year: 1
4A. Defenses - Basic outer defenses, such as a ditch and palisade.
4B. Fortification - Whereas defenses protect an entire Resource, a fortification is a single building.
Fortification | Type | Toughness | Siege Bonus | Defenders | Supplies | Cost (gs) |
Castle, Large | 50 | (25) | +3 | 300 | 26 | 750,000 |
Castle, Small | 32 | (18) | +2 | 100 | 26 | 275,000 |
Fortified Manor House | 20 | (10) | +1 | 10 | 6 | 20,000 |
Hillfort | 38 | (18) | +2 | 400 | 20 | 250,000 |
Motte and Bailey | 25 | (10) | +1 | 50 | 12 | 60,000 |
Stone Tower | 20 | (10) | +1 | 10 | 4 | 15,000 |
Ice Fortification
Reduce the Armor of all fortifications except hillforts by half (round down). Supplies rating is half that for fortifications (round down).
Costs for ice fortifications is 25% lower than stone versions, assuming ice is readily available.
Annual costs required to maintain them are additional.
4C. Men-at-Arms - The hero hires a number of permanent soldiers, determined by the type of troop recruited.
From 2,500 gs to 10,000 gs depending on the troop type for each 5 troops.
Typical Mercenaries cost 3,000 gs for each 5 and have a CV of 8.
The cost involves not only hiring fees, but also equipping and training the warriors to a decent standard, erecting barracks, and setting aside funds to pay future wages.
These soldiers do not contribute to the income of the Resource, only its defenses, nor do they count as Followers.
Typical Archers cost 1,500 gs and have a CV of 4.
Militia Watch cost 2,500 gs and have a CV of 3
Typical Watch cost 3,000 gs and have a CV of 4.
4d. New Industry, Major - Most Resources already have multiple sources of income factored into their basic annual income.
4e. New Industry, Minor - Minor industries require fewer workers, but also produce less income than a major one.
4f. Population Increase - Swelling the population requires land clearance, the construction of new homes, an improved infrastructure, advertising that new land is available to settlers, attracting new customers, and so on.
4g. Prestige Item - While Glory is quickest earned through deeds, extravagant possessions can provide small Glory rewards.
4h. Shrine or Temple - Veneration of the gods aids a community, not through direct divine interference but through a sense of general well-being, miraculous spells from the clergy, and the mundane services of the clerics.
= Maximum Number
A Resource may have a maximum of one shrine per two points of Population and just one temple per six points of Population.
= Removing shrines or temples
A hero may remove shrines and temples, though there are repercussions.
= Faith Die
Constructing a shrine or temple boosts the population’s piety, as shown below. Constructing multiple shrines or temples to the same deity does not produce a cumulative effect.
= Holidays
The citizens of Rassilon work hard. For most, there are just two guaranteed rest days a month—Raestdaeg and Sangdaeg. Citizens expect to enjoy a certain number of religious holidays per year, however.
Improvement | Cost (gs) |
Defenses | 8,000 |
Fortification | Varies |
Men-at-Arms | Varies |
New Industry, Major | 25,000 |
New Industry, Minor | 15,000 |
Population Increase | 7,500 |
Prestige Item | 2,500 |
Shrine (to one deity) | 5,000 |
Temple (to one deity) | 15,000 |
5. Raiding
Undertaken by: Ruler, Castellan
Maximum Actions per Year: 2
= Choose Raiding Forces:
When launching a raid, the rule must first decide how many troops to send. Troops must always be sent in units of five soldiers, as their base CV is calculated around this. Multiple units of the same type can be sent, as can smaller numbers of larger groups.
= Determine Enemy Forces
Every neighbor has a CV for its total soldiery, though the ruler won’t know this unless his agents have conducted spying missions.
= Gather Intelligence
f the aggressor spends 250 gs from his treasury and his Inquisitor makes a successful Streetwise roll, the ruler’s spies inform him of the defender’s strength in advance, giving him the chance to abort the raid if he feels the odds of success do not favor him. Aborting a raid still counts as the ruler having used his Ruler Action for this season.
= The Battle
Each army commander uses Knowledge (Battle).
= Outcome
At the end of the third round, the raid is over. Consult the table below to determine the casualties taken and inflicted.
= Spoils
Victory on the battlefield does not automatically mean a vast wealth of spoils can be plundered. Draw one card for each point of margin of success and check the suit against the table.
6. Recruit
Undertaken by: Ruler, Seneschal
Maximum Actions per Year: 1
This action recruits an official to a vacant post (includes removing an existing official and hiring a replacement).
7. Replace
Undertaken by: Ruler
Maximum Actions per Year: 1
Regardless of the
reason, the ruler has chosen to sack either his seneschal, castellan, of lesser official and hire a replacement.
Any notable official must be fired before cards are drawn to determine the quality of his replacement. The ruler must also spend 500 gs hiring heralds, offering gifts, and such like to attract a new official.
Replacing such a senior figure has a negative effect on the Resource for the year.
8. Resource Miracle
Undertaken by: Ruler, High Priest
Maximum Actions per Year: 4
Resource miracles are powerful boons granted by the gods in return for devotion. Invoking one is costly in terms of material goods and faith, but the miracle affects an entire Resource.
9. Rule
Undertaken by: Ruler, Seneschal
Maximum Actions per Year: 2
The ruler devotes himself to a single task during the season—running the Resource at peak efficiency. This may involve ensuring craftsmen have sufficient wares for market, keeping the granaries stocked in preparation for winter, setting import and export duties, or deciding when the crops should be planted and harvested.
His efforts are rewarded with a +1 bonus to the Annual Income roll for the current year.