The World System

The World System Gameplay...

Eight families, both noble and ancient, hold dominion over their own fiefdom in a new age of man. Theirs is a tenuous alliance amidst a miasma of bitter strife, of conflict and insidious machinations, old and deep.

The Eldritch world is one in which players have control over these machinations. Your actions in between games do not only affect the state of your own realm – they affect what happens in other players’ realms and the state of the games that follow.

Starting Play

Once a character has been chosen or become a noble ruler of one of the seats of power in the Annwyn, they must make fundamental choices about the direction of their realm and rulership style.

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Noble Lores

First, a noble should choose their Noble Lore. This represents a noble’s general style of rulership and what kinds of tools they have at their disposal to accomplish their goals. These noble lores are aligned with general great house ideals as they represent the kinds of rulership styles present in greater Arnesse, but by no means is a noble ruler restricted to a lore based on their great house affiliation. A noble may choose any of the eight noble lores as best suits their vision for the way they would like to rule their realm. These eight lores also align with general play styles and rulership trees. By selecting a specific lore, players are encouraged, but not required, to also select the research tree that aligns with that lore. Aligning your lore with a research tree is the optimal path, but by no means the only way that one can rule their realm.

It is worth noting that once a noble has chosen a noble lore, they are locked into that lore for the duration of the game. Under no condition can a noble change or switch their lore to another.

If a realm changes hands in rulership and a new noble is appointed to rule that realm, that noble may select a noble lore. If they have not previously chosen a noble lore they must utilize that lore for their rulership style. They may not change the research tree that has been chosen for that realm, nor are any existing research points reset; they accompany an existing realm to any new ruler.

Lore of Kings

Alignment: Rulership Tree

This lore is associated with the rulership styles popular in the Sovereignlands and House Bannon where nobles often have hundreds of people in their employ. It relies on the control and employment of retainers. It relies heavily on influence and aligns well with the rulership technology tree to allow for rapid and affordable promotion of retainers. It focuses on foot knights as its preferred soldiers – an expensive, but extremely effective infantry on the field of battle. It is one of two lores that starts with an additional retainer beyond the initial 2 given to all players.

Lore of Kings (Rulership)
+1 Retainer (Any)
Opponent re-rolls warcraft die, Army can’t be shaken
-2 to Rulership Research
-1 RP Upkeep to Knight units
-2 to Retainer Upkeep
-2 To Promote All Retainers
non-noble Retainers cost 0 influence and 0 Civic Actions to Hire or Add a Role
Promotions no longer take an Influence Free Action

Alliance Benefit

Level I -2 Retainer Upkeep
Level II -2 Retainer Upkeep, -1 Promote Retainers
Level III -4 Retainer Upkeep, -2 Promote Retainers

Lore of Dragons

Alignment: Trade Tree

Lore of Dragons focuses on the lifestyle of a merchant and trader, particularly one who uses more land-based forms of commerce. It is aligned with the trade technology tree and offers bonus coin at on-site games. This lore is designed around one primary goal – acquisition of the almighty dragon. Dragon coins that is. It also offers a discount on the actions required to start trade routes and has a lower chance of trade failure. It focuses on more defensive units like spearmen and even its combat bonus is designed to harden an army like the dragon’s scales. This tree focuses on the promotion of magister retainers, who’s logistics and strong alignment with the Lords of the South has made them a natural fit for this rulership style.

Lore of Dragons (Trade)
+1 Gold on-site per Settlement
Trade Failure -5%
-2 to Trade Research
-1 RP Upkeep to Spearmen units
-3 Influence to Promote Craftsmen
+1 Starting Trade Route, Trade Route is 1 Action vs. 2
+2 ARM +2 Tough to armies
Alliance Benefit
Level I Resource to Rp (2:1), RP to Resource (1:2), 2 RP or 4 Resources
Level II Resource to Rp (2:1), RP to Resource (1:2), 3 RP or 6 Resources, +1 Commerce
Level III Resource to Rp (2:1), RP to Resource (1:2), 4 RP or 8 Resources, +2 Commerce

Lore of Iron

Alignment: Rulership Tree

Lore of Iron is also aligned with the rulership tree, but is more in line with the rulership styles seen in the Dusklands and House Richter. It also relying heavily on the use of and employment of retainers, specifically more martial-focused retainers like Sheriffs and Knights. It offers a rare reduction in the cost for forging better weapons and armor in the Tradecrafts research tree and focuses on the use of footman and heavy footman, which make up the bulk of the armies of the Lords of Iron. This lore starts with a third retainer, but that retainer must be a Sheriff or a Knight.

Lore of Iron (Rulership)
+1 Sheriff, Castellan, or Knight Retainer
-2 Research to Tradecrafts
-2 to Rulership Research
-1 RP Upkeep to Infantry units
Army has +2 ATK and +2 Tough
-2 To Promote All Retainers
+1 Influence per turn
Alliance Benefit
Level I +1 Influence
Level II +1 Influence, +1 Order
Level III +2 Influence, +2 Order

Lore of Storms

Alignment: Trade Tree

Like its sister, the Lore of Dragons, the Lore of Storms has a focus toward trading and merchants, but the method it goes about those ends is very different. This tree offers many of the same bonuses concerning trade routes, lower trade failure, and extra coin at on-site games, but it is more aligned with the concept of ships and sea travel. While the Lore of Storms is most often seen among the chaotic fleets of the Seaborn and House Rourke, it is also adopted in other more seafaring noble houses throughout the Kingdom. This lore also has a devastating ability to bring misfortune on anyone unlucky enough to face them in combat. This tree focuses on promoting craftsmen, who are surprisingly valued in culture that value the art of shipbuilding.

Lore of Storms (Trade)
+1 Gold on-site per Settlement
Trade Failure -5%
-2 to Trade Research
-2 RP Upkeep to Ships
-3 Influence to Promote Craftsmen
+1 Starting Trade Route, Trade Route is 1 Action vs. 2
Downgrade Warcraft die 1 rank and re-roll 1/fight
Alliance Benefit
Level I +2 RP
Level II +2 RP, Free Trade (5)
Level III +4 RP, Free Trade (10), -5% Trade Failure

Lore of Chivalry

Alignment: Military Tree

Lore of Chivalry is focused on mounted combat and knights. It is aligned with the military technology tree and is akin to the rulership styles most often seen in the Midlands and the Houses of Corveaux. This lore excels at combat, particularly mounted combat, and has bonuses that make it stronger on the field of battle. True to the Corveaux’s history of mighty architecture, this lore also offers a unique bonus to the strength of castles and walls. This lore does not excel at promoting retainers, but have a promotion bonus for knights specifically which are preferred.

Lore of Chivalry (Military)
Army has +2 Charge Damage
+1 Military Action
-2 to Military Research
-1 RP Upkeep to Cavalry Units
+5 HIT to castles and settlements
-3 Influence to Promote Knights
-2 Army Upkeep
Alliance Benefit
Level I -2 Army Upkeep
Level II -2 Army Upkeep, +1 Inspiration
Level III -4 Army Upkeep, +2 inspiration

Lore of the Ancients

Alignment: Politics Tree

Enigmatic and wise, the Lore of Ancients is well known to leaders within the Thornwood. There, tight bonds of friendship and alliance have strengthened their people against great adversity. The rulers of House Innis that like a network of roots, strong alliances and familial bonds can weather any storm. This lore focuses on civic efficiency and politics, making easy alliances with a number of others and allowing them to all share the bounty of their lands. It is aligned with the politics technology tree and gathers reputations to strengthen its alliances and harm enemies. This lore focuses on crafting combat, using archers and scouts to fight from the shadows and deal devastating blows to their enemies before they can strike back. It also is best at promoting chamberlains, who, given their organizational abilities, are valuable members of a noble court.

Lore of Ancients (Politics)
-2 Building Upkeep
Gain the Alliance Benefit of any Alliance your ally makes.
-2 to Politics Research
-1 RP Upkeep to Scouts and Bowmen units
-3 Influence to Promote Chamberlains
+2 Ambush Damage
If you have 1 Alliance: +1 Ally (Non Lore of Ancients).
You grant your main ally’s benefit. (Non Lore of Ancients)
Alliance Benefit
Level I +1 Ally (Non Lore of Ancients), -2 Building Upkeep
Level II +1 Ally (Non Lore of Ancients), -3 Building Upkeep
Level III +1 Ally (Non Lore of Ancients), -4 Building Upkeep

Lore of the North

Alignment: Military Tree

Most commonly seen in more northern noble houses, the Lore of the North is also aligned with the military tree, but focuses more on axemen – a common sight in the armies north of the Barrier Mountains. It also offers a strong set of martial skills and discounts to allow for more affordable armies. A powerful boon to any army, Lore of the North has bonus food, which represents their ability to hunt and gather resources, even in the harshest environments. They also are more capable of promoting sheriff retainers, who are a common sight in the Everfrost, often serving as outriders and lawkeepers in the many remote, isolated villages of the frontier.

Lore of the North (Military)
+2 Food per turn
+1 Military Action
-2 to Military Research
-1 RP Upkeep to Axemen units
+1 Warcraft Die rank, Re-roll Warcraft die once per battle
-2 Army Upkeep
-3 Influence to Promote Sheriff Retainer
Alliance Benefit
Level I +2 Food
Level II +2 Food, +1 Military Action
Level III +3 Food, +2 Military Actions

Lore of the People

Alignment: Politics Tree

Most commonly seen among the Hearthlands of House Blayne, this lore focuses on a more pragmatic, community-centric approach to rulership. It relies heavily on peasant levies to reinforce its armies and seeks to acquire alliances with others to strengthen its political position. The bountiful harvests of the Hearthlands also provide a substantial food bonus that grows as a realm’s population grows larger. Peasantry normally express their unhappiness when a lord or lady calls them to service, but when this lore levies militia, they are happy to lend a pitchfork in the service of their liege. True to its alignment with the Aurorym faith, Lore of the People offers a decreased cost for the promotion of priests, a retainer who brings happiness and inspiration to a realm.

Lore of the People (Politics)
-2 Building Upkeep
Peasant Militia does not give – Happiness while recruited
-2 to Politics Research
Population food upkeep is 100% more efficient
-3 Influence to Promote Priests
-1 Upkeep on Peasant units
If you have 1 Alliance: +1 Ally (Non Lore of Ancients).
You grant your main ally’s benefit. (Non Lore of Ancients)
Alliance Benefit
Level I +1 Happiness, Inspiration
Level II +1 Happiness, Commerce, Inspiration
Level III +1 Happiness, Commerce, Inspiration, Order

Research Trees

Research trees represent technologies that a ruler can research to enhance their realm. When a noble begins play and establishes a seat of power, they must choose the technology tree alignment for that realm. Once chosen, this technology tree cannot be changed or altered and is permanently associated with that land. The only way that a research tree can be changed is if the King himself grants a total dissolution of a seat of power – an act that is as rare as it is destructive. Only then could a land start over and begin rebuilding its infrastructure. This rarely happens because nobles pride themselves on building up land and most consider it a valuable resource to be taken or traded with little harm or damage to the actual infrastructure. Destroying a seat of power would represent the destruction of years of hard work and costly investment.

Rulership Tree

Focusing on rulership of retainers as well as the control and expansion of lands, this tree prospers by expanding its control and enhancing those who work in its employ. It focuses evenly between civic and military advancement, finding itself as capable in a court as on the field of battle. This tree’s primary reputation is Order, which expresses its desire to control and influence the world around it. This tree can attain a fair amount of wealth, but does so through methods of taxation and tithes from its subjects. It is designed to enhance knights, a unit that is often seen in the employ of only the wealthiest and respected of nobles. This tree can hire more retainers than other trees and can both maintain and promote them faster than others. Players who seek to employ and promote retainers as well as play a game heavily focused on the acquisition of power, influence or land may find this tree appealing. Given its large retainer pool and powerful alliance benefits, the rulership tree, when paired with rulership lores can form a formidable set of alliances with which to project their influence and protect its own power base.

Trade Tree

The trade tree is designed for players who want to become merchants, tradesmen, and focus on the acquisition of wealth. While far from weak, this tree does focus more on defensive play than others, have much more limited access to military growth and efficiency. This tree is all about gathering realm points and resources and either providing them to others or turning them into tools to grow their realms. It’s reputation focus is commerce, which represents its strong connections to the trade network that exists throughout Arnesse. This tree is often chosen by players who want to buy, sell, and trade with others but also use those deals to form powerful alliances. Those who master this tree are often seen as very useful by others, but also could become a target for attack due to the wealth they have acquired. However, only the unwise underestimate this tree, for the promise of wealth is a powerful motivator. The trade tree is built to withstand attack long enough to buy its way out of problems or make any victory potentially pyrrhic.

Military Tree

This tree focuses on the acquisition of military power, plain and simple. It eschews traditional growth through civic infrastructure and other means, instead focusing on food production and efficient maintenance of armies. While other nobles in other trees may be able to keep pace with this tree in military size, the research acquired in the tree will make a military noble’s troops stronger and more flexible in a fight. Also, while the military tree is powerful in battle, it has less access to efficient infrastructure, in particular, civic actions. A noble that selects this tree can still have a robust growth arc for their hamlets and towns but it will often lag slightly behind other trees, even as it exceeds those same trees in military might. A noble who chooses this tree will be forced to carefully negotiate their power acquisition, selling military strength in exchange for alliances to shore up their weaknesses, while potentially threatening attack on those who do not comply with their wishes or goals. Its reputation focus is inspiration, which compels and maintains troops in the thick of battle. This path is best chosen by those who want to focus on warfare, projecting strength, and maintaining or growing a strong military force.

Politics Tree

The last of the four trees, the politics tree is almost entirely about alliances. It makes more alliances than other tree and while it is capable of military growth, many of its abilities focus on civic and infrastructure efficiency. This tree also is adept at manipulating the event card system and can gain reputation faster than any other. It’s reputation focus is happiness but it is capable of excelling in growing all three other reputations as well. This tree is best chosen by someone who wants to play a political game of making and maintaining alliances with others. This tree grows strong when it is fed by other alliance benefits and in return it also gives aid of its own. Event cards can be a unique and significant boon when played on one’s self or given to others as a gift or motivator. This faction can grow a strong military, but its goal is to discourage attack by having a strong cadre of allies that are willing to come to its defense in the event of invasion. When this tree has its ire raised, the amount of political, reputation, and infrastructure damage it can do to a rival with both its own machinations and those of its allies, is potentially catastrophic.

Gameplay

Initiative

The Initiative, or order of play round to round, is determined by player Influence scores. A full round is then played by the noble house with the highest Influence total going first and then proceeding down the Influence rank until all eight players from the Great Houses have taken a turn.

For the first round, turn order is determined by a House’s power and Influence in the larger world:

Bannon
Aragon
Corveaux
Richter
Blayne
Hale
Innis
Rourke

For every round thereafter, if a tie occurs in the Initiative, the starting order for the game determines who wins. For example, if House Blayne ties with House Richter in Initiative based on Influence, House Richter wins the Initiative because they are higher on the starting order.

Order of Play

Game play has six phases. Click each phase below to see the full introduction:

Alliance Phase
Events Phase
Civic Phase
Military Phase
Encounters Phase
Resource Phase

In influence order, houses go through all phases before the next House starts their phases.

Starter Items
Population (Click here for Population details) 8
Food 3
Stone 15
Wood 15
Iron 15
Retainer (Player’s Choice) 1
Retainer (Player’s Choice) 1
Level I Wall 1
Level I Settlement: Hamlet – Contains 8 Population (80 people) 1

Free Actions

During the phases of the game, players are given up to three (3) Free Actions to perform actions. These actions are performed in advance of the player’s turn and the results can then be used in the subsequent rounds. For example, if you generate a civic action as a free action from one of your buildings, you can then use that civic action during your upcoming civics phase. Unless noted otherwise, each free action that is noted below is only usable once per round. Anything that is created during a free action is immediately usable during the round in which it is generated.

Influence Actions

One of the following influence actions can be performed each turn:

  • Convert up to Realm Points to Influence at the rate of 2 Realm Points per Influence.
  • Raise or lower your own realm’s reputations.
  • Raise or lower another ruler’s reputations.
  • Promote a retainer to the next rank.
  • Convert Influence into Realm Points (Rulership Tree power only)

Note: A ruler can only trade/convert/use as much Influence in a Free Action equal to their Influential score.

Convert Realm Points to Resources OR Resources to Realm Points

This ability is granted from an alliance benefit with Lore of Dragons or a specific research in the Trade Tree. This ability allows for the conversion of a fixed amount of realm points or resources into another currency. The maximum amount is noted on the actual ability or alliance benefit.

Trade with another player

Players can initiate trades with other players via Free Trade if they possess the ability or an existing Trade Route with the person they desire to trade with. The maximum number of items that can be traded will be listed on the ability or power for Free Trade and 10 for Trade Routes.

Transfer Reputation another player

Players in the politics tree can trade reputation to another player in accordance with their consulate buildings. They may only transfer one type of reputation like this a turn with a free action.

Generate Civic/Military actions from a building

Some buildings can generate civic and/or military actions for a cost. That cost is listed on the building and if paid, the actions can be generated. All actions generated in this way are done in one free action, up to the maximum amount that is listed.

Generate Population from Civic Actions

Possessing a Town Hall enables players to spend Civic actions to generate Population. This free action can only be done once per turn, regardless of the number of town halls a player owns.

Phases of Play

Alliance Phase

The Alliance Phase is a phase that happens once at the game’s start and then following every on-site Eldritch game from that point forward. During the Alliance Phase, each noble house can elect to make one alliance with another noble house. Those noble houses will then provide a benefit to their ally that is in line with the lore they have chosen. Some will provide rulership benefits, others military boons, and still others, trade and political perks. Once an alliance is made it will stand in effect until the start of the next on-site Eldritch LARP game. Allies can choose to maintain an alliance through that on-site game, but each participant in that alliance must reaffirm their commitment to the alliance during the next Alliance Phase of the game. It is a valid play for an ‘ally’ to agree to form an alliance with another player and then fail to submit that alliance during the next Alliance Phase, choosing instead to ally with another player. If there was no oath sworn, then the deceptive noble is guilty of little more of misleading their peer.

Three types of alliances can be made:

Primary Alliance – Primary alliances are the base alliance that is granted to every faction. A player can only have one primary alliance with another player and all players are granted at least a Primary alliance, even if they have no other alliance benefits.
Granted Alliance – This is the granted alliance that is given by the Lore of Ancients alliance benefit. A player can only have one Granted Alliance at a time and it acts in most respects, like a Primary alliance for the player who gets the benefit, but also grants benefits to the Lore of Ancients player. For example, if House Blayne is granted an alliance by House Innis, and decides to ally with a Lore of Iron, House Richter, both House Blayne and House Innis get +1 Influence alliance benefit from House Richter.
Bonus Alliance – This is the alliance granted by Lore of Ancients and Lore of the People. This operates as a Primary Alliance and is an extra alliance above and beyond all others. The faction who initiates the bonus alliance grants their primary alliance’s benefit.

Alliance Benefits

Beyond the benefits of gaining the ally benefit of the realm in question, allies may pass through each other’s territories and not be considered impeded. This means a noble can move their army through an ally’s territory without having to stop their movement in a turn. Allies can keep their armies in the same territory, but they may not ‘merge’ those armies into one force. Each army must maintain separate unit cohesion and any attacks against a common foe can be done in concert, but battles will be resolved separately rather than the total strength of the combined forces.

Event cards can also provide benefits to allies. If you play an event card on yourself, the allied bonus on the card is conveyed to all your allies. If you play an event card on your ally, the bonus is conveyed to any of their allies (including yourself). If you play an event card on a non-ally, the bonus is then conferred to them and their allies (which may not include you). The third scenario is less likely but could be used to curry favor with a faction that you may not want to be hostile.

It is worth noting that a player can never gain their own alliance benefit. So, for example if two Lore of Kings players ally with each other, they cannot both grant each other -2 Retainer Upkeep. A player can never gain a second instance of an Allied benefit from any player.

Breaking Alliances

As a matter of course, all alliances are considered broken as of the start of each on-site Eldritch game. Any hostile action performed against an ally will break an alliance. Hostile actions include attacks of any sort against a noble’s land – including raids and arson. It also includes ‘silent’ attack against that noble such as reducing their reputation through influence or using a negative event card against them. Hostile actions can also include on-site events at Elditch LARP. This can mean attacking and/or killing someone in the noble’s household or committing what might be determined as a ‘gross offense’ against that noble, their family, or their retainers. Staff will be the ultimate arbiter of what is an offense which can break an alliance and who is the responsible party.

If an alliance is broken, the party who is determined to have broken it immediately gains -10 Happiness reputation and loses -10 Influence and -5 Sovereignty for their treachery. They are also branded an Oathbreaker, a negative effect that lingers on their realm for the remainder of the game. The betrayer immediately loses the benefits of their alliance with the offending player but the offended player may keep their former ally’s bonus until the next on-site game. The noble may make other alliances in the future, but they may never again grant an alliance benefit beyond level 1 – the sting of betrayal is always on the minds of those who bring them close.

There are no other options for breaking alliances between on-site Eldritch games. Nobles are stuck with their ally through the entire between game period unless they commit a hostile action.

Multiple Alliances

Some lores allow for a player to break the rule of only one alliance. In the case of Lore of the People and Lore of the Ancients, a player may make a Bonus Alliance if they have a Primary Alliance. In the case of both lores, in the second alliance they make, they may gain the benefit of their ally’s perk as normal, but they grant their primary ally’s benefit. These alliances must follow the rule that you cannot benefit from your own ally perk.

For example, if I am playing Lore of the People and I already have an existing alliance with a Lore of Storms player. I’m gaining +2 Realm Points a turn from that alliance. I also can make a second alliance. The Lore of Kings player already has an existing alliance, but I am able to get them to agree to become my second ally. I now also gain their -2 Retainer Upkeep benefit, but they gain the +2 Realm Points from my Lore of Storms alliance. In this way a political based lore can broker other faction’s alliance benefits to provide the optimal situation for their own realm.

Lore of Ancients

Lore of the Ancient’s benefit allows anyone they ally with to gain a Granted Alliance. This can make an actual ally network that can appear quite complicated but is actually simple when you see it in practice. Lore of Ancients has some restrictions that forbid your ally from allying with another Lore of Ancients faction, so as to not create ridiculously complicated webs of alliances.

In the example above, I am playing Lore of Ancients and I agree to ally with a Lore of the People player. I provide them my ally benefit of -2 building upkeep and an additional ally. From them, I get +1 inspiration and +1 happiness. My Lore of the People ally can now make a Granted Alliance and chooses to secure one with a Lore of Kings player. That Lore of Kings player may now make an alliance with the Lore of the People player, with the Lore of the People player gaining -2 Retainer Upkeep and the Lore of the Kings Player now gaining +1 inspiration and +1 happiness. As an additional benefit of being Lore of the Ancients, I gain the -2 Retainer Upkeep from the Lore of Kings player. I am considered a ‘silent partner’ in this second alliance that the Lore of the People makes and the Lore of Kings player does not have to know I am gaining that benefit. In this way, a Lore of the Ancients player can form alliances that best suit their goals.

Events Phase

Event Cards allow players to access a variety of actions, both positive and negative. Each round, four cards will be displayed from each reputation type (Happiness, Order, Inspiration, and Commerce), for a total of 16 cards available for players to purchase. Event cards are broken down into helpful and harmful types that are aligned with reputations and assigned levels. As a ruler acquires more reputation, they can use it to purchase and use event cards.

During the first World Game phases, spawned event cards will be level one and as the game progresses, those cards will grow in power. They will be purchasable in initiative order and as soon as a card is purchased, it is no longer available to be purchased by others that turn.

Event cards follow these basic rules:

  • Rulers can only hold a maximum of two event cards at any one time unless another power or ability allows for more.
  • Rulers can only play one event card per turn unless another power or ability allows for more.
  • Rulers cannot purchase more event cards if their hand is already full.
  • Event cards can only be played during the events phase unless the card says otherwise.
  • Event are ‘silent’ plays. This means that whomever you use the event card on will not be notified that you played the card on them unless you inform them. Players may be able to discern who played hostile event cards on them through social role-play and spies.

During the Events Phase, players will be able to perform two possible actions:

Purchase Events from the available event cards for their listed cost in reputation. Players can subtract any event card cost reductions from the purchase price. You can only purchase one Event Card per turn unless another power or ability allows you to do so. When a card is purchased from the list, a new event card is chosen from the top of that reputation’s event card deck and replaces it on the line of purchasable cards for that reputation.
Play any Event Card. An Event that was purchased that turn may also be played that turn during this phase. The ruler may also hold onto that Event card up to their hand size.

Discarding Event Cards

At any time during their Events Phase, a player may spend 4 of a given reputation to discard a specific available event card in that reputation’s row. That event card is then replaced by the top card of that reputation’s event card deck. This may be done as many times as the player has reputation available and may be used defensively to rid the row of cards a player feels may be useful to another player. This removal is done in initiative order and players taking turns after the

Event Cards

Card Title: This is the title of the event card will typically depict the thematic event that triggers it.
Card Alignment: This shows the type of event card this is. The card listed as an example is aligned with Order reputation.
Card Level: The level of the card.
Card Cost: How much reputation the card costs to purchase.
Card Effect: What effect the card has on its primary target.
Allied Bonus: What effect (if any) it has on any allies of the primary target.
Target: This indicates who can be the primary target of the card. If the card says ‘Any’, it can be used on any ruler in the game. If the card says ‘Self’ it can only be played on the player who purchased the card.

Defensive Event Cards

Some cards are purchasable that allow for a player to defend against a hostile effect that would be played against them. If a player purchases one of these cards, they can counter a negative event card play against them of that type. Once this card type is purchased it does not go into the player’s hand. Instead, it is played immediately and forms a defensive ‘shield’ that will counter the next negative card of that reputation that is played against the noble. The noble does not get to determine what the card blocks. It blocks the first effect; other subsequent negative effects played before another card of this type is played will work normally.

If a ‘shield’ is broken, the player will be notified that they defended against an attack, but the source of the attack will not be revealed. A player can only have one of these ‘shields’ in effect for each reputation at a time.

Civic Phase

The Civic Phase is where you build your empire. It is construction of your realm, maintenance of your kingdom or engaging in research. The key skill to drive this phase is Civics Actions which are generated by some Retainers and some Buildings. These Civics Actions determine what you can accomplish in your realm in a turn. To complete an action, 100% of all available actions must be spent in the current turn. If you don’t have enough actions to complete it, it can’t be completed.

A ruler can spend Civic Actions on any of the following:

  1. Construct Buildings
    (Cost varies) Each Building will have a cost in civics actions required to build. Finishing the building also requires the necessary building components and created buildings are not usable nor do they contribute until the next turn. Construct Buildings can be done multiple times per Civic Phase per turn but the construction must follow building limitations listed on the building chart. A settlement must also be present on the territory and it must be of appropriate level to complete any building construction higher than level I. (See Buildings)
  2. Perform Research
    (1 Action) Use Research Points to discover an advancement in your technology tree, cure a disease, or cure a curse. (See rules for Research).
  3. Recruit Retainer
    (1 Action) Hire a retainer to serve you. See chart for Retainer costs and upkeep. Beyond turn 0 of the world system, there will be limited NPC retainers available for hire. (See rules for Retainers).
  4. Add a Role or Switch Retainer’s Role
    (1 Action) Add a role to a retainer that they qualify for or (See rules for Multiple Retainers).
  5. Dismiss Retainer
    (0 Actions) Dismiss a Retainer from your service. You cannot reacquire this Retainer later if it is an NPC.
  6. Establish or Cancel a Trade Route
    (2 Actions) Requires a Trade Hall Building but the player can establish a Trade Route with a local or global partner. A ruler may not use a Trade Route for trades the turn that it is established. (See rules for Trade Routes).

Military Phase

Warfare is a part of any realm and this phase allows you to fight, move your armies, marshal troops, scout territories, or manage your armies. Your Military Actions are most directly controlled by the number of Retainers you have in your service and the Buildings that contribute Military Actions, however there are additional ways to acquire Military Actions as well. This phase can also be used to combat corruption in your land by directly confronting its source and trying to stamp it out. In times of threat, these actions could very well decide the fate of your realm and the wise will carefully consider them.

A ruler can spend Military Points on the following:

  1. Levy Troops
    (Troops can only be levied in a territory with the required Building to produce them)
    (1-5 Actions) Pay Military Actions and any other relevant costs as well, when recruiting units. The costs and maintenance of troops can be found on the military units chart.
  2. Move Troops
    (Varies) An army’s move cost is the average move cost based on all units in the army. An army can move up to the average of its units maximum move distance in a round. Note that a unit is able to continue moving as long as it is considered unimpeded. If a unit enters a territory that forces an Encounter, such as a territory with an unresolved Encounter score, that unit must stop moving and resolve the Encounter in the Encounters phase. That unit may no longer continue moving this turn. A unit is considered impeded if it enters a territory with another player unless otherwise specified.
  3. Attack an Enemy
    (1 Action) Engage an opponent in the same territory with combat stats. An army may only initiate an attack like this once per turn. However, an army can be the target of an attack more than once per turn.
  4. Scout
    (1 Action) Perform a scouting action on a territory that a unit with the scout ability is present in. This action will return a scouting report to the owner of the scout.
  5. Disband a unit (Does not require a Barracks present)
    (2 Actions) No costs of the unit are recovered upon disbanding a unit but all upkeep on the unit ceases. Disbanding a unit is -2 RP for each unit disbanded this way.
  6. Embark/Disembark Ship
    (1 Action) Move any number of units in a territory onto a ship in an adjacent sea zone up to the ship’s carrying capacity. Click here for details on naval warfare.
  7. Reorganize Force
    (1 Action) Move units between two armies or create a new army. Any army cannot engage in a reorganize if they have been involved in a fight or attacked this turn. An army can reorganize more than once in a turn if the ruler is willing to pay additional points.
  8. Raid
    (2 Actions) Raid the land to steal goods or perform an arson action Click here for details on raiding. An army or fleet may only commit to one Raid per turn and a territory may only be raided once a turn.
  9. Blockade
    (2 Actions) Send a fleet to blockade a player’s trading routes to cut off some of their income. Click here for details on blockades. A fleet only commit one blockade per turn.
  10. Hexen Bounty
    (2 Actions) Send a Hexen to attempt to end a hostile threat. (See rules for Hexen Bounties).
  11. Siege
    (3 Actions) Attack a city in order to break down it’s defenses. Victory unlocks Raze OR Occupy depending on your choice. An army may only commit to one Siege and resultant unlocked action per turn. Click here for details on Sieges.
  12. Raze
    (5 Points) Destroy a town and reduce it to rubble, rendering it unusable. This will destroy all buildings and production from the territory.
  13. Occupy
    (4 Points) Move into a besieged town and attempt to take over the city with minimal damage OR occupy an enemy territory to deny its ruler the resources.

Notes:
The following actions must be performed in a territory with a Barracks:

  • Levy Troops
  • Unless otherwise noted above, Military Actions can be performed more than once.
  • Different armies of the same or different rulers may attack the same army or threat. For example, a ruler with two armies can attack a ruler with one army or an Encounter threat with each of the armies, but only once per army.
  • A successful Siege means that the army can then Occupy OR Raze the city, not both.

Encounters Phase

During this phase you resolve any Encounters triggered during the Military phase. Those generally come in two forms:

  1. You have chosen to engage in a fight with another player’s army. This is resolved under the normal rules of combat resolution for units. Read more about Combat by clicking here.
  2. If you move into a territory, you automatically encounter the threat in that space in line with the strength score listed on that territory. Read more about Encounters by clicking here.

Resource Phase

Resources and wealth are the lifeblood of any realm. This is the last phase in a turn and at this point, players collect any resources they produced or owe from this round of the World Game. Resources represent the Wealth you have as a ruler and the financial worth of your realm. Click here to read more about Wealth.

Rulers have several things that can positively affect their income:

  1. Taxes from Population.
    Population taxes are gained at 1 Realm Point per 1 Population.
  2. Resources from Resource nodes.
    This can include Mines, Quarries, Farms, and Mills.
  3. Income from Buildings.
    Buildings and Retainers provide varying Influence depending on level.
  4. Income from noble skills.
    Noble skills can provide varying wealth and bonuses depending on level.
  5. Income from Trade Routes
    Establishing trade routes can provide a source of income.
  6. Income from Retainers.
    Retainers can provide varying wealth and bonuses depending on level.
  7. Income from Research
    Research perks can provide varying wealth and bonuses depending on level.

Notes:
The game allows you to gain resources in several ways. Some are ‘one time’ gains of immediate resources and others are ongoing. When the game instructs you to gain a one-time resource, you gain it immediately and adjust your wealth, even if that is outside of the resource phase. An ongoing resource gain would be reflected in your income during each turn and you would gain those resources each turn during the resource phase.

Paying Upkeeps

Almost everything in a noble’s realm has upkeeps that must be paid each round or their lands will suffer. The way this typically looks is a noble’s Realm Points income will be negative AND their Vault will be out of Realm Points. Alternatively, a ruler may have a negative food income and their food stores value will be at 0. If either of these events happens, a noble must bring their income in Realm Points of food from negative to positive by taking one of the following actions:

  1. Do not pay taxes (Realm Points)
    10% Realm Points income is paid to your liege. The tax rate is adjustable at your Lord’s discretion, but starts at 10%. Not paying your taxes won’t have an immediate effect but will be noted by your lord and will likely result in letters, visits from tax collectors, and even possible martial retaliation.
  2. Reduce Military units (Realm Points).
    Each unit has a specific upkeep cost and some factions have discounts on specific unit types. Armies who have units may be forcibly disbanded and the ruler gains -3 Happiness for each unit that disbanded that way. Click here for details on armies.
  3. Reduce Retainers (Realm Points).
    Retainer upkeep each turn is fixed based on their rank. Players be may dismiss their retainer at a cost of -2 Happiness per Rank for each Retainer that disbanded that way. An NPC Retainer who disbands this way cannot be recruited again in the Civics Phase. Armies who lose a Retainer (PC or NPC) leader can no longer spend Military Actions until a new Retainer is found to lead them. Click here for Retainers details.
  4. Destroy Buildings (Realm Points).
    Basic Buildings cost 1 Realm Point per turn to maintain in good working order. A ruler may elect to destroy a building to remove its upkeep each round. That building can be rebuilt in later rounds for its standard resource and civic action cost. Click here for Building details.
  5. Pay Upkeep on Trade Routes (Realm Points).
    Trade Routes cost varying amounts of resources to maintain depending on level. If a ruler disbands a trade route it will fail and result in -3 Commerce. Trade Routes can be reestablished in later turns if all costs are paid again. Click here for Trade Route details.
  6. Pay Food Upkeep on Population. (Food)
    Population requires 1 food for every 10 Population, rounded up (for example, 30 Population would require 3 food; 43 Population would require 5 food). If you can’t pay the upkeep on your Population, you gain -1 POP and -1 Happiness for every food you can’t pay as the people in your land die from starvation. Click here for Population details.
  7. Pay Food Upkeep on Military (Food)
    Each unit has a specific food upkeep. A ruler can elect to disband army units to move food income out of the negative. They gain -1 Happiness and -2 Realm Points for every unit that disbands.

Game Currencies

Wealth

Wealth is the physical amount of resources in your stores and it is directly impacted and adjusted by your income. Think of it as a pool of resources and coin and each turn you either add resources or subtract resources from it in the amounts listed under your income. Your wealth consists of the following resources:

Realm Points (RP) – Your wealth in coin, resources, and other valuables.
Influence – The sway you hold over your people, others, and the realm.
Stone – A basic resource for construction.
Wood – A basic resource for construction.
Iron – A basic resource for construction.
Food – Food for your people. Can represent any food staple (wheat, meat, grain).
Realm Points

All currency in the world system for Eldritch is represented by a meta-currency known as Realm Points. Realm Points are a combination of coin, goods, and other resources that can be used by noble rulers to grow their land, pay their taxes, and support their troops. The Realm Point is considered a meta currency and players are welcome to talk about exchanging goods and even coin but should try to avoid using the term ‘Realm Points’ in actual role play. We have specifically left Realm Point equivalent values of gold and other resources deliberately obscure and players are welcome to indicate an exchange of coin or goods in any way they feel is best.

Realm Points

All currency in the world system for Eldritch is represented by a meta-currency known as Realm Points. Realm Points are a combination of coin, goods, and other resources that can be used by noble rulers to grow their land, pay their taxes, and support their troops. The Realm Point is considered a meta currency and players are welcome to talk about exchanging goods and even coin but should try to avoid using the term ‘Realm Points’ in actual role play. We have specifically left Realm Point equivalent values of gold and other resources deliberately obscure and players are welcome to indicate an exchange of coin or goods in any way they feel is best.

Reputation

Reputation is your standing among certain factions and your people. It is how you are regarded as a ruler and can have a significant impact on your realm. Let your Reputation fall too low in an area and you will begin to suffer negative effects. Reputation is the currency of event cards and is used to buy these items, which can provide both positive and negative effects on your realm.

Reputation scores are:

Happiness – The overall satisfaction of the people who reside on your realm.
Inspiration – How hopeful your people are concerning the present and future.
Commerce – The health of the trade and commerce in your realm.
Order – How stable your realm is overall and how strong your control over it is.

Negative Reputation

If at any time any of your reputations drop below -10, each turn, during the events phase, a random negative event card of that reputation type will be played against your realm. This is meant to represent the fact that your realm has such low standing in that area that random misfortunes will begin to befall it. This will continue until that reputation climbs above -10.

Population

This represents how many people you have living in your territory. It’s a score that starts at 5 in the first round of the World System. Each point of Population represents 10 people. This can be raised and lowered and directly impacts your income as they generate income for you in the form of taxes. They require an upkeep in food to be kept alive, so you must feed them or they will die.

Population Assignment

All Population gains need to be assigned to a territory that the ruler controls and will be divided evenly (when possible) between territories with any remainders being placed in the territory of the ruler’s choice. A territory must have at least 1 population in it to produce income of any kind from its buildings. There is no cap on the total Population that can be placed in a ruler’s territory.

Influence

Influence is the currency of power. Call it political clout, bribes, favors, friendships, or threats, it is the way by which nobles of the realm project their power. It can be acquired by several means including Retainers, Buildings, and the noble’s own abilities. It is primarily useful in moving a noble’s own reputations with others in the world up or down, or doing the same to an ally or rival. It can also be used to promote Retainers to a higher rank. This stat is also a meta-currency which can be present as chits at the on-site physical Eldritch LARP. Influence can be taken out of the world system and moved into the physical game to be used for RP, promotions, bribes, and the like, but once it is taken out, it cannot be put back in once again unless it is by a player modifying a noble house’s reputation with the Influential skill. Any Influence chits at the game site are considered ‘meta currency’ and cannot be stolen by other players. If a player runs across unattended Influence chits they should return them to the LARP game center as soon as possible.

Note: All Influence changes are considered ‘silent’ actions. So, reducing a noble’s influence score would not result in that noble being immediately told that you were the responsible party. It would be reflected that the reputation had been attacked, but the source would not be evident without them doing some manner of social engineering to uncover it from among the players.

Influence can be acquired in several ways:

  1. Some buildings can generate Influence every round.
    This is to represent showing your power to the world through edifices and places to broker power.
  2. Using a Free Action, you can trade Realm Points for Influence at the rate of 2 Realm Points for every 1 point of Influence to a maximum of the player’s Influential skill.
    This is to represent that resources and wealth can acquire friends and power.
  3. Nobles can generate Influence.
    Nobles who have purchased the appropriate skill from their Profession template can generate additional Influence for their fief(s).
  4. Some noble lores gain bonuses to Influence each round.
    Noble lore represents a noble’s training, political alignment and expertise. Certain lores can generate extra Influence per turn for free.
  5. Events Cards can provide Influence.
    Event cards are available for purchase with reputation and can provide an influence boost.
  6. Influence increases can be researched with research points.
    Certain research trees provide an opportunity to research increased influence gain for research points.
  7. Victory in combat against a foe on the battlefield will yield an amount of Influence.
    This represents the glory attained when your armies are victorious in battle. Note that losing a battle costs you Influence as others question your capability to rule your realm.

Influence can be spent in the World System in several ways:

  1. Spend 1 Influence to get 1 Reputation. (Free Action)
    Anyone who rules a realm and has reputation can spend Influence to buy reputation gains for their realm at a rate of 1 Influence for 1 gain of reputation. Players can only spend as much Influence on Reputation changes per turn as they have Influential skill on their character sheet. Some abilities may allow a noble to spend additional Influence in this way.
  2. Spend 1 Influence to lower the Reputation of an opposing ruler by 1. (Free Action)
    Anyone who rules a realm can spend Influence to lower a reputation score of a ruler they choose by 1 point for 1 Influence. Players can only spend as much Influence on reputation changes per turn as they have Influential skill. Some abilities may allow a noble to spend additional Influence in this way.
  3. Spend 1 Influence to raise the Reputation of an opposing ruler by 1. (Free Action)
    Anyone who rules a realm can spend Influence to raise a Reputation score of a ruler they choose by 1 point for 1 Influence. Players can only spend as much Influence on Reputation changes per turn as they have Influential skill. Some abilities may allow a noble to spend additional Influence in this way.
  4. Spend Influence to purchase Rank for an PC/NPC Retainer you control. (Free Action)
    Influence is used by rulers of realms to purchase Rank for characters in organizations, be they PCs or NPCs. The only limitation on this power is that a PC or NPC can only be promoted once between physical on-site games (generally every 3 World System turns).

Notes:

  • Influence from option #1 above can only be acquired by those who are a designated ruler realm and have Settlements under their control in the World System.
  • Influence purchased through Realm Points cannot be then changed back to Realm Points again unless a skill or power specifically says that it can; it is a one-time purchase of power.

Influence at On-Site games

At check-in for on-site Eldritch events, noble rulers of a realm may remove any amount of Influence from their influence banks and turn them into physical influence markers. The prop is intended to make Influence easy to trade and track. Though the Influence prop is a physical item, what it represents is not physical; it is actual power, clout, or favors that your character can offer. Characters are free to role-play the manner of their influence or are free to simply hand wave that an event happens due to it being used. Characters can freely trade any Influence they have to other players and use it on-site. Influence props are not actual in-game items and cannot be stolen from dead or injured characters. Once Influence is turned into a physical prop it can only be used in one of the ways outlined below and cannot be returned to a player’s Influence bank in the world system.

Influence can be acquired in the on-site game in several ways:

  1. You are a noble ruler of a realm.
    All rulers of realms can withdraw any amount of Influence from their realm bank at the start of game.
  2. Nobles can purchase a skill that allows them to convert gold dragon coins into influence markers.
    This is to represent that coin can acquire you friends and power. This is performed at game check-in.
  3. Special effects or ongoing events during the game can grant someone Influence.
    For example, a particularly devastating defeat of a rival in an on-site battle or heroic act of valor. Influence can also be gained by winning tournaments or being publicly recognized or rewarded by a powerful NPC figure that can grant such a gift.
  4. Players can donate their physical Influence currency to anyone of their choosing.
    Players can trade the physical Influence props however they wish to other players with no restrictions. This Influence can then be used by the player for any action which requires that they spend Influence.
  5. Skills of some Professions can generate Influence.
    This is to represent that you personally have more skill and acumen at developing personal power.

Influence can be spent in on-site games in several ways:

  1. Spend 1 Influence to lower the Reputation of a ruler of your choice by 1.
    Players with the influential skill can use their Influence to lower a Reputation score of a ruler they choose by 1 point for 1 Influence. They can only spend as much Influence per game as they have Influential skill.
  2. Spend 1 Influence to raise the Reputation of a ruler of your choice by 1.
    Players with the influential skill can use their Influence to raise a Reputation score of a ruler they choose by 1 for 1 Influence. They can only spend as much Influence per game as they have Influential skill.
  3. Spend Influence to purchase Rank in an order or organization.
    This is designed for a player to be promoted to a rank within an in-game faction, on-site at the game. Each rank requires an influence investiture that is a one-time spend by the character who wishes to purchase that rank. This Influence expenditure may come from the player themselves OR someone who spends the Influence on their behalf. The only limitation is that one player must make the full expenditure of required Influence. In addition, to be promoted they must have a higher-ranking member of their faction (Fayne, Apotheca, Veil, Aurorym, or Cirque) OR a noble (Knights) to whom they have sworn fealty, to recognize that advancement. If they do not have someone who approves their advancement or the advancement is denied by a leader the Influence is not lost, but cannot be spent in this manner. A player cannot be promoted on-site with Influence if they have already been promoted in the World System since the last on-site game.
  4. Spend Influence to gain Gold.
    Some Professions can turn Influence into coin and that is noted under their skills.

Notes:
Anyone who plays Eldritch and has the Influential skill can spend Influence as per option #1 and #2. They must spend that Influence as outlined in the skill description.

A repository will be made available at the on-site game for players to put Influence spends for option #1 and #2 above. These changes will not be made immediately but will be reflected before the next turn of the World System game following the on-site game they are submitted.

Gameplay Systems

“The Rule of 0”

Non-income values in the World System can’t go into negative numbers. If a non-income value would ever be reduced to 0, it cannot go lower than 0 but will remain at 0 until given positive income.

Retainers

No lord or lady can win the battle for the Annwyn alone. They must recruit to them a retinue of brave and capable Retainers who can help them run their land, lead their armies, and engage their rivals. Retainers can either be hired as NPC units that are under the total control of the ruler or as PCs who lend their actions to support a ruler. If a PC is a Retainer in the service of a ruler in the World System they must indicate to staff via email that they are in that service. This can change as a PC changes allegiances, but such changes will not go into effect until the player notifies staff via email of their desire to change and to which faction (or to remove their services from the World Game entirely, for the time being). The following Retainers can be hired by a ruler:

Magister +1 each Resource AND +2 Tough (+1 Resource, +1 Tough per level)
Knight +1 ATK AND +1 ARM AND -3 Army Upkeep (+1 ATK, +1 ARM, -1 Army Upkeep per level)
Priest +1 Happiness AND +1 Inspiration AND -1 Corruption (+1 Happiness, +1 Inspiration per level)
Craftsman +4 Realm Points AND +1 Commerce (+1 RP, +1 Commerce per level)
Fayne +1 Influence AND -3 Retainer Upkeep (+1 Influence, -1 Retainer Upkeep per level)
Sheriff +1 Inspiration AND -3 Army Upkeep (+1 Inspiration, -1 Army Upkeep per level)
Chamberlain +1 Order AND +1 Commerce AND -1 to Promote (+1 Order, +1 Commerce per level)
Castellan +1 Order AND -3 Building Upkeep (+1 Order, -1 Building Upkeep per level)

Note: Only one Castellan and Sheriff retainer can be hired per territory owned.

The number of Retainers that a ruler can have in their employ is indicated by the Sovereignty chart above. Some lores and research can also increase the amount of available retainers. Retainers can be hired at any time as long as the ruler is willing to pay the Civic Action and the Influence.  Retainers can then be promoted during the Influence phase with the required Influence expenditure. The only Retainers who are available for hire are those of Rank 1. A ruler must hire an NPC Retainer at Rank 1 and promote them in rank if they wish them to be higher level. For example, a ruler cannot immediately engage the services of a Rank 3 NPC Knight but can hire a Rank 1 Knight and promote them to Rank 3 if they have the appropriate amount of Influence to do so. This rule does not apply to PCs. If a Rank 3 player knight is looking for work a ruler may employ them and immediately start gaining the benefits of their rank and talents.

PC Retainers can also be promoted on site and can also earn their own Influence.  Retainers have upkeep each turn in Realm Points. PC Retainers will be paid a wage from those Realm Points each physical game at check-in with no action needed by the noble. A Retainer who is unpaid immediately disbands and the Lord or Lady takes a Happiness reduction for each rank of that Retainer. An NPC Retainer cannot be rehired again once they are lost, due to the disrespect of not being paid. PC retainers are disbanded if they are not paid but they may be employed again by the noble if they can pay the civic actions and afford their monthly salary.

It is also noteworthy to mention that a random and limited pool of NPC retainers will be available to choose from. That pool may or may not have the specific Retainer a noble is looking for and one may not be available for some time. The current list of retainers who are looking for work will be made available to all noble rulers so they will be aware what hiring options they have.

The following costs apply to retainers in a noble’s employment. PC retainers cost 0 influence to hire, but still cost 1 civic action. Promotion costs remain the same for both PCs and NPCs.

Basic Retainers
Upkeep Cost Hire Actions Hire Influence Promotion (Influence)
Rank 1 2 RP / Turn 1 5 0
Rank 2 3 RP / Turn N/A N/A 15
Rank 3 4 RP / Turn N/A N/A 30
Rank 4 5 RP / Turn N/A N/A 60
Rank 5 6 RP / Turn N/A N/A 120

Multiple Roles

Certain Retainers, be they PC or NPC, can play multiple roles as outlined in the chart below:

Retainer Type Requires
Magister Magister
Fayne Morai Fayne
Knight Knight
Sheriff Knight, Hexen, Gentry, Commonfolk
Castellan Knight, Magister, Gentry, Commonfolk (rare)
Craftsman Cirque, Any w/ Level 1 Craft Skill
Priest Auron
Chamberlain Fayne, Magister, Gentry, Commonfolk (rare)

All ranks earned in a Retainer role are independent and an NPC or a PC can have multiple possible roles in the World System. The second role a retainer acquires always must be paid for as though the retainer is being hired new. At that point, the NPC or PC gains the second role at Rank 1 if they qualify on the above chart. The NPC or PC may advance in either of those roles, but all costs must be paid separately, and the NPC or PC may only be assigned one role at a time. That NPC or PC may change roles from turn to turn, but each they make the change it costs the same investment as hiring a new Rank 1 retainer (1 Civic Action and 5 Influence).

For example, if a player starts play as a Knight retainer at Rank 1, the ruler may pay 1 Civic Action and 5 Influence to have them become a Rank 1 Sheriff as well. If the player wants to advance in either of these roles, the Influence costs must be paid separately. If the ruler wants to switch between those roles, they can do so by paying 1 Civic Action and 5 Influence during the Civic Phase. Note that these costs cannot be paid by the actual player, only by the ruler.

Noble Retainers

When a noble takes over a territory and has enough Sovereignty to establish a settlement, they must also place a ruler in charge. Only a player character can take this role and they must meet all the qualifications set forth below under Knight Houses and Noble Houses. They also must pay a one-time influence spend to grant a portion of their Sovereignty to the noble so that they may rule on behalf of their liege. Without a noble or knight noble to rule a territory, a ruler cannot establish a settlement and they cannot collect any kinds of resources from that newly acquired land.

Nobles do count as retainers against a noble’s total retainers. The only difference is that they do not rank up and they have a fixed monthly upkeep of 6 RP. Astute observers will also notice that they subtract Sovereignty from a noble’s monthly income as that ruler takes a portion of their liege’s authority. It is a delicate balance; retaining one’s own power and distributing authority to others.

Lesser Noble +1 Civic Action, +1 Influence, +1 Happiness, -4 Building Upkeep, -1 Sovereignty
Knight Noble +1 Military Action, +1 Influence, +1 Order, -4 Army Upkeep, -1 Sovereignty

Lesser Noble Houses

Sometimes called Lesser Nobility, this Retainer is most often drawn from the ranks of the Gentry. It is possible for a noble lord who owns more than one territory to promote Gentry to a landed noble. When a Gentry is promoted to a Lesser Noble, they earn the right to choose a name for their House – this is typically their family surname, unless their surname is that of an already existing House. They can create and display Heraldry and earn the right to be called ‘Lord’ or ‘Lady’ rather than ‘The Honorable’. Lesser nobles can accept Oaths of Fealty from others, including Retainers who are in your employ. In the World System, these Retainers are sworn to the Lesser noble but mechanically the actions are donated to the overall ruler of the realm.

The requirements of a promotion of this retainer are:

  • The candidate is generally expected to be gentry caste (though exceptions happen)
  • You have a free land territory to assign the noble to rule
  • You have the requisite amount of Sovereignty to settle the land
  • You have an empty Retainer slot
  • Spend 10 Influence
  • Grant the noble at least three units of your army to form their defensive force

A newly appointed noble is expected to honor their Oath of Fealty, fight faithfully for their liege and provide their troops when called. Despite this, lesser nobles are very often the next in line to become a ruler of a realm and it is not uncommon for scheming and betrayal to happen in their ranks. It is rare, but not unheard of for these lesser nobles to break their Oath to a liege and after amassing their own influence and allies, attempt to take their title. (Click here to see details on Revolt).

Note:

  • Only PC players can be nominated to be Vassal Lords. NPCs cannot assume this role.

Knight Houses

Sometimes referred to as Landed Knights, Knight nobles are Knights who have been raised from the rank of a fighting warrior to nobility. All knights are entitled under law to take heraldry and once they have been promoted to a Knight Lord, this heraldry becomes the symbol of their house.

The Knight is now entitled to be called by the honorific ‘Lord’ or ‘Lady’ instead of ‘Ser’. Once a Knight Lord is promoted they should choose a name for their House – typically their surname, unless their surname is that of an already existing House. Their Heraldry becomes their House device. Knight Lords can lead armies and take Oaths of Fealty, even from your own Retainers.

The requirements of a promotion of a Knight Lord are:

  • The Knight noble must already be a Knight
  • You have a free land territory to assign the noble to rule
  • You have the requisite amount of Sovereignty to settle the land
  • You have an empty Retainer slot
  • Spend 10 Influence
  • Grant the noble at least three units of your army to form their defensive force

A newly appointed noble is expected to honor their Oath of Fealty, fight faithfully for their liege and provide their troops when called. Due to their military training and knightly oaths it is less common but not unheard of for these knight nobles to break their Oath to a liege and after amassing their own influence and allies, attempt to take their title. (Click here to see details on Revolt).

Note:

  • Only PC players can be nominated to be Knight Lords. NPCs cannot assume this role.

Buildings

Buildings are the foundation upon which any ruler builds their realm. They provide many benefits from increasing actions to providing troops to giving income. Outlined below are details on Buildings in the World System. Buildings can be built in any territory if two conditions have been met:

  1. The territory must be cleared of any Encounters.
  2. The ruler must have the proper amount of Sovereignty to establish control over another territory.
  3. A Settlement controlled by the person who wishes to build on that territory has been constructed.

Building Rules:

  1. Only one Resource Building per resource type may be constructed on a territory. The maximum Building level is the resource value of that territory. For example, if a territory has Iron II on it, a ruler may build up to one Level II Mine on it . (Click here to see details on Resources).
  2. Only 1 Building per building type may be constructed on the territory.
  3. Some buildings have specific restrictions that indicate only one of that building type can be built per realm. This means that once that building is constructed in a territory, no other buildings of that type can be built by the ruler in any other territory they own.
  4. All non-resource Buildings are assumed to be constructed within the actual walls of the Settlement itself. Resource Buildings are likely afield at the locations of those resources.
  5. Buildings can only be built in each territory by the owner of the Settlement in that territory.
  6. More than one Settlement cannot be built in each territory.
  7. Settlements can only change hands with Siege and Occupy Military Actions.
  8. Once a successful Occupy action has been completed, ownership transfers to that person and they get control of all Buildings, including any resource producing Buildings.
  9. A ruler can only own as many territories and settlements as their Sovereignty allows.

Consulates & Embassies

Consulates are special buildings for the politics technology tree. One consulate may be built per type, per territory, per realm. So, this means that if a ruler has two territories, they can have two consulates, each a different type. The consulate building enables a player to trade the noted reputation to an ally player as a free action, in the amount indicated by the level of the building. All consulates grant less overall benefit than other unique technology tree buildings, but it is assumed that a player in the politics tree will make 2 or even 3 consulates in their realm.

The embassy, once constructed, will automatically enhance the output of all your consulates, making them give more reputation and enable the player to trade more reputation to allies.

Settlements

Settlements are the hubs of civilization in an otherwise dangerous wilderness. To build any construction on a territory, a ruler must first build a Settlement there. Once they do, they can now build any Buildings permitted by that level of Settlement. Settlement advancement allows for a ruler to upgrade their Buildings to the next level. A Settlement only unlocks builds for the territory that it is on, not for a ruler’s entire realm. Only one Settlement can be built on a given territory and then once it’s built, only one Building of any type can be made. Once a player builds a Settlement on a territory, no ruler can build a Settlement or Buildings there. An opposing ruler can attack and occupy a city on that territory to gain control of that region.

Sovereignty

Sovereignty is a special score that is only possessed by rulers of a territory. Sovereignty is a score that is increased through settlements alone. Players may be given additional opportunity though plot at on-site games to gain additional Sovereignty points. It allows, primarily, for two things – increased number of Retainers and the amount of territories a ruler can have in their control.

 

Sovereignty Max Territories Max Retainers
0 1 2
14 1 3
24 2 4
40 2 5
54 3 6
70 3 7
85 3 8

Gathering Resources

All territories in the Annwyn have scores on them from I-III for resources:

Food
Wood
Stone
Iron

These scores can be uncovered for a territory by scouting the parcel (see information on Scouting). If the territory has a Settlement on it, the player who controls that Settlement may now build nodes to gather the resources there, per the Building rules. Resources may not be gathered from a parcel that has no Settlement on it. A resource node’s maximum level can be determined by the score on the territory for that respective resource. For example, if a territory has Wood II, the player who controls that territory can build a single Mill up to Level II there. A resource node produces resources each turn automatically with no additional actions required.

Research

Research is an important resource that represents the accumulated knowledge and academic resources of your realm. It is used for three primary purposes to interact with the world system:

  • Research can be used as currency to purchase technology advancements in the technology tree. Advancements may have requirements of prior research unlocks.
  • When purchasing a research, both costs must be paid – the amount of research required in addition to the Realm Points. Inability to pay both costs means the research won’t be completed.

Tradecraft Technology Tree

The tradecraft technology tree is a neutral tree that can be used by anyone who unlocks it. The tree is unlocked by constructing the Workshop building. The tradecraft tree allows unlocks related to arming troops with better weapons, shields, armor, bows, as well as upgrading your siege weapons. This tree is unique in that it costs research points as well as raw resources to unlock technologies. These resources paid in lieu of realm points.

Diseases

If a realm is afflicted by a disease, the requirements to cure that disease will be revealed to the player. Generally, disease cures will require the player to have access to an Apothecarium of an appropriate level and then to spend some research. A disease will always have a negative effect that persists on your realm until it is cured and this varies depending on the disease type.

Curses

If a realm is afflicted by a curse, the requirements to cure that curse will be revealed to the player. Generally, curse cures will require the player to have access to a Chantry of an appropriate level and then to spend some research. A curse will always have a negative effect that persists on your realm until it is cured and this varies depending on the curse type.

Trade & Commerce

Trade is the commerce of the world. The exchange of goods and services that has existed for centuries in Arnesse. The Cirque has a huge hand in this, but nobles in the World System can trade with each other or with the Cirque in order to make coin or get things they could not otherwise acquire. Trade and commerce in the World System takes two forms: Trade Halls and Trade Routes.

Trade Hall – This is the building which facilitates trade in a realm. Upgrading your Trade Hall allows you to acquire lucrative Trade Routes and the residual income they provide.

Once a player has created a Trade Hall, they can choose to establish a Trade Route by paying the cost listed below:

Cost Maintain Yield
Trade Route 6 RP 3 RP per turn 5 RP per turn

A Trade Route is a steady source of low income but those who have chosen the trade technology tree can research perks that will cause the trade route to yield more wealth and benefits.

In addition to paying the cost listed above, the player must declare whom they are establishing the Trade Route with. Each Trade Route established, up to the maximum, must be with a different faction. Valid parties are any noble player in the game who is the lord/lady of a High House in the Annwyn, the Cirque, or any other canon noble house in the larger world. Trade Routes with any NPC organizations must be approved by staff. For example, a Trade Route could be established with House Aragon of the Annwyn or it could be established with House Aragon of Taliesin (with staff approval). This matters because the only way a player can trade resources with another player or world faction is via Trade Routes. A player can initiate a free trade action with any local faction with whom they have a Trade Route or a world trade with any faction with which they have a Trade Route.

Valid goods that can be moved along a Trade Route are:

  • Resources (Wood, Stone, Iron, Food)
  • Realm Points
  • In-game items (Armor, Weapons, Artificer Items)
  • Unopened in-game Lore
  • In-game herbs or crafting components

Trade Failure – Each time you make a trade, there is a percent (%) chance your trade will fail. If it fails, it is generally because the Trade Route was raided by bandits, a creature attacked, or bad weather caused an issue. This % failure can be decreased by research in the trade technology tree and even allying with certain trade factions. If your trade fails, the goods that were sent are gone and cannot be recovered. Trade failure applies to both local and world trades, though the chance of a world trade failing is considered higher because of the distance.

 

Local Trade World Trade
Base Failure % 25% 30%

Combat Systems

Scouting

Units with Scout gain a special ability they can use a scout action on territories they are located within. Units with Scout also can move locations without a Retainer accompanying them. For example, a unit of three Scouts can move to adjacent territories without a Retainer leading their force.

To successfully survey, units with the Scout ability must move into that territory. The ruler must then spend 1 Military Action. If the scouting action was successful, a scouting report will then come back to the ruler at the end of the turn the following information:

  1. If there are any Settlements in the territory and who owns them
  2. If there are any armies in the territory and generally the composition, size, and loyalty of the army
  3. The strength level of the encounter(s) in that territory (details about the nature of that threat will not be provided)
  4. The strength and content of any resource nodes in that territory
  5. Any other revealed and active hostile forces in the territory will also be revealed

A given unit of Scouts can only scout one territory per turn and they must be located within that territory. Any territory you control with a Settlement present is ‘revealed’ to you at all times.

Scouting Failure

In general, a scouting attempt cannot fail. If a unit with Scout is successfully able to move into a territory, they can perform a survey if 1 military action is spent. There are some rare terrain or encounter features that may cause a scout attempt to fail even if the unit can move into the territory.

Stealth

Stealth is a unique keyword that allows units to change the way they move Some units have Stealth as called out by their or unit type. Some research can allow units specified to gain Stealth.

For an army to retain its Stealth, all troop units in the army must also have Stealth. Retainers are not required to have Stealth to travel with a Stealthed unit. If a unit has Stealth, it can:

  1. Move unimpeded through any territory that contains any opposing player units. When a unit or army with Stealth enters a territory, it can choose to stop moving or pass through.
  2. Enter a territory that has not yet had its random encounter revealed. This can only be done by single unit with the Stealth keyword. That unit can remain in the territory and if that unit has Scout, it may do so as per the scouting rules above. The unit will impede progress if other non-allied units through that territory and can be attacked. The territory is now considered revealed to the owner of that unit and they will see any activity within.

It’s worth noting that Stealth only affects Movement. Once a unit stops moving, it is visible in all ways, to scouting, being revealed by an opposing player faction, and is also viable to be attacked. A single Stealth unit may remain in a territory who has not had its encounter resolved.

Stealth Failure

If a unit with Stealth enters a territory with an unresolved encounter score higher than its unit type, it will be considered revealed, and all members of the squad will be killed. This will not trigger the encounter or have any other negative repercussions Unfortunately, the ruler will not know if a territory will kill Stealth units until they have sent a unit in to find out what was there. The following chart outlines what unit type can safely enter what type of territory. The ruler will not be informed of the Encounter Level, but if a ruler sends a Scout into a territory and they do not return, it would be a safe assumption on that noble’s part that the encounter was higher than Level I.

Encounter Level Unit Type
Level I Scout
Level II Ranger
Level III Elite Unit
Level IV None

Blockade

Any ship can issue a Blockade action by moving into a sea zone adjacent to a noble’s seat of power and spending the military actions to do so. This Blockade action means that the ship(s) will actively attempt to slow or hamper that realm’s income and resource gain. If the ship(s) continue to execute the Blockade action each round, the Blockade effect will persist on that realm.

The effects of a Blockade are:

-10 % to a realm’s total Realm Point income.
-20% to a realm’s resource income (Wood, Stone, Food, Iron)
+20% Trade Failure (World & Local)
-2 Commerce Reputation
-2 Happiness Reputation

Blockades can only be initiated by medium and large ships. Light ships cannot blockade and a player may only be blockaded by one other player. Multiple players cannot blockade one player. A player may not initiate multiple blockades against a player in different sea zones at any time. A realm may only be under one Blockade effect at any given time and the effect does not stack.

A Blockade can be ended by destroying or driving off the offending ships or the party which is blockading agreeing to stop spending the military actions. Some research may offer a way for a player to cancel the effect of a Blockade by making a dice roll to defeat the actual actions. If a Blockade is lifted, the effect is immediately removed and the player can collect their income as normal.

Blockade Runner

This unique ability in the politics tree allows for a player to end a blockade by making a dice roll to interrupt it. A blockade lifted in this manner with a successful dice roll immediately removes the blockaded condition and all income at the end of the turn would be collected as normal.

The following conditions must be met for the player to make the dice roll:

  1. The player must be blockaded by another player.
  2. That player must have at least one ship in their army.
  3. The ship(s) must be present in the blockaded space when the roll is made.

Once the dice roll is made, the blockade may be broken or the dice roll may fail. The ship(s) may remain in the blockaded space and attempt another roll next turn but may come under attack. A ship may attempt a blockade run the turn it comes under attack, but if it is attacked and destroyed before the player attempting to run the blockade’s turn, the roll cannot be made. The ship(s) can of course, attempt to flee the naval battle, but this would force them out of the blockaded space and on their turn, they would not be in the zone to be able to make the roll.

Raids

An army in a territory that does not belong to them may elect to raid that territory under these conditions:

  1. The territory belongs to another player or opponent in the game. It does not matter the territory’s allegiance, only that it does not belong to the raiding player.
  2. The territory must contain a Settlement building.
  3. A raid can only be performed on a territory once per turn, regardless of how many units raid.

The raiding action cannot be resisted but there are some buildings that reduce the effectiveness of raiding.

Once the actions are spent, the raiding player can do one of two options:

Loot – This action will steal 2 Realm Points and 1d4 resources (wood, iron, food, stone) at random from that ruler. Those resources are surrendered immediately to the player who initiated the raid action.

Arson – This action will cause the ruler of the raided territory to lose -1 Civic Actions on the next turn. This results from various acts of destruction and sabotage that cause a slowdown in the realm.

For example, a player comes across an occupied territory that can generate Iron, Wood, and Food. They roll 1d4 for the raid and they roll a 3. They randomly steal 2 Realm Points and 3 Wood from the ruler of that land. The player who was raided must immediately deduct this amount from their wealth.

Raids are considered ‘silent’ attacks and the true nature of the raiding party will not be revealed to the player who initiated the raid. Players can uncover this fact through other means, such as social engineering and role-play, but mechanically it will not be revealed who was responsible.

Coastal Raids

Coastal raids are a special ability that is present on some ships which enables them to raid along a coastline. This is a unique form of raiding and does not always adhere to the above rules on raiding. Coastal raids can only be prevented by the presence of another ship or fleet from the opposing faction in the water territory from which the coastal raid is being attempted.

The following special rules apply to coastal raids:

  1. Ships with the coastal raid rule must have at least one military unit aboard to execute the raid.
  2. A territory may only be raided once a turn, regardless if that raid is a standard land raid or a coastal raid.
  3. Units who are raiding in a coastal raid are considered to have left the ship as part of the ship raid action and then return. The raiding units are not vulnerable to land attack but the ship can be attacked by another ship on the water and it will follow naval combat rules.
  4. Units which are doing coastal raids must be adjacent to the territory they wish to raid and must perform the coastal raid as their only action for a round for a raid to succeed.
  5. Both the Arson and the Loot option may be performed with a raiding ship.

Raids are considered ‘silent’ attacks and the true nature of the raiding party will not be revealed to the player who initiated the raid. Players can uncover this fact through other means, such as social engineering and role-play, but mechanically it will not be revealed who was responsible.

Watchtowers

Watchtowers in a territory can counter attempt to foil any type of raid or coastal raid on a territory. When a Raid is attempted on a territory, if a watchtower is present the raider must roll a 1d6. If the result is greater than the value on the watchtower, the Raid succeeds. If the die roll is lower than the defense value, the raid fails and nothing is acquired from the effort. Even if a raid fails it stills cost the attacker the Military Action to initiate it. This raid defense applies to all instances of raiding on a territory including Angry Mobs in Revolt and coastal raids from ships.

Encounters

Unexplored territories in the Annwyn have an Encounter score on them. This score can range anywhere from 1 to 4, with 1 being the weakest Encounter and 4 being the strongest. An unresolved Encounter score on a territory means that territory cannot be settled. Any army or unit who enters a territory with an Encounter score and does not have Stealth (Click here for description of Stealth), becomes impeded as it uncovers a hostile force that lurks in wait there. Once an Encounter has been triggered, two events will happen simultaneously on that same turn:

  1. Combat Encounter
  2. Champion Encounter

Encounter Strength

Each combat encounter within a territory will have a strength rating that a player can use to determine when and if they should engage that encounter. This strength rating is matched up against an army’s strength. If the army’s strength equals the strength of the encounter, then a player can reliably assume they have a good chance at victory, even if that victory is a costly one. If the strength of the encounter exceeds that of the player’s army, it can be assumed the player would be defeated. If an army’s strength exceeds the strength of the encounter in the territory, it is assumed that the player would not only win the encounter but do so more easily.

Combat Encounters

When a military force encounters hostile force a martial Encounter is triggered as part of the event and the threat will immediately engage in a battle with the army who triggered it. That battle must last at least one round, but the invading army is free to retreat to the nearest friendly territory and admit defeat the following round. The threat which appeared may move from the territory in which it was triggered depending on the nature of the threat. Any units trying to move through that territory without Stealth will be impeded and forced to fight at least one round of combat. These enemy units have no limits on how many times they can attack in a round and will attack all armies in the territory as long as they have strength to continue. If there are multiple armies from one faction in a territory the threat will attack a random one until it has won, lost, or the army has fled, and then repeat that with any additional armies until it is defeated. If more than one faction has an army in the territory it will attack each army on their Encounters phase until it has won, lost, or the army has fled the territory. If any army is attacked, this counts as the army’s fight for the turn and they cannot use Military Actions to engage in a fight again.

Notes:

  • Once an Encounter is triggered, the territory now has no Encounter score.
  • Note it is possible for a territory to regain an Encounter score via some effects. This will cause an encounter to trigger if there are units or buildings already within that territory.
  • A single Encounter score can only be resolved once, so a second player entering a territory while another player is resolving that Encounter does trigger it again.

Champion Encounters

All Encounter scores will also spawn one or more Champions. These are unique and powerful individuals that are the commanders and generals of enemy forces and represent a unique threat. Some of these Champions will have unique effects that will afflict your realm, or can even spawn a variety of curses or diseases to plague your people. Curses and diseases must be resolved using Research Points and the required Buildings. Champions are unique in that they cannot be resolved with a normal martial Encounter and armies, like a Combat Encounter. A ruler must hire a Hexen to deal with this Champion. Once the Champion is destroyed, any of its effects upon your land are removed, but any curses or diseases will remain. Some Champions spawn hostile enemy units which must also be defeated through standard Combat Encounters.

Hexen Bounties

Hexen are not kept on normal retainer like others. They are independent operators who are hired to do jobs and resolve specific natural and supernatural threats. When a Champion spawns, a Hexen can be hired and sent to attack that threat with a Civic Action. The Hexen will then attempt to track down and defeat the threat, either ending it or failing to do so and having to try again.

Hexen bounties cost a variable amount depending on the Hexen level in RP:

Rank 1 2 RP
Rank 2 3 RP
Rank 3 4 RP
Rank 4 5 RP
Rank 5 6 RP

Note this must be paid directly from a noble’s existing vault during the Civic Phase. The Hexen only take payments in coin and that coin must be available at the time that the service is rendered. Hexen PCs who taken on bounties will be paid at game check-in for each bounty they have completed in coin in an amount commensurate with the goods and services price sheet here.

Champion Stats

Champions can have a variety of different powers and abilities, depending on their type, but several stats are consistent across all of them – Identify, Detect, and Fight. These stats are key to each stage of the Hexen’s hunt to end this threat. Identify indicates how hard it is for a Hexen to find out more information about a Champion. Detect is how hard it is to track down and locate the Champion. Fight is simply how tough a Champion is in a fight and how hard it is to destroy.

Base Die Roll

Hexen roll a base die depending on their Hexen rank as follows:

Trainee 1d4
Hunter 1d6
Warden 1d8
Sentinel 1d10
Archon 2d6

The Hunt

  • First, a Hexen may attempt to find out more information about a Champion. They roll their base die and then can add +1 to the roll for each level of academics or bestiary they have. If the roll exceeds the Identify score that the Champion has on their stat block, then the Hexen will be able to gain access to that stat block to see their abilities.

Note: At this time, a Hexen may choose to break off the chase due to the fact that they find they cannot reasonably defeat the creature at this time. If they choose to encounter the creature again, they do not have to roll for identifying the threat again. They can share any of the information they gain on the threat with their fellows or friends. A new Civic Action needs to be spent to have the Hexen try again at a future date, however.

  • Next, a Hexen can attempt to track down the Champion. They roll their base die and then can add +1 to the roll for each level of track or beast lure they have. If the roll exceeds the Detect score that the Champion has on their stat block, then the Hexen has found the threat!

Note: If the Hexen fails to track the threat, they have failed to do so for the entire turn. The Civic Action is spent and another Civic Action would need to be spent in a future turn to try again.

  • Lastly the Hexen has to confront the Champion. They roll their base die and then can add +1 to the roll for each level of Master of Arms and Armaments of the Hallowed. If the roll exceeds the Fight score that the Champion has on their stat block, then it is defeated.

Champion Special Abilities

Champions can have a variety of special abilities that can widely impact how difficult a Hexen’s roll or the effects that can happen during the Hunt. Listed below are some of the special abilities:

 

Stealth -Champion level to Detect roll
Elusive -Champion level to Identify roll
Weakness -2x level from Fight roll unless immune
Paralyze -3x level from Fight roll unless immune
Fear -1x level from Fight roll unless immune
Tough Hexen die is considered one rank lower
Sleep No fight roll allowed unless immune
Unhallowed Armaments of the Hallowed required to defeat
Savage Permanent scar or injury if lose Fight or win by 3 or less
Command Must win 2 Fight rolls to defeat unless immune
Poison Gain a poison card on win or loss
Disease Gain a disease card on win or loss
Curse Gain a curse card on win or loss unless immune

Multiple Hexen

Hexen can pursue the same bounty independent from each other or they can pair up and work as a team. If they pair up, both Hexen take their best scores in each of the skills involved in the hunt. No more than two Hexen can pair up this way and both of them suffer the effects of this encounter equally. So if a disease card is given out, both Hexen are given the card. They also must split the bounty coin between them. Also, if only one of the Hexen is immune to an effect, the effect still applies to the encounter, and both Hexen will receive the effect. Both of them must be immune to the effect in order for it to cancel out the penalty. So while this is safer, it can be equally dangerous and less lucrative.

Corruption

Possibly the most dangerous score to any realm is Corruption. It represents how much of a hold darkness and the forces of evil have over your land. Everyone starts at 0 corruption, but triggering various Encounters, Events, and creatures can quickly change this as shadow begins to seep into the heart of your domain. There are various ways to offset this corruption, but most of them involve embracing the Aurorym and building hallowed structures. Corruption can never go negative. The effects of Corruption will become revealed once a player has crossed a fixed threshold.

Combat and Conflict

Armies

These are the lifeblood of any military and consist of one or more military units, led by a specific Retainer. Only Nobles, Knight Nobles, Knights, or Sheriffs can be the head of an army and allow them to move and attack. These retainers guide their actions and give them leadership. Armies are not required to have a retainer attached to them, but armies without retainers attached cannot utilize Military actions. They can defend and hold a territory as they block an enemy unit from doing anything aggressive, but they cannot take Military Actions of their own without a leader.

Unit Statistics

Fights between armies or threats are inevitable. Fortunately, resolution of those fights is both quick and easy. When you create an army, it makes a stat line that drives all the decisions about encounters. Each unit of the military has a set of stats. Those stats will be added up and create the full stats for an army. Those army stats will then be used to resolve conflicts between forces.

Here is a sample stat line:

ATK: +3, ARM: +3, SHLD: +3, RNG: +0, TOUGH: 3, MOVE: 3, MAX MOVE: 2

ATK – This is the unit’s Attack strength, how much damage it can cause.
ARM – This is the unit’s armor, how much melee damage it can reflect.
SHLD – This is a unit’s shielding, how much missile damage it can reflect.
RNG – This is a unit’s ranged damage, how much damage it can afflict from afar.
TOUGH – This is how much additional punishment the army can take before units start dying.
MOVE – This is a unit’s cost in Military Actions to move one territory
MAX MOVE – This is the max territories a unit can move in 1 turn

Movement

Each unit is assigned a Movement Value and a Maximum Movement. These are often different to represent that not all units move at the same speed. To determine how many Military Actions are required to move an army by one territory, one must calculate the average Movement Value (rounded up) of all the Movement Values of the units in the army. To determine the maximum number of territories that an army can move through during a turn, one must calculate the average of all its units Maximum Movement Values. This is meant to reflect that some units are more difficult to move quickly and over long distances than others. Generally lighter units can move faster than heavy units and those units which are mounted can move far faster and further than those on foot.

For example, an army consists of 3 footmen units, 2 bowmen units, and a light cavalry unit. The footmen have Movement 3 and Maximum Movement of 2, the bowmen have Movement 2 and Maximum Movement of 2, and the cavalry have Movement 2 and Maximum Movement of 3. The average of their Movement scores added and divided by the total units is 2.5, which is rounded up to 3. The slowest units in the army can only move a maximum of 2 territories, so the army takes 3 Military Actions to move and can move a max of 2 territories in a single turn.

When an army moves into a territory occupied by another army from another faction or a hostile army, unless the friendly army has the Stealth skill, it is considered to be impeded. This means the army stops once it enters a territory that has an opposing army. It can move no further on that turn.

On the next turn, armies in the same territory can attack each other, but if the defender elects to attack and the invader wins initiative and submits actions to move out of the territory, they escape. If the invader does not move or goes after the defender, the attack resolves as normal.

Siege Weapons

Siege weapons are difficult to transport and their movement values count double for costs on moving from one territory to another. Also, an army with a siege unit present in it can only move a maximum of 1 territory in a turn given the logistics of moving such an unwieldy object. Siege that is transported on a ship suffers no such penalties, but it also cannot be used in naval combat.

Combat Resolution

Here is a quick guide on how to resolve combat:

  • Phase 1: Ambush – Resolve units with Ambush (Countered by Hawkeye)
    Units are removed.
  • Phase 2: Special Effects – Any special effects are resolved.
    Units are removed.
  • Phase 3: Ranged – Resolve units with Ranged damage (Countered by SHLD)
    Units are removed.
  • Phase 4: Cavalry Charge – Resolve units with Cavalry Charge (Countered by Brace)
    Units are removed.
  • Phase 5: Melee – Units with Melee (ATK) deal their damage (Countered by ARM)
    Units are removed.

Combat Damage

Warcraft Dice

Battles can be won and lost on many factors. What the conflict die represents is a chance die that can determine which way the battle can swing. General morale, the weather, the terrain, and equipment possessed by the army are examples of factors that can influence a battle. It is rolled each round by the combatants and added to the attack and armor value of the armies involved. This Warcraft Die can be increased by a number of factors such as Research into warcraft skills and Events that give temporary combat bonuses.

Unless otherwise specified, armies roll a 1d4 for the Warcraft Die.

Warcraft Die Progression

The Warcraft Research Tree may allow additional bonuses to be added. Things such as ambush attacks, cavalry charge, or allow a faction’s armies to increase their overall Warcraft Die.

The Warcraft die progression is:

Die Roll +1 +1D2 +1D3 +1D4 +1d6 +1D8 +2D6 +2D8 +2D10 +2d12 +3d10 +6d6
Average +1 +1 +2 +2 +3 +4 +6 +8 +10 +12 +15 +18

Equipment Bonuses

Researching better weapons, armor, and shields for your army can make them more effective. Depending on the equipment you have unlocked with Research, your army adds bonuses to their stats. This bonus considers the number of troops in your army and is retained for the duration of combat. It not lost when the overall troop strength is heavily reduced in number.

Ambush

Certain units can take an opponent completely by surprise and deal melee or ranged damage in advance of all other damage. Units with Ambush will have a number next to Ambush that indicates the amount of damage it can cause to an army in advance of all other phases. Tally the total damage of all units who can Ambush; that is the damage dealt. As they are caught flat footed, armies who are attacked cannot block the damage but Tough can absorb the blow. Units killed by ambush are removed. Two armies with Ambush resolve the damage simultaneously.

Hawkeye

Both scout and bow units possess an ability to spot an ambush before it happens. For every 2 scout or bow units present in an army the attacking army’s Ambush damage is reduced by -1.

For example, 5 Scouts attack a force which has 4 Bowmen units. Normally their ambush damage would be 5, but because there are 4 bowman units the damage is reduced by 2.

Ranged Damage

Armies who have a ranged damage are assigned to deal damage in the ranged damage step. This is in advance of the melee step and is meant to represent the fact that bows are firing in the face of advancing troops. The ranged damage value is dealt directly to the unit in full unless the unit has a Shield Defense rating. If an army has a Shield Defense rating, they reduce the ranged damage value by that number. If the Ranged Damage value is reduced to zero, the army takes no damage. Armies that have no Shield Defense rating value take the full ranged damage value. Any units which are killed by ranged fire are removed from combat and no longer contribute. Opposing armies that both have Ranged Damage resolve their attacks on each other simultaneously. Ranged damage can only be dealt before the armies close to melee range.

For example, a unit of Innis archers fires at a line of advancing Richter soldiers. The archers have a ranged damage of 10. The advancing Richter soldiers have a Shield Defense rating of 5. The Richter troops would resolve 5 ranged damage against their army and then move to melee.

Additional Ranged Attacks & Friendly Fire

Ranged damage attacks can be repeated every round against an opponent’s army if the owner of the ranged units wishes to do so. They will attack with as many bowmen as are left alive. You must also resolve a ½ strength ranged attack against any non-ranged units that you have in the fight. This can result in lethal damage to those units and may kill off your own troops. This damage is resolved normally and may be soaked by SHLD and by toughness to avoid killing units.

For example, Ser Jamie has 5 footmen and 5 bowmen engaged against a foe’s 10 footmen. The bowmen are firing in the second round for 15 damage. Both groupings of footmen are out of toughness and will be able to soak the ranged attack with their SHLD. The enemy footmen have a SHLD of 10 and take 5 damage from the bowmen, killing 2 of them. Ser Jamie’s own troops only have a SHLD of 5 and take a ½ Ranged Damage attack from his own friendly fire. He deals 15/2, rounded up to 8, dealing 3 damage and killing one of Ser Jamie’s own footman units.

Cavalry Charge

Some units, specifically cavalry, deal damage to an enemy after the ranged phase, but before melee damage is resolved. This represents a charge’s impact on an infantry line. This damage cannot be mitigated by any defense value but can be reduced by the Set Against the Charge skill. Any units which are killed by Cavalry Charge are removed from combat and no longer contribute. Armies that both have Cavalry Charge resolve attacks on each other simultaneously.

Brace

Some units, specifically spearmen, cause units that Cavalry Charge to deal less damage. Brace reduces the damage in the Cavalry Charge attack phase by an amount determined on each individual spearman unit. For example, spearmen reduce Cavalry Charge by -1 damage per 2 spearmen units whereas heavy spearmen reduce it by -1 per heavy spearman unit.

For example, 2 cavalry units charge an army and are going to deal 4 Cavalry Charge damage. However, the defending army has 2 spearmen units among their ranks and basic Spearmen reduce Charge damage by -1 per spearmen unit. This reduces the total Cavalry Charge damage by -2. As a result, the defending army takes 2 damage instead of the full 4 damage.

Melee Damage

This is the conflict of troops fighting directly, face-to-face. When armies meet in combat, they assign they compare their total attack strength (ATK) versus the defending army’s armor value (ARM). If the attack strength exceeds the defending army’s armor value, the army is dealt that much damage. If an army’s attack strength does not exceed the defending army’s defensive strength, no damage is dealt to that army.

Combat Damage

When combat damage is assigned to an army, it is assigned directly to any Tough points that the army may have. Those are removed first and represent any resilience that the army has before troops start falling. After toughness is expended, the army starts taking damage and soldiers start dying. Units are killed only when enough damage is dealt that meets or exceeds their hit points. It is the defender’s choice as to what units get removed, but as soon as enough damage has been dealt to an army to remove any unit in that army, that unit must be removed. If the damage dealt is not great enough to remove any unit in the army, then no unit is removed.

For example, if an army consists of 3 footmen and 2 bowmen, it has a total of 3 tough. If that army sustains 4 damage, 3 of that is soaked by tough, but 1 goes through to the army. Since bowmen units have 1 HIT, the defender must choose to kill a bowman unit. If the army then sustains another 3 damage, the defender must kill a footman (2 HIT) and a bowman (1 HIT).

Note: Tough is not refreshed between rounds of combat unless a power specifically allows this to happen.

Killing Units

A unit who sustains all its hit points in damage in each combat is killed and removed from combat. Units who are killed are considered to have lost sufficient strength to fight and are disbanded as a force. When combat is finished, the unit will not longer be a part of the army. Units who are killed are immediately removed from combat and no longer contribute to the fight.

Shaken & Routed

If an army is reduced by ½ its units, it is shaken. Shaken armies attack at half their current ATK value. If an army drops to 25% strength, it is routed and flees the field of battle, utterly defeated.

Combat Victory

Combat continues until one of several conditions are met:

  1. One side surrenders and asks for mercy.
  2. One side is routed and flees to friendly territory due to a reduction in their force.
  3. One side elects to quit the field and retreat to a friendly territory.
  4. One side’s units are killed entirely.
  5. 3 rounds have passed and no unit has been killed is a draw.

These decisions are made between combat rounds only.

Units who ask for mercy and surrender are considered defeated and their army is disbanded. Any relevant Knights or Retainers are considered captured and are valid targets for ransom. Surrender can be rejected by the non-surrendering party, in which case, combat continues.

If one side is routed and flees, it must do so to a friendly territory and can only do so if it has enough Military Actions available. If it does not have enough actions to flee, the army must surrender. The army must retreat to an adjacent friendly territory and pass through no territories not owned by that player. If a friendly adjacent territory does not exist, the army must surrender.

If the army quits the field and attempts to retreat to a friendly territory it must also have Military Actions remaining to move there. If it does not have enough actions to flee, the army must surrender. The army must retreat to an adjacent friendly territory and pass through no territories not owned by that player. If a friendly adjacent territory does not exist the army must surrender.

Armies who are killed to a man are simply defeated and there are no additional rules. Any Knights or Retainers attached to that army are considered to be captured and are valid targets for ransom.

Victory Conditions

A combat victory is achieved by the faction which has the least units killed or routed. There are three types of victory conditions in a given battle: a narrow victory, a decisive victory, and a total victory.

Draw – The winning force eliminates less than 10% of their opponent’s units.
Narrow Victory – The winning force eliminates greater than 10% of their opponent’s units.
Victory – The winning force eliminates greater than 25% of their opponent’s units.
Decisive Victory – The winning force eliminates greater 50% of their opponent’s units.
Total Victory –  The winning force eliminates 75% or more of their opponent’s units.

Victory conditions net an immediate one-time bonus.

Draw – No Influence change
Narrow Victory/Defeat – Victor claims +1 Influence, Vanquished loses -1 Influence.
Victory/Defeat – Victor claims +2 Influence, Vanquished loses -2 Influence.
Decisive Victory/Defeat –  Victor claims +3 Influence, Vanquished loses -3 Influence.
Total Victory/Defeat –  Victor claims +4 Influence, Vanquished loses -4 Influence.

Siege Warfare

Settlements

Attacking a Settlement is more complicated that fighting a force in the field. They are often defended by tough walls and sometimes have defenses that can be breached only by siege weapons. However, in order to conquer a territory, the Settlement has to have been breached by a Siege and then occupied or destroyed by the attacker. If they are constructed, town walls have HIT that must be overcome during the attack. Only siege weapons like catapults and trebuchets reduce this HIT. Siege Weapons will do full damage to a Settlement and cannons will do double damage.

Settlements can also purchase garrisons which will enable the town to have an attack. This attack causes automatic damage to the attackers and while it can be resisted with Tough, it cannot be mitigated in any other way. This can make taking a town or castle very difficult if the attacker does not have sufficient siege weapons to make the attack on the structure a short one. Attacks during a Settlement Siege only happen once per turn to represent a protracted battle. It can take months of time and hundreds of troops to break a Siege from a well-defended town.

Level Wall HIT Garrison Damage
I 10 3
II 20 5
III 30 7

Once a Settlement has been defeated, the attackers are free to spend more actions to Raze or Occupy.

Castles

Castles are designed to be nigh impregnable fortresses strategically placed to hold key points and or intimidate the local populace into staying in line. Castles are extremely expensive to make, but have a number of substantial benefits that can prevent a territory from falling to the enemy.

Castles have several obvious benefits. The first is that as long as a Castle is in a territory, it can never be taken or occupied by an enemy force, even if they win and defeat the Settlement there. The Castle remains a thorn in the side enough that the enemy force can never truly take hold. An enemy would have to defeat your Castle and a Settlement to take that territory from you.

For all but the most determined attackers, this alone is enough to deter them. It also is a flat 25% reduction to Revolt when Revolt is rolled for – usually due to your Happiness score getting low. This can reduce a Revolt chance below 0%, which means that even if the people are unhappy and unrest is strong, they are too afraid to actually rise up against their realm ruler.

Castles are also incredibly tough. They can only truly be damaged by units with Siege or Cannon. They take half damage from Siege weapons and full damage from weapons marked as cannons.

A Castle’s toughness can mean that even a stronger attacker can take many turns to whittle down a Castle’s defenses. This is made worse by the fact that the Castle contains a garrison of troops and is dealing damage each turn to attackers. Castles don’t have an attack value but instead deal fixed damage to enemies depending on the Castle’s level. This damage is dealt to any attacking armies and bypasses their defense value. Tough can soak this damage, but it may not be avoided by any other means. A Castle’s toughness and damage they deal depends on its level.

Level Castle HIT Garrison Damage
I 30 6
II 40 8
III 50 10

Once a Castle has been reduced to 0 HIT, it is considered destroyed and no longer usable.

Attacks during a Castle Siege only happen once per turn to represent a protracted battle. It can take months of time and hundreds of troops to break a Siege from a well-defended Castle.

Raze

Once a Settlement has fallen to Siege, a victor can choose to raze the city of its valuables and destroy it. If they choose this option, they claim 20% of the defender’s Vault and 20% of all their resources. In addition, ½ of the Population in that parcel is killed – the rest flee to safety. All the Buildings and structures in that town are considered destroyed and no longer usable in the game. Razing a territory will cause the attacker to lose -10 Happiness reputation as well as -10 Order as their own people react to such a harsh and violent action against another territory. They will also gain an ongoing effect for the rest of the game called ‘the Butcher’ as they are now known for their cruelty. This will have negative effects but also generates some benefits.

Occupy

Once a Settlement has fallen to Siege, a victor can choose to seize the city for their own faction. Doing this simply requires that the victor spend the military points to Occupy the city. Once this is done, control of the Settlement, its Population, and any Buildings moves to the new ruler.

Since the ruler has just conquered a hostile city, the player takes a -5 Happiness penalty. The defending player who lost the territory removes it from their sheet and no longer has any access to these lands. A Settlement which has been lost can be attacked again and Occupied on the next turn. There is no limit on how often a ruler can gain or lose a territory in the game.

Note: Acquisition of this territory must follow the Sovereignty rules listed earlier in this document and the conqueror is still limited to the maximum settlements that their Sovereignty can support.

Ongoing Occupation

If the ruler is already at the maximum amount of territories for their sovereignty score, they can still spend the military actions to occupy the territory. This will not destroy any existing buildings but will deny their owner of the territory access to any of the resource generation or benefits. The occupier must maintain an active army in that territory as well as paying 5 Order, 5 Happiness, and 5 Influence to maintain the occupation from turn to turn. The occupation will fail if:

  • The occupier fails to pay this cost in any turn.
  • The occupier moves their army out of the territory.
  • The army of the occupier is defeated in combat.

If they lose control of the territory and must pay all the costs to occupy the territory again, which includes a siege of the settlement and spending the military actions to reinitiate the occupation.

Revolt

Certain things can cause revolt in a player’s realm. Usually this will take the form of a revolt rising in a territory. When this happens, the following events occur in the game:

  1. That province immediately stops producing any resources and you lose all the taxes gathered from that Population.
  2. All Buildings in the territory stop contributing any benefits to the territory and the realm.
  3. Rulers can no longer build in that territory.
  4. An angry mob forms consisting of ½ the parcel’s Population in peasant militia units. For example a parcel with a
  5. Population of 10 would spawn 5 hostile peasant militia units.
  6. The Angry Mob follows all the limitations of peasant militia and has 2 actions which it can use to:
    1. Move to another parcel.
    2. Fight another unit in its territory (See rules on Combat).
    3. Raid a province (See rules on Raiding).

The Angry mob is considered hostile for the purposes of Movement and will impede Movement unless the unit in question has Stealth. The angry mob can be defeated one of two ways:

  1. Use military force to put the mob down. If this happens, all the peasants involved are considered killed and you lose Population equal to the number of peasant militia units. Choosing this action will also net the ruler Happiness equal number of peasant militia as the show of military force puts fear enough into the populace to not try to revolt once again.
  2. The ruler can use political force and coin to attempt quell the rebellion. If the noble spends Influence equal to twice the number of peasant militia units, the mob will dissipate and go home. Choosing this action will also net the ruler Happiness equal to half the number of peasant militia units as the personal gravitas of the ruler, bribes, and threats keep people in line.

Revolt cannot happen on a territory that has no Population. If the result of a random roll is for a territory with no Population, roll again until a territory that actually contains Population is rolled.

Rebellion

It is possible for certain noble Retainers that are in the service of a ruler to betray the trust that has been placed in them and cause a great deal of trouble for that noble. This specifically applies to Knight Lords and Lesser Lords. No other Retainer type can perform this kind of action in the World System. As NPCs cannot assume these roles, this is only an action that a PC player perform.

In order to perform a Rebellion, the player who wishes to rebel must acquire 10 Influence via in-game props. This can be acquired by any means Influence is normally acquired: coin, being given it by another noble, or earning it through in-game actions. This assumes that the potential betrayer is quietly gathering resources and sowing dissent. Once the Influence is acquired, at any on-site game, the rebel lord pays 10 Influence to initiate an uprising in their home territory.

Some would-be betrayers would take this action alone, but many are courted by other Houses or powers that want to see a particular ruler fail. Much of the Influence for this action may come from another noble House who wishes to conquer that territory and not use their own forces.

As a result of this, the following occurs:

  1. The territory ruled by the rebel noble is immediately considered in Revolt with no roll needed (Click here to see the details on Revolt).
  2. The rebel lord has the option to incite an Angry Mob or not. It is their choice. The Angry Mob is not hostile to any of the rebel’s forces, but will attack the land as outlined in Revolt.
  3. Any troops the rebel noble directly commands also revolt with them. They can issue orders to those troops with any Military Actions generated by the territory and their own personal Military Actions. They can use these troops and Military Actions for any actions outlined in the Military Actions section (Click here for details on Military Actions).
  4. Any NPC Retainer units sworn to them automatically join their cause. PCs who are sworn to them can decide where they fall and if they go into revolt with their liege.

Some details about the process of rebellion:

  • The rebel is no longer considered to be a ruler mechanically in the World System. The player may claim they are and indeed if they have troops there, they practically are.
  • Territories in revolt don’t ‘operate’. They don’t provide any resources, can’t be built on, and the Buildings don’t yield any product, Reputation, and can’t be used to produce troops.
  • A rebel in revolt can use any armies they control to win the struggle and must resolve a conflict with their liege one way or another. Either they overthrow their liege and take that noble title, or they and their troops are defeated themselves and the rebellion fails.
  • All Retainers including nobles currently in revolt count against their liege’s overall Retainer total. This will weaken the overall pool of the liege if an important noble goes into open revolt. This is meant to represent that Retainers in general won’t flock to the side of a noble who has other Retainers who are in open revolt against their rule.

Resolving Rebellion

The Rebellion succeeds if:

  • The Liege Noble (Holder of the High House title) dies.
  • The rebellious lord is successful in invading,defeating, and occupying all of the Liege Lord’s Settlements and/or Castles. Even if the Liege Lord still lives, they are defeated.
  • The Liege Lord surrenders to the rebellious lord, ending the fight and declaring them victor.

The Rebellion fails if:

  • The Rebel Lord dies.
  • The Liege Lord enters and conquers the territory ruled by the Rebellious lord. This means occupying their Settlement and/or any Castles that may exist in that territory.
  • The Rebellious lord surrenders, ending the fight and declaring their liege the victor.

Obviously if the rebellion fails and the lord who started it still lives, the Liege Lord is likely to decide the fate of this rebel. The typical punishment for betrayal is death, so many rebel lords do not actually surrender and opt to flee the area or simply engage in a battle to the death.

There have been times when nobles in conflict choose to not battle but instead decide the control of land in a duel format. This is very rare, but has historical precedent and is legal under the King’s law. If a rebel lord is successful and they are able to take the seat of power from their Liege, the Lord Paragon must ultimately approve of this change. While it is rare for a Lord Paragon to object to a change in power, it is not unheard of for the conquering rebel lord to suffer some political price if their former liege was in favor of a Lady/Lord Paragon or the King.

Building Statistics

Basic Buildings (1 per Territory)
Name Level Civic Actions Wood Iron Stone Benefit
Mill
I 1 4 4 Wood
II 1 6 6 Wood
III 1 8 9 Wood
Mine
I 1 4 4 Iron
II 1 6 6 Iron
III 1 8 9 Iron
Quarry
I 1 4 4 Stone
II 1 6 6 Stone
III 1 8 9 Stone
Farm
I 1 4 4 Food
II 1 6 6 Food
III 1 8 9 Food
Settlement
I 1 6 6 6 Hamlet: +1 Civic Action, +1 Pop, +1 Sovereignty Tier I Buildings
II 2 6 6 6 Village: +1 Civic Action, +1 Pop, +1 Sovereignty, Tier II Buildings
III 3 6 6 6 Town: +1 Civic Action, +1 Pop, +1 Sovereignty, Tier III Buildings
Town Hall
I 1 4 4 4 +1 civic action, Free Action: Convert 1 Civic Action to 1 Population
II 2 4 4 4 +1 civic action, -3 Building Upkeep, Free Action: Convert 1 Civic Action to 1 Population
III 3 4 4 4 +1 civic action, -6 Building Upkeep, Free Action: Convert 1 Civic Action to 1 Population
Barracks
I 1 6 6 +1 Military Action
II 2 6 6 +1 Military Action, -3 Military Upkeep
III 3 6 6 +1 Military Action, -6 Military Upkeep
Shipyard
I 1 6 6 +1 Military Action
II 2 6 6 +1 Military Action, +1 Wood, +1 Stone, +1 Iron, +2 Realm Points
III 3 6 6 +1 Military Action, +2 Wood, +2 Stone, +2 Iron, +4 Realm Points
Wall
I 1 6 Settlement: 10 HIT
II 2 6 Settlement: 20 HIT
III 3 6 Settlement: 30 HIT
Garrison
I 1 2 2 2 Settlement: 3 Damage
II 2 2 2 2 Settlement: 5 Damage
III 3 2 2 2 Settlement: 7 Damage
Market
I 1 6 6 +4 Realm Points
II 2 6 6 +8 Realm Points
III 3 6 6 +12 Realm Points
Scriptorium
I 1 6 6 +2 Research
II 2 6 6 +4 Research
III 3 6 6 +6 Research
Granary
I 1 6 +1 Food Production
II 2 6 +2 Food Production
III 3 6 +3 Food Production
Watchtowers
I 1 4 4 3+ SUCCESS Raid, Coastal Raid, and Arson
II 2 4 4 4+ SUCCESS Raid, Coastal Raid, and Arson
III 3 4 4 5+ SUCCESS Raid, Coastal Raid, and Arson
Basic Tech Buildings (1 per Realm)
Trade Hall
I 1 6 6 +1 Trade Route
II 2 6 6 +2 Trade Route
III 3 6 6 +3 Trade Route
Workshop
I 1 6 6 Level I Tradecraft research
II 2 6 6 Level II Tradecraft Research
III 3 6 6 Level III Tradecraft Research
Statuary
Military Only I 1 8 8 -4 Military Upkeep, +1 Inspiration
II 2 8 8 -6 Military Upkeep, +2 Inspiration
III 3 8 8 -8 Military Upkeep, +3 Inspiration
Training Grounds
Military Only I 1 6 6 Free Action: Convert 1 Military Action to 1 Civic Action
II 2 6 6 Free Action: Convert up to 2 Military Actions to 2 Civic Actions
III 3 6 6 Free Action: Convert up to 3 Military Actions to 3 Civic Actions
Roads
Trade Only I 1 8 8 +4 Realm Points, +1 Commerce
II 2 8 8 +6 Realm Points, +2 Commerce
III 3 8 8 +8 Realm Points, +3 Commerce
Exchange
Trade Only I 1 6 6 Free Action: Convert 6 Realm Points to 1 Civic/Military Action
II 2 6 6 Free Action: Convert up to 12 (6 each) Realm Points to 2 Civic/Military Actions
III 3 6 6 Free Action: Convert up to 18 (6 each) Realm Points to 3 Civic/Military Actions
Tavern
Politics Only I 1 6 6 Free Action: Convert 3 of any one Reputation to 1 Civic/Military Action
II 2 6 6 Free Action: Convert up to 6 (3 each) of any one Reputation to 2 Civic/Military Actions
III 3 6 6 Free Action: Convert up to 9 (3 each) of any one Reputation to 3 Civic/Military Actions
Manor
Rulership Only I 1 8 8 +2 Influence, +1 Order
II 2 8 8 +3 Influence, +2 Order
III 3 8 8 +4 Influence, +3 Order
Great Hall
Rulership Only I 1 6 6 Free Action: Convert 3 Influence to 1 Civic/Military Action
II 2 6 6 Free Action: Convert up to 6 Influence (3 each) to 2 Civic/Military Actions
III 3 6 6 Free Action: Convert up to 9 Influence (3 each) to 3 Civic/Military Actions
Consulates (Special – 1 per Territory)
Consulate (Trade)
Politics Only I 1 6 6 +1 Commerce, +2 RP, Free Action: Trade up to 3 Commerce Reputation an ally faction.
II 2 6 6 +2 Commerce, +2 RP, Free Action: Trade up to 4 Commerce Reputation to an ally faction.
III 3 6 6 +3 Commerce, +2 RP, Free Action: Trade up to 5 Commerce Reputation to an ally faction.
Consulate (Rulership)
Politics Only I 1 6 6 +1 Order, +1 Influence, Free Action: Trade up to 3 Order Reputation to an ally faction.
II 2 6 6 +2 Order, +1 Influence, Free Action: Trade up to 4 Order Reputation to an ally faction.
III 3 6 6 +3 Order, +1 Influence, Free Action: Trade up to 5 Order Reputation to an ally faction.
Consulate (Military)
Politics Only I 1 6 6 +1 Inspiration, -2 Army Upkeep, Free Action: Trade up to 3 Inspiration Reputation to an ally faction.
II 2 6 6 +2 Inspiration, -2 Army Upkeep, Free Action: Trade up to 4 Inspiration Reputation to an ally faction.
III 3 6 6 +3 Inspiration, -2 Army Upkeep, Free Action: Trade up to 5 Inspiration Reputation to an ally faction.
Consulate (Politics)
Politics Only I 1 6 6 +1 Happiness, -2 Building Upkeep, Free Action: Trade up to 3 Happiness Reputation to an ally faction.
II 2 6 6 +2 Happiness, -2 Building Upkeep, Free Action: Trade up to 4 Happiness Reputation to an ally faction.
III 3 6 6 +3 Happiness, -2 Building Upkeep, Free Action: Trade up to 5 Happiness Reputation to an ally faction.
Advanced Buildings (1 per Realm)
Name Level Civic Actions Wood Iron Stone Benefit
Academy
I 2 8 8 +2 Research
II 3 8 8 +4 Research
III 4 8 8 +6 Research
Shrine
I 2 8 8 -1 Corruption per turn
II 3 8 8 -2 Corruption per turn
III 4 8 8 -3 Corruption per turn
Chantry
I 2 8 8 Research Curse I
II 3 8 8 Research Curse II
III 4 20 20 Research Curse III
Apothecarium
I 2 8 8 Research Disease I
II 3 8 8 Research Disease II
III 4 8 8 Research Disease III
Treasury
I 2 8 8 +5 Realm Points
II 3 8 8 +10 Realm Points
III 4 8 8 +15 Realm Points
Advanced Tech Buildings (1 per Realm)
Court
I 2 8 8 +1 Influence, -1 Influence to Promote, +1 Order
II 3 8 8 +2 Influence, -2 Influence to Promote, +2 Order
III 4 8 8 +3 Influence, -3 Influence to Promote, +3 Order
Armory
I 2 8 8 -2 Army upkeep, +2 Army ATK, +1 Inspiration
II 3 8 8 -4 Army upkeep, +3 Army ATK, +2 Inspiration
III 4 8 8 -6 Army upkeep, +4 Army ATK, +3 Inspiration
Embassy
I 2 8 8 +1 All Consulate Reputations, +3 to the amount of Reputation you can trade.
II 3 8 8 +2 All Consulate Reputations, +4 to the amount of Reputation you can trade.
III 4 8 8 +3 All Consulate Reputations, +5 to the amount of Reputation you can trade.
Forum
I 2 8 8 +4 Realm Points, +1 Commerce
II 3 8 8 +8 Realm Points, +2 Commerce
III 4 8 8 +12 Realm Points, +3 Commerce