Realm rules (D&D:Chronicles)

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Loikkaa: valikkoon, hakuun

This is a fairly short explanation of realm rules, institutions, and research in english.

Realms

Realm rules have been adapted from Pathfinder 2nd edition kingmaker rules ( https://downloads.paizo.com/Kingmaker+Players+Guide.pdf )

Realm ability scores

Realms have ability scores and skills, just like characters. These scores are quite different.

Culture

Culture measures the interest and dedication of your nation and its people to the arts and sciences, to religion and reason, and to the subjects that your society chooses to learn about and to teach.

Culture governs following skills: Magic Science Religion

The Ruin of the culture is decadence

Economy

Economy measures the practical day-to-day workings of your society as it comes together to do the work of making and building, buying and selling.

Skills governed by economy are: Trade Industry Seafaring

The Ruin of the economy is Crime

Loyalty

Loyalty measures the collective will, spirit, and sense of camaraderie the citizens of your nation possess. How much do they trust and depend on one another?

Skills governed by loyalty are: Bureaucracy Diplomacy War

The ruin of Loyalty is Corruption

Stability

Stability measures the physical health and wellbeing of your nation. This includes its infrastructure and buildings, the welfare of its people, and how well things are protected and maintained under your rule.

Skills governed by stability are: Agriculture Defence Construction

The ruin of Stability is Decay

Ruin

Unlike characters, realms also have negative abilities, these are called ruin. Ruin points are accumulated from various actions. When points exceed the associated ability score, the ruin modifier (starts from zero) is lowered by one. This modifier is added to most rolls of that ability.

Culture is opposed by Decadence, which represents citizens falling to debauchery, delving into forbidden lore, pursuing unethical research practices, or destroying theirown heritage and history.

Economy is opposed by Crime, which includes theft, smuggling, and enterprises that suffocate prosperity.

Stability is opposed by Decay, representing physical harm, neglect, or degradation of the kingdom, its people, and its infrastructure.

Loyalty is opposed by Corruption, which represents bureaucracy's are subjected to bribery and shady inside deals.

Realm level

Like Player Characters realm also has levels, it is dependent on two things, population and fame.

Realm level
Level Fame needed Population needed Proficiency bonus Noble rank for head of state Benefits
1 0 3 2 Knight Government, Proficiency to one skill
2 20 6 2 Thane Feat
3 50 9 2 Freiherr Ability score increase
4 90 12 2 Baron Feat
5 140 15 3 Earl Extra action
6 200 18 3 Viscount Ability score increase
7 270 21 3 Count Proficiency to three skills
8 350 24 3 Marquis Feat
9 440 27 4 Prince Ability score increase
10 540 30 4 Duke Court
11 650 33 4 Archduke Extra action
12 770 36 4 Palatine Feat
13 900 39 5 King Ability score increase
14 1040 42 5 King Expertise to two skills
15 1190 45 5 King Ability score increase
16 1350 48 5 King Feat
17 1520 51 6 Emperor Rising power
18 1700 54 6 Emperor Ability score increase
19 1890 57 6 Emperor Extra action
20 2090 60 6 Emperor Global empire


Population

Population is quite an abstracted number that represents the residents of the realm. For humans population one is 100 peasants, and each subsequent number represents an increase of 25% to the last. In addition to natural population growth, this could also mean that people that live in the realm are getting richer, and/or more productive.

Fame

Fame is measurement of how well the realm is known, and the pride of the people living there. It is accumulated according to the following table:

Fame and glory
Event Fame
Each year 1
War is declared 5
Province is annexed to realm 2
Victory in war against a lower, or equal level enemy 5
Victory against a larger level realm 10
PC in realm gains level 10 1
PC in realm gains level 15 5
PC in realm gains level20 10
institution]] is formed 2
Something else  ???

Realm turns

Each turn (year) begins with a roll from a random events table. Reacting to these events is considered one action.

Realm has from one to four actions it can perform during the turn. React to an event Diplomatic mission (PC's can aid) Attract immigrants (PC's can aid) Research Decrease ruin Collect taxes Declare a war Lower unrest (PC action) Equip Army / Navy Building project Clear a monster infested province (PC action)

War

After war is declared, turn (year) is divided into four (or more) war phases. Armies are mustered to the capital, or any province that has a city or a fortress. Each province can only hold one army. Each army has Strength that is equal to the current Manpower of the realm.

At the start of the war, and beginning of each year that the Realm is at war, armies can be strengthened (or rather healed) by using Manpower dice.

war phase

Armies can move, five friendly or one hostile province per phase, double that if there are roads. Army can't move to a province where there is already an army. If there is an enemy army, it must be taken by battle.

Battle

The army that has more manoeuvrability (from technology) goes first. First is a fire phase ( if the army has the technology, usually artillery for it ) then is a melee phase. To hit is war skill check against opponents defence. Damage is equal to militia die, or if special unit is used, then that unit's die. Special units can only be used once per year. Side that takes more damage rolls, failure means they will retreat. On a tie or losing army does not retreat, battle continues to another day beginning again with the fire phase.

Institutions

There are some Institutions that player characters can found when they reach level 10.

Research

Bellow is an english language research map.

New Salmancian technology on year 19