Realm rules (D&D:Chronicles)
This is a fairly short explanation of realm rules, institutions, and research in english.
Sisällysluettelo
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.
| 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:
| 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.