Post by Lidhuin on Aug 23, 2019 0:16:52 GMT
Provinces: Generally, you may refer to the RoE rules for descriptions of how provinces work.
The maximum level of any single province is 10. Many have maximum province levels below that.
Every province has a single ruler (or no ruler).
A province requires no maintenance and provides artha as follows (cumulative by lvl):
Such that a lvl 10 province grants 6 persona, 3 fate and 1 deeds.
Province growth requires active effort by players with the action "Rule Province". While a province naturally grows, it would not ordinarily do so within the timeframes the campaign runs over. Ruling the province represents organizing the existing peoples in those lands.
Provinces have terrain, which affect the maximum province level, available magical power, the difficulty of ruling the province, and movement (if and when applicable).
Provinces may have a secondary terrain, which may affect maximum province level, available magical power, may affect the difficulty of ruling the province, and movement (if and when applicable).
See RoE rules for non-humans and terrain.
Provinces have climates, which affect the maximum province level, the difficulty of ruling the province, as well as weather that may affect actions for a season.
Provinces have a prosperity ranging from +3 Ob (negative) to +3D (positive). Unlike RoE, prosperity affects everyone and everything equally - it does not include loyalty to the ruler.
Holding Slots: A province has a number of slots (per holding type) equal to its province level, except magical holdings.
Magical Holding Slots: Source Potential - Province Level (except Elven or Tribal)
Holdings are divided into four types of affiliation and four types of property, each representing the archetype of "warrior, priest, rogue, and wizard".
Affiliations:
Properties:
Each Holding type may have no more than +3D. E.g. A ruler might own Courts and Manors at +3D each in a single province.
The combined levels of a holding type may never exceed the province level. E.g. several rulers may own no more than +7D trade in a level 7 province. But several rulers could own a combined total of +3D of every type of holding in a level 3 province.
Affiliations and Property both:
Add +D to relevant actions within the province, including +D to maintenance
Provide presence in adjacent provinces (at lvl 0 holding) [exception: Unless adjacency is specifically removed by another player or event]
Provide Artha to blooded characters
Can only be ruled and controlled by blooded characters
Affiliations additionally:
Allow for circles to be tested and provide +D to circles
Regardless of character background, it allows circles to be tested as follows [Obstacles may apply]
Courts may test circles for noble background
Orders may test circles for religious background
Guilds may test circles for city background
Covens may test circles for backgrounds with sorcerous/quasi-sorcerous inclinations (includes non-magical characters like alchemists, astronomers, etc...)
The maximum level of any single province is 10. Many have maximum province levels below that.
Every province has a single ruler (or no ruler).
A province requires no maintenance and provides artha as follows (cumulative by lvl):
- Persona, Fate, Persona, Persona, Fate, Persona, Persona, Fate, Persona, Deeds
Such that a lvl 10 province grants 6 persona, 3 fate and 1 deeds.
Province growth requires active effort by players with the action "Rule Province". While a province naturally grows, it would not ordinarily do so within the timeframes the campaign runs over. Ruling the province represents organizing the existing peoples in those lands.
Provinces have terrain, which affect the maximum province level, available magical power, the difficulty of ruling the province, and movement (if and when applicable).
Provinces may have a secondary terrain, which may affect maximum province level, available magical power, may affect the difficulty of ruling the province, and movement (if and when applicable).
See RoE rules for non-humans and terrain.
Provinces have climates, which affect the maximum province level, the difficulty of ruling the province, as well as weather that may affect actions for a season.
Provinces have a prosperity ranging from +3 Ob (negative) to +3D (positive). Unlike RoE, prosperity affects everyone and everything equally - it does not include loyalty to the ruler.
Holding Slots: A province has a number of slots (per holding type) equal to its province level, except magical holdings.
Magical Holding Slots: Source Potential - Province Level (except Elven or Tribal)
Holdings are divided into four types of affiliation and four types of property, each representing the archetype of "warrior, priest, rogue, and wizard".
Affiliations:
- Courts (previously Law)
- Orders (previously Temple)
- Guilds (previously Guild)
- Covens (previously Sources)
Properties:
- Manors (previously Manors)
- Sanctums (previously Temple)
- Trades (equivalent to Trade)
- Nodes (equivalent to Sources)
Each Holding type may have no more than +3D. E.g. A ruler might own Courts and Manors at +3D each in a single province.
The combined levels of a holding type may never exceed the province level. E.g. several rulers may own no more than +7D trade in a level 7 province. But several rulers could own a combined total of +3D of every type of holding in a level 3 province.
Affiliations and Property both:
Add +D to relevant actions within the province, including +D to maintenance
Provide presence in adjacent provinces (at lvl 0 holding) [exception: Unless adjacency is specifically removed by another player or event]
Provide Artha to blooded characters
Can only be ruled and controlled by blooded characters
Affiliations additionally:
Allow for circles to be tested and provide +D to circles
Regardless of character background, it allows circles to be tested as follows [Obstacles may apply]
Courts may test circles for noble background
Orders may test circles for religious background
Guilds may test circles for city background
Covens may test circles for backgrounds with sorcerous/quasi-sorcerous inclinations (includes non-magical characters like alchemists, astronomers, etc...)