Ruins of Empire (Inactive)

Game Master EltonJ

Game of Thrones via Pathfinder. This is a birthright campaign using the 1st edition Pathfinder ruleset.
map of Anuire
Player's Domain Tracking Map


This is the discussion thread for two campaigns:

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Male Human Psion 10/Atlanteologist 10

We are beginning turn 5. You should have 15 GB from the wiki. Oh, and you should add a level, there has been a level up. Aerenwe was invaded by Osoerde and there was use of the UC mass combat system. We finally used it and Pad300 doesn't like it.

As for your claim. You can say your a cousin of Marlae's. And you married the Lady Barad to cement your claim. You are of noble blood and the rightful heir to assume the throne. She kept taxes at normal rate, and didn't collect taxes of any other rates.

Did you download Player's Secrets of Roesone?


I don't have Player's Secrets of Roesone. Is that available from the wiki?

How are we handling hp? Roll or half?

Also, the wiki mentions that magic items are rare and usually not created. Should we skip item creation feats then? I vaguely remember a post about buying magic items but I couldn't find it easily.

It looks like Lady Barad increased her Law holding in Abbatuor 2 times which would give her 3 of 3. What does that mean exactly?


Male Human Psion 10/Atlanteologist 10

It means no sources for the wizard to draw on.

HP is full, then you roll.

The PS of Roesone is available on Drivethru.


lvl 2 hp: 1d8 ⇒ 2
lvl 3 hp: 1d8 ⇒ 1 ouch x 2

So from the wiki, and then adjusting for Lady Barad's actions, for Abbatuor (3/4) I show:
Law (3)- Gaelin (3)
Temple (2) – IHH (2)
Guild (3) – OT (3)/ EH (0)
Source (4) – HMA (2)/ RA (2)

Would that be correct?


M 1/2 Elf Arcanist (Occultist) 4

PS of Roesone can also be gotten Here for those who are cheap...


M 1/2 Elf Arcanist (Occultist) 4
AGamer70 wrote:

[dice=lvl 2 hp]1d8

[dice=lvl 3 hp]1d8 ouch x 2

So from the wiki, and then adjusting for Lady Barad's actions, for Abbatuor (3/4) I show:
Law (3)- Gaelin (3)
Temple (2) – IHH (2)
Guild (3) – OT (3)/ EH (0)
Source (4) – HMA (2)/ RA (2)

Would that be correct?

Close, HMA's sources have been inherited by King Niall. Thus the source line should be :

Source (4) = KNS (2)/RA(2)
Where KNS is King Niall Swordwraith

Further, Niall and Count Rogr Algondier of Ilien (RA) cut a deal exchanging assorted source holdings - RA now holds source (2)s in Bellam Eldin, Fairfield and Ghoried; these used to be held by HMA. KNS only retains a source (2) in Abbatuor (in Roesone).

Futher, Lady Barad's increase in her law holdings has yet to impact the sources in Abbatuor - to impact the source holdings, she would have to change the province population.


Thanks for the responses. @EltonJ - what about item creation? I need to pick my feat.

Been a bit swamped at work so haven't quite finished but I think I'm close.


Male Human Psion 10/Atlanteologist 10
AGamer70 wrote:

Thanks for the responses. @EltonJ - what about item creation? I need to pick my feat.

Been a bit swamped at work so haven't quite finished but I think I'm close.

Okay. Item Creation is rare in Birthright because magic is rare. Most magic items in Birthright are usually low level. The Sword of Roele for instance is just a +1 magical item. If you have it in your heart to create magic items, then by all means, choose an item creation feat.


How about scribe scroll? I think it would be useful to have access to some spells as needed. Although, with those hp rolls, I might just take Toughness.

How do you change the population of a province?

From the wiki, Abbatour has a population of 3. My law holding is 1. I'm assuming that Lord-Captain Tael Brosuine, the ruler of the province, holds the other 2. If Lady Barad used 2 actions to increase Law, doesn't that switch the control of Law from him to her?


M 1/2 Elf Arcanist (Occultist) 4

To change the increase the population of a province, you need to use the Rule Province Action.

You are not quite clear, I think, on what holding levels are.

The province population is the maximum holding (ie the total levels of given type of (normal) holdings in the province cannot exceed that). But it is not required to have holding levels equal to the province population; they can be less than that ... In this case Abbatuor is a 3/4 for population, so the maximum holding size is a 3. Roesone started with a Law (1), and there were no other Law holdings in the province (You can tell Tael Brosuine didn't have any because there were none listed for him). Lady Barad ruled it up to a Law(3), and now holds all the possible Law holdings in the province (assuming the Population doesn't change)...

Province population and source holdings have a different interaction. The maximum population of a province is (10). The maximum source holding is set by the terrain of the province; as Abbatuor is old growth forest (part of the Erebannien), it's maximum source holding is a (7). The maximum source holding is reduced by the population of the province; In this case, the population of Abbatuor is (3), and thus the maximum total of available source holding is 7-3 = 4. These 4 holdings are currently split equally between King Niall(2) and Rogr Algondier(2). (Note that both Rogr and Myself will probably object to you trying to raise the population in Abbatuor - if you succeed, one of us would lose a source holding!). The exception to this rule is elven population - elves do not subtract from the maximum source holding of a province.


Male Human Psion 10/Atlanteologist 10

A province holding is on the map. For instance Rogr's holding of Ilien is a level seven province --that's the population it can hold. Rogr's law holding is seven, he controls all the law in Ilien. In contrast are the holdings of Mhoried. Tenerian is a level 3 province. The Mhor controls 3 law, but Gavin Taele controls a law holding of 0 there.


As I stated earlier, it looked like Lady Barad completed 2 domain turns. I'm assuming it was turn 1 & 2. I'm not sure how to handle income for turns 3 & 4 other than assuming no changes.

Turn 1:
Regency Points = 30
Income = 24
Expenses = 17 (although I'm not sure how they get 11 for the army)
Cost of actions = 7 GB (Tried to increase law x 6, increase palace +1)
Net income = 0
Treasury at start = 15 GB
Treasury at end = 15 GB
Regency at start = 36
Regency at end = 66

Turn 2:
Regency Points = 30
Income = 24
Expenses = 18 (although I'm not sure how they get 11 for the army)
Cost of actions = 8 GB (Tried to increase law x 8) + 25 GB (Gave to Ilien) (Doesn't look like we had 25 GB to give)
Net income = -27
Treasury at start = 15 GB
Treasury at end = -12 GB (that's a problem)
Regency at start = 66
Regency at end = 96

Going to need some input on this. It seems trying to pickup a previously played realm is problematic.


Maybe you should continue without me while I figure this out. You 2 seemed to be on a roll that I'm getting in the way of. Hopefully I can be ready for turn 6.


M 1/2 Elf Arcanist (Occultist) 4

Elton, can I do a diplomacy action with William Moergen (rightful heir of Osoerde and leader of a rebellion against Raenach) or do I need to do something special to contact him?

Also, another thing for the we've been doing this wrong file:"Each domain round, a regent can perform either a Full domain action or a Standard domain action and a Character action."


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:

Elton, can I do a diplomacy action with William Moergen (rightful heir of Osoerde and leader of a rebellion against Raenach) or do I need to do something special to contact him?

Also, another thing for the we've been doing this wrong file:"Each domain round, a regent can perform either a Full domain action or a Standard domain action and a Character action."

Yes you can contact William Moergen as a diplomacy action. But it will count as a full domain action.


M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:

Would you like the adventure to play out like, well, an adventure?

Well, I'm not sure how else to handle it...

I mean, as an adventure, it has a real chance to be quite, well, boring - pretty much some random encounters sneaking through the swamps of Spiritsend, and day encamped and hiding in Moriel (as the only PC will be in a trance), and then again sneaking back through Spiritsend... If you can work from a skeleton that plotless, I'm willing to play it...

Heck, I'm not sure that requirement should actually be there. The original source says "and, (if possible) visiting the two provinces he intends to magically link." (The Book of Magecraft, pg. 25). Whereas they have apparently made it a requirement in the 3.5 web version. (Although it is only under the discussion of Ley Lines in the discussion of Arcane Realm Magic; not mentioned at all under Create Ley Line realm action...) I think it got hand-waved/ignored the only time Create Ley Line got used ( Rogr created a Ley Line, https://paizo.com/campaigns/RuinsOfEmpire/gameplay&page=8#366 ).


Male Human Psion 10/Atlanteologist 10

Well, there are some things they did I don't agree with. Forging a ley line for instance is one of the things I don't agree with for the 3.5 version. They should have asked me to work on the BR 3.5 rules, but then they didn't and I worked on the world instead.

Forge Ley Line is a domain action. By the way, did you establish a source holding in Moriel?


M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:

Well, there are some things they did I don't agree with. Forging a ley line for instance is one of the things I don't agree with for the 3.5 version. They should have asked me to work on the BR 3.5 rules, but then they didn't and I worked on the world instead.

Forge Ley Line is a domain action. By the way, did you establish a source holding in Moriel?

No, the source slots are all occupied by the Second Swamp Mage; also, I didn't think I needed one - it just says between provinces...

PS is there a Ley Line equivalent for temples?


Male Human Psion 10/Atlanteologist 10

No, not really. Ley lines are for the movement of land magic from one province to another. Temples don't use ley lines. Still, it would make me happier if you established a Source holding in Moriel.


EltonJ wrote:
No, not really. Ley lines are for the movement of land magic from one province to another. Temples don't use ley lines. Still, it would make me happier if you established a Source holding in Moriel.

Could I cooperated with the Second Swamp Mage, who does have a source holding in Moriel?


Male Human Psion 10/Atlanteologist 10

As long as it is a temporary ley line.


An aside, is research a character action or a domain action?

It's a character action here :

http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_five_Rulin g_a_domain_Domain_action_descriptions

Whereas, it was used a domain action by Rogr, here

https://paizo.com/campaigns/RuinsOfEmpire/gameplay&page=7#343

It is not clear to me what process you used to resolve the action.

This comes up because Niall does not need to use his character action for 6.2 to go to Moriel province to anchor his ley-line because of the cooperation of the Second Swamp Mage. If it is a character action, Niall will use it to research a realm spell, either dispel realm magic or scry province.


Male Human Psion 10/Atlanteologist 10
pad300 wrote:

An aside, is research a character action or a domain action?

It's a character action here :

http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_five_Rulin g_a_domain_Domain_action_descriptions

Whereas, it was used a domain action by Rogr, here

https://paizo.com/campaigns/RuinsOfEmpire/gameplay&page=7#343

It is not clear to me what process you used to resolve the action.

This comes up because Niall does not need to use his character action for 6.2 to go to Moriel province to anchor his ley-line because of the cooperation of the Second Swamp Mage. If it is a character action, Niall will use it to research a realm spell, either dispel realm magic or scry province.

\

Research is a character action, per the RAW.


EltonJ wrote:


Research is a character action, per the RAW.

Ok, what rules are we using for realm spell research? The PF1 rules for spell research are here:

https://www.d20pfsrd.com/gamemastering/other-rules/downtime/downtime-activi ties/#Research_a_Spell

Not quite sure how that applies to realm spells. Also, should RP spending impact success (especially for realm spells)?


Male Human Psion 10/Atlanteologist 10

Research Success: Special
Type: Character Base Cost: 1 GB+
Wizards and priests can spend a character action to perform spell research or create magical items using the rules in the PHB and DMG. All normal restrictions apply. If the character in question is a regent, assume that he has a laboratory and library at his disposal.

That's the RAW.

The standard rules allow you to perform spell research, either to create a new spell or learn an existing spell from another source. In the downtime system, the steps for spell research each day are as follows.

* Pay 100 gp × the spell’s level for research costs and rare ingredients. You may spend Goods or Magic toward this cost.
* Determine the total days of progress required to complete the research, which is 7 × the spell level.
* Determine the spell research DC, which is 10 + twice the spell’s level.

Attempt a Spellcraft check and a Knowledge check (arcana for an arcane spell, religion for a divine spell) against the spell research DC. You can’t take 10 on these checks. You may spend Magic to modify a check result, with 1 point of Magic adding 2 to your total (maximum +10). If both checks succeed, you make 1 day’s progress toward completing the spell. When your days of progress equal the total number of days needed, the spell is completed and added to your spellbook or list of spells known.

If either or both spell research checks fail by 4 or less, you make no progress. For each check that fails by 5 or more, your research has led to poor results and you lose a day of progress toward completing the spell.

If you’re an alchemist, you can use this downtime option to research a new extract formula. Instead of a Spellcraft check, attempt a Craft (alchemy) check. For Knowledge (arcana) checks, you may attempt a Knowledge (nature) check instead.*

That's the RAW from Gamemastery (pfd20srd).

Alright, shall we set the price to 1 GB per realm spell level?


EltonJ wrote:

Research Success: Special

Type: Character Base Cost: 1 GB+
Wizards and priests can spend a character action to perform spell research or create magical items using the rules in the PHB and DMG. All normal restrictions apply. If the character in question is a regent, assume that he has a laboratory and library at his disposal.

That's the RAW.

The standard rules allow you to perform spell research, either to create a new spell or learn an existing spell from another source. In the downtime system, the steps for spell research each day are as follows.

* Pay 100 gp × the spell’s level for research costs and rare ingredients. You may spend Goods or Magic toward this cost.
* Determine the total days of progress required to complete the research, which is 7 × the spell level.
* Determine the spell research DC, which is 10 + twice the spell’s level.

Attempt a Spellcraft check and a Knowledge check (arcana for an arcane spell, religion for a divine spell) against the spell research DC. You can’t take 10 on these checks. You may spend Magic to modify a check result, with 1 point of Magic adding 2 to your total (maximum +10). If both checks succeed, you make 1 day’s progress toward completing the spell. When your days of progress equal the total number of days needed, the spell is completed and added to your spellbook or list of spells known.

If either or both spell research checks fail by 4 or less, you make no progress. For each check that fails by 5 or more, your research has led to poor results and you lose a day of progress toward completing the spell.

If you’re an alchemist, you can use this downtime option to research a new extract formula. Instead of a Spellcraft check, attempt a Craft (alchemy) check. For Knowledge (arcana) checks, you may attempt a Knowledge (nature) check instead.*

That's the RAW from Gamemastery (pfd20srd).

Alright, shall we set the price to 1 GB per realm spell level?

Works for me. So Dispel Realm Magic, sor/wiz 1 becomes a cost of:

1 GB
7 days
DC 12

is the check spellcraft & K arcana personal skill checks (niall has +10 at both >>> he succeeds except on a natural 1), not domain action resolution checks?


Male Human Psion 10/Atlanteologist 10

Use spellcraft and knowledge: Arcana checks. No domain action resolution checks are necessary.


I think we can cancel the previous discussion, and say it applies to personal spell research.
I found this.

http://www.birthright.net/forums/showwiki.php?title=Realm_Spell

Learning realm spells
Realm spells are difficult to learn and master. Spellcasters can only learn realm spells by expending significant effort. Unlike conventional spells, divine spellcasters do not automatically have access to all divine realm spells. Likewise, arcane spellcasters may not select a realm spell as a "free" learned spell when going up a level. Realm spells must always be researched ? they cannot be learned directly from another spellcaster or through simply copying a spellbook.
Researching a realm spell takes one month per level of the realm spell and requires an expenditure of 1 GB for each month spent. This money goes into fees for rare books, relics, materials, consultants, experimentation, and other miscellaneous expenditures. At the end of that time, the character makes a Spellcraft check (DC 15 + realm spell level). The character may receive a +2 bonus to this roll if they have tutoring or realm spell research notes from another character that has already learned the realm spell. If the roll succeeds, the character learns the new realm spell. If the roll fails, the research fails. The character may attempt to learn the spell again, but must pay the full costs associated with doing so.

That would take 1 month (ie a full character action), cost 1 gb and a DC of 16 vs Spellcraft. That's more reasonable for a realm spell, imo.


Male Human Psion 10/Atlanteologist 10

I thought that the one week to research a spell wouldn't be fair. Considering how powerful a realm spell actually is.


EltonJ wrote:
pad300 wrote:

The question for Elton is which coastal provinces/guilds have open trade route slots? (The endpoint provinces need to be either different cultures (eg. dwarven or Khinasi), or have different dominant terrains (Calrie is plains))

Interesting question, because Birthright isn't a business simulator. Rogues just establish trade routes between places and we call it done. Which provinces have open slots means if Siele can establish a guild holding in a certain province.

Really?

http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_five_Rulin g_a_domain_Components_of_a_domain#Domain_assets

"A trade route must originate in a province in which a regent has a guild holding; it must terminate in a province in which the regent has a second guild holding or in which a guild holding exists with whom a trade agreement (along with a share of the profit) has been arranged, generally through a diplomacy action. The number of trade routes in which a single guild holding can be involved is limited by the holding's level. A level 0 holding cannot be involved in a trade route. A guild holding level 1-3 can support one trade route. A guild holding level 4-6 can hold two trade routes. A guild holding level 7+ can hold 3 trade routes."

Does, for example, the Hydra's guild in Mermoune province in Binsada have a trade route? Or maybe Moure should be looking in the other direction? Has Rogr seized enough control of Ilien's guilds from El Hadid to support a trade route of his own? Maybe the council of Leaders in the Chimaeron?


Male Human Psion 10/Atlanteologist 10

By the RAW, you can establish a trade route through an agreement between the two parties. Or if you can establish a guild holding.

The Hydra is non-sentient (has an animalistic intelligence), and therefore agents of the hydra conduct business for it. He should have a trade route in Mermoune province.

Rogr hasn't defeated El-Hadid yet, so he doesn't control the trade routes that El-Hadid has. The Council of Leaders each control 1 trade route in the Chimaeron. Moure doesn't have to be looking in the other direction.


Questions about muster troops action.
from

http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_five_Rulin g_a_domain_Domain_action_descriptions#Muster_Train_Troops_Court_varies_GB

"Muster/Train Troops [Court; varies GB]

A court action is required to muster new military units or to train existing military units. Costs and other details pertaining to military units are presented in Chapter Six: Armies and warfare."

1) Do you need a separate court action for each unit?
That is, I believe, how we have been doing things so far
2) If not, how many units can you raise per court action?
3) Also, can you raise them in separate places.

I ask because William now has money (15 gb, enough for 3 or 4 units and a season's maintenance) , a level 1 court = 1 action, and 2 places to raise troops in Coeranys and Aerenwe...

As an alternative, could William use his domain action to use Muster/Train Troops?


Male Human Psion 10/Atlanteologist 10
pad300 wrote:
1) Do you need a separate court action for each unit?

A1. No, I don't think so.

Muster Armies Success: Auto
Type: Free Base Cost: Special
A regent can create new army units by mustering troops, raising a levy, or hiring mercenaries in a province he rules or in which he has holdings. A province can raise military units equal to its level (never higher) in a single domain turn. The province ruler can bar other regents from raising armies in his province if he wishes. A new unit must be trained and outfitted, and cannot be used in the same action round as it is created. Mercenaries are an exception to this rule and are available immediately.

See Armies and Warfare.

Militia: Mustering a militia unit carries a special condition. Since militia units or levies are composed of people who have other jobs, raising militia temporarily reduces a province's level by 1. The province's rating is restored when the militia is disbanded. If the unit is slaughtered in a foreign war, the province's rating is permanently lowered; any holdings that exceed the province's level are reduced accordingly by the DM. That is the RAW on mustering armies.

Quote:

That is, I believe, how we have been doing things so far

2) If not, how many units can you raise per court action?

A2. As many as the province level will allow. According to the RAW (see above).

Quote:
3) Also, can you raise them in separate places.

A3. No, I don't think so. Not on the same court action.

Quote:
As an alternative, could William use his domain action to use Muster/Train Troops?

He can use his court action to muster/train troops.


Ok, I recognize an invitation to go to adventure mode vs domain mode, but we have hit one of the biggest problems with the BR system being welded onto a D&D chassis. I have concerns about this...

EltonJ wrote:
King Niall Swordwraith wrote:


1) How many in their party?

A1. At least five, at most six.

Quote:
What does interrogating the stablehands & other staff get Niall about the party that fled?

A. The party included the First Swamp Mage, a cleric of Belinik, and Raenech himself. They would head into the swamp to evade capture.

What can Niall put together by way of a "party" to chase these people down?

I can presumably "recruit" among the assorted military units (the Rangers of the Erebannien in particular), and I can take Cale and my Bodyguards along (IF there are sufficient mounts in the stables at Duke's Estate).

But I am chasing: a) at CR7 according to the wiki stats for Raenach, b)the First Swamp Mage has demonstrated the ability to cast what I think was a ?Shadow Conjuration?, a 4th level spell, and is thus at least 7th level (and blooded as well, for a minimum another CR7), c) the priest of belinik undoubtedly has a few class levels as well, finally, d) the other 3 or 4 are bodyguards, but I really doubt they are 1st level chumps... Combined that's a CR 9 or 10.

Without a lot of support, a 4th level character chasing that is a very bad plan...


Male Human Psion 10/Atlanteologist 10

Well, since Raenech has escaped, perhaps it's time to use your armies to go into the swamp after him. Otherwise, it's a very bad plan to go after him yourself. That could mean he comes back.


M 1/2 Elf Arcanist (Occultist) 4

A number of mechanical questions :

1)How do you want to handle the pursuit of Raenach & company by the rangers?

2) I don't think Niall can help/interfere in the Swamp Mages' duel, can he?

3) Now that Moriel City is onside, have we captured Osoerde's treasury? How much is in it?

4) Can William reach out to the Osoerdian navy through diplomacy? Not sure how but... if we have taken Gulfport, we hold their homeport, and presumably most of their families. I can see some sort of amnesty deal - particularly if they bring in Raenach.

5) Similarly, can Niall reach out to Raenach through diplomacy - particularly if he makes it onto the fleet... we both have things the other wants.


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:

A number of mechanical questions :

1)How do you want to handle the pursuit of Raenach & company by the rangers?

A1. Simple tracking rules should get him. We use a series of opposed survival checks.

Quote:
2) I don't think Niall can help/interfere in the Swamp Mages' duel, can he?

A2. It's a formal duel, he can't interfere.

Quote:
3) Now that Moriel City is onside, have we captured Osoerde's treasury? How much is in it?

A3. Yes. It has 27 GB.

Quote:
4) Can William reach out to the Osoerdian navy through diplomacy? Not sure how but... if we have taken Gulfport, we hold their homeport, and presumably most of their families. I can see some sort of amnesty deal - particularly if they bring in Raenach.

A4. No he can't. He can try, DC 30.

Quote:
5) Similarly, can Niall reach out to Raenach through diplomacy - particularly if he makes it onto the fleet... we both have things the other wants.

A5. Yes he can.


Also, we should discuss where this campaign is going. With just 1 player, it's ... vaguely masturbatory.

Would you consider retiring this one and starting a new campaign with some different ground rules to see if we can get more players? I'll talk about my ideas if you're interested.


Male Human Psion 10/Atlanteologist 10

Alright. I'll think on it. Perhaps something where the heroes aren't kings?


I think Birthright is cool, and I like the domain play, but it's supposed to be a D&D game, ie adventuring focused, with a domain play sideline/theme. The biggest problem with playing BR with a bunch of different regents is getting all the player's responsibilities to pull them into an integrated adventure, rather than having to run multiple solo adventures (or a pair of adventures, for either 2+2 or 1+3 people).

Compare this to the current game, where Niall and Rogr were working at cross-purposes over the Pact of Ilien, due to our domain needs, despite having a common enemy, and getting Galwain Avaldemour into the adventure just didn't seem to work because of how cross-purposed our political ends were. Lady Barad was basically ignoring her domain to hunt pirates that didn't actually threaten Roesone (with the Spider and Ghoere on her borders...)

I would start the game with only very limited domain choices. Pick 1 location with a relatively integrated province/law/religion/economic/magic structure... Have 5 only regent slots available - but the geography holding them together should push them into mutual cooperation (given the next suggestion, some of them will need to be NPCs). This also keeps the domains relatively small (and the same size) and needing alliances with each other (Size is important, for example, Aerenwe is much more capable and gets bigger scale problems than Ilien - but if the 2 domains are PC controlled, Aerenwe if unnocuppied can swamp Ilien's problems, but Ilien can't help all that much with Aerenwe's). Keeping all the streams separated by player will also encourage co-operation and keep the domains small. (Also, make domain expansion/power more difficult, you may have noticed that Aerenwe was ramping upwards quickly... Domains do that when working to a plan.)

Also, some people don't like the domain play aspect... So to get players, let them play as blooded w/o a domain (minor nobility or as heirs to the current NPC domain holders, and let them graduate to a domain when they feel comfortable). Or even as unblooded lieutenants/adventuring buddies. Players would have to accept subordinate roles in the game though, if not regents...

You also need an "module" (for lack of a better word), with a plot structure for the adventuring, not just a series of short encounters, but it needs to be integrated into the domain play structure (regents need reason to take it on themselves, as part of an adventuring group, rather than showing up with a bodyguard/army...)

For a location, I might suggest Coeranys - easy plot access to the demi-humans (Baruk Azhhik, Sielwode), badlands for conventional adventures (the Chimaeron) (also gives the mage regent some working space...), a problem state (Osoerde for political intrigue), as much cultural access as the map allows (Brechtur and Khinasi are close), and a nearby but not dominating Awnsheglien threat (the Chimaera).

Domains would be 1) Coeranys - Provinces, 2) Coeranys - Law, 3) Three Brother Mages, 4) LPA (would need pruning of outside Coeranys assets, it's big), and 5) you might have to make something up to replace DW, because of it's inherent ties to Baruk Azhik... (or maybe you keep it if you don't have a guild regent).

Not sure what to do as "Module" but you need a plot to pull everyone in... Don't do random domain events - the DM rolls those behind the screen and cheats to keep things on path...


Male Human Psion 10/Atlanteologist 10

Oh I see, you want to do COLLECTIVE RULE. Only you want it set in Coeranys. Alrighty. So some of them might handle domains, and others be lesser nobles. Okay. Never played a campaign style like that before.

Would Dhoesone be a possibility?


EltonJ wrote:

Oh I see, you want to do COLLECTIVE RULE. Only you want it set in Coeranys. Alrighty. So some of them might handle domains, and others be lesser nobles. Okay. Never played a campaign style like that before.

Would Dhoesone be a possibility?

No, I'm not communicating effectively. Collective rule is not a per se requirement.

The point is that I think a Birthright Campaign needs to be a fantasy RPG first, and a wargame/domain building game is the backdrop, not the primary action. ( In all honesty, there are much better wargame/country building game rules out there than Birthright.) The point of setting it up the way I was suggesting is to make it easier for the GM to put together a plot that will enable an RPG = a group of characters participating in the adventure play.


Male Human Psion 10/Atlanteologist 10

I got it the first time, although Collective Rule was what was close. I can easily see where you want to go with this, Roleplaying first domain rule second.

I'll set up a recruitment thread for a it's lonely at the top campaign. One person is the regent, and the rest are advisors, courtiers, that sort of thing. And I can build a plot around that. And you want the action to happen in Coeranys. With one person at the top the rest acting as courtiers, you could get Three Musketeers plots easily. The rest of the advantages you listed already. (Access to the Sielwode and Baruk-Ahzik, The Chimaeraon, and Osoerde as a foil).

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