Court domain actions

Build (Court; 1d4 TU)
You construct a structure somewhere in your domain
Cost: per construction cost GB
You start or continue the creation of some form of building, civil project, or other major construction. This includes the construction of domain assets such as fortifications, naval vessels, highways, and bridges. The DC for the domain action check is 0; only significant opposition from other regents can cause this action to fail. The cost for each construction is listed in the construction table and it’s GB must be paid at the start of a construction. All subsequent build actions on this project cost 0 GB an only cost time, measured in time units (TU).

Regents tend to build things for a purpose. Realm regents tend to build highways and bridges for the benefit of other regents in the province as well as themselves – guildmasters, for example, need highways to run trade routes even as armies benefit from roads when they move.

The construction list and time cost for domain assets appears in Asset maintenance and cost. The listed costs lists the time in which constructions are built and also assume they are build in relatively settled areas with easy access to the necessary building materials. Building in remote areas or difficult terrain adds to the time cost of the structure. As a rule of thumb, adjudicate a increase of 150% of normal for unfavorable conditions; up to 200% for hard conditions; or 300% for extreme conditions (such as building on a mountainside.)

Construction proceeds at the rate of 1d4 time units per Build action plus any modifiers. In other words, it can take many court actions to finish a major project. The die roll and the frequency with which the Build action is taken determine the speed of construction. Higher Court levels allows construction to proceed at faster speeds as the court has greater expertise in managing the availability of building materials, personnel and building orders more favorably. Each build action has a initial 1 GB constructions cost fee which must be paid up front.

Special: Build actions can also be taken as a standard action, allowing two build options if desired per round. If a standard action is spent on a build action, a domain or lieutenant may make a administrate check against a DC 1+ total time cost of the construction; if successful, the regent may set the achieved results (1 to 4) of any progress rolls instead of rolling randomly.

Claim Borough (Court, Contest)
You make a stand to become the borough ruler.
Cost: 1 GB
Prerequisite: You must have the majority of holdings in a borough
roll: 1d20 vs DC 11 + per 10 opposing holdings – per 10 friendly holdings.

Claim Province (Court, Contest)
You make a stand to become the province ruler.
Cost: 1 GB
Prerequisite: You must rule at least one borough in the province or be considered the public ruling regent of a nation (such as the Crown of Breland)
Attack: 1d20 vs 11 + 2 for each opposing borough – 2 for each supporting borough in the province
Special: This action can be contested by borough rulers only.

Decree (Court)
You make an administrative decision with regard to your domain or a declaration to other domains.
Cost: 1 GB
There is no domain action check for a decree action. A decree cannot directly affect another regent’s domain, change the level of a holding (this would be a Contest like action), or change the attitude of the populace (this would be an Agitate like action). Example decrees might including the raising of a vassal to a new noble rank or position, a declaration of support for some party or another in a conflict, the grant of permissions to a noble or military order, a declaration of war, an increase in taxes (if the variable taxation variant is in use), the declaration of a new holiday or public event, or any similar action.

Decrees often take the form of laws – whether laws for the realm or for particular holdings. For example, a temple holding may declare that it is immoral to enlist in a realm regent’s army. If the temple holding controls all of the religion in the province, virtually all of the people will be hesitant to disobey the church, making it very difficult – if not impossible – for the realm regent to recruit troops in the province. Decrees often lose effectiveness over time unless actions are spent to keep the decree fresh in everyone’s mind. Ancient decrees might be ignored entirely until someone takes the effort to restore it to circulation.

Disband (Court)
You unmake a single asset, holding, or army (any number of units in a single friendly province).
Cost: 1 GB
Check: 1d20 roll vs DC
DC: Varies, see below.
A regent is always free to dismiss army units or mercenaries from his service. Arrangements must be made, however, for mustering out payment, transport home, the collection of issued equipment, and other logistical details. The domain action check DC is 0 for regular army units and 10 for mercenary units. If the check fails, some individuals become brigands and begin raiding the province in which they disbanded. (Refer to the Brigands Event).

A regent can also choose to disband any holding or asset (such as a fortification) by razing it. Unless the regent personally oversees this event, however, there is a significant chance that the local agents employed by the holding or asset will assume that the order is a mistake, the act of a traitor, or some other hoax. The DC for disbanding a holding or asset is 10, unless the regent is personally present during the destruction (in which case no domain check need be made). As holdings and assets are valuable, disbanding is rare; the only advantage to this action is saving maintenance costs. Also, destroying a holding (even by choice) may result in a minor loss of regency as the regent’s supporters in the area are left to fend for themselves. In general, regents should look at all possible solutions before disbanding armies or holdings. While the disband action is free, recruiting new troops or building up new assets is not.

Failure: 4 or less: The holding or asset disbands, but lose 1d4 RP.
Failure: 5 or more: The holding or asset not disband. Lose 2d4 RP
.
Finance (Court)
Perform various acts of funding.
Cost: 0 GB
Effect: You may sell a number of regency points equal to a Finance check – 15 for 0,5 GB gp per regency point.
Effect: You may purchase a number of regency points equal to a Finance check – 15 for 1 GB per regency point.
Effect: You may transfer a number of regency points equal to a Finance check – 15 to one regent of your choice.
Effect: You may exchange one Gold Bar to 1,000 gp with a Finance check again DC 10. For every 2 points above 10 you may exchange 1 additional Gold Bar.
Effect: You may exchange 1, 000 gp to one Gold Bar with a Finance check again DC 10. For every 2 points above 10 you may exchange 1, 000 additional gp.

Muster/Train Troops (Court)
Cost: Varies
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: Armies and Warfare.
Per muster action a regent can recruit o maximum of 1 GB worth of unit per 10 holdings in the recruiting borough + 1 GB per borough level for borough rulers in that borough + 1 GB per province level for province rulers in that borough. The upkeep for units each season is 1/5 the muster cost.

Occupy Borough (Court)
Cost: 1 GB per borough (not per unit)
special: military unit(s)
Regents can, for a small price in realm attitude, bring in their armies and institute martial law. The occupation of a borough requires the use of military units. In order to occupy a borough, units loyal to the regent must spend an entire month (four war moves) occupying key institutions in the borough. The number of armies occupying is determined by the level of the Court. If a unit moves or is involved in any battle then it may not occupy the province.

An occupied borough generates no regency income for the borough ruler and less to none for borough regents at the end of a season. The normal borough ruler income goes in part or in full to the occupying army’s regent. All existing holdings in the borough are reduced (temporarily) by 10 for each 1 GB worth of units in the occupying forces for purposes of domain actions, and Domain collection.

In addition, each 1 GB worth of units occupying, may destroy 10 holdings in the borough at the end of a domain round. For example, a 3 GB army unit could destroy 60 holdings in two months of occupation (2x 30). This sort of heavy-handed action has dire consequences on the borough’s attitude towards the regent; as such behavior often marks the beginning of realm-wide tyranny. Some fortifications (see: Fortification), may prevent this from happening.

This action normally allows for the occupation of one borough. Multiple provinces can be occupied (troops permitting) with the expenditure of multiple GB pays, also depending on the level of the court (one for each allowed occupy action)

Court domain actions

The Untamed Wilds jor jor