Professional Documents
Culture Documents
The Rulers Roleplaying Game presented in this book, Rulers: Core Rulebook, was
designed, written and created by Eliot Miller.
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike
4.0 International License.
1 Living with the organising members of the Roleplay and Anime Societies, meant that our flat was at the cutting edge of Nerddom
in the city.
Acknowledgements
A special thanks to my playtesters, flatmates, and possibly even “friends”.
You guys made this possible.
Tobin “President” Snelling
Daniel “Totally not a Demon” Woolstencroft
James “Boris” Rowan
Richard “Zenya” Barton
Christy “Mecha-Pope” Godber
Matthew Binyon
Chris Lodge
Ben Ebrahim “His Holiness of 1,000 names and the Defender of the Faith”
Chris Illing
and
Sam Teare “Admiral of the Trollik Navy”
3
“War is an extension of politics by
other means”
– Carl von Clausewitz
5
Contents
Glossary of Terms 7 Turmoil 40
Welcome to Rulers 8 Down with the King 42
Setting up your Game 9 Making Money 43
Resources & Industries 44
How To Play 10
Trade 46
The Basics of Rulers 12
Buildings 48
Actions in Rulers 14
Armies 55
Creating your World 17 Basic Units 56
Step 1: Creating Climates Elite Units 57
Step 2: Making Mountains Siege Units 58
Step 3: Coasts and Rivers Warfare 60
Putting it all Together 19 Battles - Automatic
Phase 1: Coastlines Battles - Quick Combat
Phase 2: Mountains Battles - Full Combat 61
Phase 3: Rivers Biesieging 63
Phase 4: Climates Quick Reference 65
Phase 5: Colour it in!
Territories & Resources 20
Creating the Setting 22
Character Creation 24
Choosing a form of
Government 25
Creating your Ruler 26
Traditions 27
Creating Noble Families 29
Adding the Details 31
Nobles 33
Reason and Cunning 34
Guilds, Orders & Societies 35
Settlements 37
Food for the People 39
6
Glossary of Terms
Agents – Agents of the Crown. When a Noble is sent Territory – The borders on the map that make areas
to performs Actions on behalf of a Ruler. which can be governed
Army – A collection of military Troops outside of a Trade – When two or more Realms have a Trade Route
Settlement
Troop – A group of military units
Building – A structure that provides a benefit to a
Realm Upkeep – The cost of paying for Troops, Nobles and
Buildings every Season
Character – Can refer to a Ruler, Realm or Significant
Individual. A Player’s character is both the Ruler and the Value – How much something in Rulers is worth
Realm
Wealth – Money generated by a Realm’s economy of
Garrison – A collection of military Troops stationed in Industries and Trade
a Settlement or Building
We’ll get into all the detailed rules of Building up an Your responsibilities are to protect your Realm and the
Empire, Recruiting Armies, and Converting the masses. property of your people. It is not your duty to meddle
Butfirst, let’s look at the some of the basic concepts in their everyday lives1. The economy of your Realm will
largely take care of itself and does not need a Ruler’s
The Narrative Overlord micro-management.
A game of Rulers has 3-6 Players and one Narrative Over- The people of your Realm, from Farmer to Nobleman,
lord (N.O.). It is the task of the N.O. to run the game and will be unhappy if the Realm runs out of Food, or if their
fundamentally captain the game as a sort of referee for livelihood is threatened, but these responsibilities are
the story. not enshrined in law. They will simply take matters into
their own hands if there is too much Turmoil.
It is up to the Narrative Overlord to make sure all Player
actions remain reasonable, that there are consequences The Objective
for their actions, and to aid the narrative development of
the game. The objective of a game of Rulers can vary. It can be
discussed by all the Players and the N.O., but the N.O.
While at the same time, an N.O. should make sure that has the final say. Ultimately, it is the N.O.’s job to decide
everyone is having fun. From time to time, this may where the story goes.
mean saying N.O. to their players!1
A game of Rulers can played be until an invading army
The N.O also controls all Rulers, factions and organisa- has been defeated, the secrets of an ancient civilisation
tions not directly controlled by the Players themselves. discovered, or as long as you are having fun playing.
This includes all Nobles, Guilds, Orders and Societies in a
Player’s Realm, who each have their own political agen- Whatever the goal may be, it is a good idea for a Ruler to
da. For this reason, you can have a second N.O. if help is have their own goal in mind, and to roleplay their Ruler’s
needed to control all these political entities. individual ambitions.
Alternatively, hand over control of certain NPCs to
Players. Just make sure that they act according to that
character, and not the interests of the Player.
• d10s, d8s and d6s and (10, 8 and 6 sided dice respec-
Starting Play!
tively) In the opening session, the N.O. should introduce the
• Character Sheets NPC Realms and the current political situation, as well as
the world.
• Players and an N.O.
We then suggest giving each Player and opportunity to
We recommend no more than 6 players, but no less than 3.1 describe their Ruler, and let other Players know what
The N.O. cannot be one of these players. would be common knowledge about their Realm, its
culture, and its people.
Every Player must have completed Character Creation and
have both a Ruler and Realm. The N.O. may do this for NPCs at This first session can be done over a voice calling service,
their discretion. Sometimes numbers and dice appropriate to
or in person.
the circumstances are all that are needed.
It is up to you if you want to conduct future sessions in
this manner, or just send in the Reports.
In addition to this, the Player can add any storytelling Army: 2 Archer Troops,
details to flesh out the actions taken by the Ruler, or to 2 Spearmen Troops
give depth to the Realm, as long as they are not sepa-
rate actions. Noble: Riven “Pieface”
Shadowfox
Action Words 3/6
Used
10
We encourage Players and the N.O. to flesh out actions
with short paragraphs of storytelling (also called “fluff”)
to give a degree of personality to the characters who are
the elite of each Realm.
Receiving Replies
After all the Reports are in, it is the N.O.’s turn to write
the replies.
The N.O. should keep notes, but only what directly im-
pacts a Player needs to be written in the reply.
Wealth can be Taxed. Taxes are the only way a Ruler Trade Routes can be opened with other Realms to in-
makes Money. A Ruler can use this money to construct crease the Wealth created by Industries as well as allow
Buildings, Recruit Troops and perform other Actions. access to Resources and Technical Knowledge. When
Buildings and Troops need to be maintained, while a two Realms trade with one another, both Realms are
Stipend is paid to all Nobles in the Realm, to pay for treated has having access to each other Resources for
their daily needs. These costs are all part of the Realm’s the purposes of Buildings and Recruitment. Trade Routes
Upkeep which must be paid every Turn. will also allow the free flow of any commodity each
Realm does not have, even including ideas and Religions.
One Turn equates to the passage of one Season in game
time. One Year is 4 Seasons (Spring, Summer, Autumn Players can perform actions as their Rulers. These ac-
and Winter). tions include passing laws, recruiting Troops, ordering
the construction of Buildings, levying Taxes, and per-
Constructing Buildings, Recruiting Troops, and Travelling forming Political Actions.
from one Realm to another are all Actions which take a
certain number of Turns depending on their complexity Rulers are Political Actions limited by what Action
or the distance involved. Words are available to the Player. Nobles can be sent on
missions on behalf of their Ruler, but they may pursue
Buildings cost money and take a certain number of turns their own motivations and ambitions instead.
to finish construction. Some require access to a certain
Resource in order to function. Buildings will increase the Money flows into a Ruler’s treasury through Taxes. Taxes
Upkeep of the Realm. Once completed, a Building will can be levied on anything which has a Value and gener-
have a passive effect on your Realm, allowing the Ruler ates Wealth.
to perform new Actions, provide new Resources for
other Industries or Buildings, or allow different types of Wealth is created by the Resources and Industries a
Troops to be recruited. Realm controls. Every Resource site can support a certain
number of Industries of a certain type (e.g. Iron ore ->
Troops are needed to defend the Realm, or to conquer Blacksmith’s).
Resources and Settlements from other Realms or Terri-
tories. It takes a certain number of Turns to train every Luxury Resources and Industries usually have a higher
new Troop. Some Troops will require specific Buildings in Value than Common Resources and Industries. Certain
order to be recruited. Common and Luxury Resources can also be combined
together to produce items of a higher Value. Trad-
Troops can be assigned to Garrisons or Settlements and ing with other Realms, is another way to increase the
will automatically defend them in the event of an attack. Wealth generated by Industries and Resources.
They assigned to the Noble of the Settlement where
they were recruited. Their loyalty is firs to their Noble,
and then to the Ruler.
12
If a Ruler wants to increase the Wealth of the Realm
beyond that, they will need to acquire more Resourc-
es, open Trade routes, or invest in Buildings which will
increase the Value from Resources and Industries he
already controls.
13
Actions in
Each Turn, Players submit a report the N.O. detailing Dice Rolls
what actions they perform. This can by e-mail, voice
recording, telecommunication or Monkey Scribe. Dice are rolled to determine the outcome of an action
when armies meet in battle, or when a Noble uses one of
The deadline for submitting Reports are is determined by their skills.
the N.O.
In this instances, roll the number of d6s stated. This is
A Ruler may still Recruit and Construct as much as they your Dice Pool. Any roll of 5 or 6 is a “Success”. These
can afford to do so. rolls are opposed by an opposing dice pool roll.
For Political Actions, players may choose from the list of Whichever side has the most success wins the challenge,
Action Words. However, they are still limited to 6 Action and completes their action successfully. How many
Words to use in each report for their Political Actions.3 successes the victor wins by, will determine the extent to
Action Words can still be combined to define a Political which their action was successful.
Action.
Fiscal Actions
Messages are still restricted by use of an appropriate
Action Word and must still be dated with the in-game A Ruler can perform a number of Actions relating to the
date. If the recipient of a message is in the same Realm finances of their Realm. These are called Fiscal Actions.
as the sender, they may still talk freely. It is important for
an N.O. to be clear that Rulers may not chat freely unless This includes, Constructing Buildings, Recruiting Troops
they are in the same Realm, and over-abuse the powers and spending their money on any other Actions.
of the inter-connected internet age.
A Ruler can construct Buildings and recruit as many
For Events, at the start of the new year (every 4 turns) Troops as they can afford on their turn, providing that
the N.O. will roll on a table to determine which event they can also afford the upkeep.
randomly happens to each player Realm. In the Report
system players no longer have Events they can play, or The only way a Ruler can get money is by levying Taxes
have control over.4 on Industries or Trade that produce Wealth. A Ruler may
only introduce, remove, or change one Tax on their turn.5
Performing Actions
Political Actions
Players take it in turns to roleplay actions as the Ruler of
their Realm. On their turn, a Ruler will also resolve any Political Actions are defined by the action word they use.
issues that have been presented to them that Turn, such Examples include “Investigate”, “Send”, “Negotiate” or
arriving emissaries and invasions. “Hold”. They can be used to perform any Political Action
which can be defined by the word.
In addition to this a Ruler may perform Fiscal and Po-
litical Actions. These actions advance the story of your For example, an Attack can be verbal, physical, personal
game and can be performed by the Ruler or a Subordi- or even political. You can Hold a festival, or Hold some-
nate. one for ransom.
While roleplaying the story of your game of Rulers it is These actions are free to be described by the Player. Mul-
encouraged for both Players and the N.O. to act in-char- tiple Action Words can even be combined together to
acter as much as possible. This means doing what the create more complex actions.
character would do, based on their personality and what
However, Political Actions cannot fabricate something
the character would know.
from nothing, and neither can they abruptly destroy or
However, if anyone wants to put on an accent at any alter an object, individual, civilisation or concept.
point, then it must be agreed by everyone that it isn’t so
All Political Actions must be possible for the character
irritating as to warrant an impromptu flogging.
performing them to do, or order another to do. “Send: a
poisoned banana into my enemy’s heart!” is not some-
thing anyone can do at a whim.6
16 a religious figure, a
noble, trade, talks
Creating your World
A game of Rulers has to happen somewhere, right? In Location table:
this next section we will walk you through our method of
randomly creating your world. Roll 1d8 Location
You may already have ideas on what you want the world 1 North
to look like. Perhaps it’s a very magical world, Arabian 2 North East
themed or in certain period of history, but no matter 3 East
what you have in mind, we believe a randomly generat-
ed world can improve it and give your initial idea, more 4 South East
variety and depth. 5 South
6 South West
The map our rules will generate is a guideline, a sugges-
tion for you to piece together into the setting you want 7 West
for your game. Think of it as randomly generated inspira- 8 North West
tion!
Climate table:
We are going to roll dice on a series of tables to create a
rough idea of what our world looks like. We’ll roll every- Roll 2d10 Climate
thing before begin sketching out what your world will
look like. 2-3 Desert
4-6 Savannah
What you will need: 7-8 Mediterranean
9-10 Steppes
Paper & Pencil
11 Oceanic
d10s, d8s 12-13 Forested
14-15 Alpine
A finished world should have: 16-18 Tropical
• A Map 19-20 Tundra
• Territories
Desert:
• Resources
Deserts are any area which receives very little or almost
• A Narrative Setting no rain. However, there can be torrential annual rains.
The first step is to have idea of what the climate is like in Examples: Sahara Desert, Gobi Desert
different areas on our map. Is it hot or cold, dry or wet?
What does the landscape look like and what plants and Savannah:
animals might live there?
Savannahs are arid grasslands, with tall dry grasses and
Roll a d10 on the climate table 8 times. For every roll, few, sparsely leaved trees. They can still support an
also roll a d8 on the location table, to determine its abundance of life though, which have evolved to sur-
rough location. Multiple rolls on the same location are vive in this climate, like gazelle, cheetahs and elephants.
allowed. Wild fires are always a risk. They are usually the border
between Forested, or wetter areas, and Deserts or very
dry areas.
Mediterranean:
A Mediterranean climate has hot, dry summers, but rela-
tively cool winters, with powerful storms in the autumn.
Its ground is arid and often has craggy rocks jutting from
its surface. Its plants have thin, oily leaves to conserve
water loss. 17
They are usually found on the coast, and often border round, and rainstorms are frequent in the hot summer
between slightly wetter and slightly dryer climates. months.
Examples: Greece, Italy, Spain, California, Morocco They can be found on coastal areas, or inland. They are
usually adjacent to other hot or dry climates, and often
Steppes: border other densely forested areas.
Examples: The UK, The Netherlands, Nova Scotia. It’s up to the GM as to decide how long each mountain
range is, how many mountains are in each.
Forested:
Step 3: Coasts and Rivers
Trees abound in a Forested area. If they are near wet
areas they are likely to be tangled clusters of deciduous Water is not only essential to life, but also civilisation.
trees, but if its near a dry area, they may instead be Without rivers, lakes and seas allow civilisations to move
dense rows of coniferous trees. Perhaps even both. people, ideas and trade over large distances with ease.
(See Movement)
Forested areas can exist in either dry or wet areas, but
they are usually close to other areas with high vegeta- Roll on the ‘Rivers & Seas’ table 6 times. For each roll,
tion, like Oceanic, Alpine or Tropical areas. They can also roll on the Location Table once. If a River is rolled, roll on
form a border between these areas, and places with less the Location Table twice to determine where the River
vegetation, like Steppes, Savannah and Mediterranean starts, and where it ends
areas.
Roll 1d10 Rivers & Seas
Alpine: 1 Lake
Alpine areas are usually on mountains, very close to 2-4 River
them, or at least are in areas of high elevation. They are 5-6 Estuary
often quite cold and snowy in the winter, but still have 7-9 Coast
moderately warm summers. All year round they are
10 Island
relatively dry. Plantlife often has thin leaves to conserve
water. All trees are coniferous.
Tropical:
Tropical areas have humid climates and dense, deciduous
18 trees and undergrowth. Life is abundant in these areas,
and not always friendly. They are often warm all year
Putting it all Together
Now to make our world! Take a sheet of paper and a Phase 4: Climates
pencil and let’s get sketching.
Now that seas, mountains and rivers, explain the borders
The relative size of the map is up to you. It can be the of our climates, we can start filling them in.
whole world, a continent or an island. Feel free to make
more maps to detail the whole globe your game exists Put your driest climates by their mountains walls, and
on. slightly less dry climates adjacent to them.
Make a note of what climates are where, and consid- If you have densely Forested areas, they are likely to
er what the terrain will have to be like to create them be near other Climates dense in vegetation, like Alpine,
(Mountains cut off dry flat basins, estuaries will connect Tropical and Oceanic areas. Although Savannah and
to rivers and wet areas etc.) Mediterranean Climates are not devoid of trees after.
Positioning is another thing to keep in mind. If you have Consider which way the equator lies. Perhaps it’s to the
something in the “North”, that can be anywhere within a south or possibly the east? Put the warmer climates,
cone extending from just above the centre of your map. like the Mediterranean and Tropical climates closer to it,
If you have two locations that are the same, one will be with the Alpine and Tundra areas as far away from it as
closer to the centre than the other. possible.
Phase 2: Mountains If you can, scan it in and edit it on your computer. I really
recommend doing this when adding the players, NPCs
Mountains will form walls around our climates, and be- and their cities. You don’t want to mess up your nice map
ing to shape our world dramatically. of the world just because you can’t spell “The Kingdom
of Ferlintoquzeres”
Anywhere there is a dry Climate, it needs to be cut off
from the sea by mountains. Start with the driest climates
you have. They don’t need to be completely walled in,
just placed as a barrier between them and the sea.
Phase 3: Rivers
All rivers end at the ocean, and they all start in moun-
tains or lakes. While you have a start and end location for
your river, it will not move in a straight line. Snake-wind
down from higher land, cut valleys through the moun-
tains.
For every 2 players have one NPC Realm and one neutral 1d10 Settlement
Territory, rounding up. Every Player will also need one 1-2 Nomad Camps (Village)
Territory for their own Realm.
3-4 Tribal Village (Village)
For example, a game with 5 players would 3 NPC Rulers,
3 Neutral Territories, and 5 Player Territories, for a total 5-6 Bandit Camp (Village)
of 11 Territories. 7 Monastic Enclave (Village)
8-9 Trading Post (Town)
Neutral Territories are likely to be uninhabited, or they
may house Settlements who possess no centralised 10 City State (City)
government, such as Nomadic tribes or an Amish Orc If there are Resources in Neutral Territories, not owned
Commune8 . by any Realm, then create “Free Peoples” who live there,
or use our rules for randomly generating Settlements.
Once you know how many Territories you are likely to
need, split the world up as necessary. Use mountains, Generating Resources
rivers and coastlines to form natural borders.
For each Player or significant NPC region, roll on the
It doesn’t matter if Territories are not all the same size, Basic Resource Table 3 times, and the Luxury table once.
as this will not affect the time it takes to cross them or These Resources are known to all players.
the amount of resources they have.
For neutral regions, or ones with smaller city-states,
Placing Realms Roll on the Common and Luxury Resources twice. These
Resources are not known to all players.
Most players will come to the game with a clear of the
idea of what they want to do with their civilisation. Don’t Roll 1d10 Common Resources
let them! 1-3 Timber
A little bit of randomness can make an okay concept, a 4-6 Clay
great character. The greatest success story of this was 7-8 Iron
in our first play-test. Cyria was a civilisation of mechan- 9 Stone
ical slaves who had escaped an oppressive Empire and
were led by their prophet, and now ecclesiastical leader,9 10 Luxury*
across the desert to their new home.
Roll 1d10 Luxury Resources
It was the fact that the player had been randomly placed
beside by a desert that gave their leader this biblical 1-2 Silver
pilgrimage, its Arabic themes, and even the kingdom’s 3-4 Porcelain
name. This gave it a tremendous amount of depth, that 5-6 Lacquer
the original concept was at first missing.
7 Jewels
Number all Territories on the map and roll appropriately 8 Cotton
sized dice to determine where each player will be placed. 9 Marble
This is done at the N.O.’s discretion, as it is in their inter- 10 Expanded*
ests to place NPCs and neutral territories strategically.
It would be very difficult for a society to function at all, Again, not having Timber Resource simply means that
let alone rise to becoming a significant civilisation, if it it is not available in abundance, and cannot be fulfil
was completely without metal Ore, Timber or any other requirements for Rulers.
Resource.
No Clay
Resource Sites instead represent an ability to support
entire industries to the extent that they have a significant Clay isn’t that important, right?
impact on the Realm and can even export the product.
Wrong! History is the study of pottery. Okay, that’s not
entirely true, but it is 90% of what Archaeologists dig up.
No Ore
Bowls, plates, bottles, medicine flasks, chamber pots – if
If a Realm is without Iron Ore Resources, it is assumed it held a fluid before the advent of plastic, it was proba-
that they at least have Bronze (An alloy of Copper and bly made of pottery.
Tin).
So we can explain a Realm that doesn’t have Clay as mak-
This does not put the Realm at any specific disadvantage. ing a lot of these items out of wood, or bone, or maybe
Bronze is poured into a mould and cast. They therefore bronze.
have no problem making swords, arrowheads, pole-axes
etc. However, if the Realm also doesn’t have wood, then
bone is going to have a tall order to fill, as it is quite limit-
However, more complex metal-working may be beyond ed by the shape of bones.11
them without imports of Iron, which can be heated and
forged, allowing it to be bent and folded. The revolution Get creative. Does your Realm have an abundance of
of the Iron Age was not that it was superior to Bronze, Iron or Stone? Perhaps their master craftsmen use that
but rather that it was easier to work more complex parts. instead.
If you’re interested, take a look at what the Ancient
Chinese. Emperor Qin and his Terracotta Warriors were No Stone
able to achieve incredible feats with bronze, including The simplest Resource to for a Realm to not have.12 Stone
advanced mechanisms and crossbows. is mostly only used for Fortifications, and as such a Realm
can happily survive without it.
10 Which is also the greatest name for a Celtic Folk band duo
11 Goblets are fine and look epic, bowls are harder to do though
12 I’ve even considered making it a “Luxury” as a result.
21
Creating the Setting
Now that we have world, a map, resources and we know Give each faction a name, and an NPC leading it. To fur-
where our players and NPCs are, it is time to create a ther split opinion, make sure each faction has different
setting. resources at its disposal.
The setting determines the overall narrative of our game, “Why do I need to change the Status Quo?”
and provides much needed context to the world our
players will be interacting with. Because civil war threatens the security of my Realm,
and if I do not have a say in what the new order will be, it
Creating a Shared history may not be to my liking.
Discuss ideas with your players. Find out what their con- Inspiration
cepts are, and start to create a shared history.
Japan: In 1598 Toyotomi Hideyoshi died, leaving his
Do people have similar religion, or races? If so, why are infant son, Hideyori, to inherit his rule. A council of re-
they not part of the same Realm? Was one Realm found- agents were supposed to govern Japan until the boy was
ed by escaped slaves/criminals from another? How were old enough, but the Daimyo lords seized the opportunity
the borders shaped? Who is the oldest Realm, and who to take power for themselves. After the decisive battle of
is the youngest? Sekigahara in 1600, Tokugawa Ieyasu secured his position
as the Shogun of Japan, and his family would rule until
The Narrative Context the Meiji Restoration in 1868, which finally dissolved the
feudal system.
A good setting should have an implied storyline from its
context. What are the goals of the players and NPCs? Is independence best, or are there advantages to an
Why are they here? What is at stake? Empire? Who will be the new Emperor, a player, an NPC,
or a puppet?
From our playtests, we found that this question was the
key component to creating a good setting:
A Brave New World
“Why do I need to change the Status Quo?” All of our players are small lords of a much larger king-
dom or empire. They have come to colonise a new world,
If your players do not feel a need to shape the world supposedly rich in resources. However, they have not
around them, then they will simply not interact with it found it entirely uninhabited. When creating your
in any meaningful way. Force your players to take sides, regions, consider having twice as many neutral ones.
act quickly or ally together. While they will certainly have Keep in mind though that the locals won’t recognise
their objectives, give the scenario something the players these borders in the same way as these foreigner visitors
must react to. do. Alternatively, instead of additional neutral territories,
Here are some example concepts you can use for your have a large disparate Empire take up most of the map.
game, or to give you inspiration.
“Why do I need to change the Status Quo?”
Setting Suggestions: Because everyone is going to expand rapidly in this new
world, and I will pushed away from the best spots if I
The Fallen Empire don’t act quickly.
- Starting Army
Once all players have created their Realm and their Ruler,
take a look at what is similar in each Realm.
24
Choosing a form of Government
Some Rulers are ruled by a family through a hereditary Ecclesiastical
title, others may be ruled by a Religious leader, or by
an elected official. However your Realm is run it is an You are both the head of the church, and the head of the
important element to define! Realm. Create an approriate Society or Order for your
Ruler to also be the head of.
Choose one of the forms of governance from the list
below. If a player wants to create a new one, they may
negotiate with the N.O., but the important factor is that
Consortium
the players’ rule is absolute. In-game actions will be very The Realm is governed by a trading company, and you sit
difficult for the player to justify if everything they decide at the head of its council. This position operates as Coun-
has to be approved by someone else.1 cil, but with more bribery.1 Create a Guild for your Ruler
to also be the Chairperson of.
Monarch
You were born to rule, and you will rule for your whole
Magistrate
life, at which point your heir will take over. You were appointed by a higher authority to be in charge
of your Realm.
This position is for life, and is automatically passed onto
your heir. You can be replaced at any time by the higher authority.
This authority has to be defined at creation, and must be
Elected Monarch an NPC which the N.O. controls.2
You still rule for life like a monarch does, but you were
elected by the Nobility of your Realm. After your death,
Warlord
they will elect a new monarch from one of the noble You are the commander of the military, and the head of
families. state.
You cannot be voted out of office. This position is for life. This position can operate as Elected Monarch or Council,
depending on the strength of your Armies.
Council
You are the chairman of a council who governs the
Realm. While others on the council will have a say in
state politics, you ultimately have the final say.
This position is for life, but the council can call a vote to
elect a new chairman.
A Name
A Race
A Noble Family
A Backstory
A Personality
Religious Order
27
Industrial Traditions Pathfinder
+1 to movement speed of all Armies
Mercantile
The Pathfinders of your Realm accompany your Armies
+10% Wealth creation from Trade whenever they travel outside of the Realm’s Territory.
These excellent scouts provide your Armies with +1
The merchants of your Realm are famed for being able to
speed whenever they travel.
squeeze out that little extra bit of profit.
This does not affect the Turmoil generated by the Tax. Your Realm is famous for its militaristic culture, and
intrepid leaders.
Artisanal This Tradition provides a +1 to all Military rolls by Nobles
from your Realm.
Grant the High Quality bonus to one industry.
Your Realm’s Artisans are famous for producing one Horde tactics
type of product with exceptional skill and craftsmanship.
Select one industry you already have, and upgrade its +2 Morale for all Basic Troops
quality tier to High Quality.
The hardy commoners of your Realm share a comradery.
Basic Troops from your Realm have a +2 bonus on all
Born in the Saddle Morale rolls.
Provides Stables
Chivalric
+1 Morale to all your Cavalry Troops
+2 Morale for all Elite Troops
The people of your Realm have a natural affinity with
equine beasts and mounted combat. The Nobles of your Realm uphold a devotion to a Chival-
ric tradition.
This tradition provides your Realm with Stables, which al-
lows for the Recruitment of Cavalry Troops. In addition to Elite Troops from your Realm have a +2 bonus on all
this, your Cavalry Troops are more effective than others Morale rolls.
in battle.
“The Immortals”
Architectural +3 Combat bonus and +2 Morale for one specific Troop.
Civic Buildings take 1 less turn to construct (minimum 1)
Your Realm is infamous for one terrifying Elite unit of
The Architects of your Realm have both a flair for art, as warriors. They are feared. They are unstoppable. They
well as an exceptional skill with design. are (seemingly) Immortal.
All Civic Buildings take one less turn to build in your Select one military Troop you have at the start of play
Realm. (you must be able to recruit this Troop under normal
rules).
Military Traditions This one Troop unit gains +3 to all Combat Rolls and +2
to its Morale rolls. The unit can be healed normally, but if
Masters of Villainy the whole unit is ever killed, the effect ends.
28
All Fortifications take 1 less turn to build (but nobody
enjoys building it).
Creating Noble Families
Roll 1d4 this is how many Noble Families there are in 1d10 Personality
your Realm. including the Ruler’s own family.
1 Quiet and Thoughtful
For every family, roll 1d6. This determines how many 2 Nervous and Pensive
leading members the family has. One of them must be 3 Headstrong and Reck-
the Head of the family, while the others may be Aunts,
less
Uncles, Siblings or Grandparents.
4 Intelligent and Subtle
For each leading family member, roll 1d10. 1-5 they are 5 Deceitful and Sly
male, 6-10 they are Female.
6 Stoic and Reserved
To determine the age of each of them, roll 1d10 on the 7 Stubborn and Arro-
table below gant
8 Frantic and Obsessive
1d10 Age
9 Confident and Charis-
1 Infant matic
2-3 Adolescent3 10 Jovial and Friendly
4-8 Adult
9-10 Elderly 1d10 Relationship with
Ruler
For each family member who is Adult or older, roll 1d4 to
determine how many Children they have. Roll as usual to 1 Loyal
determine their age, but discount all Elderly rolls. 2 Fearful
3 Contemptuous
Fill in the gaps as you see fit. These results of these rolls
are to give you a starting point. 4 Love
5 Disgust
For instance spouses are not rolled for, but they are cer-
6 Admiration
tainly members of the family.
7 Rivalry
You can use rolls you’ve made to account for them, 8 Hatred
or add them in as you want to. Perhaps some died in
childbirth, perhaps some left to start their own families. 9 Respect
Which families did these Spouses come from, or are they 10 Fondness
from another Realm?
1d10 Who do they Value?
We encourage Players to have their Noble families linked
with other Players, or NPCs, wherever the genealogy 1 A Parent
allows it. 2 A Mentor
3 A Student
Personality Creation 4 A Rival
Each NPC Noble or significant Character, has their own 5 A Pet
personality. Perhaps you have a personality in mind, and 6 A Lover
that’s fine, but your probably have a lot of NPCs to cre-
7 A Friend
ate, so here’s a table to randomly give them a complete
personality. 8 A Sibling/Cousin
9 No one
10 Themselves
29
1d10 What is an object they 1d10 “I believe….”
Value? 1 Everyone has their
1 A piece of Jewellery role in society and
2 A Weapon they should fulfil it
3 A Tool 2 You can only rely
on yourself, and the
4 A Book
sweat from your own
5 A piece of Clothing brow
6 A piece of Art 3 Trust in others and
7 A Musical Instrument they will trust in you
8 A toy 4 Some are made to
9 A Mount Rule, others are made
10 An Ancestral Artefact to be Ruled
5 Those who have
wealth and power
1d10 What do they desire
must share it with
most?
those who do not
1 Wealth
6 Decisions should not
2 Power be made without care-
3 Love ful deliberation of all
4 Knowledge the facts
5 Popularity 7 The pursuit of knowl-
edge is the only thing
6 Glory
worth pursuing
7 Vengeance
8 Money comes first,
8 Travel everything else can be
9 Fame bought with it
10 Harmony 9 Power comes from
sincerity, if you can
fake that, you’ve got it
made
10 Only through war and
conflict can we truly
understand ourselves.
30
Adding the Details
Rulers is a game of politics, economy and warfare, but Faith
more than that, it is a storytelling game about your civil-
isations. In Rulers we use “Faith” to refer to any system of belief
that binds a society together. This can be a canonical
Once the mechanics of your Realm are in place (Resourc- Church, a tradition of Ancestor Worship, or even a pro-
es, Traditions, Government etc.) it’s time to start giving it nounced Nationalism.
depth.
While we encourage Players to create a rich and varied
• Who lives in your Realm? culture for their Realm, it is not necessary to write down
every gospel and deity before the game starts.
• What is their anatomy like?
Begin by setting out a few key principles for your Faith,
• What belief binds their society together? naming any principal characters, and establishing the
• How does their language sound? manner in which people and clergy may practice this
faith.
• What do they eat and drink?
Language
• What does their clothing look like?
The hardest part of Rulers is coming up with names:
• What is the architectural style of the buildings?
there’s all the settlements, your Ruler, every Noble, their
• What is a common saying for your people? family members, individual characters, gods, poets and
inventors – there are a lot of names.
Answering these questions, and any more you can think
of, is what will allow your game of Rulers to be rich and That’s why establishing a language is so important.
memorable storytelling experience.
You don’t want to make it up as you go, because as epic
as names like “Ascernon the Thirteenth of the Elgorar
Race Elven Kings of Monsomera” may sound, no one is going
In Rulers, the race of your Realm can be anything you to ever remember their name – including you.
imagine.
Your language does not need to have a complete syntax,
They can be Elves, Orcs, Troglodytes, Demons, Centaurs, with every aspect of the grammar calculated.
Archanids, or Piratical Parrots.
Simply begin by establishing what your language sounds
It is up to the N.O. to set the tone for the game, and set like. Take one from the real world you like, and pair it
down any limitations on what kinds of fantastical races with another, to avoid simply making direct translations
may be allowed. all the time.20
For instance, the N.O. may want a Human only historical Then, establish a naming system so that naming new
setting, or to demand that players be more creative than Characters and Settlements follows a set of rules.
the usual Tolkien fantasy races.
For instance, the Mord language is based on German and
As general guidelines, we recommend the following: Swedish. Every Noble surname is “Von [Family Name]”,
while the peasantry are “Van [Home Settlement]”.
• All Races are mortal19
In Amethysia, every name is a regal sounding English
• All Races must eat and/or drink something for
forename, followed by a Geological period, such as Stan-
sustenance
ley Archean, or Winnifred Silurian the Third.
• There is an explanation for why Races can be
harmed by warfare or disease Settlement names are often descriptive. Abertawe is the
Welsh name for the city of Swansea. “Aber” means “On”
Without these basic guidelines, players may try and and “Tawe” is the name of the River – “On-the-Tawe”.
sneak their way out of playing by the rules.
So look at the language you have adopted and de-
termined what words are for “Town”, “Hill”, “River”,
“Bridge” or “Port”.
19 You could play the exact opposite of this, but it’s simpler if
everyone is one or the other 20 It’s a little boring
31
If you don’t like how they sound, shorten them, or swap Mordravale uses a lot of Germanic names, and late Me-
them out for words from a similar language. dieval-European weapons and armour. But its politics is
heavily based on the Soviet Union, and its architecture is
A really easy way to make use of existing languages is to typical of Medieval Gothic.
look at a map. After you’ve picked the sound of your lan-
guage, just take a look at that country, and pair together To give Amethysia a more distinct style, their clothing
pieces you like. and architecture is inspired by the British Colonies in In-
dia and Egypt, where turbans and buttoned coats, come
As long as you have a consistent set of Rulers for naming together with tea and piles of cushions to recline upon.
people and places, you will have a much easier timer
playing Rulers. The Finer Touches
Creating an Original Society As you delve deeper and deeper into your game of Rul-
ers, you will come face to face with questions you may
Maybe your Realm is a race of Lizard-people who live in not have thought of.
Samurai style castles, use Katanas and follow Bushido.
One of my favourite questions to come up is:
That’s fine, but it is simply scalier version of Feudal
Japan.21 “What would my people say instead of: Oh my God?”
But ask yourself if there a way to add a unique spin on Exclamations of surprise or anger are very common to all
your idea. languages. So what do you people say?
Are there other Realms your people would have ele- This adds such an element of depth to your culture to be
ments of a shared culture with? able to speak appropriately to them.
Asking questions like this can take a good idea, and make The creator of the Cyrians came up with the idea of using
it fantastic. Games of Rulers are always better when a Saint, plus an element of clothing.
there are powerful relationships between Realms.
The more, private, the garment was, the more you were
Is your race related to another in the world? shocked or enraged.
Is your Church the last bastion of Orthodoxy, or are you For example, “By Aerren’s Golden Pantaloons!” expresses
heretics who escaped persecution from another Realm? surprise similar to a man rushing down the street, almost
knocking you over.
Was it a shift in climate, or a great technological advance,
that set you apart from your former compatriots? While, “By Cyrintha’s Garter-Belt!” would not be accept-
able to say in front of polite society.
Let’s take another look at the Lizard-Samurai.
Give your Ruler a gesture they often repeat. Come up
The idea of a noble warrior elite, who is are masters of with a popular joke in your Realm. What song can be
both the pen and the sword, shares a few ideals with the heard echoing from the taverns this time of year? What
Sikh religion. is the most common subject of art these days?
Now you’ve added a religious dimension to your Realm, The finer touches can really make your Realm and its
which governs their dress and way of life. characters something you and your friends will remeber
for years to come
But why did this become the dominant faith?
32
history of your world.
Reason
Reason represents a Character’s ability to apply learned
knowledge and logic to a situation. Reason is used in any
situation where a convincing argument has to be made
through evidence and analysis.
Cunning
Cunning represents a Noble’s ability to act on intuition,
and feel a situation. Cunning is used in any situation
where lying or subterfuge is required.
Guilds, Orders and Societies are political entities within Common Resource 1,200g
the Realm which will pursue their own goals. They have
their own income, separate from the income of the Luxury Resource 1,500g
Relam or the Wealth of cities. They can use theses fi-
nances to construct their own Buildings and recruit their Food 200g (p/ Food Pro-
own Troops. duced)
These organisations may also buy or own Buildings, Re- A Guild will hire Troops to defend trade routes, their
source Sites and Industries in their home Realm, and in property, and possibly forcibly acquire new property if
Rulers further afield. This is the basis of their income. they are feeling particularly bold.
Most Guilds, Orders or Societies are founded during the
creation of your Realm. However, a new G.O.S. may be Orders
founded if the Ruler constructs a Building that requires a
G.O.S. such as a Church or a University. An Order has a moral of political ambition they are
trying to achieve. They are a collection of believers in this
All Troops and Buildings owned by a Guild, Order or goal, who will seek to convert others to their cause.
Society, have the normal Construction/Recruitment and
Maintenance/Upkeep costs. Principally, an Order is a Religious organisation. But, an
order can also be a collection of spies, conspirators or as-
Many Traditions chosen at Character Creation come with sassins. As long as these people have a specific goal they
a Guild, Order or Society. In each case they will be grant- are working towards, they can be an order.
ed a Building which will be their first source of income.
They will never have to pay maintenance for this one Their primary objective is to see their goal(s) realised,
Building. but, it may be impossible to ever truly complete it, such
as the conversion of ever individual to their faith. An
To create a new Guild, Order or Society, they must be Order therefore, will continue to work towards their
granted a starting Building by their Ruler. There is no lim- goal(s), but may largely be content to see their influence
it on how many Guilds, Orders or Societies a Realm may grow.
have, but it is in the interest of the N.O. to keep these
numbers down for their own Sanity. An Order has Alcoves of Power, these are Buildings which
increase their influence and their income. For a Religious
Order, these would naturally be Churches, or Temples.
Guilds For other Orders, they are free to be defined by the
Player the N.O. However, they must be defined for all
A Guild is collective of artisans and professionals who Building sizes when the Order is created. Both the Player
want to expand their profit margins. Their primary goals and N.O. may agree that some Building sizes are inappro-
are to increase their profits and expand their business. priate for the Order in question.26
Each Guild has a monopoly over a certain product, such
as Guild of Brewers, Jewellers or Potters. Whatever a Alcove of Power Size Order Income
Guild controls must be produced by an Industry or a Tiny +125g (375g)
Building. Small 750g (+250g)
The Guild will buy Resource Sites relevant to their mo- Medium 1,500g (+500g)
nopoly, as well as Industries in other Rulers. Large 3,000g (+1000g)
Colossal 6,000g (+2000g)
Societies
A society is interested in Art for Art’s sake. Their focus
is one area of academia, art or cultural expression. Their
focus is on learning and pursuing their field of study to
the highest level.
36
Settlements
A Realm is made up of Settlements where people live For Example: Profiteria, the principal Town of the Shad-
and work. owfox Trading Company, has 6 Building slots. 4 of these
slots are taken up by 4 Buildings, mostly belonging to the
Wherever there is work, there are people, and people major Guilds.
need homes.27 Settlements naturally occur in these loca-
tions, such as where Resources are collected, or where This means that Profteria only has room for two Build-
Armies and Nobles gather as these can also be a lucrative ings, before it will expand into a City.
place for businesses.
If a Village has a Fort constructed, or a Town gains a Cas-
Settlements come in three sizes: tle, these are also times when the Settlement size would
grow. But, only if the Players and N.O. agree that they are
Villages, Towns and Cities. sufficiently active to warrant growth.28
Each Settlement is governed by a Noble in the Realm.
They are seats of power where Wealth is generated, and Governing Nobles
where Food is brought to market.
Every Settlement must have a Noble governing it. For
Most Settlements are located near a Resource site, and Villages and Towns a simple Knight will suffice, but Cities
the Industries this Resource facilitates are the primary will require their own Lords.
source of income for the Settlement.
The larger and the more important the Settlement, the
more the Noble governing it will expect to be paid ac-
Building Slots cording to his status.
Settlements are not all the same though. Some are more
Rural than others and therefore have more agrarian In- New Settlements
dustries, while particularly Urban Settlement will rely on
others to provide them with their Food. A Ruler cannot order a Settlement to be built. They can
only grow naturally from situations from that demand
Each size of Settlement has a certain number of Building them.
slots.
Castles and Forts may grow into Villages if the Players
Villages have 4 Building Slots and N.O. agree that they are sufficiently active to support
a community of families.
Towns have 6 Building Slots
If these conditions are met, or there are others which ap-
Cities have 8 Building slots pease the N.O., then a new Settlement can be founded.
When it comes to the sizes of Building, a Settlement can Every new Settlement starts out as a Village.
have, there are some limitations.
It is also possible for a Settlement to exist, without being
A Village cannot have a building bigger than Medium attached to a Resource site, (such as those which grow
from Forts and Castles). Every Player Realm gets one
A Town cannot have a building bigger than
such Settlement at the start of the game, that they may
Large
place as they wish.
A City has no limit
Settlement Growth
When a Settlement is 1 Building slot away from having
all its slot full, then it grows in size to the next level of
Settlement.
27 Can’t wait for the San Francisco Area to figure that one out…
28 You can’t just go around building Castles in all your Villages
and my break my lovely game. I’m on to you!
37
Defences
A Settlement which has begun life as a Town will auto-
matically have Wooden Walls and a Gatehouses.
Population
Populations for individual Settlements are not tracked
numerically. That is for the narrative of your game to
allude to. However, population is relevant to Armies and
migration.
38
Food for the People Food Need
Each Settlement requires a certain amount of Food in
A society can only function if its subjects are well fed. order to sustain itself.
Hungry subjects are restless subjects, and if not for the
welfare of the Realm, it is in the interest of the Ruler’s Settlement Size Food Need
own wellbeing, to keep the granaries stocked. Village 1
Food is produced by Settlements. Typically, this is done Town 2
by various agrarian communities that orbit them. A town City 4
for instance, might have a few farmsteads dotted in the Fortification Food Need
foothills around it.
Fort 1
The Food produced by these Settlements can be a mix of Castle 2
several Foods that makes sense for the Realm to have,
providing that they remain as basic Foods that could not Even if Food is “eaten” through Food Need, it still pro-
be mistaken for Luxury Industries. duces Wealth because people are buying it at the mar-
ket.
Sake and Rice, Cheese and Milk, Wine and Beef, Vodka
and Potatoes would all be suitable examples of Food If there is not enough Food to support all the Settle-
and drink produced. However, Honey and Ginger Ale or ments in the Realm, then Turmoil will quickly increase,
Cinnamon Buns and Coffee are not the foundations of a and eventually Starvation will take its toll.
balanced diet for a whole society.29
Sizeable military Garrisons will also require Food in order
The numbers involved in Food production and need do to keep Troops stationed there. This includes free stand-
not only reflect the quantity of Food being produced, but ing Forts and Castles that are not a part of a Settlement.
also the variety and the healthiness of the diet of the
Realms denizens.
Territory Limits
Food Production While certain Buildings and Special Actions can increase
the amount of Food produced in the Realm, there comes
For every empty Building slot, a Settlement produces a point when a Territory can longer support further culti-
that many Food. For every 1 Food produced, an addition- vation.
al Wealth of 2,000g is produced by that Settlement
One Territory cannot produce more than 30 Food, before
1 Food p/Empty Building Slot bonuses from Buildings or Special Actions.
2,000g Wealth generated p/1 Food While bonuses from Buildings or Special Actions can
push one Territory to produce more than 30 Food, in
For Example, Ameythsia is a very Urban capital, so it order to exceed this, a Realm will have to expand its bor-
depends on the town of Garnetia for most of its Food. ders into new Territories.
Garnetia has a Temple, a Port, and a Water Mill.
It is using 3/8 of its Building Slots, so that leaves lots of Food Shortages
space along the fertile river banks to produce 5 Food. In
Food can become sparse before this begins to cause seri-
addition to its Porcelain industry, the Food it produces
ous resentment, or even starvation.
generates 10,000g in Wealth.
If there is not enough Food in the Realm to meet de-
Meanwhile the Onor fortress of Ularet, is a village for-
mand for one Season, this upsets the populace. From a
tified with Amethysian Garrisons. It has a Steel Forge, a narrative perspective would make them more likely to
Fort and a Watchtower. It uses 3/4 of its Building Slots, act against the Ruler, but has no immediate effect from a
so it produces only 1 Food from one small goat farm. This game mechanics point of view.
small therefore only adds 2,000g to the Wealth Generat-
ed by Ularet If there still is a Food shortage for another Season, Tur-
moil in the Realm increases by 1/4 of its current value,
rounding up. This is raises to 1/2 for each successive
Season of Food Shortage.
Calculating Turmoil Turmoil added in this manner lasts for 1 Year (4 Seasons).
40
Turmoil Turns into Action
Winter is the most trying Season for the people of your
Realm. When this Season comes around your leadership
will be tested.
Turmoil Table
Successes Result
1 Written demands for
change
2 A Noble supports
these demands
3 Protests (1d3 loca-
tions)
4 Strikes (1d3 locations)
5 Riots (1d3 locations)
6 Armed Revolt (1d3
locations)
7 Armed revolt, sup-
ported by Nobles
8 A Rebellion led by
nobles
9+ Rioting, Looting,
Arson, Armed Revolt
and Rebellion (1d6
locations)
41
Down with the King
Perhaps it was the Cruel Taxes, or the failed harvest. Per-
haps it was poison in the wine, or daggers in the night, or
Realm Death
maybe it was just the obnoxious sound of your voice that If every Settlement in a Realm is captured by a foreign
did it for them. Either way, someone wants you dead. power, or every member of its population killed or dis-
persed to the corners of the world, then the Realm has
There are multiple ways to die in Rulers, either the Ruler
“died”.
can be killed, or a wholes Realm ceases to exist.
In this event, the Ruler no longer has Realm to govern.
Ruler Death If they have personally survived, the Player can continue
roleplaying as that individual but they have lost all Settle-
The most common way to die in Rulers is for your Ruler ments, Buildings and titles they may have had.
to be assassinated, die in battle, or simply fall prey to
natural causes. The most loyal of Nobles and their Troops may choose to
remain by the Rulers side, but most will not. The Ruler
In the event of a Ruler dying their Heir immediately may grab 10% of the Treasury before they are forced to
takes the throne, and the Player assumes control of this flee.
Heir. However, this changeover of power may be seized
as an opportunity for other Nobles to claim the throne, The Ruler can turn to allies for help, and can be granting
or question the Heir’s legitimacy. governance over a Settlement in another Realm, like any
other Noble.
If the Ruler has not designated an Heir, then the Player is
faced with a question: Which significant NPC would they While they may try to build a new Realm, or retake their
like to take control of? old one, they are at the mercy of other Rulers to grant
them titles, Settlements and Resources.
This NPC must reside in their own Realm, and immedi-
ately have access to all of that NPC’s resources. They can They may only to Recruit Troops and collect Taxes if the
act as a Ruler might (constructing Buildings, Recruiting Ruler who granted them a Settlement to govern, has
Troops, and performing Political Actions) although they given them permission to do so.
do not have the same authority as the Ruler does.
42
M aking Money
Rulers is first and foremost a storytelling game of politics
and nation-building.However, a Ruler cannot improve the
Levying Taxes
prosperity of their subjects without Wealth. It is possible for a Ruler to increase their income by Levy-
ing Taxes.
Wealth is created by from Resources, Industries, Trade
and Food. As products are sold and traded within the Levy taxes = Income becomes 30% of the Wealth from
Realm, and across borders, Wealth is generated. each Settlement
Wealth can be Taxed and this is how a Ruler fills their This action can be performed as a Fiscal Action by the
Treasury. With these funds they can raise an Army, con- Ruler of a Realm. Once enacted, it remains in place for
struct Buildings, invest in what they see fit, and pay for one year, at which point it can be repealed or allowed to
the Upkeep of the Realm and its Nobles. remain in effect.
Largely, people are smart enough to manage their own However, Levy Taxes produces 10 Turmoil per Season it
businesses. The role of a Ruler is not to meddle in the is in effect.
daily work of their subjects, but instead to protect and
expand Trade, acquire Resources, and invest in projects If a Player wishes to levy taxes on something specific, the
that no individual community could afford on their own. N.O. may consider this: in order to be Taxed, the object
in question must be creating Wealth for the Realm.
Generating Wealth describes a something that is being
Tribute & Taxation traded and circulated around the Realm’s Economy.
Tribute, is what is paid to the Ruler to maintain the
Realm. Taxes, can be levied to increase the funds coming
into the Treasury, but may be unpopular.
43
Resources & Industries
There are two types of Resources in Rulers:
Luxury Resources
Common and Luxury Resources
Luxury Resources include:
These are used by Industries to make Products like tools,
clothes, pots, weapons, furniture etc. Gold, Lacquer, Porcelain, Jewels,
Each Resource Site is located in the appropriate terrain Marble and Silk
of the Realm (i.e. Stone and Ore would be situated near
Gold is fashioned by a Goldsmith into rings, necklaces,
mountains or canyons). Industries are located the Settle-
symbols of state and possibly religious idols.
ments at their respective Resource Sites. You can imagine
them as whole streets bustling with artisans, or small Lacquer is used by an artisan Carpenter to create intri-
communities built around the Resource itself. cate boxes, plates and bowls.
Common Resources come in greater abundance, allow- Porcelain is use by an artisan Potter to create fine and
ing them to support more Industries, but they are less delicate vases, bowls, plates and pots.
valuable than the rarer Luxury Resources.
Jewels are used by a Jeweller, in addition to Gold, Porce-
Resources and their respective Industries generate lain or Lacquer, to create finely adorned and encrusted
Wealth for their Settlement, which can be Taxed by the items.
Ruler.
Marble is used by artists and Masons to create sculptures
Wealth and in the construct of grand and impressive structures.
Common Resource 10,000g
Silk is used by a tailor to create fine garments that shim-
Luxury 15,000g mer, breath easily and yet are surprisingly strong.
Food 2,000 p/Food Produced
Luxury Re- Can be used as Needs
Common Resources source a base mate-
rial?
Common Resources include: Gold Yes -
Lacquer No Timber
Ore, Timber, Clay and Stone
Porcelain Yes -
Ore is used by a Blacksmith to produce metal goods, Jewels No Gold,
tools, weapons and armour. Lacquer or
Porcelain
Clay is used by a Potter’s to produce ceramic goods and
pottery. Marble Yes -
Silk Yes -
Timber is used by a Carpenter’s to produce wooden
crafts, furnishings and Buildings. Some Luxury Resources support industries themselves,
but others require other components in order to func-
While Stone is used by a Stone Mason’s to produce cut tion.
stone blocks for larger Buildings and defensive fortifica-
tions. If a Realm does not have these other components, the
Wealth generated by Luxury Resources is only 1/2 of its
Common Resource Industry base total.
Ore Blacksmith’s
Timber Carpenter’s
Clay Potter’s
Stone Stone Mason’s
44
Combining Resources
C. Resource L. Resource Additional
Wealth gener- Wealth Gener- L. Resources
ated ated Used
10,000 15,000 0
15,000 25,000 +1
20,000 35,000 +2
Luxury Resources can be added to Common Resources,
or other Luxury Resources, to increase their value, does
increasing the Wealth they generate.
45
Trade Monopolies and Prices
After a trade link has been opened, a Realm will import
Trade occurs when two Realms, NPC or PC, sign a all products it does not have. If a Realm is open to multi-
Trade Agreement. All goods which both Realms do not ple trade links, then it will always buy the best quality at
currently have are automatically imported. A negligible the lowest price.
amount of other goods, books, religions and ideas, are
also traded as part of the storytelling of the game. A Realm cannot import the same product from multiple
sources. Products are always traded in monopolies.
This Trade Route connects two Realms through a specif-
ic Settlement in each Realm. This increases the Wealth For example, the Shadowfox Trading Company is im-
generated by that Settlement, by 5% of its total, for porting lacquerware from Mordravale along their Trade
every Product being exported. Route, but now it has begun Trading with the mysterious
Crimson Empire, who offer lacquerware inlaid with gold.
For Example, the Shadowfox Trading Company can offer
Porcelain, Jewels and Gold along its Trade Route with This new product is of a superior quality, so naturally the
Mordravale, as it does not produce any of these fine S.T.C buys their lacquerware from the Crimson Empire
products itself. instead, taking this export away from Mordravale.
This increases the wealth generated by the town of Quality is determined by the number of ingredients a
Profiteria, by 15%! Meanwhile Brasaholm gains just product has and if it has the High Quality bonus or not.
5% to its wealth for only having lacquerware to offer The High Quality always trumps Products with the same
Shadowfox. However, as the only producers of such a number of ingredients.
fine product, they are unlikely to lose this trade any
time soon. Quality Table
In addition to this immediate financial gain, a Realm is Lowest Quality Basic product
treated as having any Resource its trade partner has, High Quality Product
for the purposes of Constructing Buildings, Recruiting
Troops, or performing Special Actions. Basic
46
If the quality of the Product being imported is the same
between multiple sources, then the product at the low-
est price will be imported.
Build 1S 2S 3S 4S 6S
Time
Build 375 750 1,500 3,000 6,000
Cost
Mainte- 250 500 1,000 2,000 4,000
nance
Cost (p/
Season)
Certain Buildings may require specific Resources, or have
other prerequisites, in order to operate, while others
may provide Resources to allow other Buildings or Indus-
tries to function.
Building Slots
Each building, regardless of its size, takes up 1 Building
Slot in a Settlement.
48
Size Prerequisites Effect Port M Allows for
Trade routes
Academy S A Society Increases in-
to Traverse
come of Soci-
over water
ety. Provides
education Siege Engine L Timber, Techni- Allows for
Workshop cal Knowledge the construc-
Armoursmith M - Allows for
tion of Siege
the recruit-
Weapons
ment of
Armoured Stables M Food Allows for
Troops the Recruit-
ment of Cav-
Bank M A Guild, Order Allows a Rul-
alry Troops
or Society er’s Treasury
Balance to be Theatre S -1 Turmoil
Negative University M A Society Same as an
Brick Maker’s M Clay Allows the Academy
for the but more
construction powerful.
of “Stone”
buildings,
using Bricks Walls S/M/L Timber / Brick / Defensive
instead Stone walls that
Cannon L Technical Allows for encircle a
Foundry Knowledge, the Recruit- Settlement
Ore ment of Watchtower S Timber / Brick / Provides a
Cannons Stone great view
Castle L Stone A defensive Weaponsmith M Ore Allows for
Fortification certain
of formidable Troops types
strength.
Cathedral / L A Religious Same as
Temple Com- Order Church but
plex more power-
ful. Turmoil
-3
Chapel / S A Religious Turmoil -1
Shrine Order Increases the
income of Or-
der it belongs
too.
Church / M A Religious Same as a
Temple Order Chapel but
more power-
ful. Turmoil
-2
Coliseum L - Allows the
Realm to
Host large
sporting
events and
festivals
College M A Society Increases
the Income
of a Society.
Allows for
advanced
studying
Fort M Timber / Bricks A fortification
with substan-
tial defences
Gun-Smith’s S Technical Allows for
Knowledge, the Recruit-
Ore ment of
Harquebus
Troops
49
Building List This Building allows for Trade Routes to travel by sea and
by rivers, instead of by land.
Civic This does not alter the speed of Trade or the Wealth it
generates.
Bank
Theatre
Size Medium
Size Medium
Effect Allows Rulers to borrow
Money Effect -2 Turmoil
Requirements Allotted to a Guild Allows the Realm to host
Neither a borrower nor a lender be, unless you are Bank- Theatrical events
er, in which case that is an excellent idea! – Shadowfox
Requirements -
Rule of Business #29
All the world’s a stage, we have our entrances and our
This sturdy building allows the Rulers to borrow money exits…some more memorable than others. – Grand
from the Guild it is owned by. Inquisitor Jarlstor Von Faulsten upon beheading Emperor
Wilbur Von Tatten.
The Ruler can borrow up to half their income. This can be
done once a year. The loan is to be paid back over 1 Year, The play’s the thing, and it’s the thing that keeps both
and this begins the Season after the loan was taken out. the commoners and the nobles entertained with its regu-
lar performances.
The Guild does not need to have the funds to offer the
loan, but they will receive the payment back. A Realm with this Building has -2 Turmoil and can also
put on special theatrical events that draw the attention
of the other Realms of the World.
Coliseum
Size Large
Academies, Colleges,
Effect -4 Turmoil, Allows the and Universities
Realm to host Sporting
events and festivals Size Small / Medium / Large
Requirements - Effect Provides income to a Soci-
Let the games begin! This huge construction allows ety
everyone a spectacular view of the sport most popular in Requirements Allotted to a Society
the Realm. An Academy, College or University allows for the study of
a subject associated with a Society. This could be Art or
A Coliseum has the immediate effect of reducing Turmoil Science, Theatre or Calligraphy.
in the Realm.
Once built, they immediately become the property of
In addition to this, once a year, a sporting event of im- the Society they were allotted to, and increase its income
mense significance is held. This is an event which draws (See, Guilds, Orders and Societies).
the best athletes and the most fashionable nobles from
around the world. Any Ruler would be unwise to miss
such an event.
Chapel, Church, Cathedral
For 2,000g, this event can also spark a New Fashion. Size Small / Medium / Large
For 4,000g, the event is so elaborate, that it provides an Effect Provides income to an
additional -2 Turmoil for 2 Seasons. Order
Requirements Allotted to an Order
Port A Chapel, Church or Cathedral – which can just as easily
be called a Shrine, Temple and Temple Complex – are
Size Medium places of worship and theological learning.
Effect Allows for Trade Routes to
traverse water Once built, they immediately become the property of the
Order they were allotted to, and increase its income (See,
Requirements - Guilds, Orders and Societies).
50 Riverboats and Carracks, Barges and Galleons, all pass
through the Port to sell their wares.
Industrial Cannon Foundry
Brick Maker’s Size Large
Effect Allows for the construction
Size Medium of Cannons (Siege Weapon)
Effect Provides Bricks which can Requirements Ore Resource, Technical
be used to substitute Stone Knowledge
Requirements Clay Resource This large foundry smelts ore and pours the molten
The kilns burn all through the day, and all through the metal into moulds for cannon. These large, heavy and
night as Clay is fired and becomes bricks. cumbersome contraptions can blast Castle Walls with
terrifying force, and can shake the morale of a garrison
A Brick Maker’s allows the Realm to construct Buildings to its very foundation.
that would normally require Stone, without having ac-
cess to the Stone Resource. Once built, this building allows for the construction of
Cannons as a Siege Weapon. This process is different to
A Brick Maker requires access to a Clay Resource, either Recruitment, consult the rules on Siege Weapon Troops
from within the Realm, or via Trade. for details.
Military Gunsmith
Size Medium
Armoursmith
Effect Allows for the recruitment
Size Medium of Harquebusiers
Effect Allows for the recruitment Requirements Ore Resource, Technical
of Armoured Troops Knowledge
The Realms of the world are still coming to a consensus
Requirements -
on the harquebus.31 While it is very easy to train anyone
Many Troops will provide their own equipment, and can
to use one, they are considerably harder to make than a
get a Leather Jerkin or Chainmail from a local craftsman.
Crossbow, and less accurate.
But, for the more elaborate pieces of Armour, they will
This building allows the Realm to recruit Harquebusiers.
need to go to an Armoursmith.
Having an Armoursmith in your Realm allows for “Ar- Siege Weapon Workshop
moured” Troops to be Recruited.
Size Large
A Troop will say if it requires and Armoursmith to be Allows for the Construction
Effect
recruited. of Siege Weapons
Requirements Timber Resource
Bowyer
The engineers in this workshop are able to constructed
Size Small imposing weapons of war, designed to take down enemy
Fortifications.
Effect Allows for the recruitment
of Crossbowmen This building allows for the Construction of Catapults,
Requirements Timber Resource Ballistae, Battering Rams and Trebuchet. Only one type
While it takes a skilled craftsman to carve a bow, the can be Constructed at a time.
complex mechanical parts of a Crossbow, requires a
different set of skills. Often the two artisans get into Stables
arguments over whose trade requires the greater skill.
Size Medium
Once built, this building allows for the recruitment of
Crossbowmen, otherwise known as Quarrellers. Effect Allows for the recruitment
of Cavalry
Requirements Food
51
31 A harquebus is a smoothbore gun with a match-
lock firing mechanism that pre-dates early muskets.
It has an accurate range of about 50 yards.
The smell of damp hay and manure may be…pungent, Castle
but these majestic beasts are definitely worth the trouble
– Emperor Von Brasa the first, upon seeing horses. Size Large
This building is a home for the preferred mounts of your Description Defensive Structure with
Realm. Unless otherwise specified, we assume these are Stone Walls, and a Gate-
horses. house
Can be built outside Yes
Once completed, these Stables allows for the Recruit- a Settlement
ment of Light Cavalry and Heavy Cavalry.
Takes up a Building Yes
Slot
Weaponsmith Requirements Stone Resource
Size Medium This formidable structure is the height of fortified tech-
nology. Only a mighty army with specialised weapons
Effect Allows for the recruitment of war could possible hope to tear through its towering
of certain Troops walls.
Requirements Ore Resource
Many Troops will provide their own equipment, and can If built in a Settlement, this Fortification takes up one
get a spear or crossbow from a local craftsman. building slot.
But, for more deadly Weapons, they will need the ser- Otherwise, it can be built as a free standing structure,
vices of a Weaponsmith. anywhere that it is reasonable for it to be constructed in
the Realm.
Having an Weaponsmith in your Realm allows for certain
Troops that require one, t to be Recruited. It comes with Stone Walls, a Stone Gatehouse and a
Stone Keep.
A Troop will say if it requires and Weaponsmith to be
recruited. Fort
Fortifications Size Medium
Description Defensive Structure with
Fortifications often operate differently to other Buildings, Wooden Walls, and a
as some do not take up Building slots in Settlements, and Wooden Gatehouse
others do not require Settlements at all.
Can be built outside Yes
The defensive capability of Fortifications depends on the a Settlement
type of Fortification and the Material involved. Takes up a Building Yes
Slot
When rolling Dice Pools to deflect hits, Wooden Fortifi-
Requirements Timber Resource
cations are treated as Basic Troops, while Stone Fortifica-
While not as formidable as a Castle, the Wooden walls of
tions have the dice pool of Elite Troops.
this Motte & Bailey Fort can still withstand and repel any
would be attackers.
Fortification Defence Rating
Wooden Walls 2 If built in a Settlement, this Fortification takes up one
Wooden Gatehouse 4 building slot.
Wooden Watchtower 3 Otherwise, it can be built as a free standing structure,
Stone Walls 4 anywhere that it is reasonable for it to be constructed in
Stone Gatehouse 6 the Realm.
Stone Watchtower 5 It comes with Wooden Walls, a Wooden Gatehouse and
Fort 6 a Wooden Keep.
Castle 8
52
Gatehouse Depending on what material is used will determine the
defensive strength of the wall (refer to the Fortification
Size Small table).
Description A fortified gateway to allow Walls also have a parapet for Troops to stand on and
access through Walls walk along. All Ranged Troops standing on Walls can
Can be built outside No shooter further than they would normally be able to do
a Settlement so.
Takes up a Building No
Walls also come with stairways to access them. They also
Slot
come with gates to allow access through them, but these
Requirements Timber or Stone Resource are not as robust as a fortified Gatehouse.
These fortified gateways come with a vaulted entrance,
overlooks and firing slits for defenders. Watchtower
Depending on the material the Gatehouse is made from,
determines its defensive strength from an attempt to Size Small
destroy it. Description A tower that offers defence
to the Troops inside as well
However, the gate itself is a weak point that can be tar- as a great view
geted by attacking Troops. Can be built outside Yes
a Settlement
Fortification Defence Rating
Takes up a Building No
Gate 2 Slot
Gatehouse Gate 3 Requirements Timber or Stone Resource
Portcullis 6 This Watchtower allows the Troops Garrisoned inside to
A Stone Gatehouse, also comes with an iron portcullis have an excellent view of their surroundings, as well as a
that can be lowered for added defence of the Gate. means of signalling to Settlements and other Watchtow-
ers.
Walls The Watchtower itself feature a stairway to an observa-
tion deck with a vaulted roof and a firepit. If it’s made of
Size Small/Medium/Large Stone, it has sturdy walls and a hefty door.
Description A Defensive barrier that
surrounds a Settlement or a If built inside a Settlement, a Watchtower does not take
Buildings. up a Building slot.
Can be built outside Yes A Watchtower can also be built outside a Settlement if
a Settlement the terrain is capable of supporting it.
Takes up a Building No
Slot Watchtowers can signal to each other and Settlements
with beacons. How far the signal can been seen from, is
Requirements Timber or Stone Resource up for the N.O. to decide. Take into account the climate,
Walls are….well they’re walls, okay! I’ve written a lot of terrain and likely line of sight.
these now. It’s a Wall. You know what that is. Moving on.
Village = Small
Town = Medium
City = Large
The N.O. can decide if certain events can also trigger the
acquisition of Technical Knowledge, although what this
knowledge might be can vary dramatically.
54
Armies usually come from Buildings within the Realm.
Elite Troops come from the Nobility of your Realm. They Mounted Ar- Stables 750 +2 vs. Light
have much more time to not just practice, but to even chers
master their martial training. In addition, they can afford
Dragoons Stables, 750 +2 vs. Ar-
to procure much more expensive equipment. moured
Gunsmith’s
Once recruited, Troops immediately report to the Garri-
son they were assigned. This can be Settlement or a For- Siege Requirements Upkeep Con- Bonus
tification. They are commanded by the governing Noble Troops struc-
of this Settlement, or must be assigned to the command tion
of Noble. Catapult Siege Workshop 750 2S +1 vs.
Walls
If a collection of Troops - an Army - wants to travel to a
Trebuchet Siege Workshop 1,250 3S +2 vs.
location that does not have a Garrison, they must be led
Buildings
by a Noble.
Ballista Siege Workshop 750 2S +1 vs
Nobles who fight well in your service, and lead you to Troops
Victory, will expect an increase in their holdings and rank. Battering Siege Workshop 500 1S +4 vs.
Ram Gates
It costs nothing to Recruit Troops, but it does cost to
Cannons Cannon Foundry 1500 3S +2 vs.
keep them fed, train them once recruited, and maintain walls
their equipment. This is all done by paying Upkeep.
32 If sometimes unpopular
55
Troop List: Crossbowmen
Equipment Crossbow Bonus +1 vs. Ar-
Basic Units moured
Armour Light
Spearmen Requires Bowyer Cost 250g
Crossbows are more complicated to make than bows, but
Equipment Spear Bonus +1 vs. Cav-
are much easier to learn to use.
alry
Armour Light Their bolts pack enough of punch to pierce through ar-
Requires - Cost 250g mour, but they lack the range and accuracy of Archers.
Give a man a sharp stick, maybe with a metal point, and
he can do enough damage to a man when he’s fright- Harquebusiers (“Harlequins”)
ened. – A Mord orientation day favourite
Equipment Harquebus Bonus +2 vs. Ar-
Spearmen are simple but effective Troops. They can even gun moured
be formidable in numbers, when braced against charging Armour Light
Cavalry.
Requires Gunsmith Cost 250g
Nicknamed “Harlequins” for the wailing sound of their
Archers shot tearing through flesh, these Troops require little to
no training at all.
Equipment Bow Bonus +2 vs. Light
Armour Light While brutally effective against both light and well-ar-
Requires - Cost 250g moured foes, they have exceedingly poor range and
Archers are exceptional ranged Troops, out-ranging both accuracy, and take a very long time to reload.
Crossbows and Muskets. Their accuracy is unparalleled.
However, it requires a lot of training to reach such a level Their strategy then, is to fill fifty feet in front of them
of skill. with enough flying shrapnel that these hindrances no
longer matter.
Shieldbearers
Light Cavalry
Equipment Spear, Bonus +1 vs. Cav-
Shield alry Equipment Lance, Bonus +2vs. Light
Armour Light Mount,
Short-
Requires Armourer Cost 500g
Sword
These Armoured troops carry shields for added for
Armour Light
defence. While they are not of the quality Nobles can
afford, it is enough to keep these hardy Troops on the Requires Stables Cost 750
On mounted steeds, these riders charge into battle.
frontline.
Although not as heavily armoured as their Noble count-
er-parts, they excel at scouting and disrupting poorly
Berserkers defended Troops.
Equipment Two-hand- Bonus +2 vs. Light
ed Weapon
Armour Light
Requires Weapon- Cost 500g
smith
Give a frightened mana Spear and he can fight. Give a
frightening man a Great-Axe and be prepared to soil your
Armour – Old Mord Saying
The only difference of note is that the elite can afford While they are not capable of firing and riding with the
hand-rifled guns, allowing them greater accuracy and same accuracy as Mounted Archers, their mounts pro-
longer range. vide them with the same mobility on the battlefield.
Cavalry
Equipment Lance, Shield, Bonus +4 vs.
Sword, Mount Light
Armour Armoured,
Mounted
Requires Armourer, Cost 1,000
Weaponsmith,
Stables
With thundering hooves and shining armour, a Cavalry
charge terrifies all unfortunate enough to stand in their
way.
57
Siege Units Trebuchets
Siege weapons operate differently to other Troops. Damage 6 Bonus +2 vs.
Walls &
While other Troops are Recruited, Siege Units are instead Structures
Constructed. Each Siege weapon takes a number of Sea- Construc- 3 Special Cannot
sons (turns) to be Constructed as listed. Upkeep is paid tion Move
during the Construction phase aswell. Requires Siege Cost 1,250
Weapon
Dice rolls are resolved normally with Siege Weapons and Workshop
their bonuses are applied and stacked in the same way.
A Trebuchet is the ultimate medieval siege weapon, and
They are treated as Basic Troops when rolling dice pools.
an ingenious piece of engineering.
In addition, when resolving Combat Rolls against Fortifi-
The long arm swings around a central axle. At the far
cations, Siege Weapons have additional bonus Damage
end is a counter-weight. The other end is pulled down,
as listed.
fastened and loaded. When released, the counterweight
In Full Combat, a Siege Weapon cannot Move and Act. swings the arm around in an overarm throw, lobbing the
projectile in an arc.
If a Siege Weapon is Routed or Defeated, then it is the
engineers manning the Siege Weapon that are lost. The Trebuchets cannot Move at all. They are deployed onto
Siege Weapon survives and is captured by the enemy the battlefield, and remain in their position until the
forces. battle is resolved.
If a Siege Weapon itself is Wounded or Crushed, then it is The advantage of Trebuchets over catapults is that they
damaged or destroyed by the enemy assault. can hurl heavier projectiles, as well as launching them
further.
Catapults In addition to this, their projectile arc means that they do
not need a direct line of fire, and so can target structures
Damage 2 Bonus +2 vs. behind walls.
Walls
Construc- 2 Special - Ballistae
tion
Requires Siege Cost 750 Damage 1 Bonus +4 vs.
Weapon Troops
Workshop
Construc- 2 Special Cannot
Enough coiled energy on an axis, and wham! That rock tion damage
goes flying. Stone Forti-
fications
Catapults can Move at a walking speed as any other
Troop would. Requires Siege Cost 750
Weapon
Their shot is fired in a direct line, therefore they must Workshop
have a clear line of fire to the target. They also cannot “What if you made a Crossbow, but much, much bigger?”
shoot over Troops or other obstacles, such as walls. – An Unknown Cyrian Engineer to the Mord Archon of
War.
Catapults are particularly effective against walls, but
there are other Siege Weapons which can damage Build- A Ballista fires a huge arrow bolt at its targets, and need
ings more effectively a direct line of fire to hit their target.
34 This is largely the case for Melee troops, but not Ranged
ones.
Melee Army cannot be Wounded. However, the N.O. may deem
it appropriate for them to be Routed if say the Gate is breached,
and the Archers are about to be overrun.
61
unless altered by modifiers).
If it succeeds on its Morale save, then the Troop stays on The Ameythysians win the combat roll by 1 Success.
the Battlefield, but suffers -2 Dice to all of its future dice Normally, this would only Wound a Troop, but because
rolls. If it is Routed again, but still remains on the battle- the Mord Troop is already at Wound 2, they advance into
field, it advances one step down the Wound table. Routed. They must now make a Morale roll to stay on the
battlefield.
Wound Table Effect
Mord Nobles have a proud Chivalric Tradition, and so
Wounded 1 -1 Dice
their Elite have a +1 to Morale rolls, but they are now at
Wounded 2 -1 Dice -2 Dice because they are at Routed 1. They will roll 5d6
Routed 1 -2 Dice (6d6 -2 +1 = 5d6) against the 1 Success from the Ame-
Routed 2 -2 Dice thysian Harlequins.
DEFEATED No Dice rolls. It’s De- The Mord Swordsmen roll 1,5,3,4,4. They pass the
feated… Morale roll just barely and with a tremendous roar they
Defeated: Defeated Troops are either critically wounded, continue to charge through the hail of lead shot.
have fled the battle, or have surrendered. However it
is described, they are removed from the battle and no They crash into the Harlequins in a flurry of steel. They
longer participate. are at -2 for Routed 1, but gain a +1 bonus against light
Troops. They roll 5d6 for 3 successes (4,6,5,6,4) while
Crushed: If a Troop is Crushed, it is definitely dead. Very, the Amethysians roll 4d6 to defend (3,2,1,2) and have no
very dead. Not only does it no longer participate in the successes.
battle, it decorates the castle walls with its entrails. A
troop can only be Crushed by a direct roll, otherwise it is The gunline is Routed, and now must pass a Morale save.
Defeated. They have yet to be wounded, so they roll their base dice
pool of 4d6, they need 3 successes.
Each successive time a Troop loses a Combat Roll, but
remains on battlefield, it advances one stage down the They roll 2,6,3 for 1 success. The Harlequins have failed
Wound Table. their Morale check and are Routed! Against the terrify-
ing might of the Mord swordsmen, they begin to flee for
Therefore if a Troop has already passed two Morale their lives.
Saves, the third time it is Routed it will become Defeated
no matter what. In Full Combat, the battle is over when one side con-
cedes defeat, or if all of an Army’s Troops have been
If the result of the Combat rolls exceeds Wounding, and Routed or Defeated.
applies one of the other consequences of losing a com-
bat roll, jump to that position on the Wound Table. Alternatively, the Players and the N.O. can agree on an
objective that decides the battle, such as the capture of a
Combat Example Gatehouse, or the defeat of the General.
Automatic Walls +1
Fort +2
The N.O. should be careful when allowing a Settle-
Castle +4
ment to be captured automatically.
Roll the Attackers Dice Pool against the Defenders Dice
In the example we used for Automatic combat, the
Pool as per Quick Combat rules.
army is attacking a settlement. This is Automatic
because of the completely overwhelming force that
is attacking. Even the Player would concede there is
In Full Combat
no way they could possibly win, and so the handful In Full Combat, the Settlement’s defences add an extra
of defenders simply lay down their arms. dimension to the story-telling of the siege. First establish
how the defending army is distributed.
However, if a Settlement is being taken automati-
cally, it is important for the N.O. to have the Player’s Which Troops are on the walls? Are there also Troops
consent, as automatically losing a Settlement could behind the Walls, or in front of them?
really sour their day. Simply giving them the chance Ranged Troops on the Settlement Walls or in Watchtow-
for a heroic last stand may be enough to satisfy ers, are treated as having extended Range.
them.
Basic and Elite Troops cannot damage a Settlement’s
At the same time though, it is important for Players Fortifications unless otherwise specified.
to recognise that Rulers is a group game. There are
other Players and the N.O. needs to give time to Siege weapons make a Combat Roll, plus their Damage
all of them. Roleplaying out a lost cause may take bonus. This is rolled against the Fortification’s Dice pool +
its Defence value.
away precious time from other Players who stand a
chance of actually winning their battles. Combat rolls may be modified by bonuses and weakness-
es of both the Siege weapons and the Fortifications.
Ultimately, the N.O. has the final say. Automatic
combat is a way to speed up the game, not a system For each success the Attacker has over the Fortification,
to be abused.36 remove one dice from the Fortification’s Defence pool.
Beyond that, the Players and the N.O. are free to de- A captive costs 1/4 of that Troop or Noble’s Upkeep to
scribe the battle and how the attacking Troops try to keep them fed. For a Noble this will be the lowest estate
storm the Settlement. The Defender should have a Upkeep.
rough layout37 of the defences of their Settlement (ap-
However, a Ruler may decide to increase the amount
proved by the N.O.)
spent on their Prisoners, to win their favour.
Income Meagre
Comfortable
Village
Town
125g
250g
Generator Wealth Ample City 500g
Common Resource 10,000g Substantial Territory 1,000g
Luxury 15,000g Luxurious Ruler 2,000g
Food 2,000 p/Food Produced
Settlements
Combining Resources
Building Slots:
Common Wealth Luxury Wealth Additional Village = 4
generated generated Luxury Re-
sources Used Town = 6
10,000 15,000 0
City = 8
15,000 25,000 +1
25,000 35,000 +2 Food need
Trade Routes: Settlement Size Food Need
Village 1
+5% Increase to Wealth generated by the
Settlement for each Prodcut exported Town 2
City 4
Taxation: Fortification Food Need
Fort 1
15% of Settlement Wealth
Levy Taxes: 30% of Settlement Wealth instead Castle 2
Cost
Mainte- 250 500 1,000 2,000 4,000
Warfare
nance
Quick Combat
(p/Sea-
son) 1d6 x Number of Troops
65
Full Combat
Basic Troops =4d6
Advantage
Advantage Consequence
+1-2 Wounded
+3-4 Routed
+5 Defeated
+6 or more Crushed
Wounds
Wound Table Effect
Wounded 1 -1 Dice
Wounded 2 -1 Dice
Routed 1 -2 Dice
Routed 2 -2 Dice
DEFEATED No Dice rolls. It’s De-
feated…
Fortifications
Fortification Defence Rating
Wooden Walls 2
Wooden Gatehouse 4
Wooden Watchtower 3
Stone Walls 4
Stone Gatehouse 6
Stone Watchtower 5
Fort 6
Castle 8
Sieges
Settlement Defence Rating
Village 0
Town 2
City 4
Walls +1
Fort +2
Castle +4
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Build an Empire This work is licensed under the Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 Interna-
Forge your Dynasty tional License.
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