You take part in an adventure. There are monsters to be fought, intrigues to be solved, and treasures to be won - in person. Most regents win renown as adventurers and heroes before they assume the leadership of a realm or organization. Regent must often establish themselves as powerful and capable individuals if they want to deter challenges to their authority and honor. Such adventuring does not cease once a scion claims a domain; if anything, the need for adventuring increases. This is the easiest way to gain experience to level.
PC regents should adventure often - with an eye for quests that further not only their own personal concerns, but those of their domain and its allies. Once a regent sweats blood with an ally, fighting back-to-back against a common foe, he knows the mettle of his friends. Adventuring regents also benefit domestically; when a regent personally leads the party that eliminates a band of monsters and saves a town, word gets around and it mau have good impact for that province. The regent may see an upswing in loyalty and possibly an short-term increase in regency, taxes, or tithes.
You spend the month in endeavors designed to bring you personal profit and wealth. Few regents will engage in this action on a regular basis, but non-regent characters do so often. Regents usually have weightier matters competing for their character action each domain turn, but might use Ply Trade to increase their own personal treasuries.
Your ability to find work, negotiate wages, and make a profit is based upon your bonus in Crafting, Lore (Any), or Performance. Highly skilled individuals are rare and can earn an increasingly large salary. You cannot take a task level higher than double your province level. The lenght of time to earn income depends if you are in the province initially or you need to travl to earn the income.
For Critical success add one level to the success amount and on a critical failure you do not get any income.
Task Level | DC | Failed | Trained | Expert | Master | Legendary |
---|---|---|---|---|---|---|
0 | 14 | 1 cp | 5 cp | 5 cp | 5 cp | 5 cp |
1 | 15 | 2 cp | 2 sp | 2 sp | 2 sp | 2 sp |
2 | 16 | 4 cp | 3 sp | 3 sp | 3 sp | 3 sp |
3 | 18 | 8 cp | 5 sp | 5 sp | 5 sp | 5 sp |
4 | 19 | 1 sp | 7 sp | 8 sp | 8 sp | 8 sp |
5 | 20 | 2 sp | 9 sp | 1 gp | 1 gp | 1 gp |
6 | 22 | 3 sp | 1 gp, 5 sp | 2 gp | 2 gp | 2 gp |
7 | 23 | 4 sp | 2 gp | 2 gp, 5 sp | 2 gp, 5 sp | 2 gp, 5 sp |
8 | 24 | 5 sp | 2 gp, 5 sp | 3 gp | 3 gp | 3 gp |
9 | 26 | 6 sp | 3 gp | 4 gp | 4 gp | 4 gp |
10 | 27 | 7 sp | 4 gp | 5 gp | 6 gp | 6 gp |
11 | 28 | 8 sp | 5 gp | 6 gp | 8 gp | 8 gp |
12 | 30 | 9 sp | 6 gp | 8 gp | 10 gp | 10 gp |
13 | 31 | 1 gp | 7 gp | 10 gp | 15 gp | 15 gp |
14 | 32 | 1 gp, 5 sp | 8 gp | 15 gp | 20 gp | 20 gp |
15 | 34 | 2 gp | 10 gp | 20 gp | 28 gp | 28 gp |
16 | 35 | 2 gp, 5 sp | 13 gp | 25 gp | 36 gp | 40 gp |
17 | 36 | 3 gp | 15 gp | 30 gp | 45 gp | 55 gp |
18 | 38 | 4 gp | 20 gp | 45 gp | 70 gp | 90 gp |
19 | 39 | 6 gp | 30 gp | 60 gp | 100 gp | 130 gp |
20 | 40 | 8 gp | 40 gp | 75 gp | 150 gp | 200 gp |
You learn spells, perform spell research or craftm. Spellcasting regents may learn or research conventional spells, research realm spells[Special Research that will need special uncommon items], make magical items, or perform other such tasks.
You earn up to four weeks (32 days) of time engaged in the declared activity or activities. This time can be spent on multiple magical activities (should time allow). If the time required for the activity is significantly less than 32 days, you can make a profit on the remainder of your activities by selling other items already created or ply trade for a short period.
All characters in Birthright need to pass time and reflect on what they learn throught adventure, special ativities to advance in level. At the end of the training all the different activities done to level up are done, the regent gains new power related to the level he is.
For Increasing bloodline, the activity is part of a ceremony action call Investiture
Model of travel | Speed | Miles/day | Day/province | Province/week |
---|---|---|---|---|
Entourage | 15 ft. | 12 | 3 1/3 | 2 |
On foot | 10 ft. | 8 | 4 1/4 | 1 |
15 ft. | 12 | 3 1/3 | 2 | |
20 ft. | 16 | 2 1/2 | 3 | |
25 ft. | 20 | 2 | 3 | |
30 ft. | 24 | 1 1/2 | 4 | |
35 ft. | 28 | 1 1/3 | 5 | |
40 ft. | 32 | 1 1/4 | 6 | |
Carriage | 40 ft. | 32 | 1 1/4 | 6 |
Warhorse | 50 ft. | 40 | 3/4 | 8 |
Light horse | 60 ft. | 48 | 2/3 | 10 |
Riverboat | 12hr/day | 40 | 1 | 8 |
Sea vessel | 24hr/day | 80 | 2 | 16 |
You start 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.
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. Regents often arrange for allies to aid in Build actions by donating personnel (court actions or GB), materials (GB), or some other consideration.
The construction cost for domain assets appears in Table 5-4: Asset maintenance cost. The listed costs assume that the constructions are built in relatively settled areas with easy access to the necessary building materials. Building in remote areas or difficult terrain adds to the cost of the structure. As a rule of thumb, building anything in a province (2) or (3) costs 150% of normal; building in a province (1) or (0) costs 200% of normal. The cost is doubled again for extreme conditions, such as building on a mountainside.
Construction proceeds at the rate of 1d4 Gold Bars per Build action. 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. Multiple court actions can be taken during the same domain action round (if available) - each build action allows construction to proceed by 1d4 GB. Constructions costs must be paid after progress is determined for each action. If the progress roll exceeds the final asset value (or available funds) then the additional can be used to build another asset (or simply ignored).
Special: Build can also be taken as a standard action. If a standard action is spent on a build action, a regent or lieutenant may make a Profession (Engineer) check against a DC equal to the total cost of the construction; if successful, the regent may set the achieved results of any progress rolls instead of rolling randomly.
Constructions with a specific purpose can be immensely useful to a domain; examples of such include highways, castles, palaces, shipyards, seaports, monuments or most other wood or stone structures with domain-level impact. Highways are vital to trade and military responsiveness. Highways are well-maintained (and usually paved) roads with frequent inns, stables, supply depots, and other facilities that expedite the movement of massive forces such as military personal and trade caravans. Bridges allow rapid movement of trade goods and military supplies over natural hazards that would otherwise delay their transport. Fortifications make a province or holding more difficult to attack. Systems of castles protect an entire province. Fortifying a holding simply makes one holding resistant to physical destruction. Fortified holdings might be defensible monasteries or cathedrals, secluded wizard towers, or hidden bandit strongholds. Like holdings, fortifications are rated by level to represent their defensibility. Constructions are manufactured using the Build domain action.
Asset maintenance costsAsset Type | Asset other type | Build Cost | Maintenance cost |
---|---|---|---|
Bridge | wood | 3 GB | 1/4 GB |
stone | 6 GB | 1/2 GB | |
Ferry | 1 GB | 1/12 GB | |
Fortification | (province) | 8 GB x level | 2/3 GB x level |
(holding) | 4 GB x level | 1/3 GB x level | |
Highway | (cost by terrain) | ||
(plains, steppe, scrub) | 2 GB | 1/6 GB | |
(desert, forest, hills) | 4 GB | 1/3 GB | |
(swamp, tundra) | 6 GB | 1/2 GB | |
(glacier, mountains) | 8 GB | 2/3 GB | |
Palace | 6 GB x level | 1/2 GB x level | |
Seaport | 6 GB | 1/2 GB | |
Ship | Varies | Varies | |
Shipyard | 4 GB x level | 1/3 GB x level | |
Wondrous structure | 25 GB x level | 2 GB x level |
Bridge: Bridges are required to allow commercial and military travel over major waterways. Bridges can be made of wood (usually) or of stone. Wooden bridges have the advantage (and disadvantage) of being easy to destroy in times of war. Large rivers may require stone bridges. Bridges cannot be built over any river that is wide enough to provide sea access to naval vessels. Refer to Chapter Six: Armies and warfare, for more details on the uses (and cost) of bridges.
Ferry : Ferries allow travelers and troops to cross major rivers. Ferries can make several trips a day, but it still might require an entire week to ferry the supplies of an army across a major river.
Fortifications (Province): Province fortifications include a province-wide system of fortifications dominated by a massive seat of military power (usually a castle or walled city).
Fortification (Holding): Holding fortifications are small systems of fortifications that are constructed to protect the holdings of one regent. This might include fortified cathedrals, armed warehouses, walled forts or small castles, or any other reasonably limited defensive structure.
Highway: This construction includes both a network of paved or packed dirt highways and a system of inns, caravansaries, and other structures that support overland trade and travel. Most provinces of level 3+ have simple roads, but a system of well-maintained highways is an optional expense. Highways are necessary for overland trade routes and increase the speed of travel within the province (as described in the Player's handbook). Refer to Chapter Six: Armies and warfare, for more details on the uses (and cost) of highways.
Palace: A palace is a lavish residence for a regent and his court. For each level a palace has, add 1 to the regent's effective court level, as long as he spends at least as many GB maintaining his court; i.e. in order to gain the full benefit of a level 4 palace, the regent has to spend at least 4 GB on his court.
Seaport: Docks, wharfs, warehouses, and other structures necessary to support sea trade. A province must have a seaport in order to conduct trade by sea.
Ship: Naval ships can be constructed, but only at a shipyard of appropriate scale. See Chapter Six: Armies and warfare, for ship prices.
Shipyard: Facilities and specialized personnel necessary to construct naval vessels. All shipyards have a level that represent their relative capabilities. A shipyard's level cannot exceed the province level. A shipyard can only build vessels with a total build cost of less than twice the shipyard level. Ships are built, like other constructions, using the Build domain action.
Wondrous Structure: This is applied to a single building of any type. Possession of a structure of this type is very prestigious, and grants a bonus of 1 RP/level to the possessing domain's seasonal collection. Examples of this type of structure include the greatest cathedrals, magnificent statues, colossal lighthouses, pyramids, or other works of wonder.
A court action is required to muster new military units or to train existing military units. Costs and other details pertaining to military units are presented in Chapter Six: Armies and warfare.
A regent can use her influence to agitate a province's attitude for or against a person, domain, or idea. A regent can agitate a province's attitude in favor of herself or her allies. Similarly, a regent can agitate a province's attitude disfavorably against their enemies. Agitate can be a powerful weapon.
The Agitate action does not have a standard domain action check. Instead, a domain attitude check is made (as discussed in the section on adjusting domain attitude) but with slightly different adjustments and modifiers.
Realm action: Agitate normally only affects the attitude of one province. It may also be used as a realm-wide action. If a domain takes Agitate as its standard action, it may use additional court actions to support the Agitate. For each court action used, an additional province may be affected. The holding type used for the Agitate must be the same in all targeted provinces. All costs and success checks are calculated individually for each province affected.
Priest or wizard regent casts a realm spell. Realm spells are a special type of magic that are available only to a regent spellcaster. Wizard, cleric, druid and sorcerer regents may cast realm spells. Realm spells can be used only in provinces in which the regent has an appropriate holding level and with the costs and effects presented in the realm spell's description. Details on realm spells are found in Chapter Seven.
This action allows a regent to arrange for current, future, or on-going transfers of domain assets to another character. Ceremonies help to fix the minds of a domain's populace and ease the acceptance of a new regent or heir. This action is often combined with the casting of a Bloodline investiture realm spell.
A regent can neutralize another regent's domain by contesting his influence. This action targets one holding held by an opposing regent. The DC for the domain action check is 10 plus the level of the targeted holding. On a successful check against a holding, you reduce the level of the contested holding by 1d3 levels; if the holding is reduced below level 0 then it is destroyed. This reduction is permanent, although subsequent rule actions could allow the holding to reestablish itself.
Generally, holdings can only be contested by other holdings of the same type. Law holdings are also able to contest guild and temple holdings (but not source holdings). Contesting another's holding is like declaring war. A successful contest action robs the victim of regency and gold collection and other support from the holding, bidding wars for Contest actions can get ugly and expensive very fast. In most cases, regents use the Contest action as a threat or a negotiating tool, rather than actually performing it often.
Realm action: As a standard action, Contest affects one target holding. This action can be supported by court actions to affect the scope of an entire realm. For each court action spent, an additional holding of the same type or held by the same opposing regent can be targeted. Success rolls and costs (including RP bidding) are calculated separately for each target.
A regent can neutralize another regent's trade route by contesting his influence. Any law, temple, or guild holding can be used to contest a trade route that terminates or even just passes through its province.
This action targets one trade route held by an opposing regent. The DC for the domain action check is 10 plus the level of the guild that holds the trade route. On a successful domain action check against, you destroy the trade route. This reduction is permanent, although subsequent rule actions could recreate the trade route.
A regent wishing to establish a holding in a province where he has no holdings of a specific type may attempt to create a holding (0). Once created, the regent is free to Rule the holding to a higher level (if the province level permits such growth) or to contest existing holdings in order to increase the influence of his holdings.
The base DC for the domain action check is 10. As usual for standard domain actions, holdings of the same type as you are attempting to create may apply their level as a bonus or penalty to the action check. In addition, however, law holdings may apply their levels as a bonus or penalty to the action check if the target holding is a guild or temple. As usual, all regents with a presence in the province may bid RP to support or oppose the check.
Source regents may use this action to create a magical link between two provinces. Many arcane realm spells require a minimum source level in the province to be affected, but a ley line acts as a mystical conduit, allowing the source regent to use their highest source holding level to which their ley line is connected. A ley line between two provinces makes the mebhaighl of the largest source available in both provinces. A line may be forged from a province where you hold a high-level source to one in which you hold a low-level source, or to a province in which you hold no sources at all. Ley lines must be forged as a straight line, and for the purposes of determining through which provinces they pass, should be measured from the center of the initial province to the center of the destination province.
This action requires a domain action check with a base DC of 10. Unlike most domain actions, however, a ley line passes through multiple provinces. Source regents in any province through which the ley line passes (including the two end-points) may apply their source holding levels as a positive or negative modifier to the check. Unlike most domain actions, only regents with source holdings may bid RP to support or oppose this action, but any source regent in any province along the ley line path may do so. The RP spent to oppose/support the domain action follow the standard bidding rules for spending RP on domain actions or dispel realm magic. If this check fails, the ley line is not forged. If the check succeeds, the ley line is forged and is considered to be a permanent domain asset of domain until its regent dispels the line or it is sundered.
Ley lines cost nothing to maintain, but increase the RP cost of any realm spell through them by one RP per province of separation. Refer to Chapter Seven: Realm magic, for additional details on ley lines, ley line networks, and sundering existing ley lines.
Guild regents can attempt to open trade routes, thereby increasing the potential income of their domain. Trade routes are discussed in detail in the domain assets section of this chapter. The creation of a trade route requires a domain action check against a DC 10.
Negotiations with other domains fall under the diplomacy action. Regents are assumed to maintain routine communication with their neighbors - such communications do not require the use of the Diplomacy action. Communicating routine threats, offers, or remarks to NPC regents doesn't require the use of the Diplomacy Action, but if the result requires the creation of treaties, contracts, and other legal guarantees then the agreement is a Diplomacy action. Similarly, if a player receives a routine communication, he can make a brief response - i.e., accepting or declining a proposal - without forfeiting an action. The Diplomacy actions represent a full-court affair designed to achieve a specific diplomatic goal.
The diplomacy action is used for a wide variety of goals. Diplomacy designed to create new or break existing alliances is the most obvious use of this action. This action can be used to convince a regent to use their holding levels in support of a future action. Diplomacy can be used to arrange for permissions for certain activities (such as mustering a military unit, passing a trade route through another regent's province, arranging a political marriage, negotiate peace, arrange for a recognition of independence, or agree to a ransom for prisoners). Most importantly, Diplomacy can be used to convince an NPC regent to take specific domain actions that may be to the PCs benefit (such as Building roads or seaports, performing a Ceremony, or Declaring war).
During a Diplomacy action, negotiation may take place, and the result agreed upon can differ from the initial offer made by the active regent. The domains are generally free to make proposals and counter-proposals, even to widen the scope of the negotiations during the action. The active regent, however, is the one that decides what the final offer is, for purposes of resolving the action.
The base DC in a Diplomacy action is strongly determined by how much the target wants to reach an agreement with you. If the Diplomatic offers is a clear advantage to the target regent and has little or no cost to them, then the base DC is 5 (Easy). If the offer has some advantage to the regent that exceeds the cost, then the base DC is 10 (Routine). If the offer has a potential advantage to the regent but the costs may equal the potential gains, then the base DC is 15 (Hard). If the offer entails a large risk or cost for the target the base DC is 20 (Difficult). Attempting to reach an agreement that entails large risk for the regent may have a base DC of 25 or higher.
Unlike most standard actions, a Diplomacy action does not involve one of the regent's specific holdings. Instead, the Diplomacy action is performed directly by the court. The difference between the active and target regent's court levels acts as a positive or negative modifier to the check. Regency cannot be spent on Diplomatic actions. Instead, any regent aware of the action may spend GB to support/oppose the action. These GB represent money spent on gifts, bribes, informants, or other expenditures that are separate from any offer of Gold offered as part of the Diplomatic agreement. For example, a fair ransom for a noble prisoner is 1 GB per character level; the random for a regent might be equal to one year's income for the domain. These GB made as part of the offer do not modify the base check on a 1-for-1 basis, instead, they would modify the 'ease' of the offer.
Special: You can take a diplomacy action to establish an embassy with another regent's domain. This is a routine offer for most regents (DC 10). An embassy has no initial cost, but requires a 1 GB maintenance each domain turn. A domain with an established embassy may perform Diplomacy actions as Court actions. Furthermore, due to the familiarity of the ambassadors with the regent's court, the embassy provides a +2 bonus to the domain success check for Diplomacy in that Realm.
This action includes any kind of spying or covert actions designed to gather information, hide information, or perform covert operations. Sending an obvious spy against an enemy regent is not a domain action; but attempting to do so in such a way that very few individuals are aware of the fact that the spy is in your employ requires significant expenditure of time and energy more difficult.
The primary use of this action is to gather information about a specific target province. The success level determines the completeness of the information revealed. Table below provides examples of potential information revealed. At the DMs option, all regency bidding in an Espionage action is done via silent auction.
This action can also be used to hide information that would normally be visible to other regents in the province (such as the existence of a holding). The base DC for hiding information is 20. Unlike standard domain actions, regency cannot be spent to increase or decrease the chance of success; the active regent can't spend regency to hide information without guaranteeing failure and the other regents in the area are unaware of the action. Only guild holdings provide a bonus to the check; other types of holdings are not as well geared for clandestine operation. The check receives a penalty equal to the number of law holdings in the province, unless the active regent holds the law holdings. If successful, the hidden information can only be revealed through as the target of an Espionage action (or perhaps through an Adventure action). Canny regents should perform Espionage actions in their own provinces on an irregular basis as a form of active counter-espionage.
Special : You can take an espionage action to establish a spy network within a hostile or friendly province. This action has a base DC 30. A spy network has no initial cost (save for the action cost), but requires 1 GB in maintenance each domain turn. A domain with an established spy network in a province may perform Espionage actions in that province as a Court action. Furthermore, due to the established contacts, the network provides a +2 bonus to the domain success check for Espionage in that province.
Check difficulty | Information gained |
---|---|
10 | Common rumors and information |
15 | Catalogue troop position and strength in a province |
20 | Reveal the domain statistics of a province (attitudes, regents, holding levels, etc.) |
25 | Create a minor domain event (such as a corruption) |
25 | Reveal the nature of diplomatic talks taking place between two domains |
30 | Reveal the specifics of an existing diplomatic agreement between two domains |
35 | Create a major domain event (such as a Great Captain/Heresy) |
35 | Reveal battle plans for movement of troops currently stationed in the province |
35 | Find the location of prisoners, criminal in hiding, etc. |
40 | Trace the responsibility for an assassination, corruption, heresy, or other covert intrigue in the province |
At the regent's command, any troops loyal to the regent march to any site in his domain. Moving troops into potentially hostile territory requires significant administrative overhead. Payroll and provisioning transport schedules and routes must be updated. Clearances and notifications must be made. Orders may have to be signed, checked, and counter-signed to prevent enemies from falsifying marching orders. There is no success check for this action; nor is there any cost save those associated with making the unit active (See Chapter Six: Armies and warfare).
Regents are only aware of troops that are in provinces in which they have assets. In order to determine the strength of a hostile realm, enemy regents must perform Espionage actions. Moving troops on a regular basis can deflect espionage attempts and reduce the likelihood of warning nearby nations during preparation for war. Since Espionage takes a month to perform successfully, a wary regent can throw off the reports of the strengths of his armies just by moving his troops two or three times a year. Such movement also makes it more difficult to sneak attack the wary regent; as the opposing regent may have no idea where his enemy's troops are at any given time.
Court action: Units can move in provinces held by their regent without the use of this action. This action is required, however, to move units in any province not held by the regent assuming that permission has been granted. If the province regent does not give permission for the unit's movement, then a standard action is necessary.
Standard action: As a standard action, units can be move in potentially hostile provinces. Such aggressive actions require the primary focus of the court for not only does the administrative overhead involved in placing an army in the field become magnified, but significant resources need to be allocated to dealing with various factions for war and peace among the domain's populace.
Regents spend significant time increasing the power of their domains. The Rule Holding domain actions allows you to increase the level of one of your existing holdings. This action includes the costs of construction of additional minor support buildings and personnel (shrines, warehouses and markets, guard posts and magistrates, etc) appropriate to the holding level.
The base DC for the domain action check is 10 + the current level of your holding. Unlike most standard actions, you cannot apply your holding level as a bonus to the domain action check, but regents with the same holding type may apply their holding levels normally. In addition, law holdings may support or oppose the ruling of temple or guild holdings. If this check is successful, your holding increases by one level
Realm action : Rule Holding normally only affects one holding. It may also be used as a realm-wide action. If a domain takes Rule Holding as its standard action, it may use additional court actions to Rule Holdings of the same type in other provinces. For each court action used, an additional holding of the same type may be affected. All costs and success checks are calculated individually for each province affected.
Province level represents the relative level of organization in a province. Most provinces have large numbers of citizens that exist, to a great extent, on their own; neither enjoying the benefits of civilization nor paying its price (increased taxes, feudal duties, and other obligations). By ruling a province, a regent attempts to increase their level of control over the populace. This growth can be due to reforms in your domain to sponsor growth or expansion, by opening up new areas to agriculture, or by sponsoring trade and industry; but the net effect is an increase in your province level.
The base DC for the domain action is 10 + the current level of your province. Unlike most standard actions, no holding levels can be applied to support or oppose this action and RP cannot be spent to support or oppose the action. A court can only take this action once per domain turn. Regardless of whether this action fails or succeeds, an additional attempt to Rule Province (even a different province) in the same domain turn automatically fails.
# | Province | Lvl | Sou | Castle | Law | Guild | Temple | Source | Tax | Loyalty | Total Rg | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Abbatuor | 3 | 4 | Law 1 (MR) | Guild 3 (OT) Guild 0 (EH) | Temple 2 (IHH) | Source 2 (RA) Source 2 (HMA) | Moderate | Average | |||
2 | Bellam | 3 | 2 | Law 2 (MR) | Guild 3 (OT) Guild 0 (SG) | Temple 3 (IHH) | Source 2 (HMA) | Moderate | High | |||
3 | Caercas | 4 | 1 | Law 2 (MR) | Guild 0 (OT) Guild 2 (EH) Guild 2 (SG) | Temple 1 (ES) Temple 3 (IHH) | Source 1 (RA) | Moderate | High | |||
4 | Duerlin | 3 | 2 | Law 1 (MR) | Guild 3 (EH) | Temple 2 (IHH) | Source 2 (RA) | Moderate | Average | |||
5 | Edlin | 3 | 2 | Law 1 (MR) | Guild 3 (EH) | Temple 2 (IHH) | Source 2 (HMA) | Moderate | Average | |||
6 | Fairfield | 3 | 2 | Law 1 (MR) | Guild 0 (OT) Guild 3 (SG) | Temple 2 (IHH) | Source 2 (HMA) | Moderate | Average | |||
7 | Ghoried | 2 | 3 | Law 1 (MR) | Guild 2 (SG) | Temple 1 (IHH) | Source 2 (HMA) | Moderate | Average |