Realms of Malaan Rules PageWealth Actions Military Law Politics Religion Trade Introduction "It seldom happens that men rise from low conditions to high rank without employing either force or fraud." - Niccolo Machiavelli, Discourse on Titus LiviusPlayers in the Realms of Malaan game can take any of a number of roles from merchants to kings, bishops to thieves. Most of these rules apply only to the rulers of cities states and realms. Other character types need only concern themselves with the rules which apply to Role Play (below).
Order of Play Play is divided into two separate but equally important roles.
Role Play This aspect of play refers to the interaction between different players
and non-player characters. Each player should have regular communications
with other players in his or her area. These can be simple discussions
ranging from polite chat to in-depth diplomacy. Ideally each player
should be either formulating a response to some communication from
another player, or awaiting response from a previous communication.
This aspect of the game is, by and large, unregulated. It is expected
that an active player should have on average 2 or more e-mails per
week. Contact with Non-Player Characters (those run by the DM) are
part of the game, but communication between actual players is the
goal.
Game Play This aspect of play refers to the mechanics of the game for the development
of the realm. This includes the monthly procedures of allotting resources
and spending surpluses. (see Actions below).
Each month all cities must allocate surplus funds for civic improvements
and dictating any civic Actions to be taken by the populace. Normally
the timeline will be one month real-time equals one month game-time,
but there might be occasions where time moves at a different pace.
Normally the call for orders will come one or more week before they
are due. In general orders are due the first of the month. Standard form of Spending Orders and Actions
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Action Progression Chart
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Civilian |
Actions |
Population |
Actions |
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100
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1
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3200
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6
|
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200
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2
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6400
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7
|
|
400
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3
|
12800
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8
|
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800
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4
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25600
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9
|
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1600
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5
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51200
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10
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Mundane actions which the lord wishes to dedicate specific urgency to can be given actions points. This means that there is considerable oversight to the process. So for example: Normally the harvest proceeds pretty much automatically. If the lord, fearing a siege, calls for an immediate harvest, he or she can make it an Action. This can speed it up or increase its production, depending on the desired effect.
Non-action can also be made an Action so to speak. By allowing some Actions to go unused, the lord is granting a measure of freedom (of time and resources) to the populace. This is usually reflected in an increase in happiness and wealth of the population. (Although when something needs to be done, this might be seen as a sign of weakness). If a lord assigns no Actions, for a month, then this is the default. This does not mean that nothing is being done. Quite the contrary, the population will be as busy as ever but it will be doing things to benefit themselves. The result might actually be an increase in tax revenue if the population is doing well. Non-action is represented on the Action chart of a city's homepage by "Free". Actions are normally only changed each month. But an action can be changed in emergency during a month. This usually results in reduced effects for both the initial action and the new action.
Examples of Actions:
Note: Military units have their own Action sequence and do not need the city's Actions to do things. Each individual military unit gets one action per month (unless special circumstance obtain) (see military below).
"War should be the only study of a prince. He should consider peace only as a breathing-time, which gives him leisure to contrive, and furnishes ability to execute." Niccolo Machiavelli, The Prince
Most realms have some sort of military. This is usually reflected in a standing army. The military is rated based on the average level of its members and the type of unit it consists of. (E.g. Level Medium Cavalry ). Military units may be as large or small as the lord desires. However, when multiple units fight together, they fight as individuals rather than a single unit. Typically this makes them less powerful, as they do not receive the benefits from skilled leaders or combined efforts. Generally most commanders will prefer units of 100 soldiers and larger. (See War!)
The military is paid and fed without need of specific monthly orders. If the military force exceeds ten percent (10%)of the population then the surplus food and wealth will diminish unless special efforts are made to provide additional food and wealth. (See above) Weapons, armor, siege engines and such additional things as horses must be paid for separately. It is customary to equip entire units rather than split larger groups into smaller ones. Prices for such items must be negotiated, but for quantities of 100 or more they typically run at dramatic discounts. Alternatively, items may be produced by the craftsmen of the city (level 1 weaponsmithy can produce 100 simple weapons with 1 Action).
Reserve Units can be made by retiring units and replacing them with fresh troops. These serve in normal professions but may be recalled in time of need. (Thus they contribute to the economy and do not count against the 10% of the population during most of the year). Reserve units fight as one half their level at retirement. (Some of the units stays and serves as officers in the new unit, older retired officers serve as officers in the reserve unit if it is called). When recalled such units do add to the military's size. With whatever consequences that has.
Each military unit gets its own act every month. See War! for more information.
See the Warfare Page for detailed information on combats.
Law
"When men are well governed, they neither seek
nor desire any other liberty."
-Niccolo Machiavelli, the Prince
The law in each city is up to you to decide. Most civilized realms outlaw the obvious crimes such as murder, rape, theft etc. Justice is usually meted out by the nobles (often the sole lord) or on the spot by the sheriffs and soldiers. Of course to deter crime requires more than just laws, it also require some force to enforce it. In larger cities there is a city guard or sheriff responsible for this task. In some cities the enforcement of law is carried out by the soldiers.
In general the Law Level of a particular city equals the ratio of its lawmen to its population. In general one lawman is needed for every 100 people.
If fewer law men exist in the city the lord can dedicate the services of the military to this activity. Assume that 10 soldiers on patrol, or guard duty can act as a single dedicated lawman. (Soldiers sent away from the city cannot perform law enforcement duties) Soldiers dedicated to law enforcement duties count as 1 lawmen for every 5 soldiers.
Law Levels above 1 are very strict preventing most crimes but being
somewhat harsh to the populace (expect happiness to decrease). Above
law level 1 (more than 1 lawman for every 100 people) the law intervenes
in trade, personal interactions, and other parts of the lives of the
citizens.
Law levels below 1 are more lax and more crime exists in those cities,
but with this comes more freedom, this may or may not increase increase
happiness. The best plan is to keep the Law Level relatively stable
at 1 or as close as you can get.
The kind of realm you have also modifies the effect of law level to some degree. In the wilderness or wilder realms the great distances separating the populace make law enforcement difficult, but the number of and opportunity for criminal activity is low. In urban areas the tight living conditions make law enforcement rather easy, but the crowded conditions increase the number of crimes. The effect is that the general law level remains the same. The differences tend to effect things in more particular instances than on a global scale.
Politics
"Politics has no relation to morals." -Niccolo Machiavelli, The Prince
Politics is your job. There are no restrictions on to whom you may send e-mail or communicate otherwise with. I do ask that I am cc:'d on every e-mail and debriefed on live conversations. Keep in mind that your own people are also those who need political treatment. Their loyalty is assumed but only to a point. Any one may be an assassin. What is the value of politics? There are numerous benefits to keeping up good political relations with your neighbors and others. (1) Tangible assistance. Your allies can send troops to your aid, food in time of famine, news of the world. (2) Prestige. The amount of communication directed to you or including you is significant to determining your fame and stature among the other lords (especially the NPCs). (3) Position. Once your name is familiar and well thought of in the major circles, you will begin to be consulted on various important decisions. Are likely to be considered for other positions and may work your way up the ladder of power. (4) Protection. Sometimes just the reputation for being important will prevent brigands, mercenaries and pirates from attacking you. (5) Attracting NPCs. The politically connected cities are the places to be. NPC clerics, magic users and other important and powerful people are more likely to come to your city if it is known and respected. There are two jumping off points to political power:
"The princes that would save themselves from
growing corrupt should above all else keep uncorrupted the ceremonies
of religion, holding them always in veneration."
-Niccolo Machiavelli, Discourse on Titus Livius.
Religion is key part of life for all but the perverse and radical elements of society. It is the glue that binds society together. Without a strong church the people will be dissatisfied, production will fall and discontent will rise in your land. However a strong church also poses a threat to your power. Keep a healthy balance and your city will prosper. Religions cannot be commanded (for long) or threatened without wide repercussions. One can increase both the religious level and happiness of the population be building churches, tending the shrines and listening to the priests. In times of crisis the church can aid the deserving city with miracles and blessings. Religions are also a good source of information, their oracles and diviners can often predict the future with some accuracy, their priests and servants can travel from one part of the world to any other with little fear of interference, making them good couriers.
A city's Religion level is determined primarily by the city's investment in churches and similar things. Investments in the form of gifts and tithes from the lord require either some kind of commitment (a monthly tithe) or other form. Consult the DM for non-standard investments. Actions spent on religious functions also improve the religious level.
Note: temples, shrines and cathedrals are also the most powerful symbols of prestige. Only a great lord can avoid to support a big church and only a just and pious one would attract such attention and hold the trust of the religious elite.
Priest Actions
"All heresies are forbidden by both divine and
imperial laws and shall forever cease."
-Decree of Emperor Gratian (assassinated)
"When you get to the point where you cheat for the sake of beauty,
you are an artist."
-Max Jacob, Art Poétique
Trade may seem somewhat superfluous in the Realms rules, after all , in general a city does not seem to need trade. It provides everything it needs. To some degree this is true, a city with Farming-0 can feed itself and that is all that is needed. It is assumed that some trade does take place. If the roads were closed (by war) then the populace would rapidly start complaining (decreased happiness, decreased revenue). So some kind of trade is always needed. The greater the number of trading partners the less likely that will ever occur.
In addition to the basic trade, certain advancements can occur.
Question: How do you know if you need trade goods?
Answer: You can ask me (DM). I will inform you if you
need some trade good and how much money you'd save by trading,
if any.
Ex. Lord Ellison: do we need candles? Steward: Yes sire, we need 10 gold worth of candles each month (already figured into revenue). Atog-Feur is trading them, see if you can get 40 gold worth for 20 gold! Yes sire.
Question: Why should I be interested in trade goods?For more information on Trading Surpluses, see the Surplus Page.
If more than one city is on a trade route, then the income increases
1% for each city of equal population. this gets somewhat difficult
to calculate. But the increase in revenue is equal to the ratio
of population on the route to the population of the city (maximum
of 1:1) times 1%. So for a big city like Chandra to agree to a
trade route, it probably will have to paid for entirely by the
other city.
But a small city is almost always happy to connect to another
city. Unless the costs are greater than the benefits (a city of
100 gains but 1 gold a month from a single trade-route assuming
no costs are borne by it.)
Note: Each city contributes no more than 1% to a city's revenue
no matter how big it is. So if Three Flags builds a trade route
to Chandra it gets +1% revenue not, 170K:100 or +1700%
income.
Trade, of course, serves other purposes than financial. One establishing interdependent relationships with other communities, making mutual protection more likely and feuds less likely. Also disruptions in the trade of one city is likely to bring reprisals from the other.
Copyright © Scholz 2000