Civic Skills

Level  Training  Skill List  Skill Types  Effects  Military

Rather than worry about the production of each citizen Realms Lite assume that most of the efforts of commerce, production and the various issues of housing and feeding the populace run rather smotthly (unless you wish to make major shake-ups). Instead of dictating the various specific activites in those areas month by month. Realms-lite gives you a list of things that your realm is good at doing. These constitute your Civic Skills. They range from, none, to Level-0 up to an infinite level (although Civic Skills rarely reach beyond 4th or 5th level.)

The upward number of skill-levels a city can possess is twice the number of Actions that it has each month. So a city of 1600 people can have ten skill levels distributed among its civic skills (0-level skills counting as 1 level for purposes of this calculation).

Level

  • No skill: This means that typically few if any people in your community know how to do the activity. As a result most objects or functions required in a city that lacks these skills are imported. note: There may be people capable of these skills in your community but their efforts are negligible in the greater scheme of things.
    • Example: A city may not have medicine as a skill. There may still be a handful of healers in the city to tend to most problems, but a plague or other disaster would seriously affect the city. A city with Medicine skill is better able to cope with such things and may attract the sick or wounded from elsewhere to its hospitals and healers guilds.
  • Level-0: This is the functional minimum level of a skill . It indicates that there are numerous persons in the community skilled in the field. A Level-0 skill is likely to be a source of revenue. Nearly all communities have Level-0 Farming skill, since most communities rely on local farmers for food. Level-0 skills do not increase revenues by themselves but are considerd constitutive of them.
  • Level-1: This indicates considerable skill in the field. Level-1 skills represent industries and crafts which make a significant contribution to the economy of a community. They also represent good quality products coming out of the city and being exported.
  • Level-2: True expert craftsmen work at this level. One can expect the city to gain a reputation as a site of skilled craft, and high quality products. Level-2 skills are also able to duplicate the effects of similar related crafts (silversmiths to jewelers, weaponsmiths to blacksmiths, architects to engineers, etc..). Level-2 skills contribute significantly to the economy.
  • Level 3+: The city is a center for trade in related products. Routes are established to such cities to extracts its products. Complimentary industries grow and flourish in these environments. The city is called on to produce these items for major citys and foreign countries.

Training

The skills levels of any city can be improved and skill base widened within certain limits. To gain a skill not already present requires a 3 ACTIONS plus 1 for every unrelated skill (regardless of level).

Example: The city has Farming-0, Logging-1, and Armorer-2. It wished to develop Fishing-0. Fishing is unrelated to all the others so it requires 3+3 =6 Actions to develop.

The same city could develop Weaponsmith-0 in 3+2= 5 Actions.
(armorer is related so it does not count toward the total)

To develop an existing skill requires Actions equal to the next skill level plus 3 to the nth power where n is the level desired. So,

  • to go from Level-0 to Level-1 requires 1+3^1 or 4 Actions
  • to go from Level-1 to Level-2 requires 2+3^2 or 11 Actions
  • to go from Level-2 to Level-3 requires 3+3^3 or 30 Actions
  • to go from Level-3 to Level-4 requires 4+3^4 or 85 Actions
  • to go from Level-4 to Level-5 requires 5+3^5 or 248 Actions

As you can see Skills above Level-2 are highly unusual.

These are basic numbers which may be modified in your area and may require some time to fnd the resources to develop.

Note that all skill acquisition and development is under the final arbitration of the DM, some skills may be unteneble in your region do to limited resources, competition or other problems.

Skill List

Below is a partial list of skills. They are divided into four categories. Raw, Craft, Food and Special categories. Related skills are always in the same category and are marked with similar colors. (all required skills are related to what they require). Some skills have prerequisites (such as water to develop boat building), in others to obtain the latter skill you must first have the former more basic skill (mining is needed for metullurgy, herbalism for medicine, etc..). Special skills are all unrelated and can only be developed in special circumstances (most require the interest of outside guilds or parties). (This is only a partial list).

Skills List

Raw Skills

Requires

Craft Skills

Requires

Agricultural Skills

Requires

Logging

Architecture

Farming

Stonework

Armorer

Fishing

Mining

Blacksmith

Forestry

Textiles

Bowyer/Fletcher

Herding (cow, horse)

Metallurgy

Mining

Bookbinder

Parchment

Hunting

Masonry

Stonework

Carpenter

Husbandry

Salt Collecting

Cartwright

Milling

Woodworking

Logging

Cobbler

Preserving

Farming

Weaving

Textiles

Coppersmith

Shepherding

Cooper

Skinner/Tanner

Cutler

Trapping

Engineering

Whaling

Special Skills

Glassblowing

Alchemy

Goldsmith

Apothecary

Herbalism

Assassination

Jeweler

Goldsmith

Diplomacy

Marbler

Divining

Medicine

Herbalism

Metal Working

Fine Arts

Minting

Healing

Parchment-making

Maritime

Pottery

Magic Use

specialty

Saddlery

Sage Lore*

specialty

Shipwright

Witchcraft

Tailoring

Tinner

Weaponsmith

Wine making

Effects of Skills

In general the skill list for a particular city has bearing only as information to demonstrate what the city produces and from where its revenues are generated. It also serves to instruct the Lords as to what groups in the city have power, and what the city has to offer to other cities. In most cases every skill listed above produces something useful to every city.So there is little difficultly selling one's goods. Trade routes and deals will enhance a city's ability to penetrate other markets. This will be handled on a case by case method. Skill levels of 1 or higher can on occasion produce surpluses (these can be sold off for gold or traded to other cities for profit, trade or as gifts.) Skill levels also have a general benefit to the revenue of the city as follows.

  • Raw Skills increase the Tax revenues and provide for related craft skills so that no importing is needed to maintain production. Raw materials are needed everywhere and are easily distributed (little or no effort is needed to find buyers).
  • Craft Skills increase the Tax revenues and can provide discounts on the cost of said products for the town. Most crafts are easily sold, but in competitive markets this is not always the case. Either diplomatic or investigative efforts may be neeeded before skill development in these areas.
  • Agricultural Skills increase Tax revenuesand food surplus. Agricultural products are needed everywhere. No effort is needed to sell them. In addition, each agricultural skill level increased the food surplus by 10% thus allowing greater safety during winter and the ability to sell more surplus.
  • Special Skills generally do not increase revenues. In fact they may be a draw on them. However most special skills have side-benefits to the city. They are developed by few cities and when needed can demand high prices.
Revenue from Civic Skills

Level

Agricultural

Raw Materials

Craft Skills

1
+.5%
+1%
+2%
2
+2%
+4%
+6%
3
+4.5%
+9%
+12%
4
+8%
+16%
+20%
5
+12.5%
+25%
+30%

Military Skills

There are two types of skills in the military. Combat levels and Speciality skills. These are not used as the normal skills and are generally recorded only with each unit that learns them. If the unit is ever lost or disbanded, then the skills are lost. Each unit gets one Action each month. Only uninterupted months of training result in any skill enhancement or acquisition. However actual combat counts as training for military units.

Combat Levels
These are simply levels as fighters. One can only train up to Level-1 using skill training. It takes 4 Actions to train non-soldiers into Level-0 soldiers. It takes 11 Actions to train Level-0 soldiers into Level-1 soldiers. However, each military sortie counts as one Action for the purpose of training. Beyond Level-1 assume a total 1 level increase for every 11 combats (this represents some soldiers going up in levels and becoming officers). Note: Dedicating a Military Unit to training means no patrols or other activities (including law enforcement). As a rule of thumb, Military Units spend less than one month a year in training (usually in the winter when raids are less likely). Of course in larger cities with multiple units they are able to rotate units in and out of training.

Specialty Levels
A Military Unit with a level of .25 or higher can learn special skills. This is also a case where smaller units are sometimes formed to learn special skills. Trainers skilled in these skills are need to train the troops. Speciality Skills are learned at the same rate as normal skills. So from Level-0 to Level-1 requires 4 actions. A Level-0 soldier is Level-0 in all Speciality skills as well. Level-1 to Level-2 requires 11 Actions.Note that Level-0 speciality skill means only rudimentary capabilities. Actual combat use (as per troop type) requires Level-1.

The military speciality skills include:
Military Specialty Skills

Heavy Armor (Scale,Plate)

Berzerking

Monster-wrangling

Law enforcement

Riding (Cavalry)

Sailing

Stealth

Assassination

Animal Training (Dogs, etc)

Sapping

Endurance

Spying

Archery

Charioteering

Hoplite

Medium Armor (Chain)

Siege Engineering

Spellwarring

Skirmishing

Top of page

Go to Malaan Realms Rules page

Go to Realms of Malaan page