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).
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Skills List
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Raw Skills
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Requires
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Craft Skills
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Requires
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Agricultural Skills
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Requires
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Logging
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Architecture
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Farming
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Stonework
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Armorer
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Fishing
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Mining
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Blacksmith
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Forestry
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Textiles
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Bowyer/Fletcher
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Herding (cow, horse)
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Metallurgy
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Mining
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Bookbinder
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Parchment
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Hunting
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Masonry
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Stonework
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Carpenter
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Husbandry
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Salt Collecting
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Cartwright
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Milling
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Woodworking
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Logging
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Cobbler
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Preserving
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Farming
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Weaving
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Textiles
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Coppersmith
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Shepherding
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Cooper
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Skinner/Tanner
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Cutler
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Trapping
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Engineering
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Whaling
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Special Skills
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Glassblowing
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Alchemy
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Goldsmith
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Apothecary
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Herbalism
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Assassination
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Jeweler
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Goldsmith
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Diplomacy
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Marbler
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Divining
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Medicine
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Herbalism
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Metal Working
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Fine Arts
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Minting
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Healing
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Parchment-making
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Maritime
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Pottery
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Magic Use
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specialty
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Saddlery
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Sage Lore*
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specialty
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Shipwright
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Witchcraft
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Tailoring
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Tinner
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Weaponsmith
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Wine making
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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
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Level
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Agricultural
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Raw Materials
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Craft Skills
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1
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+.5%
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+1%
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+2%
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2
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+2%
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+4%
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+6%
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3
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+4.5%
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+9%
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+12%
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4
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+8%
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+16%
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+20%
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5
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+12.5%
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+25%
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+30%
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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:
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Military Specialty Skills
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Heavy Armor (Scale,Plate)
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Berzerking
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Monster-wrangling
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Law enforcement
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Riding (Cavalry)
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Sailing
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Stealth
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Assassination
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Animal Training (Dogs, etc)
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Sapping
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Endurance
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Spying
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Archery
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Charioteering
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Hoplite
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Medium Armor (Chain)
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Siege Engineering
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Spellwarring
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Skirmishing
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