Cracks in the Orb
A theater-style LARP in the world of Steven Brust's Dragaera novels
General Rules
Character Information
Attributes
Characters have two key attributes in this game: Physical, which affects all physical challenges; and Sorcery, which affects all sorcerous challenges. Scores for these attributes range from 1 to 10. These are intended as a rank ordering, but since there are 20+ characters, there will be overlap in ranks--functionally, this means that someone with Sorcery 10 is one of the two best sorcerers in game, and someone with Sorcery 1 is one of the two worst (and likewise with Physical)
Characters who do not have a link to the Orb start with Sorcery 0. (See bluesheet: Magic and the Orb).
Abilities
Most characters in this game will have between 3-4 abilities which define their unique skills. Some will have as many as eight. Abilities fall within discrete categories:
- Social. Skills that concern your character's social finesse and political savvy. Some Social skills cannot be used by Dishonored characters.
- Physical. Skills that concern your character's physical abilities. Likely to come into play in duels. Physical skills cannot be used by characters who are Bleeding.
- Law. Skills that arise out of your character's role in society or noble rank. Some Law skills cannot be used by Dishonored characters.
- Magic. Skills that are accomplished using magic of some flavor. Used in sorcerous duels, and in determining your ability to "improvise" magically.
- Knowledge. Skills that have to do with knowing or recognizing something obscure.
There may be other categories of abilities which are not generally known. If you see a letter or other symbol you don't recognize, you can safely assume the source of the effect is unfamiliar to you.
Abilities may be limited or unlimited use. A limited use ability will have a number of "0"s marked on the card corresponding to the number of uses. You may check these off, or tear off corners of the card, to indicate usage. In general, if you try to use a limited-use ability on someone and it fails, you do not expend a use. (For example, if you have an ability that requires someone to show you any Proof cards they have, and they have none to show you, that does not count as a use of the ability).
An unlimited use ability will, naturally, not have any uses printed on it; however, its use may be restricted by other criteria, noted on the card.
Implied sorcerous abilities and improvisation
Sorcery pre-Interregnum was a lot less powerful than it was later in Dragaeran history. Things that become common after the Interregnum, like teleportation, revivification, etc, are simply not possible. Additionally, what is possible takes a lot longer to achieve. Making a sorcerous explosive like a flash-stone, for example, can take a day's labor. Making a convincing illusion can take a few hours.
That said, we do want to give characters some freedom to improvise. If you have an idea of how to use sorcery to accomplish something, bring it to a GM. Based on your Sorcery skill, the GM will decide if you can accomplish the thing you want to do. The ideas that have the greatest chance of success are those that are simple, single-part actions where success or failure is very obvious. "I want to levitate this object from one place to another" is a good example of an improvisation. "I want to make this character fall in love with me" is probably not going to succeed. Additionally, if your idea involves using sorcery to circumvent your goals or avoid interaction with other players, it will probably also be vetoed.
As a general rule, the list below represents what you can reasonably be expected to do with a given Sorcery score (and thus, how likely your improvisation is to succeed).
Sorcery 1: You have a link to the Orb, but you don't know much about how to use it. You may use it to check the time, weather, and the current Reign, but that's about it.
Sorcery 2-3: You can make simple illusions appear to a single sense, such as glowing lights, cool breezes, colors, etc.
Sorcery 4-5: More complex illusions, affecting two or more senses, are available. The basics of alteration are available to you, including warming or cooling beverages, levitation of small objects, and hey, sorcerous contraception. Basic translocation of items over short distances (i.e. a room) is possible, assuming no one is holding the item.
Sorcery 6-7: The sorcerer is able to alter larger amounts of substances and translocate over longer distances. Emotional illusions--calming or enraging, etc--become possible. Some additional knowledge can now be gained through the Orb, such as facts of Imperial history, who the Heirs of each House are, or the state of the current Empress' Mandate (in general terms).
Sorcery 8-10: The ability to summon destructive elemental forces such as fire or air becomes possible. The enchanting of objects with any of the sorcerous effects available to earlier levels becomes possible (although will probably not be possible within the time limits of game).
Statuses
Some actions you take in game may bestow or remove a status. A status is simply a way of representing mechanically conditions that might otherwise be difficult to roleplay. The known statuses are listed below and described in brief; see the corresponding section of the rules for more detail.
- Bleeding. Can result from losing a duel. Bleeding characters may not use Physical abilities. Represented with a red sticker on one's name badge.
- Unconscious. Can result from losing a duel. Unconscious characters are out of play for five minutes.
- Dishonored. Can be Major or Minor. May result from having a Writ of Dishonor or Scandal enacted against you. Dishonored characters who are warleaders or legislators will find their voice carries less weight in those arenas; also, certain abilities cannot be used by Dishonored characters. Represented with a green sticker on one's name badge.
- Favored. Results from certain abilities springing from the Empress. Grants +1 to Sorcery and Physical for the purpose of second comparisons in Duels and other challenges. Represented with a blue sticker on one's name badge.
- Under Arrest. The Empress has the ability to have guests arrested for breaking laws of the Empire. Characters who are Under Arrest cannot use any abilities, make any military movements, vote in the Meeting of the Principalities, or duel, but are otherwise played normally. Represented by a yellow sticker on one's name badge.
Mandate
Mandate is a score unique to the Empress. It provides a measure of "approval rating" and her fitness to rule, although the full details of it are known only to the Lords of Judgment. Mandate is also how the Empress pays for most of her abilities. If the Empress ever loses all her Mandate, the Orb will pass to the Phoenix Heir. Lost Mandate can be regained through certain actions Her Majesty takes in game.
The actual Mandate rating of the sitting Empress is never public information. All individuals at the party tonight do, however, have a general sense of how Cherova is performing, in terms of Very Negative, Negative, Neutral, Positive, and Very Positive.
Combat and Duels
The first rule of combat in Cracks in the Orb is: you are guests of the Empress herself in this ballroom. If you just walk up and pick a fight with someone, the Empress' Personal Guard will throw you out.
However, dueling is a long established tradition in the Dragaeran Empire. Some Emperors and Empresses in history have outlawed it, but at the moment, it is perfectly legal when practiced within certain guidelines.
To challenge someone to a duel, walk up to them and make your intention clear, i.e. "I demand satisfaction!" "I challenge you to a duel!" "I'm calling you out!," throw a gauntlet at their feet, etc.
You can only challenge one person at a time to a duel. If there are multiple people in your group, you'll of course have to pair off and fight individual duels, like the gentle folk you are.
Each duelist must then find a second who will defend their honor should they meet their demise. You will also need a judge and/or witnesses--someone who can ensure that all the proper rules are being observed. One should also beg permission of the Empress or the Captain of her Personal Guard, so that Her Majesty is not alarmed if weapons are drawn in her presence.
The terms of the duel are then agreed upon; to first blood would be traditional. Duels to the death happen with frequency, too, but for this to happen, both parties must agree to it. Thus the only way a character can die in this game is by mutual agreement. As for weapons, well, no Dragaeran noble goes very far without a sword, so it's assumed you all have (or can find) weapons you can use. If you wish to have a sorcerous duel instead of a physical one, this is also within the discussion of terms.
The duelists then announce their combat scores. Your combat score is your Physical (or Sorcery) stat + a Cycle bonus, if applicable. That is, both your physical (or sorcerous) ability and your House's position on the Cycle affect how well you do in combat. The Cycle bonus takes into account distance between Houses, proximity to the ruling House, and a "successor effect," i.e. your House is strong relative to the House it replaces.
If this sounds complex, don't worry, we've done all the math for you. You just need to know your House and your opponent's apparent House, and refer to the total score on your combat card. You may "pull your punches" by announcing a lower number than your actual combat score, but you may not announce a higher number, naturally.
There is no combat randomizer, but there may be additional modifiers based on abilities or items the parties possess, i.e. if your opponent has a more fearsome weapon than the one you are assumed to have, or isn't actually the House they say they are. Any combat abilities or modifiers are announced after the the initial comparison of scores, and must be demonstrated (with an ability or item card, or by showing a combat card with a different House printed on it, etc). A second comparison with modifiers then takes place, and the results of this are final.
The winner of the duel is the person with the higher combat score at the end of comparisons. Ties go to the defender. Any consequences, as agreed on beforehand, take effect, eg. bleeding (inflicts the status Bleeding), unconsciousness (inflicts the status Unconscious), or death. If the winner of the duel was previously Dishonored, they lose this status, provided it is only a minor Dishonor (see: Honor and Dishonor).
Example combat: Advar, a Dzur, approaches Barla, an Orca, and challenges her to a duel for implying that his family brews poor ale (an accusation which has Dishonored Advar). They each find seconds, and a witness to judge the duel, and agree that they will duel to first blood. Advar is physically stronger than Barla, but Barla has a slight advantage due to House--Orca is closer to the ruling House than Dzur. Advar looks at his combat card and announces a score of 8 (a physical score with no modifier). Barla has a combat score of 7 (5 + 2 Cycle bonus), so things look poor for dear Barla.
But wait--Barla announces that, verily, she is not in fact an Orca, but has only been in disguise as one to discover secrets about Dzur brewing! She is, in fact, an Athyra. This occasions a new comparison. Athyra is the ruling House, which increases Barla's bonus to +3. Advar's combat score remains an 8 (8 + 0), while Barla's is now an 8 as well. (5 + 3 Cycle bonus).
Since Advar was the one who challenged Barla to a duel, Barla wins this duel. Advar is now Bleeding, and has not erased his Dishonor. If Barla was already minorly Dishonored, she would lose that status.
In the rare case that you decide to take up arms against a House-less Islander like dear Prince Leodex, the comparison of combat scores is simply a flat Physical or Sorcery comparison, without the intermediary of Cycle status. Other modifiers--for weapons, magical items, abilities, etc--still take effect in the second comparison, as usual.
Champions
If someone does not wish to fight a duel, but cannot stand to be Dishonored by refusing, they may appoint a champion to fight for them. The potential champion must agree to that appointment. Any duels the champion wins in the name of the their patron will then remove the (minor) Dishonored status from both champion and their ward.
Honor and Dishonor
Honor is of supreme importance to Dragaerans in general, and House Dragon in particular. All characters begin the game free of Dishonor, but certain actions one takes during game--or may have taken before game--can affect one's state of Honor.
If one suspects another character has acted dishonorably, you must first obtain evidence of their dishonorable behavior. This evidence can be a statement by a witness (see "Affidavits" below) or an item that demonstrates such behavior (see "Proof" below). This piece of evidence doesn't have to prove the dishonorable behavior "beyond a reasonable doubt," but it should be something that seems incriminating enough in public opinion.
The evidence must then be brought to either the arbiter of scandal, the Issola Jehan, or the arbiter of dishonor, the Dragon Bryara e'Kieron. The arbiter of scandal is more concerned with things like cross-House trysting and breaches of social protocol, while the arbiter of dishonor is more concerned with breaches in the codes of martial behavior, such as backing down from a duel. Functionally, they both have the same abilities; their different titles are just flavor. Plus, if you have evidence that one of the arbiters has behaved scandalously, it is probably to your benefit to bring it to the non-involved party's attention!
If the arbiter deems the evidence valid, they will post a writ stating the facts of the case (i.e. "the Athyra Barla is trysting with the Dzur Advar," "Advar refused to fight a duel," etc) to the Wall of Dishonor. (You can call it the Wall of Shame, if you like). The concerned parties then gain the Dishonored status.
The writ will also denote whether the case in question is considered a Minor or a Major breach of etiquette. Arbiters must see a GM before deeming an incident worthy of qualifying as a major breach. Minor breaches result in the normal Dishonored status, whereas Major breaches result in a permanent Dishonored status in addition to loss of any title.
Writs remain on the Wall of Dishonor until the end of game, or until equally valid evidence is produced exonerating the party. Certain characters may also have abilities to remove writs from the Wall of Dishonor.
What is considered dishonorable or scandalous behavior? To paraphrase G'aereth in The Phoenix Guards, "if it looks dishonorable, it probably is." See the Manners bluesheet for more details, but here are some very basic guidelines:
- Trysting, courtship, or engagement outside of one's own House, or outside of heterosexual relationships
- Refusing to fight a duel without sufficient reason (Bleeding status is sufficient reason)
- Refusing a social dance without sufficient reason (the Dishonored status of you or your partner is sufficient reason)
- Illegal behavior (using elder sorcery, possessing Morganti weapons, breaking any laws/Edicts etc)
- Breaches of the Empress' hospitality (eg., baring a weapon near the Empress, failure to observe etiquette, etc)
- Breaches of the sanctity of Discretion
- Failure to pay debts or keep promises
- Other items at the arbiters' discretion.
As for what differentiates whether actions are a Minor or a Major breach of etiquette, this is a question of both the nature and degree of the particular infraction. A married individual carrying on an affair, even a cross-House affair, is only a Minorly scandalous act--however, the same individual leaving their spouse to permanently join their illicit lover could be considered grounds for a Major scandal. A treasonous act, such as a general selling intelligence to a foreign power, would be another example of a potential Major Dishonor.
The arbiters have tremendous power in adjudicating honor and dishonor, but the final authority is the social GM. The GM may decide not to enact certain dishonors if they deem it will be too unbalancing to game play.
Affidavits
One way that Dishonorable behavior can be proven is with an Affidavit. An Affidavit is a signed statement of truth by one or more witnesses of an event. It exists as both an in-game and out-of-game item, and proves objective truth within the context of the game.
Each character has one blank Affidavit in their packet that can be used in the course of a game. More will not be issued. One can sign one's name to any number of affidavits, however.
Since Affidavits are so powerful, the following restrictions exist on them:
- One must only sign one's name to statements that one knows, in character, to be true.
- Affidavits must be phrased in the affirmative, in terms of something you did do, or did witness. "I saw this person put on the mask of the Dread Pirate Roberts" is valid; "I did not see this person put on the mask of the Dread Pirate Roberts" is not.
- Refusal to sign an affidavit is not considered proof of any sort.
Affidavits are most powerful when applied to Dishonorable events that have happened in-game. Dishonorable behavior from character histories has its place in the Honor and Dishonor system (see: Proof cards), but in general if you know/believe something is true from your character history, you will be encouraged (by the arbiter or the GM) to seek in-game proof.
Proof Cards
Another way Dishonorable behavior can be demonstrated is with a Proof card. Certain in-game items have the tag "Proof," which indicates that they can be used as evidence of a particular situation. This can include things like love letters, handkerchiefs with initials, contraband items, etc. What Proof these items provide is up for interpretation, and is ultimately at the discretion of the arbiters of scandal and dishonor. Proof cards work best as evidence for events that happened in character histories.
The Effects of Dishonor
"So, why should we care if our characters become Dishonored?" I hear you asking. In addition to roleplay reasons (no pre-Interregnum Dragaeran would even ask this question!) there are a few in-game effects of being Dishonored:
- The Dishonored character's votes in the Meeting of Principalities are reduced by half, and the cost to sway undecided votes in the Meeting of Principalities is doubled.
- Dishonored characters who are warleaders in the Battle for Dragaera City may be unable to complete their goals
- If the Empress becomes Dishonored, it triggers an immediate reduction in her Mandate.
- Dishonored characters lose the use of certain abilities (mostly those falling under the heading of Social or Law), as indicated on the ability card.
Normally, the Dishonored status is a result of a Writ being enacted on the Wall of Dishonor. The severity of the Dishonor depends on whether a Major or Minor Writ was enacted:
- If the Dishonored status is the result of a Major Writ, then they are immediately stripped of any noble title, and they may not lose the Dishonored status.
- If the status was the result of a Minor Writ, then the status can be lost one of two ways: by winning a duel (preferably against the person who Dishonored you) or by dancing a social dance.
Dancing and Romancing
Dancing is expected to be a large portion of the social game for many players. Dancing has meaning and significance in this setting, and there is a knowledge economy based around dancing. No prior skill is expected; all dances will be simple set dances which are taught. There are scheduled to be four dances--one each hour--but more can potentially happen, depending on the enthusiasm of the players and the timing of the game.
All characters will have a set of dance insights corresponding to each of the other guests at the party tonight. Each insight serves as a contingency envelope (see: Contingency Envelopes, below) which you may open when you have gained insight into a character by dancing with them.
Dancing a single dance with someone is considered to be social dance. This gives you a unique insight into that person's character. After dancing with someone with whom you have not danced before, you may open that's person dance insight. This will give you an impression of that character based on how they dance and your character's own understanding of the situation. Additionally, social dances remove the minor version of the Dishonored status.
Social dances can happen across Houses without incurring dishonor. You may also dance a social dance with a character of the same apparent sex as you without incurring dishonor.
Dancing two or more dances with the same person signifies a deepening relationship. This can be scandalous if any of the following are true: 1) Parties are of two different Houses, 2) Parties are the same apparent sex, 3) either party is Dishonored, or 4) it can be demonstrated that either party has exchanged Hearts with someone else.
Hearts
Each character begins game with card, printed on pink card stock, representing their own Heart. This symbolizes the affection that character has to give to another. The Heart item will have printed on it a particular single-use ability--probably similar to another ability that character possesses--which is not accessible to that player. This ability only enters play through the exchange of Hearts.
Characters who have a deep affection for each other may wish to exchange Hearts during the course of the game. When this happens, each party takes the other's Heart item and gains use of the Heart ability printed on it. When to exchange Hearts is very much a roleplay decision, but we encourage players to take into account factors such as honor, number of dances danced, and political alliances. Heart exchange is always mutual; you cannot simply give your Heart to someone who would not accept it.
It is worth nothing that Heart exchange is completely separate from any other events which may happen in game such as engagement or courtship--but that engagement or courtship when one's Heart belongs to another can be grounds for scandal, should it be discovered. Abilities do exist in game which allow examination of Heart cards.
Art and Patronage
There are a number of skilled artists present tonight, whether their medium is words, paint or song. Great works of art can hold sway over public opinion. There is potential to inspire and rally troops, or even sway the proceedings of the Meeting of Principalities. While there are some simpler works that an artist may be able to accomplish on their own, some grander efforts require financial backing.
There are also a number of wealthy nobles with the means to provide a Patronage to these artists in game. Those nobles will have an ability card to represent this capacity. A noble who is wealthy enough to support multiple artists would have multiple abilities. Finalizing an instance of Patronage requires both Patron and Artist to sign a brief contract. It is worth noting that all patronage contracts are mechanically identical, and any terms provided on a contract prop are intended as flavor.
When a Patron decides to begin funding an Artist, they hand over the ability card to the Artist as well as an initial payment of 100 Imperials. After that, the Artist will be able to complete works that require a Patronage. Works that require a Patronage will be awarded to the Patron when they are completed. The Artist will also receive a monetary reward from the GMs.
Items
Items in game are represented with props, where appropriate, or cards, where that is not possible. In addition, items belong to certain classes, which indicate what kind of actions can or cannot be taken in regards to those items. Known classes of item include:
- Prop. Indicates items for which a physical prop exists. These items are somewhat special, in that, in case of dispute, the prop, not the card, is treated as the true item. The card, in many cases, just represents a certain character's knowledge about the item. For example, you may have a book written in a foreign language that only you can read. You know it is the Necronomicon, and so you have an item card which says, "The Necronomicon. Use with care." If someone steals it from you, they would get the book prop, but not the item card, as they have no idea what the book is.
- Resource. Indicates this card serves as a resource in the Battle for Dragaera City (the wargame). In addition, the different types of resource have separate tags, i.e. Unaligned Unit, Medical Supplies, etc. A full list is not provided here because your character may or may not be aware what types of resources exist and how they are used. It's worth noting that most "Resources" are not items your character has in hand--someone with a Resource: Medical Supplies card doesn't have pockets full of bandages, for example--but rather a receipt in a warehouse somewhere for X number of bandages.
- Contraband. Indicates an item whose possession is illegal.
- Proof. Indicates an item that can be used as Proof for the purposes of determining Honor and Dishonor.
Most items are transferrable, although there are a few exceptions. Transferability will be noted on the card.
Value will also be noted on the cards. The unit of value is a gold Imperial. If a card does not have value noted, that does not mean it's worthless; simply that the question of value is more determined by the holder of the item.
For simplification purposes--and because you are all the idle rich--values will be noted in multiples of 100 gold Imperials. Each character starts with a number of gold coins, each representing 100 gold Imperials. These cannot be broken down into smaller denominations.
Contingency Envelopes
Some characters may start play with one or more contingency envelopes. These sealed envelopes represent the twists and turns of fate that can happen to your character over the course of the game. The label on the outside specifies under what circumstances the envelope may be opened; obviously, you may not open these envelopes until all of the criteria listed on the label have been met.
We discourage meta-gaming these envelopes; if an envelope says "open if person X mentions cheese," it is in very poor taste to try to get person X to talk about that topic.
Inspirations are a type of contingency envelope which many artist characters start game with. These represent circumstances that move that character to create art. As such, meta-gaming is a little bit less of a worry here; if you have an Inspiration that requires a patron to open, it probably makes sense to seek out a patron.
Time and Space
In most ways, time in game passes exactly as it does in the real world, and distance is represented in the same way as in the real world. As guests of this party, you are all sequestered in this ballroom until Captain G'aereth gives you leave to go--a time period which corresponds precisely to the four- to five- hour running time of this game. You are considered to be on lockdown, and no one may leave the ballroom unless they hold Safe Conduct.
But, in the infamous words of Vlad Taltos, the funniest thing about time is when it doesn't.
This means that while the ballroom itself is stable in time and space, people, places, or things outside of game space can be timey-wimey. This effect is most pronounced than when dealing with the Battle for Dragaera City, Meeting of the Principalities, of the Empress' Mandate. Military movements are executed in a matter of minutes, reports come in from the front almost immediately, influence is exerted on the Council of Deputies within an instant, and public opinion shifts in a heartbeat. It just wouldn't be very interesting if it didn't.
Player Etiquette and GM assignments
Your GMs/writers/friendly neighborhood Jenoine for this game are Lise Fracalossi (Lead GM/Floor GM), Matt LeVan (Secrets/Social GM), Mel Saunders (Meeting of the Principalities GM/Communications Officer), and Will Fergus (Battle for Dragaera City/outside world GM).
Please be nice to us. We've put a lot of time into writing and running this game. We are also here to help. If you ever have a question (about the world/character sheets/rules), want to try something interesting, or just aren't having fun, please refer to a GM. As far as rules go, a GMs word is final--if a GM tells you the rules don't work that way, accept it. Don't GM-shop. (We do however accept bribes in the form of amorphia, souls, and first-born children).
Please also be nice to your fellow players. Don't touch them unless they have specifically given you permission to. Be mindful of actions you might take that might be in character but which might ruin their fun as players.
In general, don't meta-game. Don't be a dick. Be on time and prepared to play your role.
And have fun.
Meeting of the Principalities Rules
The Meeting of the Principalities is the convocation of the legislators of Dragaera, who are collectively known as the Council of Deputies. (See: The Dragaeran Empire). In general, a landed noble title of Count or higher entitles one to a seat on the Council. The first Meeting of the Empress' Reign was called when Her Majesty took the Orb three years ago and has been ongoing ever since. It is commonly held that the Council was about to achieve consensus on some matters before the civil unrest caused many of the Councillors to retreat to the Palace's Lower Square. Trentram, the Minister of the Houses, has called for deliberation and voting to continue through the evening, so as not to delay the valuable work of the Meeting.
Deputies Present Tonight
Trentram, Duke of Dagenwater. Minister of the Houses.
Unnyara, Duchess of Fautonswell. Phoenix Heir on the Council of Princes
Orayn Vale-born, Baronet. Jhereg Heir on the Council of Princes.
Larak, Duke of Wellborn
Adron e'Kieron, Count of Korio and Sky, acting on behalf of the Duke of Eastmanswatch.
Kyrace e'Lanya, Count of Fornia
Rollondar e'Drien, Count of Southmoor
Jovrain, Count of Gant-Aerethia (G'aereth)
How the Meeting Will Proceed
Deliberation about legislation begins at game start and will continue throughout. Until voting begins, bills may be edited or amended by any Deputy who holds the Right of Amendment.
Voting on a given bill may be opened at any time by a simple majority among the Councillors present in the ballroom tonight (given seven or eight Councillors present, only four of them need to agree to open voting). Any Councillor may propose that voting be opened; Trentram, the Minister of the Houses, will then tally the number of Councillors in favor, and if it is sufficient, call for the vote to be opened. At this point, Trentram must also establish an intended duration for votes to be collected, of no less than half an hour.
All Councillors are now invited to vote (and exert their influence on other votes) as outlined under Casting Votes, below. A whiteboard/pinboard will be used to display the current status of the voting publicly. At the time the voting is opened, certain votes, representing non-player members of the Council, will already be cast as Decided (Yea or Nay) or Undecided.
Voting will continue until one of two criteria are met: either the stated time limit expires, or a 50% majority of Decided votes is declared in one direction or another. The time period for which a vote is collected will be broadcast as necessary, including a five-minute warning. No votes will be accepted after voting has finished. Any remaining Undecided or unspent player votes are added to the number of abstained votes.
If the voting time expires, the vote is decided by plurality; that is, if yeas outnumber nays, it is accepted, and vice versa. If the bill receives enough votes to have a majority (50%) Decided in either direction, a five-minute warning is immediately called. If the vote remains so decided for five minutes, then voting is closed and the bill is either accepted or rejected. In either case, if the bill has enough yea votes, it will then go to the Empress, who will either sign it into law, or veto it.
Casting Votes
Once a bill has been accepted and voting opened, the council may begin to cast their votes. Votes are obtained in three ways:
- All landed titles from barony upwards have associated votes. Landholdings are usable on every bill, but most other forms are consumable.
- Undecided votes may be purchased with gold Imperials.
- Some special abilities, items, and works of art can change votes.
To cast your vote, see the Meeting of Principalities GM. Show them all your relevant landholdings, items, art, abilities, etc. Any reusable influence will be marked with a sticker associated with the current bill, indicating it has been spent. Casting your vote requires you to say whether you are voting Yea (in favor), Nay (against), or abstaining. You may spend 300 gold Imperials to switch one Undecided vote to Yea or Nay (both known as Decided). Keep in mind that this money changing hands doesn't represent "buying votes" so much as it represents lobbying and the exchange of favors. You may do this as many times as you like provided there are Undecided votes to be shifted.
There are passive effects that can change the specifics of these rules. There will be something posted behind the Meeting of Principalities GM if it is a global effect. One example of a personal passive effect is Dishonored. If you are Dishonored when you speak to the GM, spending your votes is only at half effectiveness, rounded up. Purchase cost for Undecided votes is doubled to 600 gold Imperials per vote for Dishonored characters.
Right of Amendment
Certain individuals possess the right to modify bills in the Meeting of the Principalities. This ability is called the Right of Amendment. Members of the Council of Princes (Heirs of the Houses), as well as the Minister of the Houses, are known to hold the Right of Amendment.
When Right of Amendment is invoked, any number of changes to the text of a single bill may be made in a broad stroke. Once edits are complete, the amended bill is presented to a GM for approval, and the Right of Amendment is surrendered.
Right of Amendment can only be invoked for bills on which voting has not already begun.
The Empress' Powers
Her Majesty Cherova does not vote directly in the Meeting of the Principalities, but can play a role in the legislative process by expending her Mandate, a measurement of her fitness to rule (see: General Rules).
Veto: For any bill that passes the Council of Deputies, the Empress' signature is required in order to make it law. Instead of signing, the Empress may choose to expend a moderate amount of Mandate to overrule a decision. If this is done, the bill goes back to the Council of Deputies, who may deliberate further, amend the bill, and reopen voting at their leisure. If the Council of Deputies achieves a two-thirds majority in this second vote, the Empress' veto is overturned, and the bill is passed.
Imperial Edict: The Empress also retains the power of Imperial Edict. She may spend a large amount of Mandate to pass a law which takes effect immediately without consultation from the Council of Deputies. The longer the Imperial Edict stays in effect, the more popular support it gains, gaining the Empress back some of the Mandate she has expended in this way. The Council may overrule an Imperial Edict with a two-thirds majority. Deliberation and voting happen just as outlined with draft bills, although of course amendment is not an option for an Imperial Edict. Once overruled, the Empress may certainly try to pass the same or similar Imperial Edict again--assuming, of course, she can pay the cost--although naturally it probably will be overruled again if it is not modified in some way.
Pending Legislation
Two pieces of legislation are pending before the Council tonight--the first is a formal peace treaty with Elde Island; the second concerns military excursions into the Eastern-held territory of Sandyhome.
Peace Treaty with Elde
The draft peace treaty has the following provisions:
- Immediate end to all military conflict between Elde and the Empire.
- All Imperial military units currently stationed on Elde are to be immediately withdrawn. There are ten such units still on Elde, and transporting them back to Merinna would incur an immediate expense of 500 gold Imperials per unit, to be paid by the Orb and/or the Imperial Army.
- Any Elde citizens who engaged in piracy against the Empire during the past ten years are subject to arrest and prosecution to the fullest extent of the law.
- Any Imperial citizens who engaged in piracy against Elde during the past ten years are subject to arrest and prosecution to the fullest extent of the law.
The peace treaty has been hammered at for some three years, and at this point is not expected to be contentious. Simple majority or plurality is enough for this to be approved by the Council of Deputies. Afterward, it will still need to be signed by the Empress and the delegate from Elde (Prince Leodex) before it can go into effect. Of the units that are withdrawn from Elde, three will be available for use in the Battle for Dragaera City within two turns, and will be put under the command of the Warlord's representative Dradia Lavode.
Military Excursion into Sandyhome
This bill has been forwarded recently by Lord Adron e'Kieron, in the role of Duke of Eastmanswatch in absentia. Lord Adron has funded geological surveys of the Eastern Mountains, designed to locate concentrations of valuable diamond- and stephenite-bearing rock. His survey has located a vein of diamond-bearing rock extending into the high desert of Sandyhome, not far from the Eastern settlement of Tzipa. His bill proposes a military excursion to capture Tzipa.
Provisions of the bill in its current form:
- The Imperial Army to send three units to Sandyhome. (Upon approval of bill, three units are subtracted from current Imperial Army forces in the Battle for Dragaera City - choice of units rests with the Warlord's representative Dradia Lavode).
- Lord Adron to send his Sublime Light Corps to Sandyhome. (Must surrender this resource upon approval of bill).
- Lord Trentram, Duke of Dagenwater, to send his Dagenwater Home Defense to Sandyhome. (Must surrender this resource upon approval of bill).
- Lord Rollondar e'Drien, Count of Southmoor, to send his Southmoor Cuirassiers to Sandyhome. (Must surrender this resource upon approval of bill).
- If one of these units is currently fielded, it must be recalled by its commander
- Command of the entire force to be held by Lord Adron
- Spoils will be returned to Lord Adron, who is tasked with rendering half to the Orb, with the remaining half rendered to those who sent armies to Sandyhome, with one share being given per unit sent.
A simple majority or plurality is needed to pass this bill. Upon final approval of the bill and signature by the Empress, the operation will begin immediately. Success in the endeavor will be determined by a GM according to the number of units sent. Lord Adron has some idea that it will require at least six units to ensure success, but is uncertain about the minimum number required. Assuming victory, spoils will begin to flow back to Lord Adron within an hour of game time, and he is honor-bound to distribute them expeditiously. (Failure to do so may be grounds for Dishonor).
Battle for Dragaera City (Wargame) Rules
Game Turn
Each turn players will spend the majority of their time interacting with the other players, making plans, and securing allies and resources. During the turn players will need to write down the orders they wish their units to perform in the coming turn and give them to the Wargame GM. Orders must indicate which unit they are for, what action the unit should perform, and what, if any, special resources the commander is using to reinforce the order. Players may give one order per unit to all or only some of the units they command. Any units not given orders by the end of the turn will take the default order (Hold). Each turn will be 20 min. An announcement will be made when five minutes are left in a turn. After all orders have been received, the Wargame GM will process the turn and update the battle map. Play continues while this is happening, as it takes time for "reports from the front" to come in.
Map and Stack Limits
The map is divided up into Districts and each District is divided up into several Regions. Certain special abilities, gear, or victory conditions may specify certain Districts or Regions, but they have no special effects on their own.
No more than one unit may occupy a given region at any time. If the orders that a unit received would cause this not to be the case then either a battle occurs (between Hostile units) or the orders are canceled (between Allied and Neutral).
Orders
There are two orders that commanders can give their troops.
- Hold: A unit ordered to Hold will defend the region it is in but take no other actions. This is the default order. Any units given no other order will automatically Hold. Units given the Hold order additionally have the option to Loot or Extinguish Fires in their region.
- Move/Attack: A unit given a Move/Attack order will attempt to move into the indicated region adjacent to its current region. If the target region is occupied by an Hostile unit, a battle ensues. See below for rules on battle resolution.
It is important to note that 'hostile' is defined by the players and thus can shift and change as the game goes on.
Allegiances
Each faction can define or redefine their allegiances whenever they'd like. This defines whether their troops will attack each other on sight, defend and support each other, or simply stare at each other warily. In order to change your allegiances towards a specific faction, simply fill out the associated spot on the order form. Keep in mind, however, that the other faction may not feel the same way about you...
Combat
If a unit is ordered to move into a region which contains an Hostile unit, or two units of opposing factions are ordered to move into the same region, a battle occurs. To determine the winner compare the units' strengths plus the strengths of all Allied units adjacent to the battle plus any special effects used by either commander. The unit with the higher total strength wins and completes its move, while the unit with lower is forced to retreat. In the event of a tie neither unit moves. If one of the units was attempting to Hold the region where the battle took place, then the result is what it was attempting to get anyway--thus ties go to the defender.
Retreats and Unit Destruction
When a unit loses a battle it must retreat. If the unit was attempting to hold a region then it must move into another adjacent region that is either empty or is controlled by the unit's owner. This space may not be the region the attacking unit just came from. On the other hand, if both units were attempting to move into the same region then the losing unit's move is canceled and it retreats to the region it started from.
If a unit retreats into a region controlled by its owner, it still may not disobey the rule preventing multiple units being in the same region. In this case, it may continue retreating until it either finds itself in an empty region or has no legal regions to retreat into.
If a unit is ever forced to retreat and there are no legal regions for it to move to, then it is destroyed instead. In addition, certain special cards may cause units to be destroyed instead of allowing them to retreat.
Civil Unrest and Rioting
The unrest of the populace in the capital is tracked by the GMs as the current Civil Unrest Value. Taking certain actions or using certain special resources in game can cause the Civil Unrest Value to increase or decrease. At the start of game certain regions of the map are experiencing rioting. If the Civil Unrest value increases then the rioting will spread to adjacent regions. On the other hand, if the value decreases then the number of regions with rioting will decrease. The Wargame GM will handle these changes. Rioters are not considered units, so they do not interfere with stack limits. That said, there are rumors that certain rebel units are more effective at defending or attacking from regions with rioting.
Looting
Some more unscrupulous commanders may try to take advantage of the chaos gripping the city to 'acquire' wealth and items. As part of a Hold order, a commander can instruct his units to loot the region they are in. If the unit is uncontested that turn then its soldiers will scour the area, and any useful items or money found will be returned to the unit's commander at the start of the next turn. Additionally, some unsavory types may be able to employ Looters to ransack regions from afar.
However, people don't like seeing their things stolen, so each successful Loot order (not Looters, as these are difficult to track) will push the Civil Unrest Value one step against the faction doing the looting (+1 if Noble units loot, and -1 if Rebels do it).
Looting additionally often causes fires.
Fire
The unrest and rioting sweeping the city can also lead to fires breaking out. Such regions will be marked on the map. Worse yet, these fires have a chance to spread to adjacent regions. Any Unit in a region suffering from fires is at -1 strength. If a unit successfully executes an uncontested Hold order in such a region or uses an appropriate item, they can put out the fire.
Deputies
A warleader can use their Deputy Signet item to appoint another character as their representative in the Battle for Dragaera City, freeing them up to interact with the game at large. The Deputy should make this clear to the Wargame GM when turning in orders on behalf of the warleader.
Factions
Faction 1: Athyra Guard
The Athyra Guard are the police force of Dragaera City. They are a large and well-equipped group, but are also notoriously corrupt. They are indicated by red tokens with white numbers.
Starting Troops - 8
Special - Any player may spend 500 gold Imperials to give new orders to one Athyra Guard unit for one turn. These orders cannot force a unit to break it's allegiances. The spent money is given to the Wargame GM.
Faction 2: Empress' Personal Guard
These Guardsmen are charged with the protection of the palace and the Empress. They are highly trained, incorruptible, but few in number. They are indicated by white tokens with red numbers.
Starting Troops - 2
Special - All Personal Guard Units have a base strength of 2 (instead of 1), but one Personal Guard unit must be stationed in the palace district (the three white locations) at all times.
Faction 3: Imperial Army
A small group of Imperial Army units are currently stationed on the outskirts of the capital. The Empress has tasked them with helping quell the riots until the main body of the army can arrive and restore order. They are indicated by black tokens with white numbers.
Starting Troops - 4
Special - Every 2 turns they receive 1 new unit at any unoccupied Outer Gate region.
Faction 4: Rebellion
The rebellion is made up of malcontents of several stripes who are using the rioting of the Teckla as an excuse to advance their goals. The exact command structure of the rebels is unclear, but they are definitely more organized than the rioters whom they hide among. The units are of various colors.
Starting Troops - 12
Special - Gain a +1 strength when attacking from or defending a region that is experiencing rioting.