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Terres de Sang

Realms & Domains

There is a point in a long campaign where killing the next monster stops being the question. Terres de Sang is what comes after: your character holds land, carries the blood of a god, and answers for a province that can starve, rebel or burn.

A full domain-management layer built into the table — 11 panels, 6 commands, and a season that turns whether you are ready or not.

Two numbers decide everything

RP

Regency Points

The political weight of your bloodline over the land. Raised from the levels of the provinces you hold and the strength of the blood in your veins. You spend it to act like a ruler — and when it runs out, so does your grip.

GB

Gold Bars

Actual treasury. Taxation, guilds and trade routes fill it; armies, fleets and building empty it. An army you cannot pay is an army that stops being yours.

And the blood in your veins

When the old gods died to seal the chaos, their divinity scattered into the mortals fighting beside them. 6 bloodlines came out of that, each with its own powers and its own price — and your score in it is a modifier on the whole realm, not just on you.

The gods who fathered them

The season is the turn

Five phases, in order, and the panel walks beside you through every one. Between your seasons the rival factions take theirs — they act whether you are at the table or not.

  1. 01

    Preparation

    A d20 per province. Harvest, plague, a heir found, a border raid — the world speaks first.

  2. 02

    Actions

    Revenue is computed, then you rule: fortify, agitate, negotiate, contest a rival’s holding.

  3. 03

    Event

    What the rolls started gets narrated and written into the season’s record.

  4. 04

    Resolution

    Loyalty moves province by province. Taxation has a price, and the peasants remember it.

  5. 05

    Closing

    Upkeep is paid, recruits finish training, the season is archived into the chronicle.

16 things a ruler can do

Eleven major acts and five smaller ones. The price is fixed by the rulebook and applied by the engine — a model cannot decide that fortifying was cheap this season.

ActionKindCost
Fortify

One more level of walls between you and whoever is coming.

Major6 RP · 6 GB
Diplomacy

Open relations, push a treaty, buy a season of peace.

Major1 RP · 1 GB
Finances

Put the books in order. Costs nothing but the turn you spent on it.

MajorFree
Espionage

Learn what a rival is about to do. Pay more, learn more.

Major2+ RP · 2 GB
Investiture

Bind a new regent to the land, or bind a vassal to you.

Major5 RP — or 3 if your blood is legendary
Contest

Attack a rival’s holding inside your own province. The rules leave the price to the table.

MajorVariable
Decree

The small acts of rule the canon deliberately never priced.

BonusYour call

Six commands, one advisor

Type them in the chat. The advisor already knows your domain — it reloads the whole thing before every answer, so it never quotes you last week's treasury.

/saison

Run a season

The full five-phase protocol, one phase per message, with the panel advancing in real time beside you. It loads everything: provinces, holdings and who owns them, armies, routes, diplomacy, vassals, your regent’s powers, and the season so far.

/revenus

Compute revenue

Taxation, guilds and trade routes, netted against upkeep — the number you actually get.

/investiture

Resolve an investiture

The ceremony that binds a regent to the land, with the canon DCs and modifiers.

/lignee

Work the bloodline

Score, power pool, what a power costs, and what happens if you spend past the pool.

/combat

Resolve a battle

Takes the live mass battle and plays it out — ranks, morale, terrain, the lot.

/quete

Generate quests

Kingdom-sized hooks tied to your current politics — and they are really written into the journal, not just printed in a chat.

Eleven panels, one tab

Domain

Treasury, provinces, loyalty, and every holding — including the rival ones squatting on your land.

Regent

Your bloodline: derivation, score, the power pool, and the powers themselves by tier.

Season

The turn itself — plus the world turn, the chronicle, and the AI advisor.

Armies

Every unit by domain, its rank, its upkeep, and the recruits still in training.

Quests

Realm quests, their rewards, and the Awakening counter climbing toward something.

Trade

Routes between domains: what they cost to open, what they pay, what can go wrong.

Fleet

Ships, upkeep, and escorts — an escorted sea route is a far safer sea route.

Diplomacy

Standing from ally to at-war, relation scores, and treaties that actually bind.

Realm Magic

Spells cast at the scale of a province. The server checks you own the temple or source first.

Silver Blood

Tighmaevril weapons: steal a bloodline, or end one forever. Double confirmation, always.

Battle

The mass-combat board, and the button that launches an invasion.

And then somebody marches

Rank beats numbers

A veteran company kills better, holds longer and breaks later than raw recruits. Six ranks, from green to elite, and every one of them shows in the dice.

Morale ends battles

Units rout. Lose a quarter of your strength in one round and the check comes immediately — no commander, no bonus, and the line folds.

The engine rolls, not the model

Damage, resistances, breath weapons, regeneration and morale are computed in code with a crypto-secure roller. The AI narrates the result; it does not decide it.

Losses are permanent

When a battle completes, the dead are written back into the units. You do not get your army back at full strength because the session ended.

Who is out there to fight

Twelve domains, eight regents, and a crown nobody sits on since the king was murdered under a banner that was not his.