
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
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.
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 themThe 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.
- 01
Preparation
A d20 per province. Harvest, plague, a heir found, a border raid — the world speaks first.
- 02
Actions
Revenue is computed, then you rule: fortify, agitate, negotiate, contest a rival’s holding.
- 03
Event
What the rolls started gets narrated and written into the season’s record.
- 04
Resolution
Loyalty moves province by province. Taxation has a price, and the peasants remember it.
- 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.
| Action | Kind | Cost |
|---|---|---|
| Fortify One more level of walls between you and whoever is coming. | Major | 6 RP · 6 GB |
| Diplomacy Open relations, push a treaty, buy a season of peace. | Major | 1 RP · 1 GB |
| Finances Put the books in order. Costs nothing but the turn you spent on it. | Major | Free |
| Espionage Learn what a rival is about to do. Pay more, learn more. | Major | 2+ RP · 2 GB |
| Investiture Bind a new regent to the land, or bind a vassal to you. | Major | 5 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. | Major | Variable |
| Decree The small acts of rule the canon deliberately never priced. | Bonus | Your 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.
/saisonRun 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.
/revenusCompute revenue
Taxation, guilds and trade routes, netted against upkeep — the number you actually get.
/investitureResolve an investiture
The ceremony that binds a regent to the land, with the canon DCs and modifiers.
/ligneeWork the bloodline
Score, power pool, what a power costs, and what happens if you spend past the pool.
/combatResolve a battle
Takes the live mass battle and plays it out — ranks, morale, terrain, the lot.
/queteGenerate 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.