TEXT: 1 
  In the Halls of 
  Power© 
   
   
   
  Courtier and Coup D’etat 
  in the original fantasy 
  role playing system. 
   
   
  
  2 
  Introduction  
   
   
   
   
   
   
   
   
   
  3 
   
  How the Game Is Played 
   
   
   
   
   
   
   
   
  3 
   
  The Imperial Banquet 
   
   
   
   
   
   
   
   
  4 
   
  Entering the Halls of Power 
   
   
   
   
   
   
   
  5 
   
  Influence Points 
   
   
   
   
   
   
   
   
   
  5 
   
  The Courtiers 
   
   
   
   
   
   
   
   
   
  6 
   
  Halls of Power Encounter Table (1d100)  
   
   
   
   
   
  6 
   
  Features of the Halls of Power 
   
   
   
   
   
   
   
  13 
   
  The Diplomat’s War  
   
   
   
   
   
   
   
   
  14 
   
  Experience 
   
   
   
   
   
   
   
   
   
   
  15 
   
  Mixed Adventures  
   
   
   
   
   
   
   
   
  15 
   
  Becoming A Titled Noble 
   
   
   
   
   
   
   
   
  16 
   
  Dueling 
   
   
   
   
   
   
   
   
   
   
  17 
   
  The Effects of Provinces 
   
   
   
   
   
   
   
   
  17 
   
  Provinces: Control of Influence Points and Borders 
   
   
   
   
  17 
   
  Province Upgrades  
   
   
   
   
   
   
   
   
  19 
   
  Mass Combat and Miniatures Gaming 
   
   
   
   
   
   
  21 
   
  Courtly Battle Mats and Dungeon Tiles  
   
   
   
   
   
  23 
   
  Courtly Miniatures  
   
   
   
   
   
   
   
   
  24 
   
  So Which System Do I Use? 
   
   
   
   
   
   
   
  25 
   
  House Rules  
   
   
   
   
   
   
   
   
   
  26 
   
  Open Gaming License 
   
   
   
   
   
   
   
   
  28 
   
   
   
   
   
  
  3 
  Introduction 
   
  Over the many iterations of the “original fantasy 
  role playing system”, there have been a good 
  many rules systems written to simulate the 
  political aspects of the game, such as war, the 
  conquest and rule of a barony, kingdom, or other 
  political realm, making alliances, building 
  Provinces, etc.  Some of the better known were 
  Birthright©, for Second Edition, which had 
  many clever innovations, such as its card-based 
  warfare system, and Eden Odyssey’s Fields of 
  Blood: The Book of War, for Third Edition, 
  which took a very 3rd ed., “difficulty class” 
  approach to the problem. 
   
  However, these systems and others like them all 
  took very similar approaches to the “original 
  fantasy role playing system” politics in the 
  following sense: they were based on the ruler 
  (the player character) issuing orders, usually on 
  a seasonal or monthly basis, then possibly 
  paying out money, and rolling dice to see what 
  happens.  Sometimes these systems worked 
  well, other times not so much.  However, they all 
  shared a certain abstraction that really was not in 
  the spirit of the role playing genre.   
   
  What follows is a system more based on the 
  conventions of role playing gaming than of 
  board gaming abstractions.  In the Halls of 
  Power© is a system that allows the ruler to role 
  play his character’s political actions, as he does 
  with the other aspects of his character’s life. 
   
  In the Halls of Power© seeks to achieve this by 
  using the convention of the dungeon adventure,  
  common to most the “original fantasy role 
  playing system” games, somewhat modified, to 
  represent political accommodation and strife.   
  Thus, instead of a dismal dungeon, haunted with 
  monsters and the restless spirits of the dead, the 
  Player Character Noble walks the Halls of Power 
  in the Imperial Palace: more gaily painted and 
  brightly lit than the dungeon, but every bit as 
  deadly.  Here he seeks not enchanted swords and 
  ancient gems, but the command of fleets and 
  legions, the rulership of provinces (and the vast 
  wealth that they command), titles, offices, and 
  all the rights and privileges of the ruler.  He 
  fights enemies that use the tongue as a weapon 
  more often than honest steel, and, when steel is 
  drawn, it is often a blade in the dark tipped with 
  poison. 
   
  In the Halls of Power© also faces the reality that 
  it is seldom possible to simply throw money and 
  willpower at your political desires, and thereby 
  make them a reality.  Rather, political gains are 
  usually made by seizing the opportunities that 
  present themselves, and then usually by making 
  political allies of those who have something to 
  offer. 
   
  The setting is an extensive but somewhat 
  ramshackle empire, in which the emperor is able 
  to maintain only limited control over his great 
  nobles.  These nobles constantly plot, scheme, 
  and even wage war to become emperor 
  themselves.  However, political realities must 
  always be observed, and the approval of other 
  great men is a necessity.  Simply marching to the 
  capital against public opinion will probably see 
  the noble deserted by his supporters, and coming 
  to a quick and painful end.  Historical examples 
  include 5th century Rome, Valois France, 
  England in the Wars of the Roses, Samurai 
  Japan, and the Holy Roman Empire of the Thirty 
  Years War.  Fantasy equivalents would be Janny 
  Wurts’ Tsurani Empire, the world of George R. 
  R. Martin’s A Game of Thrones, or, for a 
  science-fantasy version, Frank Herbert’s Dune. 
   
  How the Game Is Played 
   
  The game is played in campaign turns measuring 
  one year each.  The campaign year is divided 
  into several phases.  These phases are the 
  Imperial Banquet, in which the players meet, 
  greet, and knife-in-the-back the great people of 
  the empire.  Then dueling takes place, if any 
  player is challenged or has cause to challenge.  
  Then warfare, if any war was generated in the 
  events of the imperial banquet is resolved.  
  Finally the player rules his realm: possibly 
  upgrading it, hiring mercenaries and adventuring 
  to improve his holdings. 
  
  4 
   
   
   
  The Imperial Banquet 
   
  Each campaign turn is one year. During this time, 
  the players attend a great Banquet at the Imperial 
  Court. When this is completed, duels may be 
  fought between nobles with recognized cause, 
  large battles may be fought with miniatures (or 
  by a quicker and more abstract system, as 
  desired), and adventures will take place. 
   
  Each year begins with a grand banquet at the 
  Emperor's palace. The Imperial Banquet 
  represents a "mixer" in which the characters 
  mingle, attempting to secure important political 
  contacts for themselves, while steering harmful 
  ones toward their enemies. The objective is to 
  meet and greet potentially helpful courtiers 
  while dodging potentially harmful ones, make 
  your way to a square adjacent to that occupied 
  by the Emperor, and present the courtiers 
  accompanying you to him.  Once this is done, the 
  player reaps the benefits of those courtiers, and 
  leaves the Banquet for the rest of that session. 
   
  Most courtiers must first be encountered, and 
  then a positive reaction roll made. The courtier 
  will accompany the player character until he is 
  presented to the Emperor, the Banquet ends, or 
  some other encounter takes place that forces him 
  away. However, some courtiers do not require 
  presentation, and some have only negative 
  effects. Each is explained fully in the individual 
  encounter description. 
   
  The game is set up like an ordinary dungeon, 
  except that it takes place in the Imperial palace, 
  or on board one of the Imperial luxury yachts, 
  etc. Encounter rolls are made and rooms and 
  halls are explored, just like an ordinary 
  exploration and combat-oriented adventure. The 
  emphasis is not on combat, but on the 
  negotiations with NPCs. In fact, combat is 
  EXTREMELY dangerous in the Palace, as, if 
  anyone sees it and the Praetorian Guards are 
  notified, torture and death are the probable result. 
   
  
  5 
  Also, the location of the Emperor is often 
  unknown (His Majesty may be incommunicado 
  with a concubine, closeted with his generals 
  planning the next war, etc.). He must be located, 
  and a positive reaction roll made when the player 
  character has some potentially beneficial 
  courtiers in his retinue, before the Banquet ends. 
  Some courtiers (and this is specifically listed in 
  the encounter descriptions) will reveal the 
  Emperor’s location on a positive reaction roll. 
   
   
   
  Entering the Halls of Power 
   
  In order to enter the Banquet, the character must 
  secure an invitation. He can get one if he is 
  personally powerful (9th level or higher), if he is 
  a titled noble, if he pays for one (costs 10,000 
  g.p.) or if he crashes the party. 
   
  A party crasher will be able to perform the same 
  actions as anyone else, as most courtiers will not 
  ask to see invitations. However the Praetorian 
  Guards, definitely will so demand, and will 
  execute anyone who can’t produce a proper 
  invitation (they are all personalized), no 
  questions asked. 
   
  Influence Points 
   
  These are a special treasure only available 
  through contact with the rich and powerful, and 
  can be given by some of the courtiers at the 
  banquet (such as the Powerful Senator or Crown 
  Prince) to fortunate player characters. Influence 
  points can be spent one a one for one basis to 
  modify any reaction roll made In the Halls of 
  Power©, or anywhere else that the aristocracy is 
  involved. 
  An 
  influence 
  point 
  represents 
  powerful contacts or patronage. 
   
  Once spent, an influence point is lost for the 
  remainder of the year, but is available again at 
  the beginning of the nest banquet.  An influence 
  point lost for other reasons (a negative banquet 
  encounter, loss of a duel, etc.) is permanently 
  lost. Influence points cannot be purchased for 
  anything as tawdry as mere gold. Any use of an 
  Influence point must be declared before the 
  reaction roll is made. Influence points can be 
  kept, like any other treasure, until used. 
   
  Note also that any other player character present 
  at a reaction roll, who has a reasonable chance to 
  know what is going on, and to be able to be heard, 
  can use any of his influence points to modify the 
  reaction roll, either in a positive or negative 
  manner.  Thus, influence points offer an 
  opportunity for the player characters to attack 
  each other politically, if desired. 
   
  Note, however, that influence points should not 
  be spent too prodigally.  No player character can 
  rule more than a single province for each five 
  influence points he possesses, and if he falls 
  below this amount, he loses provinces (his pick 
  which) until these numbers are again balanced. 
   
   
   
  
  6 
  The Courtiers 
   
  All courtier are level 1d4, unarmored, and armed 
  with a dagger (cutlery and broken bottles are 
  available) unless otherwise noted in their 
  description.  They will be of whatever class the 
  Game Master thinks appropriate. There is a 1% 
  chance per level that the courtier might be 
  carrying a magic item. This is uncommon even 
  among the powerful, because of the terrible risk 
  of being caught with such a device here, where 
  the Emperor’s person could be threatened, and 
  the Praetorian Guards are vigilant. 
   
  Once a courtier has performed his effect (see 
  each courtier’s description for this), he is 
  neutralized, and leaves the banquet immediately 
  (the GM decides how). He has no further effect.  
  Prior to this, a courtier drawn into physical 
  combat is subject to normal death, morale, and 
  other combat effects. 
   
  All courtiers that have potentially positive 
  effects require a reaction roll when encountered 
  by any PC.  Unless specified otherwise, each 
  encounter In the Halls of Power© can only grant 
  his benefit to (or inflict his harm on), one player 
  character, unless otherwise specified.  If more 
  than one PC meets a courtier or other political 
  encounter, only the PC who makes the first 
  positive reaction roll gains the benefit from him, 
  or receives the opportunity to join him in seeking 
  the Emperor, unless the PCs agree otherwise 
  among themselves.  The courtier is then removed 
  from the banquet.  A fight between the PCs will 
  require new reaction rolls of all accompanying 
  courtiers to all PCs, and at a -3 penalty to each 
  roll Note that in rare cases, this can turn an 
  initially negative encounter into a positive one, 
  though the GM must be convinced that the 
  change is justified by circumstances and role 
  playing. 
   
  Courtiers with any potential negative effects that 
  are not specified as requiring a reaction roll are 
  handled differently.  These are the Bureaucrat, 
  Doppleganger, Dread Rune, Droning Bore, 
  Drunken Boor, Guild Assassin, Praetorian 
  Guards, Red Death, or Sorcerer Guard.  They 
  have automatic effects on the first PC they 
  encounter, or the first PC group if more than one 
  PC can be effected.  For all others, a negative 
  reaction roll is required for a harmful effect.  Of 
  course, other rolls may be required in some 
  circumstances, such as attack rolls for combat 
  situations, or saving throws for magic.  The GM 
  can always require a reaction roll if he feels the 
  circumstances require one. 
   
  The Emperor (or multiple Emperors, if one or 
  more Usurpers are in play) is an exception to 
  these rules.  He is never removed from play 
  unless the rules specifically require this, as with 
  the High Butler ending the Banquet, or the 
  Emperor’s assassination.  Instead, the PC and 
  accompanying courtiers who encounter him are 
  removed from the Banquet, after a reaction roll 
  between the Emperor and the PC is made -one 
  for each courtier presented- whether positive or 
  not.  Note, then, that for any courtier who must 
  be presented to the Emperor to be effective, the 
  PC must make two positive reaction rolls, the 
  first with the courtier, so that he will accompany 
  the PC, and the second with the Emperor.  Each 
  reaction roll with the Emperor is effected 
  separately by a different expenditure of 
  Influence Points. 
   
  Halls of Power Encounter Table (1d100) 
   
  Encounters are pretty frequent In the Halls of 
  Power©. Roll 1d6 per turn; an encounter appears 
  on a 4-6 at a random entryway to the room the 
  character occupies, unless it is something 
  secretive like a Guild Assassin, Dread Rune or 
  Familiar; these can appear anywhere. 
   
  In addition to anything else encountered, each 
  room will contain 1d6-1 zero level guests. 
   
  1-2: Ambassador: This courtier concludes a 
  treaty 
  with 
  the 
  Empire 
  (through 
  its 
  representative, the player-character noble), who 
  can immediately add a Province (produces 
  100,000 g.p. per year) to his dominions, if he 
  gains a positive reaction roll and can present the 
  Ambassador to the Emperor.  On a negative 
  reaction roll, the Ambassador is offended, and 
  
  7 
  foreign armies invade on of the Player 
  character’s realm (counts as a Goblin Invasion, 
  see below).   Level 1d6 Warrior or Thief and 1d6 
  level 2 guards.  The Ambassador can only grant 
  a province that lies on the Imperial border (the 
  edge of the map).  If none are available, this 
  courtier can be used only for province upgrades. 
   
  3-4: Barbarian Chieftain: This character must be 
  presented to the Emperor to take effect. This 
  officer joins the player-character's legions. On 
  presentation the Emperor, the Player Character 
  Noble immediately gains 100,000 g.p. value in 
  barbarian troops.  These troops do not have to be 
  maintained (that is, paid) out of the character's 
  funds.  The assumption is that a treaty is made 
  allowing the Barbarian Chieftain's subjects to 
  settle on the Player-Character Noble's lands.  
  However, if the Noble rules no lands, they must 
  be paid 100,000 g.p. per year.  He is a level 1d8 
  Warrior with 1d6 level 2 guards. 
   
  5-7: Buffet Table: A table spread with well-done 
  triceratops steak, pixie sugared almonds, sprite 
  cream cake, hippogriff eggs pickled in goblin-
  brandy, etc.  There will also be 2d6 zero level 
  human diners sitting in the room enjoying their 
  food.  This is mostly here to provide color, 
  obstacles, and witnesses to nefarious acts the 
  players might attempt.  A room containing a 
  buffet tends to be loud, and conversations cannot 
  be held at greater than 5' distance, unless 
  shouting takes place. 
   
  8-9: Bureaucrat: Regardless of reaction rolls, 
  you must immediately pay the bureaucrat a 1d6 
  x 10,000 g.p., bribe or he immediately summons 
  the Praetorian Guards to escort you from the 
  Banquet.  Level 1 human. 
   
  10-11: Chariot Racing Champion: On a positive 
  reaction roll, he tells you the present location of 
  the Emperor.  Level 2d6 Warrior.  This courtier 
  will point the characters in a general direction, 
  and he is 1d4 rooms away. 
   
  12-13: Chatelaine: On a positive reaction roll, an 
  unmarried character can present the Chatelaine 
  to the Emperor and marry her. Her dowry is 1 
  Province, which produces 100,000 g.p., annually.  
  A character can only have one wife at a time.  
   
   
  14: Crown Prince: As Young Noble (below), but 
  he grants 1d6 influence points on a positive 
  reaction. Beating him in a duel can be 
  problematic. It has a 50% chance of causing 
  another noble house to try to gain kudos by 
  invading the player character’s domains. 
   
  15-16: Doppleganger: Probably smuggled into 
  
  8 
  the Banquet by an enemy noble.  This could also 
  be any other monster with the ability to blend 
  into crowds or move disguised or unseen, such 
  as an invisible stalker, mimic, vampire, 
  slithering tracker, or anything else depending on 
  the Game Master‘s wish or the level of the game. 
   
  17-18: Dread Rune: A powerful magical trap 
  somehow smuggled into the Banquet, it can 
  cause the effect of any evil spell or rune listed in 
  the role playing rules. A character can choose to 
  throw himself on the rune. This causes increased 
  effect to him (double normal damage or a -4 
  penalty to saving throws, as the GM thinks 
  appropriate), but to him only, as the force is 
  internalized.  Any other character who would be 
  effected is not. If undertaken, this self-
  sacrificing action grants a +3 reaction bonus 
  with any character who would otherwise have 
  been damaged.   
   
  19-20: Droning Bore: When encountered, the 
  droning bore begins talking endlessly with the 
  Player Character Noble regarding his various 
  ailments, romantic conquests, and last year’s 
  vacation. 
  The 
  Player 
  Character 
  Noble 
  immediately stops moving on encountering this 
  character. At the beginning of each of his 
  succeeding rounds, he must make a successful 
  saving throw, modified for intelligence to dodge 
  the droning bore, if he fails, he spends another 
  round listening. This continues until the saving 
  throw is successful or the Banquet ends. Level 1 
  human. 
   
  21-22: Drunken Boor: When encountered, the 
  drunken boor loudly and rudely accosts the 
  Player Character Noble and anyone with him. 
  Any 
  courtiers 
  accompanying 
  the 
  Player 
  Character Noble make hurried excuses and leave. 
  All courtiers not yet presented to the Emperor 
  are lost and removed from the banquet. Level 1 
  human. 
   
  23-24: Dwarf Lord: This character must be 
  presented to the Emperor to take effect. The 
  Dwarf Lord is a powerful mercantile force. On 
  successful presentation the Emperor, the Player 
  Character Noble immediately gains 1d6 x 
  100,000 g.p. On a negative reaction roll, the 
  Dwarf Lord is offended, and closes his gates to 
  the Empire for one year. This causes the player 
  character to lose 10% of his total wealth.   Level 
  1d6+6 Dwarf and 1d6 level 2 guards. 
   
  25-26: Elder Statesman: This retired noble 
  controls the equivalent of a Mercenaries Guild 
  (q.v.). On a positive reaction roll, he allies with 
  you. On a negative reaction roll, his political 
  clout costs you half your total Influence Points. 
  Level 1d6+3 Warrior.” 
   
  27-28: Elf Lord: This venerated natural wizard 
  is skilled in the ancient mysteries of leaf and land. 
  After presentation to the Emperor, he adds a 
  permanent bonus of +3d6% to the production of 
  any Province desired by the player (this can be 
  given to another noble in exchange for 
  something else). 
   
  29: Emperor: For many courtiers to be effective 
  it will be necessary to bring them before the 
  Emperor and make a positive reaction roll with 
  him, which means that he sanctions the 
  relationship. Those courtiers this rule applies to 
  are detailed in their encounter descriptions. The 
  Emperor is always accompanied by 1d6+2 
  Praetorian Guards and one Praetorian Guards 
  Officer. The Emperor may be any class and any 
  level, as the Game Master desires, from a grim 
  old soldier and veteran of a hundred campaigns, 
  to a drooling madman, to a babe in arms, carried 
  by his nanny. He is armed with any weapons and 
  magical artifacts the Game Master thinks 
  appropriate. 
    
  30: Empress: When the empress is encountered, 
  she immediately has a brief liaison with the 
  noble who encounters her, probably in the 
  nearest broom closet. The noble gets gifts in the 
  form of 1d10 x 100,000 g.p., but is immediately 
  hustled out of the Banquet by the Praetorian 
  Guards (who will try to kill him if he makes 
  trouble) to avoid embarrassing the Emperor. The 
  Player Character Noble is removed from the 
  Banquet for the rest of the year, and loses all 
  courtiers not presented to the Emperor. 
   
  
  9 
  31-33: Entertainers: 1d6 entertainers are 
  encountered.  A band is playing, jesters are 
  tumbling and telling jokes, a magician is 
  performing stage magic, etc., making it difficult 
  or impossible to hear anything at greater than 
  melee distance (adjacent squares).  There are 
  also 2d6 zero level humans in the audience.  A 
  room containing entertainers tends to be loud, 
  and conversations cannot be held at greater than 
  5' distance, unless shouting takes place. 
   
  34-35: 
  Familiar: 
  A 
  magical 
  creature 
  is 
  encountered.  Roll 1d6: 1-2=small animal such 
  as cat, rat, mouse, or bat.  3=imp. 4=quasit. 
  5=pseudo-dragon. 6=brownie.  Whether this 
  creature will be helpful or harmful to any player 
  character encountered will depend on a reaction 
  roll and relative alignments. It might or might 
  not involve its master, though he is almost 
  certainly not far away. 
   
  36-38: Footmen: These are unarmed characters 
  who act as servants and serve a minor guardian 
  function as well, not admitting certain persons to 
  the more exclusive areas of the mixer. They are 
  simply unarmed zero level humans, and can be 
  easily killed or incapacitated. However, if given 
  the chance to scream, everyone in the room will 
  be alerted to what is going on, and there is a 50% 
  chance 
  that 
  Praetorian 
  Guards 
  will 
  be 
  summoned within 1d3 rounds. 
   
  39-41: Grand Herald: This character must be 
  presented to the Emperor to take effect. The 
  Grand Herald recognizes that the Player 
  Character Noble has cause to fight a duel with 
  any other noble (but not a royal personage) of his 
  choosing, and sanctions the duel. See Duels 
  below. 
   
  42-43: Guild Assassin: This character is 
  masquerading as someone else. A positive 
  reaction roll indicates that he follows the PC, 
  using him as a decoy to strike at someone else. 
  A negative reaction means that he will try to kill 
  the PC as soon as he can do so without risk of 
  discovery.  Level 1d6+2. Armed with daggers 
  and ingested poison, possibly (35%) he also 
  carries a magical artifact that has some sort of 
  quick-kill effect. 
   
   
   
   
  44-45: High Butler: The Butler announces that 
  the Emperor is retiring to his chambers. The 
  Banquet ends immediately, and any courtiers 
  that have not yet been presented to the Emperor 
  are lost. 
   
  46-47: Imperial Alchemist: This character is 
  level 1d4+2. He need not be presented to the 
  Emperor. On a positive reaction roll, he can sell 
  the player character a random potion for 2,000 
  gold pieces. 
   
  48-49: Imperial Favorite: On a positive reaction 
  roll, she tells you the present location of the 
  Emperor.  This courtier will point the characters 
  in a general direction, and he is 1d4 rooms away.  
  
  10 
  However, when they get there, there is a 50% 
  chance that he has left, and a further 50% chance 
  that no one knows where he went. 
   
  50-51: Jester: On a positive reaction roll, he tells 
  the character the location of the Emperor.  This 
  courtier will point the characters in a general 
  direction, and he is 1d4 rooms away.  However, 
  when they get there, there is a 50% chance that 
  he has left, and a further 25% chance that no one 
  knows where he went.  On a negative roll, the 
  Jester starts telling insulting jokes in a loud voice, 
  and all courtiers accompanying the character 
  immediately make excuses and leave the 
  Banquet. 
   
  52-53: Lord Marshal / Feudal War: This 
  character must be presented to the Emperor to 
  take effect. The Lord Marshal gives the Player 
  Character Noble a writ of battle, allowing him to 
  attack the holdings of one other Player Character 
  Noble in the upcoming year or any future year 
  (but only one), provided that no Goblin Invasion 
  or Civil War take place in that same year, in a 
  feudal war.  Note that multiple feudal wars can 
  take place in the same year, as long as no Goblin 
  Invasion or Civil War takes place.  Multiple 
  Feudal Wars take place in the order desired by 
  the players, or based on opposed saving throws, 
  modified by intelligence, wisdom and charisma, 
  if they don’t agree 
   
  Each noble can negotiate with other player 
  character nobles (only) for money, legions or 
  fleets to be added to their forces, and another 
  noble PC may himself join in the battle, if agreed.  
  A player entering the feudal war in this manner 
  cannot attack his ally, though it is up to him how 
  ferociously he is supported.   
   
  If the defending noble is beaten, the winner gains 
  control of one of his provinces.  If the loser has 
  no provinces, he loses his title and appointment, 
  if any.  If he has no title, he is executed, no saving 
  throw, spell, or other power can prevent this. 
   
  Negotiations can continue during the battle that 
  will resolve the feudal war, and anything agreed 
  too is binding once the troops leave the field. 
  FEUDAL WARS AND BORDERS: Despite the 
  writ of battle, one noble can only attack another 
  if his forces can reach at least one of the enemy’s 
  provinces by land or sea border, or, if they can 
  do so by crossing a province belonging to 
  another noble who agrees to this.  Such an 
  intervening nobles is free to charge what he 
  wants for such use of his lands.  The lands of a 
  noble passed through by agreement cannot be 
  attacked along the way, neither can the 
  intervening noble attack the forces passing 
  through, or prevent them from returning home at 
  the end of the battle. 
   
  54-55: Master Falconer: On a positive reaction 
  roll, he tells you the present location of the 
  Emperor.  This courtier will point the characters 
  in a general direction, and he is 1d4 rooms away.  
  However, when they get there, there is a 30% 
  chance that he has left, and a further 50% chance 
  that no one knows where he went. 
   
  56-57: Master of the Hunt: On a positive reaction 
  roll, he tells you the present location of the 
  Emperor.  This courtier will point the characters 
  in a general direction, and he is 1d4 rooms away.  
  However, when they get there, there is a 70% 
  chance that he has left, and a further 20% chance 
  that no one knows where he went. 
   
  58: Noble Bodyguards and Officer: The private 
  guards of a great noble, these men are level 3, 
  with the officer level 5.  They are armed with 
  long swords and wear plate mail armor.  Note, 
  however, that the Praetorian Guards despise 
  them, and the feeling is mutual.  If these two 
  groups ever meet outside of the presence of the 
  Emperor, Empress or Crown Prince, there is a 
  40% chance that someone will pick a quarrel, 
  and steel will be drawn. 
   
  59-60: Pirate Admiral: This character must be 
  presented to the Emperor to take effect. This 
  officer joins the player-character's fleets. On 
  presentation the Emperor, the Player Character 
  Noble immediately gains 100,000 g.p. value in 
  war galleys and crew. These forces do not have 
  to be maintained (that is, paid) out of the 
  character's funds.  The assumption is that a letter 
  
  11 
  of marque is granted to the Pirate Admiral 
  allowing him to raid in the water's adjacent to the 
  Noble's realm.  However, if the Noble rules no 
  lands, they must be paid 100,000 g.p. per year.  
  He is a level 1d6 Warrior. 
   
  61-63: Powerful Senator: This courtier need not 
  be presented to the Emperor to take effect. The 
  senator has vast political influence. On a positive 
  reaction roll, the Player Character Noble 
  immediately gains 1d6 Influence points. On a 
  negative reaction roll, the character instead loses 
  1d3 influence points, and the Senator leaves in a 
  huff. 
   
  64-65: Rumor Monger: Needs not be presented 
  to the Emperor. On a positive reaction roll, you 
  can send him away, or to tell stories about any 
  other character, causing him to lose 1d2 
  Influence Points. On a negative reaction roll, he 
  tells stories about you, causing you to lose 1d2 
  influence points. 
   
  66-68: 
  Praetorian 
  Guard: 
  A 
  character 
  encountering a Praetorian Guard must produce 
  his invitation, or the Praetorian will execute him, 
  if he can. If the character resists in any way, the 
  Guard will use deadly force, and he is not 
  impressed by charisma, noble rank, magic 
  artifacts, displays of wizardly power, or anything 
  else. The Praetorians will also react with deadly 
  force if any courtier is wounded or killed by the 
  character. Be aware that these Guardsmen are the 
  only persons in the Banquet authorized to wear 
  armor or carry weapons beyond a dagger, other 
  than the Emperor himself. Praetorian Guards 
  will usually be 4th level Warriors with Strength, 
  Dexterity and Constitution 16. They wear +1 
  magical plate-mail, carry +1 magical shields and 
  wield +1 long swords. Their officers carry +2 
  items, and are 6th level. 
   
  OPTIONAL RULE: RIVAL PRAETORIANS: It 
  was not ahistorical for some of the crazier rulers 
  to maintain competing forces of household 
  troops.  For example, in addition to the 
  Praetorian Guard, Nero maintained a force of 
  German bodyguards who were loyal to him 
  alone.  Such forces are always somewhat hostile 
  to each other.   If the GM desires to maintain two 
  or three units of rival bodyguards, roll randomly 
  to determine which is encountered whenever 
  Praetorian Guards are encountered.  If two rival 
  forces meet, there is a chance (each must fail a 
  morale check for it to occur) that the two forces 
  exchange petty insults and then draw swords and 
  fight rather than cooperate.  This can be a good 
  means for player characters caught in an 
  uncomfortable situation to make a quiet exit... 
   
   
   
  69: Red Death: This unpleasant fellow is a 
  personification of plague, famine and war.  He 
  counts as a mummy for all purposes, except that 
  he cannot be killed, and runs around infecting as 
  many people as he can with his vile disease.  He 
  can be harmed by nothing, and is vulnerable to 
  no spell or power.  He can be made to vanish, 
  temporarily, by the successful use of a turn 
  undead / banishment / forbidding spell or power, 
  but even then there is a 1 on d6 chance that he 
  will reappear each time a new room in the same 
  banquet is entered.  The GM may decide that 
  some artifact/relic level item can drive him away, 
  though this should, of course, be extremely rare.  
  In any case, he vanishes back to his own 
  
  12 
  mysterious realm after the banquet ends. 
   
  70-72: Revellers: Minor Courtiers who have 
  nothing to offer, but are just here to have a good 
  time and generally get in the way of the real 
  politics.  They can only be told from more 
  important Courtiers from close up (adjacent 
  squares). 
   
   
   
  73-74: Spy Master: This character must be 
  presented to the Emperor to take effect. He 
  creates an intelligence network for the player 
  character noble.  At any time (other than while 
  adventuring) the noble can pay 1d6 x 10,000 g.p., 
  and ask the GM any single question, answerable 
  yes or no only, about an enemy's forces, plans or 
  anything else.  The GM must answer truthfully. 
  Level 1d6+4 Rogue, Assassin or Thief. 
   
  75-76: Usurper and Civil War: Another character 
  with claim to the throne declares himself to be 
  Emperor at the Banquet.  When this courtier is 
  played (he is not presented to the Emperor, but 
  appears immediately) the empire erupts in civil 
  war.  There are now two Emperors in play, and 
  any courtier can be presented to either one for 
  the same effect.  Place 1d6 Usurper Praetorians 
  in the same room as the Usurper Emperor.  From 
  the point at which the Usurper is encountered, all 
  future Praetorians met are either Usurper 
  Praetorians 
  or 
  Loyal 
  (present 
  Emperor) 
  Praetorians (50% chance of each).  If both 
  factions are encountered together, they will be 
  fighting to the death.  At the end of the Banquet, 
  and if both Emperors survived, all player 
  character nobles must serve the faction of the last 
  Emperor to whom they presented courtiers, 
  when the two meet on the battlefield.  Anyone 
  supporting the winning Emperor immediately 
  gains 1d6 x 100,000 g.p., one Province and 1d6 
  Influence Points.   Anyone supporting the loser 
  immediately loses 1d6 x 100,000 g.p., one 
  Province and 1d6 Influence Points. 
   
  In the Civil War, each Emperor fields 1d6 x 
  100,000 g.p. in troops to support his claim, along 
  with whichever PCs must pledge their loyalty to 
  him. 
   
  77-78: Seneschal: This character must be 
  presented to the Emperor to take effect. The 
  player 
  character 
  is 
  given 
  an 
  Imperial 
  Appointment to high office, provided he is a 
  titled noble. If he has no title, the courtier will 
  not acknowledge him. When this courtier is first 
  encountered, roll 1d20 on the table below to 
  determine which appointment is available: 
   
  1-2 Minister of State: At the beginning of each 
  year during which this appointment is held, the 
  Player Character Noble add 1d3 influence 
  points to his total or 1d3 x 100,000 g.p. (not 
  both). 
  3-5 Chancellor of the Exchequer: At the 
  beginning of each year during which this 
  appointment is held, the Player Character Noble 
  can add 1d3 x 100,000 g.p. to his Wealth. 
  6-10 Commander of the Emperor's Escort: On a 
  successful reaction roll, this officer can order 
  any Praetorian Guards out of the room. Only the 
  Crown Prince, Emperor or Empress can 
  countermand this order. 
  11-15 Lord Chamberlain: This character gains a 
  
  13 
  +3 bonus to reaction rolls with the Emperor. 
  16-18 Minister of Justice: At the beginning of 
  each year during which this appointment is held, 
  the Player Character Noble can charge any 
  other 
  Player 
  Character 
  Noble 
  with 
  embezzlement.  Each then rolls a saving throw, 
  modified for charisma If the Minister succeeds 
  and does so by more than the accused player, 
  then the accused is convicted, loses all gold 
  pieces (the Minister gains 25% of this through 
  embezzlement) and the accused is incarcerated 
  for 1d3 years (adventures may involve his 
  escape). 
  19-20 Lord Constable: The Player Character 
  Noble gains 500,000 g.p. worth of Imperial 
  troops to command in any battle. These 
  represent Imperial forces, and he does not have 
  to pay them (they are paid out of the treasury). If 
  the appointment is lost, he can no longer call 
  upon these troops. 
   
  Once a player character gains an appointment, 
  he only loses it if he dies, loses his noble title in 
  some way, or the same appointment is given to 
  another character. Only one appointment can be 
  held by any player character at a time. A player 
  character can choose to 
  relinquish one 
  appointment for another, if he gets the 
  opportunity to do so. 
   
  79-80: Sorcerer-Guard: This character is a level 
  1d4+2 magician, who will use the Detect Magic 
  spells to determine if any magic spells or 
  artifacts are in use at the Banquet. If such is 
  detected, the Praetorian Guards are summoned, 
  usually with unfortunate consequences for the 
  offending character. 
   
  81-83: Waiter: Carries a tray of drinks. Taking 
  one to any character grants a single +1 reaction 
  bonus with that character only. However, there is 
  a 15% chance that the waiter is actually an 
  Assassin, and the drink is poisoned, with 
  obvious negative consequences. 
   
  84-85: Wounded Castellan and Goblin Invasion: 
  This character must be presented to the Emperor 
  to take effect. The  Wounded Castellan informs 
  the Emperor that a Goblin Invasion (or skeletons, 
  lizard men, savages, orcs, whatever) is pouring 
  over the border. In gratitude for bringing him the 
  information, the Emperor will grant the player 
  character a command in the coming war. The 
  command will be one befitting his rank (a low 
  level noble might be given command of an 
  infantry company, while a high level noble might 
  be given command of a wing of the army. 
   
  The Goblin Invasion consists of 2d6 x 100,000 
  g.p. worth of troops, of whatever type the GM 
  wants invading his campaign.  The Empire fields 
  only the troops provided by the player characters 
  and their allies and retainers. 
   
  86-87: Young Noble: Need not be presented to 
  the Emperor. On a positive reaction roll, he 
  shares a drink with the character, giving him 1 
  influence point. On a negative reaction roll he 
  proffers a writ of duello, signed by a Grand 
  Herald. 
  The 
  character 
  must 
  duel 
  him 
  immediately. The noble is a level 1d6+1 Warrior, 
  armed with a sword. 
   
  88-89: Wizard Eye: An invisible wizard eye 
  (maintained by the Emperor's sorcerers) has 
  entered the room, and is observing what is going 
  on.  Should the player characters be up to 
  something nefarious, the Praetorian Guards will 
  soon know.  A player character with the ability 
  to see invisible, and a bit of cleverness, however, 
  might be able to turn this to his advantage. 
   
  90-100: Roll Twice More On This Table. 
   
  Features of the Halls of Power 
   
  The Halls of Power section is meant to be a twist 
  on the typical dungeon-crawl to represent the 
  benefits and perils of political life. Just as 
  dungeons contain not only monsters but also pit 
  traps, secret doors and mysterious idols, the 
  strongholds of the politically powerful also have 
  their various features. 
   
  These and similar may appear anywhere the 
  Game Master desires: 
   
  Gas Traps: Fighting in some rooms may cause 
  
  14 
  any monitoring guards to release a paralytic gas 
  into the area. Save each turn or be paralyzed for 
  1d4 hours. 
   
  Wizard-Locked Doors: Doors into some areas 
  may be be-spelled with wizard locks, or other 
  magic, to keep out intruders. 
   
   
   
  Secret Doors: Operate exactly as they do in the 
  dungeon. Such doors are usually not trapped or 
  monitored by magic, as their purpose is to let 
  those knowing of their existence (usually the 
  Imperial Family) to escape quickly. 
   
  The Diplomat’s War 
   
  It is important to remember that the Reaction 
  Roll is the main device for interaction at the 
  Banquet.  Physically, the war of words (the 
  skilled noble‘s true weapon) can be represented 
  by the standard the “original fantasy role playing 
  system” combat rules with a few modifications. 
   
  First, confidential, close up conversation can 
  only take place at melee distance (roughly 5‘).  If 
  both participants to a conversation are willing to 
  keep their voices down, no one who is more than 
  5’ away from them both can hear them 
  (assuming no magic is 
  used).  When 
  conversations take place at greater distances, 
  anyone in the room is considered to hear what is 
  said, unless the GM rules otherwise for special 
  circumstances (loud music, hand signals, etc.). 
   
  Second, actual persuasion (that might result in a 
  Courtier‘s joining a PC Noble‘s entourage) 
  cannot take place at greater than melee distance 
  (adjacent 5' squares on a battle map). 
   
  Third, the time it takes to persuade a Courtier 
  (and thus attempt a reaction roll) is usually about 
  ten minutes (one turn), though, again, the GM 
  can rule otherwise in special circumstances.  An 
  example of this is more esoteric, but the 
  following would probably be one: A courtier is 
  just sitting down to eat when a minor demon 
  appears standing before him.  Just as it knocks 
  the Courtier flat and would eviscerate him, a PC 
  Noble with a sword takes off the demon’s head, 
  extends his hand to the prostrate Courtier, and 
  shouts, “Come with me if you want to live!”  
  This represents an extreme situation, and that is 
  as it should be.  Most Courtiers are pretty canny 
  folk, and it will take a lot to immediately shake 
  them. 
   
  Wherever a Courtier’s reaction to a Player 
  Character Noble is not described, it will be to 
  listen politely and chat, but take no helpful 
  action, on a neutral reaction roll, or to leave as 
  quickly as possible on a negative reaction roll.  
  On a positive reaction he will accompany the 
  Player Character Noble for the rest of the 
  Banquet, fighting to defend him if he is attacked, 
  as long as the player does not take too many risks 
  with his person, put the Courtier in harm's way, 
  etc.  The GM may rule that certain characters, 
  may react more truculently (such as the 
  Barbarian Chieftain) or less so (such as the 
  Bureaucrat) in such situations.   
   
   
  
  15 
   
   
  Any character treated rudely or accosted will 
  react negatively, and any character attacked or 
  manhandled will fight or call for help as the GM 
  thinks appropriate.  Note also that any Courtier 
  treated in a cavalier fashion by the Player 
  Character Noble (mocked, left to fend for 
  himself while in battle, etc.) may well re-roll his 
  reaction, again, as the GM sees fit. 
   
  Experience  
   
  Experience here is given in the same manner as 
  it is in a dungeon adventure, except that most 
  “monsters” are overcome by clever role playing 
  and reaction rolls, rather than by slicing them in 
  two.  Treasure stolen directly in this fashion is 
  worth experience, but remember, this is 
  extremely dangerous, and can lead to quick 
  execution. 
   
  No experience is given for the money value of 
  Provinces, offices, etc.  Influence points gained 
  grant 5,000 experience points each. 
   
   
  Mixed Adventures 
   
  It is possible to mix a dungeon style adventure 
  with an adventure In the Halls of Power© in 
  several ways.  The GM can modify the rules in 
  any way he wishes to represent this, though a 
  few possibilities are offered below:  
   
  Royal Hunt: This version of the Banquet takes 
  place in a woodland, with clearings replacing 
  actual rooms.  In addition to meeting and 
  greeting, the PCs must bag dangerous animals, 
  or at least avoid being killed by them.  
   
  Before making an encounter roll in a royal hunt, 
  roll 1d6.   
   
  On a score of 1-4, the roll indicates an encounter 
  rolled in these rules.  Any noble or other VIP 
  encountered will be armed with spear, short bow 
  and arrows, and leather armor (any other 
  weapons and armor are too heavy, and would 
  slow down the hunter) and mounted on a light 
  
  16 
  horse, unless the encounter, includes any of the 
  following: Buffet Table, Entertainers, Chatelaine, 
  Empress, Imperial Favorite, Revellers, Jester or 
  Waiter, in which case all characters encountered 
  here will be feasting.  Their weapons will be 
  present but they will be unarmored and 
  dismounted, with horses tied at the edge of the 
  clearing.  Note also that magic weapons are still 
  not allowed at a royal hunt (it is considered 
  unsporting). 
   
  On a score of 5-6, quarry is encountered instead.  
  This can be rolled up on an encounter table based 
  on the terrain involved, or any special table 
  devised by the GM.  The quarry is panicked, and 
  is fighting for its life, thus it will not check 
  morale, and makes all attacks at a +2 bonus to 
  hit.  Powerful quarry will impress the Emperor, 
  and grant a +1 reaction for every three hit dice 
  of the strongest creature bagged. 
   
  Masked Ball: Only minor changes here from the 
  standard scenario In the Halls of Power©.  All 
  persons encountered, except waiters, footmen, 
  and Praetorians are in costume (roll a monster 
  encounter to see what they are dressed as) and 
  who they really are cannot be determined unless 
  they are forcibly unmasked (grievously insulting, 
  and cause for the duel or other retribution, if the 
  person is a VIP), or willingly unmask 
  themselves, which requires a positive reaction 
  roll. 
   
  Also, for some reason, the Red Death really 
  enjoys these events, and in addition to 
  encountering him as encounter #69, he will also 
  appear on any roll of doubles (11, 22, 33, etc.), 
  along with whoever is ordinarily encountered on 
  that roll. 
   
  Coup D’etat: Some faction or other is out to kill 
  the Emperor and overthrow the present 
  government, and the banquet is less of a gala 
  celebration, and more of a full-blown war.   
   
  All characters encountered have drawn weapons 
  (at least steak knives, which count as daggers, if 
  nothing else) and any encounter between actual 
  armed bodies of troops, such as Praetorians, 
  noble bodyguards, or any character with 
  bodyguards, is 70% likely to already be an 
  ongoing battle, or at least a Mexican standoff. 
   
  For example, a Banquet might be going on when 
  renegades serving the evil wizard burst in, 
  planning to kill the Emperor. Or, possibly the 
  Banquet takes place on the Imperial Yacht, 
  which has been hijacked, or hit an unexpected 
  storm, which will send it plunging into the deep. 
   
  Becoming A Titled Noble 
   
  According to ancient tradition, a commoner can 
  become a noble only by risking his life in some 
  great service to the Empire. This most 
  commonly happens on the battlefield. 
   
  Whether any particular service qualifies for a 
  title is up to the Game Master, but it should 
  require success in the service of the Emperor at 
  great personal risk; for example: cutting through 
  a group of enemies to save a fallen general or 
  battle standard. 
   
  Becoming a titled noble gives the player 
  character four advantages: 
   
  A titled character is landed. He gains a single 
  Province to rule, that generates 100,000 g.p. per 
  year.  
   
  A titled character is influential. He generates 
  1d3 influence points per year, that he can use on 
  his own behalf, or give/trade to other characters.   
   
  A titled character is a member of  
  the Court. He receives an invitation to every 
  Imperial Banquet (see The Halls of Power, 
  section). 
   
  Finally, a titled character is eligible to receive 
  Imperial Appointments (see The Halls of Power, 
  section). 
   
  A player character can receive only one title, and 
  all Imperial titles are effectively equal. The 
  character may be titled baronet, baron, marquis, 
  viscount, count, earl or duke. Royal titles such 
  
  17 
  as archduke, prince, king, and Emperor are 
  reserved to the Imperial family alone. A player 
  character who has no title but gains rule over a 
  Province is referred to as procurator, squire, lord 
  mayor, viceroy or governor; these are not noble 
  titles. 
   
  Dueling 
   
  After the Banquet, any duels (which have been 
  recognized by a Grand Herald) are resolved.  
  The Young Noble encounter is an exception to 
  this rule, he must be fought immediately. 
   
  The duel is fought to first blood, or to the death 
  as decided by the challenger. Each party fights 
  with blade and shield only. 
   
  The winner gains 1d3 influence points (double 
  this amount if the loser is of higher level, half 
  this amount if the loser is of lower level), and the 
  loser loses the same amount (which can go into 
  negative numbers, indicating he has just become 
  the winner’s slave). Each Player Character 
  Noble may bring up to two seconds, who enter 
  into the combat only if cheating takes place, or 
  if the rules of the duel are not followed (such as 
  continuing the fight beyond first blood in a duel 
  to first blood). The use of such things as 
  poisoned or magical weapons is prohibited. If 
  attempted by unscrupulous Player Character 
  Nobles, the GM will rule on whether or not it is 
  noticed. Note also that unsanctioned dueling is 
  prohibited, and will result in the loss of 
  appointment and title (if the player character is a 
  noble), or execution if the player character is a 
  commoner. 
   
  Player 
  Character 
  Nobles 
  (both 
  those 
  participating and those not) may agree to wager 
  wealth or Provinces on the outcome of the duel. 
  Anyone attempting to Welsh on such a wager 
  loses 1d2 Influence Points immediately. 
   
  Note: While a duel can certainly be fought with 
  two characters hacking at each other until one 
  drops from loss of blood, see Dueling Rules For 
  Old School Gaming (copyright Dragon Trove 
  LLC, 
  2016) 
  for 
  extensive 
  tactical 
  and 
  roleplaying additions to dueling. 
   
  The Effects of Provinces 
   
  Provinces have resources and populations, 
  which generate wealth.  Each Province initially 
  generates 100,000 g.p. At the beginning of each 
  campaign year.  Such monies must be used to 
  pay for troops and other upgrades desired by the 
  player character noble. 
   
  The GM can give Provinces a +5% or +10% 
  bonus production, for such things as: industrial 
  capacity, high population, valuable resources, or 
  good positioning as a trade center. Similarly, 
  Provinces with few resources, low population, or 
  backwaters get a -5% or -10% penalty to 
  production. 
   
  In addition, each time a Province changes hands 
  directly because of a war, a -10% penalty is 
  imposed on its production, caused by battle 
  damage. 
   
  The only way to improve a Province’s 
  production roll is with the ELF LORD courtier, 
  or by a Province upgrade (see below). 
   
  Provinces: Control of Influence Points and 
  Borders 
   
  The control of Provinces is thus extremely 
  important. It is also important to note that a 
  Player Character Noble can possess no more 
  than one Province per 3 Influence Points he 
  holds. If his Influence Points drop below this 
  level, he must lose Provinces (GM selects which 
  randomly) until this minimum ratio is regained. 
   
  A province acquired other than by war cannot 
  already be ruled by another PC.  In Feudal War, 
  the primary victor can choose any one of the 
  primary vanquished PC‘s provinces.    In a Civil 
  War, each victor can choose one province 
  uncontrolled, or controlled by a vanquished PC, 
  though each vanquished PC can only lose one 
  province.  In a Goblin Invasion, each victorious 
  PC can choose one uncontrolled province on the 
  Imperial border (edge of the map), only. 
  
  18 
   
   
  Note also that all of the player's Provinces must 
  be connected by a chain of uninterrupted 
  friendly Provinces (i.e. Provinces that control 
  bordering lands or seaways) to the player's 
  capital Province. If at any time the loss of a 
  Province causes other Provinces to be broken off 
  from this chain, these other Provinces are lost as 
  well. Thus, it is important to build up a relatively 
  compact dominion. Becoming too attenuated 
  can turn a single lost battle into a devastating 
  defeat. 
   
  Sea Borders: All provinces that can be reached, 
  one from another, by an uninterrupted chain of 
  sea hexagons (only, not rivers or swamps)  are 
  considered to border each other, unless the chain 
  narrows at any point to a single hexagon.  This 
  assumes that a sufficiently narrow strait is 
  controlled by artillery, and coastal forces. 
   
  Any territories connected only by a sea border 
  can be fought over only by fleets.  Those 
  connected only by land (including those 
  connected only by a one hexagon wide strait) can  
  be fought over only by legions.  Those connected 
  in both ways can be fought over by fleets or 
  legions, with the opposing commanders rolling 
  saving throws, modified by wisdom and 
  intelligence, if they do not agree as to how the 
  battle will be fought. 
   
  Province Upgrades 
   
  Whenever a PC (Noble or not) who rules at least 
  one Province ends a banquet having presented 
  any positive courtier to the Emperor, he can, 
  instead of taking the benefit associated with the 
  courtier, choose to purchase an upgrade for one 
  Province he presently rules (including any he 
  gained in the same year). The ruler can choose 
  one Province to receive any single upgrade from 
  the list below for each 100,000 g.p. so spent and 
  each positive courtier not otherwise used. Each 
  Province can receive any single upgrade once 
  only (exception: garrison). Multiple different 
  upgrades to the same Province can be made. 
  
  19 
   
   
   
  Province upgrades can only be made to a 
  province randomly determined from among the 
  PC’s holdings.  This is an opportunity presenting 
  itself to the ruler; he can choose what upgrade to 
  make, but where he can make it is a function of 
  fortune.  The PC can roll for which of his 
  provinces he can upgrade before deciding 
  whether to upgrade it.  Multiple upgrades after a 
  Banquet are allowed, to no more than one of 
  each single PC’s provinces. 
   
  Whenever a ruler loses any Provinces for any 
  reason, all upgrades associated with that 
  Province are lost, and any new ruler does not 
  gain the benefit of them, but must start over from 
  scratch. 
   
  Tradesman’s Guild: This gives the ruler the 
  ability to earn interest on his money.  Any money 
  invested with the guild earns 10% per year.  
  However, such money takes one year to cash out, 
  and if the province containing the guild is lost, 
  all money invested is lost as well. 
   
  Watchtowers: A system of guard posts, dispatch 
  riders and fast ships is created throughout the 
  Province, making it difficult to attack by surprise. 
  The ruler of any defending Province with 
  watchtowers always determines whether a war 
  will be fought by legions or fleets. Note that this 
  upgrade is ineffective if the opposing realms are 
  connected only by land or only by sea. Note also 
  that when one ruler attacks another realm that 
  has watchtowers in any Province, the attacking 
  ruler must declare if he intends to conquer a 
  Province containing watchtowers, and, if so, 
  which Province. This is an exception to the 
  normal rules. 
   
  Syndicate: Most Provinces contain thieves and 
  assassins guilds, and other such nefarious 
  organizations, however, creation of a syndicate 
  indicates that the realm’s ruler has effective 
  control over those underworld organizations in a 
  particular Province. The ruler gets an annual free 
  assassination attempt (takes place immediately 
  
  20 
  after the banquet, by an assassin of level 1d8+3) 
  against any person, anywhere in the empire 
  except the Emperor (the Guild won’t take that 
  risk, it becomes a role playing function). This 
  upgrade also halves the chances that any 
  assassination attempt against him will be 
  successful, while he is in the Province controlled 
  by his syndicate. 
   
  Grand Temple: Dedicated to the ruler’s favorite 
  divinity, the Grand Temple grants the ruler up to 
  two free cleric spells per year (any level) and a 
  bonus to the Province decided upon by the game 
  master, as based on the preferences of the god in 
  question. It should be a useful benefit, but not 
  overwhelming. For instance, a grand temple 
  devoted to a war god might give a bonus of 1 
  point to all of the local troop’s morale, while 
  defending. One dedicated to a god of prosperity 
  might give a 25% chance of gaining the ruler 
  100,000 g.p. per year, one dedicated to an evil 
  god of terror might give a penalty of 1 point to 
  the morale of any invading forces, etc. 
   
   
   
  Multiple Grand Temples to different gods cannot 
  be created by the same ruler, even in different 
  Provinces. The gods tend to be jealous.   
   
  Garrison: This is the only upgrade that can be 
  made to the same Province multiple times. A 
  garrison indicates drilled units of local irregulars 
  will take up arms in the defense of their Province 
  only, but these cannot be mustered for foreign 
  wars, nor even to defend other provinces 
  belonging to the same ruler (We’re not 
  defending those scallywags from Eastfaerthing!  
  Bloody foreigners…). Each garrison gives the 
  ruler 100,000 g.p. worth of troops or ships (his 
  choice) for the defense of the province in which 
  the garrison is raised.  Player characters do not 
  pay upkeep for garrison troops. 
   
  Salon: By opening a salon, the noble becomes a 
  great patron of artists and musicians.  At the 
  beginning of the year, the noble gains 1d4-1 
  Influence Points for each Salon in his realm. 
   
  Mercenaries’ Guild: Patronizing the sell-swords 
  can bring many fighters under the noble’s banner. 
  Each mercenaries’ guild in his realm raises 
  50,000 g.p. in mercenaries before any battle for 
  the ruler.  These remain for the duration of the 
  battle, and are gratis of the guild; the ruler pays 
  nothing for them.   
   
  Note also that only troops raised by a 
  Mercenaries Guild can be used to support allied 
  nobles in a feudal war. 
   
  University: By creating a university, the ruler 
  becomes a patron of the sage’s, alchemist's and 
  magician’s guilds. Each University grants the 
  ruler up to two free magic-user spells per year 
  (up to seventh level) or two free queries of the 
  sages or up to two potions (or any combination 
  of each totaling not more than 2).   
   
  Tax Gatherers: These fellows are private 
  entrepreneur who collect the taxes for the 
  Province on a contractual basis. Because they 
  tend to use rather brutal methods, the Tax 
  Gatherers can greatly increase the wealth 
  generated by production, but also make the 
  locals resentful. This upgrade gives any 
  
  21 
  Province a +20% point bonus to its production, 
  but, there is a 10% chance per year that, the 
  locals rebel, and the Province is lost. If there is 
  at least one garrison in the Province, the chance 
  of losing it drops to 5% per year. There is a 50% 
  chance that any Province that rebels will beseech 
  another (random) PC or NPC noble for his 
  protection. If this happens, and the noble so 
  besought assents, he gains the Province for his 
  realm, along with all its upgrades. This is an 
  exception to the general rule that Province 
  upgrades are destroyed when the Province is lost. 
   
  Public Works: Such things as aqueducts, 
  irrigation and firehouses are built by the noble, 
  improving public safety and the business climate. 
  Public works add a permanent 10% bonus to the 
  Province’ production. 
   
  Raze Province: This “upgrade” operates in 
  reverse. When a Province is razed, any or all of 
  the Province’s upgrades are permanently lost.  
  The Province itself is not destroyed. 
   
   
   
   
  Mass Combat and Miniatures Gaming 
   
  Mass combat is quite common In the Halls of 
  Power© campaigning.  This can be resolved in 
  two different ways: 
   
  SIMPLE BATTLE RESOLUTION: When 
  opposing armies meet, each side immediately 
  rolls 1d6 per 100,000 g.p. value of its forces.  
  The higher total score destroys the enemy, 
  without significant harm to itself.  If the scores 
  are equal, the armies are locked in a war of 
  skirmish and maneuver until the next year.  No 
  army will move while locked in battle.   
   
  THE COMMANDING GENERAL: If a PC is 
  commanding general of his side’s forces, and he 
  chooses to fight by simple battle resolution, 
  rather than to make a Heroic Stand, and loses the 
  roll, he can, if he makes a save modified by 
  Intelligence, Wisdom or Charisma (player’s 
  choice), reroll the result; the second roll is final.  
  If two player character commanding generals are 
  facing each other in this situation, each gets a 
  maximum of a single reroll.  If either player does 
  not agree to fight the battle by simple battle 
  resolution, it is automatically fought as a Heroic 
  Stand.  Note that once the first roll is made to 
  generate companies or champions for either side 
  (see below) the battle must be fought as a Heroic 
  Stand. 
   
  HEROIC STAND RESOLUTION: If player 
  characters are present at a mass battle, the battle 
  
  22 
  can be fought as above, or as a Heroic Stand, at 
  the player character’s discretion.  In a Goblin 
  Invasion, the player characters will face the 
  enemy champions, consisting of one per each 
  100,000 g.p. of forces available to the goblins, 
  each rolled up as a single 7th-9th level monster, 
  and their minions consisting of 2d6 per each 
  100,000 g.p. of forces available to the goblins, 
  each rolled up as a company of one type of 1st-
  3rd level monsters. The player character forces 
  (as well as any Imperial or Usurper forces in a 
  Civil War) get themselves plus their troops, 2d6 
  per each 100,000 g.p. of forces for a Goblin 
  Invasion, each rolled up as a company of one 
  type of troops from the table below:  
   
  1=Dwarf Guards HD:4 AC:16 Damage:1d8 MV:6 
  2=Elf Rangers HD:3 AC:14 Damage:1d6 (ranged) MV:12 
  3=Knights HD:5 AC:17 Damage:1d10 MV:15 
  4=Men At Arms HD:3 AC:17 Damage:1d8 MV:6 
  5=War Dogs (as wolves). 
  6=Militia HD:1 AC:12 Damage:1d6 MV:12.   
   
  In a Civil War, the GM can add in NPCs to 
  represent either Emperor or Usurper(s), and 
  possibly other characters if he feels the need to 
  balance the fight. 
   
  All minions and troops are organized into 
  companies consisting of all minions or troops 
  generated by the same roll.  Player characters 
  and champions are never organized into 
  companies and operate independently.  Combat 
  rules for a Heroic Stands are the same as any 
  other battle, with three additions: 
   
  BANNERMEN:  A bannerman is one minion 
  (Chaos) or troop (Law) out of each company 
  who is assigned to hold the standard.  He has the 
  same statistics as all other troops or minions in 
  his company, but is automatically assigned 
  maximum hit points (give him a banner, use a 
  banner to represent him, or just use some big, 
  beefy figure of his general type).  All troops or 
  minions in the company must remain within 3 
  squares of their bannerman, any not within this 
  distance fight at a 2 point penalty to hit.  In 
  addition, if the bannerman is in the front rank (at 
  least as close as all other troops in his company 
  to the enemy) all troops in the company gain a 2 
  point bonus to hit.  If the bannerman is slain or 
  incapacitated, all troops/minions in his company 
  suffer a 2 point penalty to morale checks made 
  thereafter. 
   
  FACING:  All troops, minions, champions and 
  player characters fighting in a battle that is being 
  resolved as a Heroic Stand must have a definite 
  facing across one square.  All troops and minions 
  in the same company must always be facing in 
  the same direction.  Facing can be changed only 
  as a movement action.  The square across which 
  the figure is facing, as well as the two squares 
  adjacent to it on either side are the figure’s front 
  facing.  The two squares to the figure’s right and 
  left, as well as the two squares to the right-rear 
  and left-rear, are the figure’s side facing.  The 
  single square directly to the figure’s rear is its 
  rear facing.  Any attack made in a Heroic Stand 
  that comes even partially across a figure’s side 
  facing is made at a +2 bonus to hit, unless it also 
  is made even partially across a figure’s rear 
  facing, in which case it is made at +4 to hit.   
   
  MORALE: Each company checks morale 
  (saving throw of 9+, 2 point penalty for poor 
  quality troops, 2 point bonus for elite troops, GM 
  decides troop quality, though, generally, those 
  below two hit dice are poor, and those above two 
  hit die are elite), when the number of its troops 
  or minions drops below 50%.  All troops or 
  minions (not champions or PCs) are removed 
  from play if check fails. Champions must check 
  morale or flee if half their total number is 
  destroyed, or if half hit points are lost by a lone, 
  single champion.   
   
  The side losing at the Heroic Stand (the critical 
  juncture of the battle) is destroyed. A player 
  character does not check morale, but can flee at 
  his discretion, taking a single back attack (-4 AC 
  penalty) from each adjacent foe, but escapes if 
  he survives. If all PCs flee, their side loses, as 
  above.   
   
  NAVAL BATTLES: These cane be waged as 
  land battles if desired, or by lining up several 
  ships and simply fighting the battle out as 
  boarding actions (which is what most ancient 
  
  23 
  and medieval naval actions came down to 
  anyway).  For appropriate warship/battlemats, 
  Paizo makes some good ones  in its Armada pack 
  https://paizo.com/products/btpy9qhx?Pathfinde
  r-Map-Pack-Armada    
  For some free ones, the galleon, here, is really 
  nice. http://north-american.yeoldeinn.com/tiles-
  shirtz-sea-tiles.php  
   
  I combine both sets, and fight out actions similar 
  to Lepanto, where Don Juan of Austria defeated 
  a much larger Ottoman Turkish force under Ali 
  Pasha.  Some vessels in each of the two fleets 
  were armed with cannons, bows were also used, 
  and a lot of ramming took place.  In the end, 
  though, each fleet essentially became a massive 
  platform, with infantry (and even some cavalry!) 
  fighting across the decks of the ships. 
   
  For more extensive naval rules, see Disruptors & 
  Dyson Spheres© Dragon Trove LLC., which  
  has concise rules for converting its simple 
  starship fleet combat system into one for ancient 
  and medieval fantasy miniatures.
   
   
   
  HOW LOSSES EFFECT FUTURE BATTLES: 
  Troops lost in a battle are lost for the rest of the 
  year, only, and the value lost counts against the 
  total value of troops what can be brought to any 
  future Feudal War battles fought in the same year.  
  At the beginning of the next year, all forces are 
  adjusted to their original strengths, as modified 
  by any gains or losses from that year’s Banquet. 
   
  A  Note on paying the troops: Forces  can only 
  be raised In the Halls of Power© by the various 
  methods described in these rules, such as a 
  successfully encountering characters such as the 
  Barbarian Chieftain or Pirate Admiral, by 
  province upgrades such as the Garrison  or 
  Mercenaries Guild, or in any other way 
  explicitly provided, and only as provided by 
  these rules, or as a role playing function granted 
  by the GM (perhaps an artifact level enchanted 
  wolf’s jawbone grants you a thousand wolves 
  once a year).  Thus, forces raised by a Pirate 
  Admiral cannot be used in land combat, and 
  garrison forces can only defend the province in 
  which they are raised.  Money cannot, in any 
  other way, be directly converted into troops 
  before battle.  This represents the political and 
  monetary problems or fielding armies.  Note also 
  that only troops raised by a Mercenaries Guild 
  can be used to support allied nobles in a feudal 
  war.   
   
   
  Courtly Battle Mats and Dungeon Tiles 
   
  In my humble opinion, a good set of battle mats 
  and/or dungeon tiles is essential to making 
  adventures In the Halls of Power© an enjoyable 
  experience.  The best I know of are a set of Royal 
  
  24 
  Palace tiles done by Ron Shirtz, and available 
  free 
  on 
  the 
  web, 
  here: 
  http://english.yeoldeinn.com/tiles-shirtz-palace-
  set.php 
   
  These print out really beautifully, and, unlike 
  full-sized battle mats, have the advantage of 
  being re-arrangeable.  it is easy to resize the 
  Great Hall (in windows paint or a similar 
  program) into a number of smaller rooms usable 
  as bed chambers, salons, offices, etc.  It can also 
  be easily narrowed into a columned hallway to 
  connect various rooms. 
   
  Note further that other, more plebeian dungeon 
  tiles can be added in for sculleries, kitchens, 
  storerooms, treasuries and stables, as well as (for 
  the darker side of political life) secret passages 
  in the walls, prison cells and torture chambers. 
   
  Of course, full sized battle mats can be quite 
  useful for these purposes as well.  Many of 
  Paizo’s battle mats make excellent sites for 
  political chicanery.  Among these, I really like 
  the Noble Estate, the Monastery or Cathedral 
  (for political intrigue involving the clergy), the 
  Pathfinder Lodge (for after the royal hunt), the 
  Theater (politics after and during the opera and 
  the play).   
   
  Of course, as stated above, many variants on the 
  theme are possible.  A royal hunt would be held 
  on forested maps.  A political adventure could 
  certainly be had as an addition to a gladiator 
  fight at the arena.  The Game Mastery tiles 
  packages included a jousting set, with a tourney 
  field, archery range, throne and bleachers, etc.  A 
  warship could host the nobles, admirals and 
  generals of a great seafaring empire.  The thieves’ 
  guild is another good one, for REALLY cutthroat 
  political play.   
   
  Even a typical dungeon mat could be quite the 
  good adventure In the Halls of Power© of the 
  Dark Lord of Angband, or of Mordor,
   
   
   
  Witchland’s capital of Carce, or Skeletor’s 
  fortress of Snake Mountain.  
   
   
  Courtly Miniatures 
   
  Of course, appropriate miniatures will be needed 
  as well.  Praetorian Guards can probably be done 
  with armored fighters from among your 
  dungeoneering figures, but kings, margraves, 
  pfalzgrafs, seneschals, bailiffs, footmen and 
  jesters become more problematic. 
   
  For paper miniatures gaming, the following link 
  
  25 
  goes 
  to 
  a 
  very 
  nice 
  free 
  set.  
  https://minilabmodels.files.wordpress.com/201
  3/09/codex-manesse_of-kings-and-lords.png  
  Print them out, fold them up, and you are ready 
  to go, at least as far as the nobility is concerned.   
  The cardboard warriors forum also has some 
  decent 
  nobles 
  here: 
  http://www.onemonk.com/ewExternalFiles/Nob
  les.pdf.  Other free downloads from cardboard 
  warriors  include servants and entertainers:  
  http://www.onemonk.com/ewExternalFiles/Mar
  ketFolk.pdf.  
   
   
   
  For 3d metal miniatures, Turnkey has the best I 
  know of.  Much pricier than paper, of course, and 
  you have to paint them, but they look great.  
  http://www.turnkeyminiatures.com/Set-of-
  Royal-Court-x18-_p_213.html. Turnkey also 
  has 
  a 
  nice 
  set 
  of 
  townsfolk.  
  http://www.turnkeyminiatures.com/Set-of-
  Townsfolk-x28_p_214.html.  It should be 
  pointed out that this set is 25mm, and, though a 
  slightly big 25, it is still a smidgeon smaller than 
  the 28mm miniatures (often scale-creeping into 
  30 or even 32mm) that are most popular today.  
  However, since these guys are NPCs, they might 
  as well be a little shorter than the heroes who 
  REALLY have to save the day. 
   
  So Which System Do I Use? 
   
  In the Halls of Power© works equally well with 
  any version of “The Original Role Playing 
  System.”  Personally I would recommend 
  Dragon Trove LLC’s system, Swordsmen & 
  Skeletons© (big surprise, huh?).  The practical 
  reason for this is that it is an extremely bare-
  bones version of “The Original Role Playing 
  System.”  The rules take up all of one sheet of 
  paper.  Fairly small print, but one sheet.  
  Everything you need are there: character classes, 
  monsters, spells, etc., but nothing more.  You can 
  add it as the last page of In the Halls of Power©, 
  and are ready to play. 
   
  This just makes it easy to focus on the political 
  system In the Halls of Power©, and keeps out 
  the needless complexities.  However, if you are 
  really into any version of “The Original Role 
  Playing System”, don’t let my recommendation 
  slow you down.
   
   
   
   
   
   
   
   
  
  26 
  House Rules _______________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  
  27 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  __________________________________________________________________________________ 
  
  28 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. 
  (e) "Product Identity" means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" 
  or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of 
  this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You 
  28 
  have sufficient rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and the 
  copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with the 
  
  29 
  owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability 
  with any Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and interest 
  in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions 
  of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  30 
   
   
   
   
   
  
SOURCE: textdata/thevault/Miscellaneous Rules; Add-On Systems; Curios/In the Halls of Power.pdf