Peerage

See also: Reputation Cards
The peerage are those who hold titles in Halruaa, they are mostly made up of nobility and royalty.
==Baronets==
Baronets hold at least an estate.
==Knights==
Knights are equivalent to Baronets, typically being granted this land by Peerage in exchange for service.
==Barons==
In addition to the estate, Barons control a burgh or shire.
Type: Shire or BurghParent City:
===    Resources:===
Wood, Stone, Bricks, Metal, Population, Art
===    Industries:===
*        Primary: Wood, Stone, Farming, Alcohol, Fuel, Fishing, Meat, Metal, Honey, Poultry, Extract
*        Secondary: Armour, Weapon, Art, Soap, Glass, Gem, Textile, Ceramic
===     Retinue:===
====      Courtiers:====
*         Thanes: [+ Administrative]
*         Advisors: Cleric, Spymaster, Accountant, Economist, Industrialist
===         Responsibilities:===
*maximise Honour
*maximise construction materials (Wood, Stone, Bricks, Metal)
*maximise Population
*maximise Art
*collect tax
====         Delegates:====
*Fencing tutor (Swordmaster, Axemaster): Honour
*
*Tax collector: collect tax
*
==Clerics==
Clerics are the equivalent to Barons, Clerics are assigned a parish matching a shires.
Coupled Shire: ShireCoupled City:
===    Resources:===
Followers, City's Religion score, Kingdom's Religion score, Art
===Piety:===
*        Piety: reduces time to build Culture buildings by 15%
*        Organized Religion: +1 Happiness from every Monument, Temple and Monastery
*        Mandate of Heaven: 50% of excess Happiness added each turn to the amount of Culture that may be spent on Earldorman Policies
*        Theocracy: Temples increase a cities Gold output by 10%
*        Free Religion: +1 Culture for each Monument, Temple and Monastery. Also gives 1 free Policy.
===    Industries:===
*        Primary: Farming, Alcohol, Fishing, Meat, Honey, Poultry
*        Secondary: Art, Soap, Glass, Textile, Ceramic
Quests: o Defile pagan temple     Pagan: Christian, Greek, Roman, Celtic, Germanic, Nordic, Asian, African [any but your own] o Slay holy nemesis
==Earls==
Earldoms are the component of tectonic movement around Halruaa. The Earls make up the Elder Council and are always members of Nobility and Royalty.
===Wardens===
Some Earldoms are allocated to wardens of one of the realms.
====Warden of the Zalarhold: Galdel====
Dwarven clans
====Warden of the Halarhold: Kerbal====
House Grozalum
====Warden of the Mithral Valley: Maeruhal====
None
====Warden of the Talathhold: Talathgard====
House Kirkson
===     Capital City:===
===The capital city of this earldom.===
===    Resources:===
*Rum, Knights, Militia, Metal, Lumber, Meat, Grain
===     Retinue:===
====         Courtiers:         Barons: [+ Feudal Power]         Thanes: [+ Administrative]         Clerics: [+ Religion, Piety tree]====
====         Advisors:====
Generals, Spymaster, Representative of the Guilds,
====         Delegates:====
    - Weaponmaster (Swordmaster, Axemaster): Honour    - Sage: Traditions    - Prime Minister: Civil Liberties
===Earldorman Policies===
====    o Civil Liberties====
Liberty: +1 CultureCollective Rule: Buff: Collective Rule [Hero recruitment takes half as long], free Hero in the CapitalCitizenship: Tile improvements increased 25% in speed, Worker appears in the CapitalRepublic: +1 Production, +Buff: Republic [5% Production bonus when constructing Buildings]Meritocracy: +1 Happiness in each city connected to the capital
====    o Traditions====
Tradition: increases border expansion and gives +3 Culture in the Capital.Aristocracy: Buff: Working Class [+15% Production when constructing Buildings], +1 Happiness per 10 CitizensOligrachy: Garrisoned units cost no maintenance and cities with a garrison gain +100% Ranged Combat StrengthLegalism: Free culture building per pointLanded Elite: +10% Food Growth; +2 Food in the CapitalMonarchy: +1 Gold, -1 Unhappiness for every 2 Citizens in the Capital
====    o Honor====
Honor: +25% combat bonus, and Bandit camps are revealed on tactical map. Gain culture for each Bandit killed.Warrior Code: +15% Production when training melee units, and a Great General appears in the CapitalDiscipline: +10% Combat Strength for military units which have another military unitMilitary Tradition: Military Units gain 50% more Experience from combatMilitary Caste: +1 Happiness and +2 Culture per City with GarrisonProfessional Army: Gold cost of upgrading Military Units reduced by 33% and +1 Happiness from every Defensive building
==Kings==
Kingdoms are Earldoms that are the crown seat of the region. This is always held by a person of Royalty.
===Kingdom:===
Throne Seat: [any Capital City]
===Retinue:===
Courtiers:Earls:Advisors: Generals, Spymaster, Foreign EmissaryOptional:Treasurer: Can perform Commerce Policies    Mathematics, Judgement, OrganizationSage: Can perform Patronage Policies    Wisdom, Philosophy, Judgement
Titles: Unlocking Royal Titles will allow the king to bestow them on his Earls and Courtiers.
===Resources===
Research, Science, Religion, Culture, Production, Trade, Food
====Secondary resources:        Culture====
===King Turns:===
At any time: Bestow title, Promote to Treasurer, Promote to Sage1. Promote to Advisor2. Change Culture (if Culture points are high enough)3. Royal Policies done by Delegates or King if not set4.
===Royal Policies===
====     o Patronage:====
    Patronage: Influence with City-States degrades 25% slower than normal    Philanthropy: Gold gifts to City-States produce 25% more Influence    Aesthetics: Minimum Influence level with all City-States is 20    Scholasticism [Philanthropy]: Buff: Scholasticism [Each Ally contributes 25% of their Science to you; they do not lose this]    Cultural Diplomacy[Scholasticism]: Quantity of Resources gifted by City-States increases by 100%. Happiness from gifted Luxuries increased by 50%    Educated Elite [Scholasticism, Aesthetics]: Allied City-States will occasionally gift you Heroes.
====     o Commerce:====
    Commerce: 25% Gold output in Capital City    Trade Unions: Buff: Roadworker's Union [Gold maintenance on Roads and Railroads reduced by 33%.], Buff: Dockworker's Union [Harbours and Seaports gain +1 Gold]    Naval Tradition: +1 Movement, +1 Sight for Naval units    Mercantilism: Purchasing items in Cities requires 25% less Gold    Merchant Nacy: +3 Production in coastal Cities    Protectionism: +1 Happiness from each Luxury Resource
Units
*    Colony: Creates settlement (thorpe) at location
*    Army:
*    Navy:
=== Orders===
====     Royal Orders====
    Enact Policy    End Policy    Construct Building    Produce Surplus    Balance Deficit (Create Supply to fulfil an unmet Demand)
====     Organization Orders====
    Enact Policy    End Policy    Become a Knight/Cleric/Baron/Thane/Advisor/Spymaster/General    Donate X to Cause    Construct Building (appropriate one)    Complete Quest
==Wizard-King==
One king to rule them all, the netyarch is chairman of the Elder Council, and employs Regents to rule his Earldom,