House Rules: Nation Building
Table of Contents

In addition to being based on the Mass Combat rules of Pathfinder Roleplaying Game: Ultimate Campaign, the following house rules are also based on the rules of Ultimate Rulership.

Terminology


Alignment: A nation’s alignment affects its statistics, so choose your nation’s alignment carefully. Lawful nations gain a +1 bonus on Economy checks. Chaotic nations gain a +1 bonus on Loyalty checks. Good nations gain a +1 bonus on Loyalty checks. Evil nations gain a +1 bonus on Economy checks. Neutral nations gain a +1 bonus on Stability checks (a truly neutral nation gains this bonus twice). These bonuses are multiplied by your nation's size modifier.

Build Points: Build points (or BP for short) are the measure of your nation’s resources—equipment, labor, money, and so on. They’re used to acquire new hexes and develop additional buildings, settlements, and terrain improvements. Your nation also consumes BP to maintain itself (see Consumption). In general, 1 BP is worth approximately 4,000 gp; use this value to get a sense of how costly various nation expenditures are.

If you’re running a small, self-starting nation, you may turn your gold into BP at a better rate. You may only take advantage of this if you don’t have a sponsor; it represents your people seeing the hard work you’re directly putting in and being inspired to do the same to get the nation off the ground. This improved rate depends on the Size of your nation, as shown in the following table.

Any time your nation's leaders need to make a check using the nation's Economy, Loyalty, or Stability attribute, they can gain a bonus to their check by spending 1 BP per +1.

Table: BP Price by Nation Size

Nation Size Price of 1 BP Withdrawal Rate
01–25 1,000 gp 500 gp
26–50 2,000 gp 1,000 gp
51–100 3,000 gp 1,500 gp
101+ 4,000 gp 2,000 gp

Casualties: Whether from conflicts or disasters, the deaths of your citizens can cause turmoil in your nation. When updating the nation's Unrest during the Upkeep phase, calculate the current percentage of casualties of your total population. For each percent, add 1 Unrest. Casualties are reduced by a number equal to the nation's Size at the end of the Upkeep phase.

Consumption: As a nation grows, it requires more resources to provide for its people and maintain its infrastructure. Consumption represents this cost on a monthly basis, paid for with BP. A nation’s Consumption is equal to its size plus the number of districts of all of your settlements plus adjustments for Edicts minus 2 per farmland or fishery.

Control DC: A nation's Control DC indicates how difficult it is for its leaders to accomplish their actions. The base Control DC is equal to 20 plus the nation’s Size in hexes plus the number of districts of all your settlements plus any other modifiers from special circumstances or effects. Unless otherwise stated, the DC of a leadership check is the Control DC.

Population: Your nation's population helps determine your available manpower to recruit armies. The starting races of your population should fit the region of where your nation is located, as determined by the GM. The racial demographics of your nation can be altered by constructing Foreign Quarters in your settlements for different races.

Economy: This attribute measures the productivity of your nation's workers and the vibrancy of its trade, both in terms of money and in terms of information, innovation, and technology. Your nation's initial Economy is 0 plus your nation's alignment.

Leadership Check: Many nation actions and events require one of the nation's leaders to perform a Leadership check. A Leadership check is a skill check with one of your leadership skills. Depending on the action or event, add your nation's Economy, Loyalty, or Stability attribute to the check. If you have the Leadership feat, add a +1 bonus to your check for every 5 points of your leadership score. The DC of your leadership check is typically equal to your nation's Control DC, but may be modified by the GM depending on the circumstances. You cannot take 10 or take 20 on a nation check. Leadership checks automatically fail on a natural 1 and automatically succeed on a natural 20. Subtract your nation's Unrest from your Leadership check as a penalty.

Loyalty: Loyalty refers to the sense of goodwill among your people, their ability to live peaceably together even in times of crisis, and to fight for one another when needed. Your nation's initial Loyalty is 0 plus your nation's alignment.

Size: Count the number of hexes your nation comprises and record that number here. This number affects a nation's Consumption and its Control DC.

Size Modifier: The impact of some effects that affect your nation as a whole scale with your nation's size. Your nation has a size modifier equal to 1 + 1/10 of the total of your nation's size and the number of districts of all of your nation's settlements.

Table: Nation Size Chart

Nation Size Number of Hexes
Fine 01—10
Diminutive 11—25
Tiny 26—50
Small 51—100
Medium 101—200
Large 201—350
Huge 351—550
Gargantuan 551—800
Colossal 801—1100
(+1) (+300)

Stability: Stability refers to the physical and social well-being of the nation, from the health and security of its citizenry to the vitality of its natural resources and its ability to maximize their use. Your nation's initial Stability is 0 plus your nation's alignment.

Treasury: The Treasury is the amount of BP your nation has saved and can spend on activities (much in the same way that your character has gold and other valuables you can spend on gear). Your Treasury can fall below 0 (meaning your nation's costs exceed its savings and it is operating in debt), but every every BP below 0 adds a -1 penalty to Economy, Loyalty, and Stability checks.

Turn: A nation turn spans 1 month of game time. You make your nation checks and other decisions about running your nation at the end of each month.

Unrest: Your nation's Unrest indicates how much discontent your citizens are feeling per nation turn. Your nation's initial Total Unrest is 0. Certain buildings and policies add or remove from your Total Unrest on a monthly basis. Total Unrest can never fall below 0 (anything that would modify it to less than 0 is wasted). Subtract your nation's Total Unrest from all Leadership checks.

Nation Turn Sequence


Upkeep Phase

  1. Complete Building Construction, and Hex Claiming and Preparation—Add all claimed hexes to your nation and adjust nation size accordingly. Reduce remaining construction time of all buildings and hex preparation time by 1 month. If 0 months remain, then that building is completed or the hex is prepared for a new settlement.
  2. Faction Turn—Factions in your nation perform their Upkeep and Operations phases. The results of their operations come into effect this nation turn.
  3. Update Unrest—Add up all of the Unrest generated by your nation's buildings and add it to your current Unrest total. Increase Total Unrest by how much each nation attribute (Economy, Loyalty, or Stability) is below zero (for example if Loyalty is at -5, increase Total Unrest by 5). Increase Total Unrest by how much your Treasury is below (for example if your Treasury is at -30 BP, increase Total Unrest by 30).
  4. Determine Nation Stability—Attempt a Stability check. If you fail by 4 or less, your nation loses control of one hex of your choosing; for every 5 your check falls below the DC, your nation loses control of an additional 1d4 hexes of your choosing. You can add a bonus to your Stability check equal to an amount of BP spent.
  5. Determine Nation Loyalty—Attempt a Loyalty check. If you fail by 4 or less, your nation gains 1 Unrest; for every 5 your check falls below the DC, your nation gains an additional 1d4 Unrest. You can add a bonus to your Loyalty check equal to an amount of BP spent.
  6. Pay Consumption—Subtract your nation's Consumption from the nation's Treasury.
  7. Fill Vacant Magic Item Slots—If any of your settlements have buildings that produce magic items (such as a Caster's Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section).
  8. Assign Leadership—Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles).

Income Phase

  1. Collect Taxes—To receive the taxes of your nation, the treasurer makes an Economy check. The amount of BP received is the percentage of your check set in your nation's taxation edict.
  2. Makes Deposits To Treasury—You can add funds to a nation's Treasury by donating your personal wealth to the nation — coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your nation's BP by 1.
    • If you want to donate an item that is worth more than 4,000 gp, refer to the next step instead.
  3. Sell Expensive Items for BP—You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your nation's markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement.
    • To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury.
    • You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses. (See Magic Items in Settlements for more information on this topic.)

Decision Phase

  1. Perform Leadership Actions—Nation leaders can perform their leadership actions. Each leader can perform one action per turn in an order determined by the nation's ruler. On their turn, the nation leader can take an amount of BP from the nation's Treasury to fund their action. The phase ends until all leaders are finished performing their actions or no BP remains in the Treasury.
  2. Reduce Duration of Decision-Based Modifiers—The duration of nation-wide modifiers due to leadership actions made during the Decision Phase in months previous to this one is reduced by one month.
  3. Add Up Unrest from Actions—Add up all Unrest generated from leadership actions, and add them to the Total Unrest.

Event Phase

  1. Nation Event—Roll to see if a nation event affects your nation.
  2. Settlement Events—For each of your settlements, roll to see if a settlement event affects it.
  3. Nation Monster Attacks—Roll to see if a Monster Attack event occurs in one of your claimed hexes with no settlement in it.
  4. Settlement Monster Attacks—For each settlement, roll to see if a Monster Attack event occurs in it.

There is a 25% chance of an event occurring (see Events). If no event occurred during the last turn, this chance increases to 75%. Some events can be negated, ended, or compensated for with some kind of nation check. Others, such as a rampaging monster, require you to complete an adventure or deal with a problem in a way not covered by the nation-building rules.

For Monster Attacks, your nation and each settlement have a total Danger percentage. Your nation's hexes and improvements determine the nation's Danger. Settlements have a base 5% chance of a Monster Attack, with its buildings modifiying its total Danger. For every 100% Danger, a guaranteed Monster Attack occurs.

In addition, the GM may have an adventure- or campaign-specific event take place. Other events may also happen during this phase, such as independence or unification.

Claiming Water and Islands

When you claim a hex that contains part of an ocean or lake, your claim includes the water portion of that hex. In effect, your nation automatically controls a small portion of the waters adjacent to its coastline. Because any new hex you claim must be adjacent to an existing hex in your kingdom, if you want to claim land beyond that water (such as an island), you must first explore and claim the intervening deep water hexes. Your exploration only applies to the water’s surface—you are searching for uncharted islands, dangerous reefs, and so on. The GM may want to treat the underwater portion of a hex as a separate hex, much like a network of large caves under a hex may count as its own hex, allowing a village of merfolk or sahuagin to thrive in your nation without your knowledge.

Leadership Roles


[Edit]

A stable nation has leaders that fill different roles—tending to the economy, defense, and health of its citizens. PCs and NPCs can fill these roles; your fighter may be the kingdom’s Warden, the party cleric its High Priest, and so on. Each role grants the nation different benefits.

A character can only fill one leadership role at a time except for the Heir. For example, your character can’t be both the Ruler and the High Priest. Even if you want the Ruler to be the head of the nation’s religion, she’s too busy ruling to also do the work of a High Priest; she’ll have to appoint someone else to do that work. However, a leader can perform another role's leadership action at double the BP cost with a disadvantage to their leadership check, except for the Heir. Any other leadership role (except for the Ruler) can also occupy the Heir role, which has a special action to act as the Ruler if the Ruler is not present.

The nation must have someone in the Ruler role to function; without a Ruler, the nation cannot perform basic actions and gains Unrest every turn. All other roles are optional, though leaving certain roles vacant gives your nation penalties.

These leadership roles can be a part of any form of government; in some nations they take the form of a formal ruling council, while in others they may be advisers, ministers, relatives of the leader, or simply powerful nobles, merchants, or bureaucrats with access to the seat of power. The names of these roles are game terms and need not correspond to the titles of those roles in the nation—the Ruler of your nation may be called king, queen, chosen one, padishah, overlord, sultan, and so on.

Responsibilities of Leadership: In order to gain the benefits of leadership, you must spend at least 7 days per month attending to your duties; these days need not be consecutive. This can be roleplayed or can be assumed to run in the background without needing to be defined or actively played out. Time spent ruling cannot be used for adventuring, crafting magic items, or completing other downtime activities that require your full attention and participation. Failure to complete your duties during a turn means treating the role as thought it’s vacant.

For most campaigns, it’s best to have the PCs pick the same days of the month for these administrative duties, so everyone is available for adventuring at the same time.

PCs and NPCs as Leaders: These rules include enough important leadership roles that a small group of PCs can’t fill them all. You may have to recruit NPCs to fill out the remaining necessary roles for your nation. Cohorts, followers, and even intelligent familiars or similar companions can fill leadership roles, and you may want to consider inviting allied NPCs to become rulers, such as asking a friendly ranger you rescued to become the nation’s Marshal.

Leadership Skill: Each leadership role has two or more skills to use for their Leadership check. These skills are vital to fulfill role's duties.

Vacancy Penalty: This line explains the penalty to your nation if no character fills this role, or if the leader fails to spend the necessary time fulfilling his responsibilities. Some roles have no vacancy penalty. If a character in a role is killed or permanently incapacitated during a turn and not restored to health by the start of the next nation turn, that role counts as vacant for that next turn, after which a replacement can be appointed to the role.

Like benefits, most vacancy penalties are constant, last as long as that role is vacant, and don't stack with themselves. If a vacant role lists an increase to Unrest, however, that increase does not go away when the role is filled. For example, if the nation doesn't have a ruler for a turn, Unrest increases by 4 and doesn't automatically return to its previous level when you eventually fill the vacant Ruler role.

Abdicating a Role: If you want to step down from a leadership position, you must find a replacement to avoid incurring the appropriate vacancy penalty for your position. Abdicating a position increases Unrest by your nation's size modifier and requires a Loyalty check; if the check fails, the vacancy penalty applies for 1 turn while the new leader transitions into that role. If you are the Ruler, abdicating increases Unrest by double your nation's size modifier, and you take a –4 penalty on the Loyalty check to avoid the vacancy penalty.

If you are not the Ruler and are leaving one leadership role to take a different one in the nation, the Unrest increase does not occur and you gain a +4 bonus on the Loyalty check to avoid the vacancy penalty.

Leadership Actions: If you are in a leadership position, there are certain actions related to your position that you can do that affect your nation. Unless otherwise specified, you can perform the same leadership action repeatedly as long as you have enough BP to pay for them. Any time you spend additional BP beyond the base cost, you gain a +1 bonus on your leadership check for each additional BP spent. A failed check still expends all spent BP.

Leadership Check: In order to succeed your leadership action, you must succeed a leadership check. To make a Leadership check, choose one of your Leadership Skills and roll a check with it. If you have the Leadership feat, add a +1 bonus to your check for every 5 points of your leadership score. Finally, add the modifier of your nation's attribute (Economy, Loyalty, or Stability) that is relevent to the check. The DC of your leadership check is typically equal to your nation's Control DC, but may be modified by the GM depending on the circumstances. You cannot take 10 or take 20 on a nation check. Leadership checks automatically fail on a natural 1 and automatically succeed on a natural 20. Subtract your nation's Unrest from your Leadership check as a penalty.

Expense Coverage: As a leader of a nation, you are grants a monthly stipend to cover your expenses as payment for your public service. This coverage allows you to acquire services and nonmagical items that cost up to a certain limit. Your coverage limit depends on your nation's size and taxation level. You can requisition only one item at a time, and each item requires an hour to be retrieved.

Regardless of your nation's size, each leader may make their home in the most expensive unoccupied lodging building built in your capital settlement (Tenement, House, Mansion, Noble Villa, Castle, Palace). Otherwise, the leader must make their own living arrangements with their own resources.

Cohorts and Followers: Leaders with the Leadership feat can easily and quickly recruit their followers to form special agents and units than normal. If a character is both a nation leader and her cohort is as well, the cohort can recruit his leader's followers as if they are his own.

Unrest: Any Unrest generated by leadership action are not immediately added to your nation's Total Unrest. instead, the Unrest from all actions is added up and then added to the total at the end the Decision phase, right before the Event phase.

Table: Leadership Expense Coverage

Nation Size Coverage Limit
Fine Aside from your lodging, you do not receive any additional stipend, and must pay for your own food and supplies.
Diminutive 5 sp
Tiny 1 gp
Small 5 gp
Medium 10 gp
Large 25 gp
Huge 50 gp
Gargantuan 100 gp
Colossal 250 gp
(+1) (+150 gp)

Ruler

The Ruler is the highest-ranking person in the nation, above even the other nation leaders, and is expected to embody the values of the nation. The Ruler performs the nation's most important ceremonies (such as knighting royals and signing treaties), is the nation's chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire nation, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges).

In a campaign where the leaders are nobles or royals, marrying someone of lesser station means the spouse becomes a Consort rather than a Ruler.

If your nation's rulership edict is set to committee, the nation may have two or more Rulers. Each Ruler may perform Rulership action independently of each other, but each of them receives a -2 penalty to their Leadership checks each Ruler in addition to the first.

If your nation's rulership edict is set to assembly, your Control DC is modified by the number people in the assembly and their attitude towards the Ruler. See Rulership Edicts to determine the modifiers to the Control DC.

  • Leadership Skill: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: A nation without a ruler cannot claim new hexes or purchase terrain or settlement improvements. The nation automatically fails the Loyalty and Stability check during the Upkeep phase. Increase Unrest by twice the nation's size modifier during each Upkeep phase.
  • Actions:
    • Abandon Hex (0 BP; Stability): You may abandon any number of hexes to reduce your nation's Size (which you may wish to do to manage Consumption). The hexes are abandoned during the next Upkeep phase when hexes are claimed. This functions as described in Losing Hexes.
    • Claim Hex (1 BP; Stability): For your nation to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your nation. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement for more details). Then, to claim the hex, spend 1 BP; the hex will be added to your nation during the next Upkeep phase. You may perform this action multiple times per turn. If you claim hexes beyond your nation's expansion limit, the cost is 1 BP higher than the previous claimed hex.
    • Exploit Hex (1 BP; Loyalty): You make it so that hexes occupied by your nation in times of conflict begin producing for your nation instead of your enemy's. At the same time hexes are claimed during next Upkeep phase, the exploited hex, and any improvements or settlements in it, temporarily become part of your nation, counting towards your nation's Size and Control DC. Your nation benefits from the effects of the hex and its improvements and settlement (numerical bonuses are halved to a minimum of 1), but also suffer and generation of Unrest or penalties. For every 10 that you fail the check, you gain 1d4 Unrest as your attempt to exploit the enemy hex provokes resistance from the locals to their occupiers. See House Rules: Mass Combat - Conquering Territory for more details.
    • Garner Support (nation's size modifier in BP; Loyalty): You go on tours or arrange special events to meet with various members of the general population of your nation, or especially influential individuals. You speak with them to improve their morale and support for your government. A successful Leadership check gives your nation a +1d4 bonus to Loyalty until the end of your next Decision Phase, plus an additional +1d4 for every 10 that your check beats the DC. For every 10 that you fail your check, your nation instead receives a -1d4 penalty to Loyalty as you misread the public's mood, and end up insulting them.
    • Improve Settlement (use building's cost; no check): You commission the construction of a building in one of your settlements. You may perform this action multiple times per turn. If you improve settlements beyond your nation's expansion limit, the cost for each following building increases by a number of BP equal to the number over the building expansion limit.
    • Improve Terrain (use improvement's cost; no check): You commission the construction of a terrain improvement in one of your nation's hexes. You may perform this action multiple times per turn. If you improve hexes beyond your nation's expansion limit, the cost for each following improvement increases by a number of BP equal to the number over the terrain improvement expansion limit.
    • Issue Edict (see Edicts): Select or adjust your edict levels for any edict not covered by the other Leadership roles. (see Edicts). You can take this action only once per Decision Phase per different type of edict.
    • Other Leadership Actions (varies): As the nation ultimate authority, you may involve yourself in the affairs of other leadership roles, and perform actions available to them. However, each action costs twice as much, and you receive a penalty equal to your nation's size modifier to your check.
    • Prepare Hex (cost varies): You prepare a claimed hex to place a settlement. You cannot choose a hex that was claimed during this Decision Phase. See the Preparation Cost column on Table: Terrain and Terrain Improvements for the BP cost.
    • Secure Financial Backing (1 BP; Loyalty): You arrange for special meetings with the wealthy and influential people of your nation to convince them to invest funds and resources in government work. A successful Leadership check gives your nation a +1d4+1 bonus to Economy until the start of your next Decision Phase. For every 10 that you beat the DC, your bonus increases by 1. For every 10 that you fail your check, the people are insulted by your request, and your nation instead receives a -1d4 penalty to Loyalty. You can take this action only once per Decision phase.
    • Steward the Realm (nation's size modifier in BP; Stability): You focus your efforts and resources into overseeing your nation's health. A successful Leadership check gives your nation a +1d4+1 bonus to Stability until the start of your next Decision Phase. For every 10 that you beat the check, your bonus increases by 1. For every 10 that you fail your check, your nation instead receives a -1d4 penalty to Stability as you mismanage your nation's operations and resources. You can take this action only once per Decision phase.

Consort

The Consort is usually the spouse of the Ruler, and spends time attending court, speaking with and advising nobles, touring the nation to lift the spirits of the people, and so on. In most nations, you cannot have two married Rulers and a Consort at the same time.

The Consort represents the Ruler when the Ruler is occupied or otherwise unable to act. With the Ruler's permission, the Consort may perform any of the Ruler's duties, allowing the Ruler to effectively act in two places at once. If the Ruler dies, the Consort may act as Ruler until the Heir comes of age and can take over as Ruler. If the Consort is acting as Ruler for the turn, the Consort suffers disadvantage on the Loyalty check during the Upkeep phase.

  • Leadership Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: None.
  • Actions: Same as Ruler, except you have disadvantage to your Leadership checks.

Councilor

The Councilor acts as a liaison between the citizenry and the other nation leaders, parsing requests from the commonwealth and presenting the leaders' proclamations to the people in understandable ways. It is the Councilor's responsibility to make sure the Ruler is making decisions that benefit the nation's communities and its citizens.

  • Leadership Skills: Diplomacy, Knowledge (local), Sense Motive.
  • Vacancy Penalty: Loyalty decreases by the nation's size modifier. The nation gains no benefits from the Holiday edict. Increase Unrest by the nation's size modifier during each Upkeep phase.
  • Actions:
    • Calm Public (nation's size modifier in BP; Loyalty): Through public assemblies and a network of speakers, you listen to and speak with your nation's people, easing their concerns. On a successful check, reduce Total Unrest by 1d4+1 when updating it during your next Upkeep phase, and reduce it further by 1 for every 10 above the DC. You can perform this action only once per Decision phase.
    • Cultivate Settlement (1 BP per district; Loyalty): You enact a campaign to promote your nation's culture in one of your settlements, bringing its people closer in line with your nation's point-of-view. Select one of your nation's settlements that has an alignment that does not match your nation's alignment. To change the settlement's alignment by one step, you must succeed at the Cultivate Settlement action once per month for 7 months. These months need not be consecutive, but every month you do not use this action, make a Loyalty check at no cost to see if the settlement continues practicing your customs; failure undoes one of your successes as the people slide back into their old habits. A failed Cultivate Settlement check automatically undoes one of your successes. Each School in the settlement grants you a +1 bonus to your check, Academies grant +5, and Universities grant +10.
    • Festival Edict (see Festival Edicts): You issue a festival edict. You can take this action only once per Decision Phase.
    • Holiday edict (see Holiday Edicts): You issue or adjust your holiday edict levels. You can take this action only once per Decision Phase.
    • Social edict (see Social Edicts): You issue or adjust your nation's social edicts. You can take this action only once per Decision Phase.
    • Supply Settlement (varies; Economy): You supply a settlement with an amount of BP of your choosing. Failing the check by 9 or less results in the settlement receiving 1 BP less than the amount that you initially sent as unscrupulous servants skim off some of the supplies for themselves. For every 10 that you fail your check, the amount of BP is reduced by an additional 1d4 (minimum 0). A settlement is fully stocked when its supplies reach an amount of BP equal to the number of its districts plus 2 per Granary, Stockyard, and Warehouse.
    • Support or Suppress Faction (target faction size modifier; Loyalty): You may choose to support or suppress particular factions during the next Faction Turn. Upon success, you may may choose to increase (if supporting) or decrease (if suppressing) a single faction’s checks by 1 during the Operation phase. For every 10 you beat the DC, increase or decrease by 1. Every faction beyond the first affected this way causes a -1 penalty to Loyalty checks until the start of the next Decision phase. You can take this action only once per faction per Decision phase.

Enforcer

The Enforcer deals with punishing criminals, working with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Enforcer may grant civilians the authority to kill in the name of the law.

  • Leadership Skills: Intimidate, Survival.
  • Vacancy Penalty: None.
  • Actions:
    • Assassination (cost equals target's CR; Stability): Using subtlety or brute force, you assassinate your target. Select an NPC present in your nation as your target, and add his CR to the Leadership DC. A successful check results in the target being killed. If you fail by 9 or less, your nation's Unrest increases by your nation's size modifier, and the target survives but does not know that you were behind the attack. For every 10 that you fail your check, your nation's Unrest increases by your nation's size modifier, and the target survives and knows that you were behind the attack.
    • Reduce Strife (1 BP; Loyalty): You make a few discreet encounters with vocal dissidents in the middle of the night, or make several notable public appearance to remind the population the ultimate penalty. On a successful check, reduce Total Unrest by 1d4+1 when updating it during your next Upkeep phase, and reduce it further by 1 for every 10 above the DC. For every 10 that you fail your check, your nation's Unrest increases by 1d4. You can take this action only once per Decision phase.

General

The General is the highest-ranking member of the nation's military. If the nation has an army and a navy, the heads of those organizations report to the nation's General. The General is responsible for looking after the needs of the military and directing the nation's armies in times of war. Most citizens see the General as a protector and patriot. The General makes all nation checks for the nation's armies (see House Rules: Mass Combat)

  • Leadership Skills: Intimidate, Knowledge (martial), Profession (soldier).
  • Vacancy Penalty: Loyalty decreases by twice the nation's size modifier.
  • Special Unit—Army: An army is the primary unit to wage war on behalf of the nation. An army unit can be freely transferred to the Marshal as a scout team or to the Warden as a guard unit.
  • Actions:
    • Equip Army (see army resource cost): You purchase a resource for an army unit. The unit must be garrisoned or a unit-in-training. The unit will acquire the resource at the start of your next nation turn. See House Rules: Mass Combat - Equipping Your Army.
    • Military Edicts (see Military Edicts): You adjust your nation's Military Edicts. You can take this action only once per Decision phase.
    • Raise Morale (army's size modifier in BP; Loyalty): You tour one of your nation's armies, speaking with the soldiers and raising their morale. Select one of your nation's armies. If you succeed your check, you increase the army's morale and the morale of all units in that army by 1, plus an additional 1 for every 10 that you beat the check. You can use this action only once per Decision phase per army.
    • Recruit Army Unit (see description; Loyalty): Select a settlement. You recruit candidates for your armed forces as described in House Rules: Mass Combat - Recruiting an Army. These new recruits arrive at the start of your next Decision phase, but are not yet an army until they are trained (see Train Army Unit action). You can take this action only once per settlement per Decision phase.
    • Resupply Army (varies; Economy): Select an army that is in a hex claimed or occupied by your nation during this Decision phase. That army is supplied by an amount of BP of your choosing as long as it does not exceed your treasury. For every 10 that you fail your check, the amount of BP is reduced by an 1d4 (minimum 0) as the supplies are lost in transit through accidents or stolen by unscrupulous soldiers. You can use this action only once per Decision phase per army.
    • Train Army Unit (see description; Loyalty): You form a new army unit from a pool of recruits. You pay an amount of BP equal to the desired unit's UCR and make a Loyalty check. If you succeed, the unit will be ready for deployment at the start of the next Decision phase. If the check fails, the unit is not ready, and you will need to spend the same amount of BP again and make another Loyalty check to see if the unit will be ready on the following Decision phase. See House Rules: Mass Combat - Recruiting an Army.
      • Another option is to train a unit to learn one new tactic, up to half of its UCR. You pay an amount of BP equal to half of the unit's UCR (minimum 1) and make a Loyalty check. Add the unit's current UCR to the Control DC. If you succeed, the unit takes one month to learn one new tactic of your choice that it meets the prerequisites, ready at the beginning of the next Decision phase.
      • Alternatively, you can improve an existing unit through training to increase its level by 1. While training, the unit must be garrisoned, and cannot take any other action. To train a unit up to the next level, use the Leveling Up NPC Downtime action. Multiply the cost to level up a single NPC by the number of troops in the unit. Divide the total cost by your nation's current BP value to calculate how much BP to spend (round up). The number of days spent training is the same for all troops and they all start and finish at the same time. However, they expect regular time off, so the number of days before they complete their training is increased by 25% (these extra days are not spent training, thus do not increase the training cost).

Grand Diplomat

The Grand Diplomat is in charge of the nation's foreign policy—how it interacts with other nations and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the nation's diplomats, envoys, and ambassadors. It is the Grand Diplomat's responsibility to represent and protect the interests of the nation with regard to foreign powers.

  • Leadership Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: Stability decreases by the nation's size modifier. The nation cannot issue Diplomatic or Exploration edicts.
  • Actions:
    • Diplomatic edicts (see Diplomatic Edicts): You issue or adjust your diplomatic edicts. You can take this action only once per Decision Phase per target nation.
    • Improve Foreign Relations (1 BP; Stability): You begin a dialog with representatives of another nation to forge better relations with them. Select another nation.
    • Increase Immigration (nation's size modifier in BP; Loyalty): You temporarily provide aid to foreigners to make it easier for them to immigrate and settle in your nation. A successful check reduces your nation's casualties by your nation's size modifier, and additional 1d4+1 for every 10 above the DC. You can take this action only once per Decision phase.

Heir

The Heir is the person next in line to become Ruler. The Heir's time is mostly spent learning to become a ruler—pursuing academic and martial training, touring the nation to get to the know the land and its people, experiencing the intrigues of courtly life, and so on. Unlike other leadership roles, the Heir position can be occupied simultaneously by another nation leader, except for the Ruler, with no additional penalty or cost. The lack of a designated Heir causes worry among the population if there is no clear line of succession in case of emergencies.

Because the Heir carries the potential of being the next Ruler, the Heir may act on behalf of the Ruler. If the Heir is acting as Ruler for the turn, the Heir suffers disadvantage on the Loyalty check during the Upkeep phase.

  • Leadership Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: Stability decreases by the nation's size modifier. Increase Unrest by the nation's size modifier during each Upkeep phase.
  • Actions:
    • Act as Ruler (no cost; Loyalty): In the event that the Ruler is not present during the nation building turn, you can act in her place, allowing you to perform Ruler actions. However, every Ruler action after the first has its cost increased by 1 BP and Control DC increased by 2. The higher cost and DC persist to the following Decision phases when the Heir acts as the Ruler. The cost and DC decrease by 1 and 2 respectively every month the true Ruler is present and the Heir does not use the Act as Ruler action.

High Priest

The High Priest tends to the nation's religious needs and guides its growth. If the nation has an official religion, the High Priest may also be the highest-ranking member of that religion in the nation, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the nation's ambassadors and diplomats. If the nation has no official religion, the High Priest may be a representative of the most popular religion in the nation or a neutral party representing the interests of all religions allowed by the nation.

  • Leadership Skills: Diplomacy, Knowledge (religion), Sense Motive.
  • Vacancy Penalty: Stability and Loyalty decrease by the nation's size modifier. Increase Unrest by the nation's size modifier during each Upkeep phase.
  • Actions:
    • National Blessing (nation's size modifier in BP; Stability): You organize the nation's clergymen to beseech the gods to provide their blessing upon your nation. Select one of your nation's leaders. You provide a +1d4+1 bonus to their Leadership checks until the start of your nation's next Decision Phase. For every 10 above the DC, the bonus increases by 1. You can only perform this action once per nation leader per Decision phase.
    • National Succor (nation's size modifier in BP; Loyalty): You organize the nation's clergymen to provide relief and comfort to your nation's populace. On a successful check, reduce Total Unrest by 1d4+1 when updating it during your next Upkeep phase, and reduce it further by 1 for every 10 above the DC. You can take this action only once per Decision phase.
    • Religious Festival (see Festival Edicts) You call organize a religious festival. You can take this action only once per Decision phase.

Magister

The Magister guides the nation's higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most nations, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.

  • Leadership Skills: Knowledge (arcana), Knowledge (planes), Profession (scribe), Spellcraft, Use Magic Device.
  • Vacancy Penalty: Economy decreases by twice the nation's size modifier.
  • Actions:
    • Commission Edict (see Commission Edict): You have the magical practioners of your nation work on crafting magical items. You can take this action multiple times per Decision phase, however there is a risk of Unrest of taking it more than once.
    • Curse Nation (nation's size modifier in BP; Economy): You organize the magical forces of your nation to cast a widespread curse upon the target nation. Select a nation and choose one of the following attributes: Economy, Loyalty, Stability. Add the target nation's size modifier to your DC. A success incurs a -2 penalty on the chosen attribute of the target nation throughout the next month. The penalty increases by 1 for every 10 your check's result is above the DC. You can take this action only once per attribute per target nation per Decision phase.
    • Divert Magical Resources (1 BP; Economy): You divert your nation's magical resources of magic item slots for one month, reducing construction cost for buildings in the same settlement or terrain improvements in adjacent hexes by 4 BP for each major slot commissioned, 3 BP for each medium slot, and 2 BP for each minor slot. You can take this action multiple times per Decision phase per settlement, but each time after the first in that settlement adds of Unrest, representing the anger and resentment of other customers from having their own requests being superseded by those of the country’s rulers, and of the crafters themselves for being forced to work on demand. The amount of Unrest gained starts at 1 for the second item slot diverted in the same settlement, with each following slot diverted generating 1 Unrest more than the previous slot.
      • For example, you divert three item slots in settlement A, generating 1 Unrest for the second slot, and another 2 Unrest for the third slot; a fourth slot generated 3 Unrest, and so on. However, in the same month, you can divert one slot in settlement B that does not generate Unrest, but a second slot in settlement B generates 1 Unrest, 2 Unrest for a third slot in the same settlement, and so on.
    • Enchant Nation (nation's size modifier in BP; Economy): You organize the magical forces of your nation to cast a nation wide enchantment. Select one of your nation's leaders. You provide a +1d4+1 bonus to their Leadership checks until the start of your next Decision Phase. For every 10 above the DC, the bonus increases by 1. You can only perform this action once per nation leader per Decision phase.
    • Vacate Magic Item Slot (cost varies; Economy): You manipulate your nation's economy to encourage an NPC to purchase a magical item currently occupying a settlement's magic item slot. The cost is 1 BP for a minor slot, 2 BP for a medium slot, and 3 BP for a major slot. The check's DC increases by 1 for every 1,000 gol of the item's value. Every time you make this check, your nation's Economy suffers a cumulative -1 penalty until the start of the next Decision Phase.

Marshal

The Marshal ensures that the nation's laws are being enforced in the remote parts of the nation as well as in the vicinity of the capital. The Marshal is also responsible for securing the nation's borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can't deal with alone.

  • Leadership Skills: Knowledge (geography), Knowledge (nature), Survival.
  • Vacancy Penalty: Economy decreases by twice the nation's size modifier.
  • Special Unit—Scout Team: Scout teams behave exactly like army units, with additional benefits when used with the Marshal's actions. When a Marshal action requires you to use a scout team, that tean becomes occupied until the end of the next Decision phase (where it becomes available again), and cannot be used for any other actions. A scout team can be freely transferred to the General as an army or to the Warden as a guard unit.
  • Actions:
    • Assign Scouts (no cost or check): You may assign a scout team to a new home base (any hex with a settlement, Fort, or Watchtower that may house the team's size). The scout team must already be garrisoned at their current home base. You may perform this action once per available scout team per Decision Phase.
    • Equip Scouts (use army resource cost): You purchase and equip an army resource for a scout team. The team must be garrisoned. See House Rules: Mass Combat - Equipping Your Army.
    • Explore Hexes (no cost; see text): You send a scout team to explore hexes. You can assign any number of unassigned hexes for the scout team to explore, and the time to travel and explore those hexes follow the standard rules for House Rules: Exploration and Movement. The exploration time is divided by the scout team's size modifier (minimum 1 hour).
      • If there is an encounter in one of the assigned hexes, the scout team can identify what it is, and then decide to engage with it or not. If they decide not to engage it, the scouts return to their previous hex with no time spent in the new hex (although travel time to return does pass), and the hex remains unexplored.
      • If they do decide to engage the encounter, roll a 1d20 and add the scout team's OM to the check. If the result equals or exceeds 10 + the encounter's CR, your scout team overcame the encounter in the hex, earned XP for the encounter's CR (divided by the team's number of troops), and you gain full knowledge of that hex's contents. Even upon success, the scout team receives damage equal to how much the encounter's CR exceed's the highest UCR in the team divided by its number of units (minimum 1 damage). A natural 1 is not an automatic failure, but the amount of damage is doubled (minimum 2). A natural 20 is not an automatic success, but the amount of damage is halved (minimum 0). Failure represents that the scout team was lost, the hex remains unexplored, and Unrest increases by 1 as rumours of danger spread or whatever killed your scouts becomes agitated. You may performed this action once per available scout team per Decision Phase.
    • Recruit Scouts (see description; Loyalty): You recruit a team of scouts who are needed for many of your Leadership actions. A scout team is recruited and behaves as an army unit (see House Rules: Mass Combat - Recruiting an Army rules). When a scout team is created, you must assign it a home base with enough capacity to garrison it.
    • Scout Armies (see description; Stability): You have your scouts report to you the positions of every army they can find in your nation. For each day of scouting, spend 1 BP per assigned scout team and make a leadership check. Your check is calculated against each foreign army on any of your nation's hexes. Each army's Camouflage modifier is added to the DC to beat in order to scout that army. You gain a bonus to your check equal to each assigned scout team's size modifier, and receive a penalty equal to your nation's size modifier. A successful check allows you to know the position, size, and heading of the target army.
    • Train Scouts (see description; Loyalty): You train recruits into a new scout team or improve the skills of an existing scout team in the same manner as an army unit. See the General leadership action Train Army for details.

Spymaster

The Spymaster observes the nation's criminal elements and underworld and spies on other nations. The Spymaster always has a finger on the pulse of the nation's underbelly, and uses acquired information to protect the interests of the nation at home and elsewhere. The Spymaster must recruit agents and contacts to execute Counter-Espionage, Espionage Edict and Influence Target actions. Without them, the Spymaster is able to execute only one of the three aforementioned actions once per Decision Phase.

  • Leadership Skills: Bluff, Disguise, Knowledge (local), Perception, Sense Motive, Stealth.
  • Vacancy Penalty: Economy decreases by twice the nation's size modifier. Increase Unrest by the nation's size modifier during each Upkeep phase.
  • Special Unit—Agent: An agent can be used to execute Counter-Espionage, Espionage Edict, and Influence Target actions. When an agent is assigned to execute one of those actions, they cannot be assigned any other action until the next Decision Phase. The Spymaster can only executes a number of those actions per Decision Phase as she has agents. An agent's CR is added as a bonus to leadership checks made for the action. An agent can be equipped as an NPC. The agent adds increase their bonus to leadership checks by 1 for every 1,000 gol worth of equipment. An agent's Consumption and Morale is calculated as a solo army unit, and will leave your employ in the same manner as an army unit disbanding.
  • Special Unit—Contact: A contact is an individual who can help an agent in their task in a specific settlement or hex. Contacts are not employed or loyal to your nation; their aid is provided in exchange for rewards or coercion by your Spymaster. Each contact increases the nation's Consumption by 1. If the contact's Consumption is not paid, then the contact no longer works for you. Each contact provides a +1 bonus to leadership checks made for Spymaster actions in that settlement or hex.
  • Actions:
    • Counter-Espionage (varies; Stability): You task your spy network to focus on uncovering and halting covert foreign operations within your nation. Increase the DC for all Spymaster actions made by another nation targeting your nation by 2 for every BP spent until your next the beginning of your next Decision phase. This BP is your action's cost and do not grant a bonus to your check; additional BP spent after this cost does grant the bonus, but does not increase the DC. For every 10 that you beat the DC, the DC increase increases by 1. For every 10 that you fail the check, the DC decreases by 1. This action does not require an agent. You can take this action only once per Decision phase.
    • Espionage Edict (see Espionage Edicts): You task your agents on espionage missions. You may take this action once per available agent per Decision Phase.
    • Influence Target (1 BP; Loyalty): Through bribery or blackmail, you improve the relationship between your agents and characters outside of your spy network. Select one of your agents and a target character to influence. Add your agent's CR to your leadership check, and the target's CR to the DC. Upon making a successful check, choose one aspect of the relationship to improve by one step: relationship, attitude, trust, sway. You can only take this action once per Decision phase for the same pair of agent and target. If you fail your check by 10 or more, one aspect of the relationship worsens by 1 step, selected at random (1d4: 1 = relationship, 2 = attitude, 3 = trust, 4 = sway); if the selected aspect is already at its lowest level, another aspect is selected at random until all aspects are at their lowest level. See House Rules: Personal Interactions for more details on relationships and how your agent can exploit them.
    • Recruit Agent (see description; Loyalty): You recruit an agent to carry out espionage mission on behalf of the nation. Recruiting an agent costs BP equal to the agent's CR squared, and succeeding a Loyalty check with the agent's CR added to the DC. A failed check results in the agent refusing to be employed in your service, and the BP spent is lost. Recruiting an agent requires a Military Academy in the settlement where the recruitment is performed. The agent requires a number of months equal to his CR to be recruited, becoming available at the beginning of the Decision phase of the last month.
    • Support or Suppress Faction (target faction size modifier; Loyalty): You may choose to support or suppress particular factions during the next Faction Turn. Upon success, you may may choose to increase (if supporting) or decrease (if suppressing) a single faction’s checks by 1 during the Operation phase. For every 10 you beat the DC, increase or decrease by 1. Every faction beyond the first affected this way causes a -1 penalty to Loyalty checks until the start of the next Decision phase. You can take this action only once per faction per Decision phase.
    • Train Agent (see description; Loyalty): You put one of your agents through an intense training regimen to improve his skills. To train a unit up to the next level, use the Leveling Up NPC Downtime action. The agent must be in a settlement with a Military Academy, and cannot be assigned any action until their training is complete.

Treasurer

The Treasurer monitors the state of the nation's Treasury and citizens' confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.

  • Leadership Skills: Appraise, Bluff, Diplomacy, Knowledge (local), Profession (merchant), Sense Motive.
  • Vacancy Penalty: Economy decreases by twice the nation's size modifier. The nation cannot collect taxes—during the Edict Phase, when you would normally collect taxes, the nation does not collect taxes at all and the taxation level is considered "none."
  • Actions:
    • Accelerate Construction (cost varies; Economy): You reduce the remaining construction time of a hex or settlement improvement by 1 month by paying an amount of BP equal to the improvement's current cost (minimum 1 BP). If the remaining months reaches 0, then the improvement is completed at the end of the Decision Phase. For every 10 that your Leadership check beats the DC, you reduce the remaining time by another month. For every 10 that you fail your check, the improvement construction is halted for 1 month as mismanagement of resources causes confusion and delays. You can only perform this action once per building during your Decision phase.
    • Business Investment (cost varies; Economy): Choose an amount of BP up to your nation's size modifier to invest in local businesses, and make an Economy check. Success rewards you with a 1d4+1 bonus to Economy for each BP invested until the start of your next Decision phase. For every 10 that your check beats the DC, your bonus increases by 1. Failure indicates that you have lost your investment. You can only take this action once per Decision phase. You can invest more BP than your nation's size modifier, but the bonus gained is decreased. The bonus for every BP invested beyond your nation's size modifier up to twice your nation's size modifier is halved, the bonus for every BP invested beyond that up to three times your nation's size modifier is divided by 3, and so on.
    • Delay Debt Payment (1 BP; Loyalty): During the Upkeep phase, you may attempt to not pay some or all of your nation's Consumption. Make a Loyalty check, and add twice the amount of Consumption you refuse to pay to the check's DC. Success means that you do not have to pay that amount for this month, however Total Unrest immediately increases by the amount of debt BP. For every 10 that your check beats the DC, reduce the amount of Unrest gained by 1 (minimum 1). A failed check results increases Unrest by 1d4, plus another 1d4 for every 10 below the DC. You can take this action only once per Decision phase.
    • Issue taxation edicts (see Taxation Edicts): You issue or adjust your taxation edict levels. You can take this action only once per Decision Phase.
    • Request Loan (no cost; Economy): Your government requests funds from your nation's moneylenders. Make a Loyalty check. The Control DC increases by the amount of BP requested. If you succeed, your treasury increases by the amount requested, but your nation gains a debt which increases Consumption by 1/10 of the amount of BP gained for a number of months equal to the amount of BP requested. For every 10 that your check beats the DC, reduce the duration of the debt by 1 month (minimum 1 month). Failure means your loan was denied and no BP is gained.
    • Trade Edicts (see Trade Edicts): You issue or adjust your trade edict levels.
    • Withdraw Funds (no cost; Loyalty): Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds. You can reduce the amount of Unrest by 1 with a successful Loyalty check, reducing it further by another 1 Unrest for every 10 that you beat the DC (to a minimum of 1). A failed check increases the unrest by 1d4, plus another 1d4 for every 10 below the DC.

Viceroy

The Viceroy represents the Ruler's interests on an ongoing basis in a specific location such as a colony or vassal state (see the optional Vassalage edict). The Viceroy is in effect the Ruler for that territory; her orders are superseded only by direct commands from the Ruler.

  • Leadership Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: If you have no Viceroy for your vassal state, treat it as if it had the Ruler vacancy penalty.
  • Actions: Same as Ruler, but only for your vassal state.

Warden

The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the nation leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats. The Warden relies on police units (also known as city guards, sheriffs, and constabulary) to perform some of their actions. If you use a police unit for an action, you can add their UCR to your check.

  • Leadership Skills: Intimidate, Knowledge (local), Profession (barrister), Profession (soldier), Sense Motive.
  • Vacancy Penalty: Loyalty and Stability decrease by the nation's size modifier. Increase Unrest by the nation's size modifier during each Upkeep phase.
  • Special Unit—Guard Unit: Guard units behave exactly like army units, with additional benefits when used with the Warden's actions. When a Warden action requires you to use a guard unit, that unit becomes occupied until the end of the next Decision phase (where it becomes available again), and cannot be used for any other actions. When you make a Warden leadership check for a specific settlement, you can add the UCR of all of your unoccupied guard units in that settlement. Guard units require buildings that can garrison such units, such as Guard Stations or Garrisons. A guard unit can be freely transferred to the General as an army unit or to the Marshal as a scout team.
  • Actions:
    • Community Outreach (nation's size modifier in BP; Loyalty): You provide the resources to your law enforcement agencies need to reach out to the public and engender good will between them. Select an available guard unit and one of your nation's leader. The selected leader gains a 1d4+1 bonus to Loyalty checks until the start of the next Decision Phase, and an additional 1 for every 10 that your check beats the DC. For every 10 that you fail the check, Unrest increases by 1, as your guards cause misunderstandings with the public, inciting their anger. You can take this action only once per nation leader per Decision phase.
    • Crackdown (nation's size modifier in BP; Stability): You provide additional resources to your law enforcement agencies to come down harder on crime. Select an available guard unit. On a successful check, reduce Total Unrest by 1d4+1 when updating it during your next Upkeep phase, and reduce it further by 1 for every 10 above the DC. For every 10 that you fail the check, Total Unrest immediately increases by 1d4 as your guards bungle the operation so badly or go overboard that your citizens view this action as a tyrannical act. You can take this action only once per Decision phase.
    • Equip Guard (use army resource cost): You purchase and equip an army resource for a guard unit. The unit will acquire the resource at the start of your next nation turn. See House Rules: Mass Combat - Equipping Your Army.
    • Police Operation (nation's size modifier in BP; Stability): You conduct a temporary special police operation to prevent crime and protect the peace. Select an available guard unit and one of your nation's leaders. The selected leader gains a 1d4+1 bonus to Stability checks until the start of the next Decision Phase, and an additional 1 for every 10 that your check beats the DC. If your check fails, the nation's Unrest increases by 1, and an additional 1 for every 10 below the DC, as the operation disrupts the lives of your citizens and angers them. You can take this action only once per nation leader per Decision phase.
    • Recruit Guard Unit (see description; Loyalty): You recruit your own units to provide security and enforce the law in settlements. A guard unit is recruited and behaves as an army (see House Rules: Mass Combat - Recruiting an Army rules). In order to recruit a guard unit, you must have a Guard Station already present in the settlement.
    • Train Guard Unit (see description; Loyalty): You train recruits into a new guard unit or improve the skills of an existing guard unit in the same manner as an army unit. See the General leadership action Train Army for details.

Edicts


[Edit]

Appointment Edicts

Appointment edicts are the different ways the nation's Ruler gains their position. The effects of Appointment edicts are multiplied by your nation's size multiplier.

Acclaim: The Ruler gains her position by the approval of the majority of eligible citizens within the nation. As the Ruler is chosen by the people, she will already enjoy a far greater support to her rule. However, the process of selecting a Ruler is fraught with challenges as claimants jockey for support, splitting the nation's unity among the different rivals. Effects: Loyalty +1, Stability -1.

Hereditary: The Ruler gains her position by having it passed down to her by its previous holder through a system of inheritance. The transfer of power is smooth and expected, however the nation's people are not automatically loyal, and may even resent not having a say in who their ruler is. Effects: Loyalty -1, Stability +1.

Trial: The ruler gains her position by succeeding at some form of test. Such trials encourage potential claimants to work hard to succeed the position. However, the nation's progress grounds to a standstill until the trial is complete, and the uncertainty of the eventual succession of power renders it in a vulnerable state. Effects: Economy +1, Stability -1.

Commission Edict

The nation's Magister can commission a magic item to be made (or an existing magic item improved) for personal use of the nation's leaders. The settlement where the Commission Edict is issued must contain a building capable of producing a magical item of the appropriate category; for this purpose, minor items are those whose price is 8,000 gp or less, medium items are 8,001-24,000 gp, and major items are over 24,000 gp. Leaders must pay full price for commissioned items. The commissioned item takes the place of one item slot of that category for as long as it takes to craft (or improve) the item, including any month or portion of a month in which it is being crafted. During this time, no other item can be generated to fill that slot.

The nation’s rulers can commission more than one item within that city as part of the same Commission Edict, but all items must be crafted within that city and no building within that city can be compelled to craft more than one item with this edict. Commissioning more than one item with the same Commission Edict generates 1 point of Unrest for each item after the first (not including potions or scrolls with a cost under 1,000 gp), representing the anger and resentment of other wealthy customers caused by their own requests being superseded by those of the country’s rulers, and of the crafters themselves for being forced to work on demand.

A Commission Edict can instead divert the magical resources of medium and major item slots for one month, reducing construction cost for buildings in the same city or terrain improvements in adjacent hexes by 2 BP for each major slot commissioned, 1 BP for each medium slot, though commissioning multiple slots causes Unrest as described above.

Diplomatic Edicts

Diplomatic edicts are special edicts that allow you to establish an embassy, treaty, or alliance with another nation. Your Grand Diplomat must be present in the other nation to make this edict (though the GM may allow magical communication to handle most of the edict's details and bypass this requirement). Using this edict costs 1d4 BP in travel and other expenses.

Your Grand Diplomat must attempt a Diplomacy check. The DC is determined using the following formula:

DC = 10 + (your nation's Infamy divided by your nation's Size modifier) + the target nation's Size modifier + alignment difference modifier + relationship modifier + the target nation's attitude – your nation's Size modifier – (your nation's Fame divided by your nation's Size modifier) – BP you spend on bribes or gifts

Alignment Difference Modifier: This is based on how close your nation's alignment is to the target nation's alignment, according to the following table.

Table: Diplomatic Alignment Difference Modifier

Alignment Difference1 DC Modifier
Same +0
1 step +5
2 steps +15
1Per alignment axis.

Relationship Modifier: This takes into account your treaties, alliances, and conflicts with the target nation's allies and enemies. If you are friendly with the same nations, the target is more interested in diplomacy with you. If you are friendly with the target nation's enemies, the target is less interested in negotiating with you. Modify the DC as follows for each third party you have in common.

Table: Diplomatic Relationship Modifier

Relationship DC Modifier
You and the target nation both have an alliance with a third party –8
You have a treaty with the target nation's ally –4
You and the target nation both have a treaty with a third party –2
You have an embassy with the target nation's enemy +2
You have a treaty with the target nation's enemy +5 per treaty
You have an alliance with the target nation's enemy +10

Attitude: Much like the starting attitude of an NPC, the target nation's initial attitude toward you is indifferent, though the GM may modify this based on alignment differences, your shared history, culture, warfare, espionage, racial tensions, and other factors in the campaign world. These factors may also influence the Diplomacy DC for using this edict (generally increasing the DC by 5 for every attitude step worse than helpful).

The act of making this Diplomacy check takes place over several days, with the emissary socializing with representatives of the target nation, discussing common interests and the benefits and goals of entering a diplomatic agreement with your nation. Because this check is not a singular event, abilities and spells that modify a single roll have no effect on this check unless they last at least 24 hours (for example, glibness does not affect this check).

Type of Diplomatic Relationships
You use Diplomatic edicts to establish an embassy, treaty, or alliance; each is a closer relation than the previous one.

Embassy

You attempt to establish mutual recognition of authority and territory with the target nation, represented by granting dominion over embassies in each other's settlements. Attempt a Diplomacy check using the Diplomatic edict DC. If the Diplomacy check fails, the other nation rejects your diplomatic efforts and you cannot attempt to establish an embassy with it again for 1 year, your nation's Fame decreases by 1 and the other nation's attitude toward your nation worsens by 1 step.

If you succeed at the Diplomacy check, you create an embassy agreement with the target nation, the target nation's attitude toward your nation improves by 1 step and your nation's Fame increases by 1. You may purchase or build a Mansion or Noble Villa in one of the other nation's settlements to use as an embassy (if so, your ambassador uses it as a residence). The target nation's leaders may do the same in one of your settlements. Your embassy is considered your territory (and vice versa). Your embassy grants your nation the normal bonuses for a building of its type (they apply to your nation's totals but not to any specific settlement in your nation) and increases Consumption by 1, Economy by 2, and Society by 2. If the target nation builds an embassy in one of your settlements, that nation gains these bonuses. Both you and the target nation learn each other's location and size of all settlements, nation size, borders, and major landforms and bodies of water (any terrain that occupies three or more contiguous hexes), and the names of the nation leaders.

If you founded your nation with the support of a wealthy sponsor from another nation, your nation automatically has an embassy agreement with your sponsor's, and you can use Diplomatic edicts to establish a treaty or an alliance.

Alternatively, your envoy may attempt to threaten rather than befriend the other nation. In this case, your envoy attempts an Intimidate check, applying your nation's Infamy as a bonus. You also gain a +1 bonus for every active army your nation has. This check's DC is the same as the Diplomatic edict DC above, except your Fame and Infamy do not modify it. You may spend BP on bribes or gifts to modify the DC. Your Infamy increases by 1 whether you succeed or fail at the check. If you succeed at the check, you create an embassy agreement with the target nation. If you fail, the target nation's attitude toward you worsens by 1 step, Infamy increases by an additional 1 and you cannot make this threat again for 1 year.

An embassy is considered a permanent agreement. Replacing your ambassador does not affect the edict or the embassy. If you want to close your embassy and break the embassy agreement, attempt a Loyalty check. Success means you close the embassy. Failure means your citizens reject the idea of severing ties with the other nation, though you may make another attempt during the next Decision phase; if you close the embassy regardless of this, increase Unrest by 1d4+1.

If you attack a nation with which you have an embassy, attempt a Loyalty check. If you succeed, your Infamy increases by 1. If you fail, Infamy and Unrest both increase by 1, your Trust score with the target nation reduces by 3, and the Honor of your nation's leaders reduces by 1.

Treaty

If you have an embassy agreement with another nation, you can approach that nation's leaders to establish treaties that formalizes your economic and social cooperation and understanding. Doing so requires a new Diplomatic edict and requires your envoy to attempt three Diplomacy checks using the Diplomatic edict DC. These checks must be attempted in order (as an extreme success or failure can change the target nation's attitude and the difficulty of the later checks). If two or more of the checks fail, the attempt to create a treaty fails; your nation's Fame decreases by 1 and you cannot attempt to establish a treaty with the other nation for 1 year.

If two or more of the checks succeed, your envoy and one of the target nation's leaders (typically the Ruler or Grand Diplomat) attempt opposed checks with the following skills, rerolling ties: Bluff, Diplomacy, Knowledge (local), Knowledge (nobility), and Sense Motive. Either or both parties may substitute Intimidate for Diplomacy (even if this means one party is making a Diplomacy check opposed by the other's Intimidate check). As with Diplomatic edicts, abilities or spells that modify skill checks do not apply unless they last at least 24 hours. Whichever party wins most of these opposed checks has the advantage in the negotiations and decides the fairness of the treaty.

There are three types of treaties you establish with another nation:

  • Cultural Treaty: A cultural treaty encourages the exchange of ideas and movement of people between the two nations. A cultural treaty affects the nations' Loyalty.
  • Economic Treaty: An economic treaty establishes favorable trade conditions and regulations between the two nations, allowing each other's economy to flourish. An economic treaty affects the nations' Economy.
  • Security Treaty: A security treaty establishes formal cooperation between the security agencies between the two nations. A security treaty affects the nations' Stability.

The fairness of a treaty has four levels: balanced, unbalanced, one-sided, and tributary.

A balanced treaty increases each nation's respective modifier by 10% of the value of the lower base modifier between the two nations. The Fame of the party with the advantage in the negotiations increases by 1 for the duration of the treaty.

For an unbalanced treaty, the advantaged nation's modifier increases by 15% and the disadvantaged nation's modifier increases by 5% of the lower base modifier between the two nations. The advantaged nation's Infamy increases by 1 for the duration of the treaty.

For a one-sided treaty, the advantaged nation's modifier increases by 20% while the disadvantaged nation does not gain anything. The advantaged nation's Infamy increases by 2 for the duration of the treaty.

For a tributary treaty, the advantaged nation's modifier increases by 25% while the disadvantaged nation's modifier decreases by -5%. The advantaged nation's Infamy increases by 3 for the duration of the treaty.

You may use a Diplomatic edict to change an unbalanced, one-sided, or tributary treaty in your favor to one step closer to a balanced treaty; doing so does not require a check.

Nations that are not adjacent to your own have less impact, so treaty bonuses with them are reduced. Count how many nations are along the shortest path between your nation and the target nation. Add 1 to that number, and divide the treaty bonus by that result to get the final treaty bonus with the target nation.

As nations grow or are reduced, the treaty bonuses will change. Reevaluate each treaty bonus at the end of your nation turn.

If one nation is an NPC nation and the GM doesn't want to calculate its exact modifiers, estimate its modifer as 2d6 times its Size.

A treaty is considered a permanent agreement. If you want to renegotiate it, attempt a Loyalty check. If you succeed, your envoy and one of the target nation's leaders attempt opposed checks as described for embassies above (this doesn't guarantee you end up with a more favorable treaty). If you fail, the existing treaty remains in effect and your Unrest increases by 1.

If you withdraw from the treaty, attempt a Loyalty check. Success means Unrest increases by 1; failure means Unrest increases by 2.

If you attack a nation with which you have a treaty, attempt a Loyalty check. If you succeed, Infamy and Unrest increase by 1d2 each, and your Trust score with the target nation decreases by 2. If you fail, Infamy and Unrest increase by 1d4+1 each, your Trust score with the target nation reduces by 5, and the Honor of your nation's leaders reduces by 2.

Alliance

If you have all three treaty types (cultural, economic, security) with another nation, you can use a Diplomatic edict to form an alliance—a military agreement of mutual defense and support. This works like the negotiations for a treaty, except it requires six Diplomacy or Intimidate checks. Four of these must succeed for the alliance to form.

If successful, negotiations proceed as for a treaty, with three opposed Diplomacy or Intimidate checks to determine who has the advantage in negotiations. The party with the advantage may decide whether the alliance is balanced, unbalanced, one-sided, or tributary, but the bonuses apply to all three of each nation's modifiers on top of any current treaties.

Nations in an alliance can move their armies through each others' territories and station them in each others' territories or in unoccupied Forts and Watchtowers, though not inside allied settlements. If an allied nation stations an army inside your territory, you must succeed at a Loyalty check or gain 1d2 Unrest; this does not apply if your nation has been attacked and you have requested aid from the ally.

If a nation in an alliance is attacked by another nation, it can call for aid from its allies. Any allied nation that fails to send aid increases its Infamy by 1d4; the precise nature and amount of aid sent is at the discretion of the rulers of each nation, and the GM decides whether this Infamy increase happens.

If you attack a nation with which you have an alliance, attempt a Loyalty check. If you succeed, Infamy and Unrest increase by 1d4 each, and your Trust score with the target nation reduces by 5. If you fail, Infamy and Unrest increase by 2d4 each, your Trust score with the target nation reduces by 10, and the Honor of your nation's leaders reduces by 5. An attacked ally may end an alliance, treaty, or embassy agreement with the aggressor without penalty.

Negotiating Peace

If the opposing nation is willing to end the war, you may use the Diplomacy edict to negotiate the end of hostilities. Attempt a Diplomacy check using the Diplomatic edict DC. If the Diplomacy check fails, you and the other nation are unable to come to terms to start negotiations and you cannot attempt to end hostilities with it again until the next Decision Phase.

If successful, a cease-fire occurs on both sides and negotiations proceed as for a treaty, with three opposed Diplomacy or Intimidate checks to determine who has the advantage in negotiations. Each side adds the number of hexes and settlement districts they occupy from the opposing side. Each side also adds +1 for every 100 soldiers still in their armies. The party with the advantage may decide whether to negotiate for an armistice or a peace treaty.

An armistice dictates that the belligerents nations cease all warfare against each other, and armies from all sides must return into their respective nations' territories. The advantaged party may decide to continue holding territories occupied by them during the conflict, as well as force the disadvantaged party to give up the territory occupied by them. An armistice last for 1 year, after which the war resumes unless a peace treaty has been negotiated. An armistice is broken when units of one side enters the territory of the other. Failed espionage edicts by one side against the other that are discovered can also break the armisitice if the target nation decides to publicly declare the discovery. The nation breaking the armistice gains +1 Infamy, and the trust level of all opposing nations towards the offending nation is reduced by 5.

A peace treaty ends the state of war between the belligerent nations like an armistice, but may permanently redraw the borders between the involved nations. The advantaged party can decide if the peace treaty is restoration, annexation, or vassalization, and how long the period of peace is considered to be in effect. If any of the belligerent nations redeclares war on another nation part of the peace treaty within ten years since it was signed, their Infamy increases by 3, and the trust level of all opposing nations towards the offending nation is reduced by 10. Failed espionage edicts by one side against the other that are discovered can also break the peace treaty if the target nation decides to publicly declare the discovery.

In a restoration peace treaty, all belligerent nations agree to return all occupied and cut-off territories to their original claimants.

In an annexation peace treaty, the advantaged party may absorb some or all territory it occupies during the war, while the disadvantaged party must give up all territory it contests. The advantaged nation's Infamy increase by 1. The disadvantaged loses claim to all cut-off territory.

In a vassalization peace treaty, the advantaged party issues the Vassalage edict to the disadvantaged party (see Vassalage Edict). All occupied and cut-off territories are returned to their original claimants. The advantaged nation's Infamy increases by 2.

Endowment Edict

An Endowment Edict represents the focused attention of the crowned heads of state on matters of arts and learning, in part for the betterment of the nation and its culture but equally (if not more so) for the purpose of garnering prestige both domestically and abroad. Rulers and citizens alike can take pride in their grand edifices to posterity, sparing no expense in spectacular architecture, resplendent artistic embellishment, and the finest collections of artifacts, animals, artists, scholars, or whatever else the endowed building proffers to the world. Nations of size 100 or less usually refer to endowed buildings by name, typically naming them after one of the nation’s leaders (especially one whose role correlates with the building in question) or a wealthy NPC patron. Countries of size 101-200 may use a personal name associated with the building or may simply refer to it as the Royal Library, Museum, etc., while those of size 201 or more call them Imperial buildings.

Cost: Endowing a building costs 100 gp times the building’s cost in BP, which can be paid by withdrawing BP from the Treasury and converting it into gp, or the endowment can be paid directly by a PC or NPC from their own personal funds. Maintaining each endowed building and its collections and staff increases the nation’s Consumption by 1.

Special: If you roll the Noblesse Oblige nation event, you can treat that as an Endowment edict, having the nobles endow a building in their name rather than constructing a Monument or Park, paying both the up-front cost and the ongoing Consumption.

Benefit: Each Endowment edict that you issue gives your nation a +1 bonus to Fame and Loyalty as long as its Consumption is paid. If Consumption is not paid, these bonuses are lost and you gain 1 point of Unrest unless you succeed at a Loyalty check.

Types of Endowments: Each of the following buildings can be sponsored with an Endowment edict: Academy, Arena, Assembly, Bardic College, Colossus, Hanging Gardens, Hospital, Library, Magical Academy, Menagerie, Military Academy, Museum, Observatory, Theater. You may endow only one building of each type in your entire nation.

If you capture a city from another nation that contains one or more endowed buildings, you gain a +1 bonus to Fame but no bonus to Loyalty for each building as long as you pay their Consumption. Alternatively, you may destroy the endowed buildings of your enemy, gaining 2 points of Infamy for each endowed building you destroy.

Espionage Edicts

Espionage edicts are missions undertaken by the nation's Spymaster to uncover confidential information about other nations and their leaders, or factions and power groups within them (including religious groups, noble houses, merchant consortiums, or other organizations), and sometimes to use that information aggressively to foment unrest and spread sedition within that nation.

Espionage edicts may be performed by the Spymaster herself, but she would be occupied for the duration of the mission and unable to perform any other actions. Instead, the Spymaster can recruit agents to perform these missions (see Recruiting agent under Spymaster). When issuing an espionage edict, the Spymaster must assign an agent to the target nation. The agent becomes occupied for the duration of the mission, which includes travel time to the target nation. The agent provides a bonus equal to his CR to the Spymaster's leadership checks for the mission.

You can issue each espionage edict type only once per target per Edict phase. For example, the Organize Bandit Activity can be used against a nation only once. The Enslave Enemy can target a single settlement once, but can be used against a different settlement in the same nation. The same can be done for the Spread Rumors and Scandal against one target nation's leader once, and again against a different leader of the same nation.

The target DC for an Espionage edict and the Spymaster's leadership check is impacted by the Corruption, Law, Lore, and Society modifiers in the settlement or nation being investigated. Add the Corruption, Lore, and Society modifiers to your check, and the Law modifier to the DC. The DC is also increased by the target nation's size modifier.

Check: The success of an Espionage edict is determined by Economy, Loyalty, and Stability checks. If all three checks are successful, the mission is a great success and your nation's gains two pieces of information from the category below, or their espionage's effects are doubled. If two checks are successful, the mission meets its objectives, acquiring the desired piece of information or having the desired effect. If only one check succeeds, the mission fails. If all three checks fail, the mission fails (see Risk). In addition, if any check results in a natural 1, your spies are caught even if the mission succeeds.

If the mission is at least a success, increase the Control DC that the target nation must check against by 1 for every 10 that your lowest successful check beats your adjusted DC.

Missions:

  • Gather Public Information (DC -5; 1 BP): Obtain a list of all buildings in one settlement; the location and size of all settlements in the target nation; the target nation’s size, borders, and major landforms and bodies of water (any terrain that occupies three or more contiguous hexes); the names of the target nation’s leaders.
  • Discover Minor Secrets (DC +0; 2 BP): Obtain a list of Embassies, Treaties, and Allies of a nation; a list of Trade Routes (type and destination) in that nation; the Settlement Alignment, Government, Qualities, Statistics, and Disadvantages of a settlement; the location of terrain improvements, Landmarks, and Special Resources in the target nation; the level of Unrest in the target nation; or uncover minor trade secrets that grant your nation a +1d2 bonus to Economy for 1d4 months (doubled if you have a Treaty or Trade Route with the target nation).
  • Discover Major Secrets (DC +10; 3 BP): Obtain a list of armies located in a city; discover the attitude of the nation toward other countries; discover the character classes of the target nation’s leaders; discover the target nation’s current Economy, Loyalty, and Stability modifiers, as well as its nation-wide Corruption, Crime, Law, Lore, Productivity, and Society modifiers; obtain significant trade secrets providing your nation with a +1d4 bonus to Economy for 2d4 months (doubled if you have a Treaty or Trade Route with the target nation).
  • Discover Vital Secrets (DC +20; 4 BP): Discover the class levels and alignment of nation leaders; discover the most valuable or powerful magic item of 1d4 nation leaders; discover the location of all of the target nation’s armies; discover secret ways into or out a fortified settlement (or a Fort or Watchtower terrain improvement), allowing your armies to ignore half of the total Defense value of that fortification; learn the race, class, level of all units, their leaders, and the army commander of a single army; obtain major trade secrets granting your nation a +2d4 bonus to Economy for 2d6 months (doubled if you have a Treaty or Trade Route with the target nation).
  • Assassination (DC +20; 4 BP): Select a leader of the target nation, and your agent or someone hired by her attempts to assassinate him, as per the Assassination Attempt event. If the mission is a great success, the Unrest and vacancy penalties are doubled if the assassination is successful.
  • Bribe Mercenaries (DC +0 to demoralize, DC +5 for desertion, +10 for treason; these DC modifiers are doubled if your nation is at war with the mercenaries’ present employer): The target mercenary army loses 1d3 points of Morale (sap morale), deserts their present employer and flees (desertion), or switches sides to join your armies (treason). Using this type of Espionage Edict requires a cash bribe of 1 BP times the army’s AR.
  • Foment Unrest (DC +5; 2 BP): Your agent spreads misinformation and stokes disruptive actions to inflict the Inquisition event on the target settlement. If the mission is a great success, the effects of the event are doubled.
  • Infiltrate Drugs (DC +5; 4 BP): Your agent sets up an illicit drug trade in one of the target nation's settlements, as per the Drug Den event. If the mission is a great success, the penalties are doubled.
  • Organize Bandit Activity (DC +5; 1 BP): Your agent inflicts the Bandit Activity event on the target nation. If the mission is a great success, the target nation loses 1d6 BP even if their Marshal's succeeds at their leadership check against the event; this is in addition to losing 1d6 BP if they fail the check.
  • Organize Crime Spree (DC +10; 2 BP): Your agent inflicts the Sensational Crime event on the target settlement. If the mission is a great success, the inflicts 1d6 Unrest in addition to its normal effects, even if the target nation's Marshal and Warden succeed at their leadership checks.
  • Organize Slavery Ring (DC +10; 4 BP): Your agent selects a settlement in the target nation, and arranges for the kidnapping and selling into slavery of its citizens as per the Slavers event. Your nation also gains 1d6 BP from selling the slaves or incorporating them into your labour force. If the mission is a great success, the effects of the event and your BP gain are doubled.
  • Sabotage Building or Improvement (DC +5 for Terrain Improvement, +10 for building in a village, +15 in a town, +20 in a city or metropolis; 2 BP): Choose to have your agent inflict either the Large Disaster or Localized Disaster event on the target nation. If the mission is a great success, the event affects an additional 1d6 adjacent hexes or improvements, even if the target nation's Marshal or Warden succeeds at their leadership check against the event.
  • Spoil Supplies (DC +20; 4 BP): Your agent spoils the target nation's food stores, inflicting the Food Shortage event upon it. If the mission is a great success, the Consumption increases are doubled.
  • Spread Rumors and Scandal (DC +5; 1 BP): Select a leader of the target nation, and your agent spreads rumors and fabricates evidence to inflict the Public Scandal event on them. If the mission is a great success, the effects of the event are doubled.
  • Subvert Enemy Businesses (DC 5; 4 BP): Select a settlement in the target nation, and your agent sets up a smuggling ring to undercut its legitimate businesses as per the Smugglers event. Any BP the target nation loses finds its way into your nation's treasury. If the mission is a great success, the effects of the event are doubled.
  • Unleash Monster (DC increase and BP cost equal to the monster's CR): Your agent lures or unleashes a monster in one of the target nation's settlements, as per the Monster Attack event.

Risks: If the mission fails, the target nation experiences the Foreign Spy event. If the target nation's Spymaster fails her check, your agent escapes while leaving chaos behind her, as per the event. If the target nation's Spymaster succeeds, your agent is caught, and your nation must succeed at a Loyalty check, which is adjusted by all modifiers listed above that applied to the Espionage Edict you attempted.

If the Loyalty check succeeds, your agent is imprisoned or executed, but does not reveal your involvement. If the Loyalty check fails, the agent breaks under questioning and tells who sent him and why. This revelation increases your nation’s Corruption and Infamy by 1, decreases your Loyalty by 1, and causes you to gain 1 point of Unrest. In addition, the target nation (or other similar group) has its attitude towards you shifted by one step in a negative direction for 1 year. Likewise, citizens of the target nation have their attitude shifted towards any PC or NPC affiliated with the government of your nation adjusted negatively by one step.

If the target nation is one with whom you have an Embassy, Treaty, or Alliance, the above modifiers are doubled and you lose 1d4 points of Fame and must make one Loyalty check each for your Embassy, Treaty, and Alliance. Each failed check causes your nation to lose 1 additional point of Fame and cancels your highest Diplomatic Edict with that country. Hence, if you are caught spying upon a country with whom you have an Alliance, one failed check reduces your relationship to a Treaty, two failed checks to an Embassy, and three failed checks causes that nation to sever all diplomatic relations with your nation).

Expansion Edicts

Expansion edicts dictate how strongly you promote the growth of your nation. This includes events and actions used to attract new citizens and increase the well-being of the nation, such as recruitment campaigns, advertisements about services and goods, and propaganda to improve the perception of your nation at home and abroad. Expansion edicts also dictates your nation's growth policy, and arranges the flow of resources to suit it. This allows you to increase the nation's expansion limits towards claiming hexes, founding new settlements, and building new improvements and buildings.

Your nation's size dictates the limit of new hexes you can claim or how much you can build every nation turn. Essentially, this is how much efforts and resources your nation has that can be diverted to these endeavours. You can claim hexes, found new settlements, and build new improvements and buildings beyond the expansion limit, but each time you do so increases the BP cost by 1 each time for each type, representing how much resources you must garner from outside sources at higher costs. However, to encourage growth, the first House or Tenement does not count toward the Expansion Limit. Additional Houses or Tenements count against the limit as normal. Houses and Tenements are considered to be the same building for this purpose.

For example, if your Expansion Edict is set to Standard and your nation size is less than 10, your building expansion limit is 1. If you order 2 buildings in the same month, you must pay 1 extra BP. However, if one of those buildings is a House or Tenement, then there is no extra cost. A third building in the same month with a House/Tenement then increases the total cost by +1 BP, as opposed to +3 BP if no Houses/Tenements were ordered.

Table: Expansion Edicts

Attitude Expansion Limits Economy1 Loyalty1 Stability1 Consumption1
Isolationist -2 -2 +2 +2 -4
Cautious -1 -1 -1 +1 -2
Standard +0 +0 +0 +0 +0
Aggressive +1 +1 -1 -1 +2
Imperialist +2 +2 -2 -2 +4
1These modifiers are multiplied by your nation's size multiplier.

Table: Expansion Limits

Nation Size Number of Hexes Hex Claims New Settlements New Buildings Terrain Improvements
Fine 01—10 1 1 1 2
Diminutive 11—25 2 1 2 3
Tiny 26—50 3 1 5 5
Small 51—100 4 2 10 7
Medium 101—200 8 3 20 10
Large 201—350 12 4 30 13
Huge 351—550 16 5 40 16
Gargantuan 551—800 20 6 50 19
Colossal 801—1100 24 7 60 22
(+1) (+300) (+4) (+1) (+10) (+3)

Festival Edicts

Festival edicts are different from holiday edicts in that they are one-time events, localized in a specific area or settlement. They are grand celebrations for a military victory, a tournament to host visiting dignitaries, a festival to celebrate the marriage of a nation leader, and other impromptu special events. Festival edicts are normally held in a settlement, bringing in increased business and prosperity, but can also be held in a hex with a Landmark. Festivals may be either civic or religious in nature.

Cost: Festivals require a great deal of resources to pull off, and how much depends on where they are being held. See Table: Festival Costs.

Table: Festival Costs

Location BP Cost
Landmark 1d2
Thorp 1d2
Hamlet 1d3
Village 1d3+1
Small Town 1d4+1
Large Town 1d6+1
Small City 2d4+1
Large City 3d4
Metropolis 2d6+2
(+1) (+1d6+1)

Benefit: A festival celebrated at a Landmark in the countryside increases the Landmark’s bonus to Loyalty by +1. Festivals celebrated in a settlement have the following effects, depending if they are civic or religious in nature. These effects last until the end of the next month's Event Phase.

Civic Festival: A civic festival celebrates local traditions, events, heroes, or culture, including athletic and artistic competitions.

Requires: Tavern (thorp, hamlet, village), Theater (small or large town), Arena (small or large city, metropolis), or Landmark (located in the same hex as the settlement).

Effect: For one month, your nation gains a bonus to Economy and Loyalty equal to your size modifier, and the civic festival increases the effects (see below) of Arenas, Black Markets, Brothels, Dance Halls, Gambling Dens, Hotels, Inns, Luxury Shops, Markets, Monuments, Palaces, Parks, Restaurants, Shops, Taverns. and Trade Shops in that settlement.

Religious Festival: A religious festival produces an outpouring of piety and pilgrimage, sometimes marked with great solemnity and other times with great rejoicing.

Requires: Shrine (thorp, hamlet, village), Temple (small or large town), Cathedral (small or large city, metropolis), or Landmark (located in the same hex as the settlement).

Effect: For one month, your nation gains a bonus to Stability and Loyalty equal to your size modifier, and the religious festival increases the effects of Cathedrals, Crematorium, Graveyards, Inns, Luxury Shops, Markets, Monuments, Parks, Restaurants, Shops, Shrines, and Temples in that settlement are increased (see Risks).

Determining Success: When you issue a Festival Edict, make Economy, Loyalty, and Stability checks. If all three succeed, the Festival is a resounding success, tripling the effects of the buildings listed above; in addition, you gain the benefits of an Outstanding Success (01-50), Visiting Celebrity (51-95), or both (96-00) nation events.

If two checks succeed, the Festival is a modest success, doubling the effects of the listed buildings for one month.

When buildings effects are increased (whether doubled or tripled), this increase includes not only nation and settlement attribute modifiers like Economy and Lore; it also includes the multiplying of Base Value and magic item slots during that month. This increase allows a settlement to exceed the normal maximum Base Value for a settlement of its size for that month. It likewise creates temporary magic item slots that are filled immediately and can be used just like any other magic item slots in the nation. However, any magic items created in this fashion are available only during the month of the Festival Edict and the items and their slots disappear when the festival ends, being taken home by the crafters and merchants who brought them to the festival.

If only one check or no checks succeed, see Risks below.

Risks: Regardless of the overall success of the festival, the great influx of people and mercantile traffic involved creates the potential for enemy infiltration in the guise of pilgrims and festival-goers, or discord and strife between foreigners and locals or different groups coming together in one place, or just general drunkenness and mayhem should celebrants get out of control and overwhelm the ability of the settlement or the nation’s ability to handle so many people in such a small space.

During any month when a Festival Edict is issued, any nation event that requires a Stability check takes a penalty equal to your size modifier, and the penalty is doubled for any Stability check for any event in the settlement or hex where the festival is held (this does not apply to the Stability check to determine the success of the festival, but it does apply to any nation events triggered by the festival).

Unsuccessful Festivals: If only one check succeeds, the Festival is unsuccessful and grants no benefits; in addition, there is a 50% chance that disgruntled citizens issue a Building Demand (as the nation event), blaming the lack of success on the absence (or presence, if they demand demolition) of that building.

If all three checks fail, the Festival is a disaster, providing no benefits. The nation loses 1 point of Fame, and gains 1d4-1 points of Unrest, and disaffected locals bankrupted by the festival and lingering troublemakers in the wake of the festival become Squatters (01-50), Vandals (51-95), or both (96-00), triggering nation events of the appropriate type.

Natural 1: A natural 1 is always a failure on any nation roll, and each time you roll a natural 1 on any of the three nation checks to determine the success of the Festival Edict there is a 25% non-cumulative chance of triggering a dangerous settlement event. This event may be of any type, but only one such event can be triggered, even if you roll more than one natural 1.

Holiday Edicts

Holiday edicts are general celebrations or observances that take place across the nation. The BP expenditure includes lost revenue from citizens not working during the holidays, preparations and logistical arrangements that occur year-round, and the cost of the actual celebrations (these annual costs are averaged over the year and included in the listed Consumption modifier that you pay each turn). The effects of Holiday edicts are multiplied by your nation's size multiplier.

The number of holidays per year is the number you promise to uphold and the number that the common folk expect to enjoy over the next months. The Loyalty and Consumption modifiers change as soon as you change the number of holidays per year. The listed number assumes that you are fulfilling your promise—if you announce 12 holidays in the coming year but don't actually hold and pay for them, the GM should increase your nation's Unrest to reflect public disappointment and outrage.

Table: Holiday Edicts

Edicts Per Year Economy Loyalty Consumption
None -2 –4 +0
Annually -1 -2 +1
Quarterly +0 +0 +2
Monthly +1 +2 +4
Weekly +2 +4 +8

Military Edicts

Military edicts dictate your nation's commitment to militarism, whether for aggression or defence. They determine how much of your population you can recruit into your armies without putting too much strain on your society and economy. They also define your nation's attitude towards military endeavours and the face it presents to the world.

Table: Military Edicts

Militarism Manpower Fame/Infamy Defense Economy1 Society1
Pacifist 1% +2 Fame -1 +2 +2
Peaceful 5% +1 Fame +1 +1
Normal 10%
Aggressive 15% +1 Infamy -1 -1
Warmonger 20% +2 Infamy +1 -2 -2
1These modifier are multiplied by your nation's size multiplier.

Manpower: This represents the percentage of the population that can be recruited as a combination of army soldiers, guards, and scouts. Deduct your nation's Casualties from your Population before calculating the percentage. Any personnel that you recruit beyond this limit are treated as emergency conscripts (1st-level commoners that automatically gain the shaken condition in combat). See Recruiting an Army under House Rules: Mass Combat.

In addition to representing the total available personnel of each type, Manpower represents the percentage of your population that you can keep present on an ongoing basis without impacting your nation’s morale and ability to operate. A nation can keep a percentage of its citizens, including all units belonging to all armies (army, police, and scouts combined), of up to its manpower. Every percentage point above the Manpower limit generates 1 point of Unrest every month.

Certain improvements in your nation can increase the total number of available soldiers beyond your manpower limit. When determining if the number of soldiers raised in your nation surpass your manpower limit, reduce the total number by the sum of allowances from these improvements. The total allowance cannot exceed the number of soldiers determined by your Manpower percentage. See Table: Improvement Manpower Allowances.

For example, if you have a population of 10,000, a manpower limit of 10%, a Fort and a Garrison, and 1,100 soldiers, you would not be over your manpower limit. Your manpower limit would be a combined personnel of 1,000 soldiers, police, and scouts, but a Fort and a Garrison provide an allowance of 150 personnel, so your effective personnel before checking to see if you are over your Manpower limit is 950.

Table: Improvement Manpower Allowances

Improvement Soldier Allowance
Aerie +10
Barracks +25
Castle +50
Fort +100
Foundry +50
Garrison +50
Guard Station +25
Smithy +25
Stable +10
Watchtower +10

If you decrease your militarism level to a level where your active personnel exceed your allowed Manpower, you must disband a number of personnel to conform to your new militarism level. If you do not do this, your nation gains 1 point of Unrest for every percentage point by which you exceed your Manpower percentage, and each army loses 1 point of Morale by the same amount.

Mercenaries: In addition to conscripting its own citizens, a nation can hire foreign mercenaries, which do not count against its Manpower limit. If a mercenary unit is induced to desert or betray your nation by an enemy Spymaster's action, your nation gains 1 Unrest.

Slavery: If your Class Stratification Social edict is set to "Slavery", your normal Manpower limit is halved as a significant portion of your population is made up of slaves, and many of those who are not are needed to oversee the slaves. However, you can conscript slaves into slave armies with the same Manpower limit (not counting Manpower increases from buildings). There is no cost to recruit slaves, and the Consumption of slave armies is half as normal (one quarter of their ACR), but their Morale can never be higher than 0.

Building Requirements: Recruiting soldiers must be done in a settlement, and requires a Barracks, Castle, Fort, or Garrison. By default, soldiers are of Fighters or Warriors. To recruit soldiers of other classes, additional buildings must be present in the settlement (see Table: Soldier Class Building Requirements). The race of your recruits must match one of the races of your population. To recruit creatures of a race not present in your nation, the settlement requires a Foreign Quarter for that race.

Table: Soldier Class Building Requirements

Class Building Class Building Class Building Class Building
Aegis Military Academy Arcanist Magical Academy Alchemist Alchemist Archivist Bardic College or Library
Ardent Artificer Barbarian Arena Bard Bardic College
Beguiler Binder Bloodrager Arena and Caster's Tower Brawler Arena
Cavalier Military Academy, Noble Villa, or Stables Cleric Cathedral or Temple Cryptic Crusader
Divine Mind Dragon Shaman Dragonfire Adept Dread
Dread Necromancer Druid Sacred Grove Duskblade Caster's Tower and Military Academy Erudite
Factotum Favored Soul Cathedral or Temple Fighter Military Academy Gunslinger Exotic Artisan (gunsmith) and Military Academy
Harbinger Military Academy Healer Hospital Hexblade Highlord
Hunter Sacred Grove Incarnate Inquisitor Temple and either Courthouse or Town Hall Investigator Police Station
Kineticist Military Academy Knight Noble Villa and Stables Lurk Magewright Magical Academy
Magus Magical Academy and Military Academy Mahokage Black Market and Caster's Tower Marksman Marshal Military Academy
Medium Magical Academy Medic Hospital Mesmerist Magical Academy Monk Monastery
Mystic Ninja Black Market and Military Academy Occultist Magical Academy Oracle Cathedral or Temple
Paladin Military Academy and either Cathedral or Temple; nation alignment LG or NG Psion Magical Academy Psychic Magical Academy Psychic Warrior Magical Academy and Military Academy
Ranger Menagerie or Stables Rogue Black Market or Gambling Den Samurai Noble Villa and Stables Scout Military Academy
Shadowcaster Magical Academy Shaman Sacred Grove Shifter Sacred Grove Shugenja Sacred Grove
Skald Bardic College Sohei Monastery Sorcerer Caster's Tower and Military Academy Soulborn
Soulknife Spellthief Caster's Tower and either Black Market or Gambler's Den Spirit Shaman Sacred Grove Spiritualist Magical Academy
Stalker Summoner Caster's Tower and Military Academy Swashbuckler Military Academy Swordsage
Tactician Military Academy Totemist Sacred Grove Truenamer Magical Academy Vigilante Black Market
Vitalist Warblade Military Academy Warder Military Academy Warlock Caster's Tower
Warlord Military Academy Warmage Magical Academy and Military Academy Warpriest Military Academy and Temple Wilder Caster's Tower
Witch Caster's Tower Wizard Magical Academy Wu Jen Magical Academy Zealot Military Academy

Fame/Infamy: Nations known to be aggressive in building their military gain Infamy while peaceful nations gain Fame. This modifier is based on a nation’s current level of militarism and changes whenever militarism does.

Defense: The greater military readiness of a highly militarized nation increases the Defense bonus of any fortifications in the nation by 1, while the less vigorous vigilance of pacifist nations decreases the Defense bonus of any fortifications by 1. This adjustment applies to the total Defense bonus of a settlement, Fort, or Watchtower, not to individual buildings that combine to provide a settlement’s Defense bonus.

Economy: Peaceful nations are able to devote their efforts toward business and prosperity rather than preparations for war, creating a more robust and diverse economy than highly militarized nations.

Society: Peaceful nations are generally more friendly, tolerant, and open to outsiders than militarized nations, while aggressive nations are less apt to trust foreigners and usually see them as potential threats.

Rulership Edicts

Rulership edicts determines how the ruling power the nation is distributed. The effects of Rulership edicts are multiplied by your nation's size multiplier.

  • Autocrat: The Ruler has all of the nation's authority and power. Example: an emperor, a king. Modifiers: none.
  • Committee: The nation's ruling power is shared equally among a small group of people, usually a close group of allies. Example: a small council, an inner circle. Modifiers: Loyalty +2, Stability +2.
  • Assembly: Although the nation has one Ruler, their authority is checked by a large group of citizens selected to help shape the laws and policies of the nation. Any rulership action the Ruler wishes to perform must gain a majority vote from this assembly in order to be executed, represented by the DC to all of the Ruler's leadership checks increased by an amount for each additional person that forms your nation's committee or assembly. The amount is based on the other person's attitude to the Ruler. The DC can never go below the nation's Control DC. A failed check represents the assembly having voted against the action, while a success represents the assembly voting in favour (even those hostile towards the Ruler may vote in favour due to pressure as represented by the nation's modifiers). See Table: Assembly Attitudes for the DC modifier per assembly person's attitude towards the Ruler. Example: a senate, a parliament. Modifiers: +1 per 5 persons in the assembly to Economy, Loyalty, and Stability.

Table: Assembly Attitudes

Attitude DC Modifier
Hostile +10
Unfriendly +5
Indifferent +2
Friendly +0
Helpful -1

Social Edicts

Social edicts are laws that reinforce the values of your nation's society. Your nation's alignment may restrict or expand on certain social edict levels. The Economy, Loyalty, Stability, Consumption, Fame, Infamy, and Unrest modifiers of Social edicts are multiplied by your nation's size multiplier. Nation-wide settlement modifiers are multiplied by each settlement's number of districts.

  • Border Control: This edict dictates the nation's policy regarding its borders, both in regards to travel, and emigration and immigration.
    • Open: People are free to enter and leave your nation. Effect: Economy +1, Loyalty +1, Stability -2; Crime +1, Society +1; Foreign Quarter quality bonus increases by 1; district limits for foreign trade routes with destination settlements in your nation are doubled.
    • Controlled: People must pay fees or meet certain requirements to enter or leave your nation. Effect: Economy +1; Law +1.
    • Closed: Your borders are in complete lockdown, and no one is allowed to enter or leave your nation. Effect: Economy -2, Loyalty -1, Stability +2; Law +2, Productivity -2, Society -2; no additional Foreign Quarters can be built; Fort and Watchtower Stability modifier increased by 2; no trade routes can connect to settlements in your nation (all current trade routes are ended).
  • Civil Liberties: This edict determines the nation's approach towards the personal freedoms of their citizen's. Civil liberties may include the freedom of conscience, freedom of press, freedom of religion, freedom of expression, freedom of assembly, the right to security and liberty, freedom of speech, the right to privacy, the right to equal treatment under the law and due process, the right to a fair trial, and the right to life. Other civil liberties include the right to own property, the right to defend oneself, and the right to bodily integrity.
    • Enforced: Civil liberties are guaranteed and protected by the laws of the nation. The government respects and will not violate those freedoms without due process. The nation's alignment must not be Chaotic to select this edict. Effect: Loyalty +2, Stability -1; Law +1, Society +2; Courthouse settlement limit increased by 1. Actions committed by the government or the nation's leaders that violate civil liberties and become publically known generate 1d4+1 Unrest.
    • Flexible: Only few or no civil liberties are guaranteed by the laws of the nation. Instead, the nation's ruler has the final say how they should be respected. However, the government does not purposefully set out to violate those freedoms. Effect: Actions committed by the government or the nation's leaders that violate civil liberties and become publicly known generate 1 Unrest.
    • Ignored: The nation's government freely ignores the civil liberties of its citizens, believing that it has the right to do as it wishes in order to advance the nation. The nation's alignment must not be Good to select this edict. Effect: Loyalty -2, Stability +1; Society -1; Courthouse settlement limit reduced by 2 (minimum 0). Academies and Universities each generate 1 Unrest.
  • Class Stratification: This edict dictates the nation's stance towards the varied social groups of its inhabitants, whether delineated by gender, ancestry, wealth, skills, or religion.
    • Soft: Social classes evolve naturally, are taken into account on an individual basis, people can move freely between them, and the laws of the nation take no action to impose, manage, or take them into consideration.Effect: Loyalty +1, Stability -1; Society +2.
    • Moderate: Social classes are defined by the laws of the nation, however intermingling and movement between classes are allowed. Effect: Stability +1; increases Law of Mansions and Noble Villas by 2.
    • Extreme: Social classes are defined by the laws of the nation, and are strictly enforced. Intermingling and movement between classes are prohibited with certain exceptions. The nation's alignment must not be Chaotic. Effect: Loyalty -1, Stability +2; Society -2; Luxury Store settlement limit increased by 1; increases Law of Mansions and Noble Villas by 5.
      • Slavery: Nations with Extreme Class Stratification may establish adopt slavery, creating a slave class. These slaves provide free labor, reducing the BP cost of all terrain and building improvements by half, and to a quarter if they are already halved by other buildings. However, overall nation Consumption is increased by half of your nation's Size due to the increase costs invested in the security needed to keep the slaves in bondage. Effect: Economy -1, Loyalty -2, Stability +2; Society -4; Infamy +2; halves cost of terrain improvements and buildings; Consumption increased by 5.
  • Environmental Policy: This edict dictates the nation's dedication to preserving, or even growing, its natural environment. However, the required increase cost of businesses adhering to your environmental requirements reduces the nation's economical development. When setting this edict, select a level value. A positive level implements environmentally friendly policies, while a negative level opens the door to increased environmental exploitation. Effect: For every positive level, Economy decreases by 1, Stability increases by 1. For every negative level, Economy increases by 1, Stability decreases by 1. If the edict's level is above 0, increase Consumption by the edict's level.
  • Luxury Consumables: This edict dictates the nation's stance towards luxury consumables, which are defined as consumables that provide effects other than nourishment, such as alcohol and drugs, and may even include those of magical nature.
    • Unrestricted: The production, sale, and consumption of luxury consumables is permitted without any restrictions. Effect: Economy +2, Loyalty +1, Stability -2; Corruption +1, Crime +1, Society +1; Alchemist, Brewery, and Luxury Store settlement limit increased by 2.
    • Selective: Only a small number of luxury consumable are restricted by the government. Effect: Economy +1, Stability -1; select two of the following buildings to increase their settlement limit by 2: Alchemist, Brewery, or Luxury Store.
    • Restricted: Luxury consumables are nominally prohibited or controlled by the government, and only a select few are permitted to be freely produce, sold, and consumed by the public at large. The nation's alignment must not be Chaotic to select this edict. Effect: Stability +1; Crime +1; increases Economy of Black Markets 1.
    • Prohibited: The production, sale, and consumption of all luxury consumable is strictly outlawed or controlled by the government. The nation's alignment must not be Chaotic to select this edict. Effect: Economy +1, Loyalty -1, Stability +1; Crime +2; increases Economy of Black Markets by 3; Alchemist, Brewery, and Luxury Store settlement limit reduced by 2 (minimum 0).
  • Magic: Magic can cause both acts of wonder, and terrible disasters. This edict dictates the nation's stance towards the use of magic.
    • Free: Your citizens are free to use magic as they see fit, subject only to the normal laws of your nation. Effect: Economy +2, Loyalty +1, Stability -2; Crime +1, Lore +2, Productivity +1; Consumption -1; Caster's Tower, Magic Academy, and Magic Shop settlement limit increased by 2.
    • Restricted: Laws restrict the use of magic, or magic users are required to register with the government. In any case, the use of magic is allowed, but controlled by government policy. Effect: Stability +1.
    • Prohibited: The use of magic is strictly forbidden in your nation, with perhaps exceptions made towards certain individuals decided by the government. Effect: Economy -1, Loyalty -1, Stability +4; Lore -1, Society -1; Consumption +1; increase Economy of Black Markets by 2; Caster's Tower, Magic Academy, and Magic Shop settlement limit reduced by 2 (minimum 0).
  • Religion: This edict dictates your nation's policies regarding the practice and worship of the multitude of faiths in the world. Shrines, Temples, and Cathedrals may generate Unrest depending on the number of steps from their deity's or concept's alignment from your nation's alignment. Shrines generate 1 Unrest per step, Temples generate 2 Unrest per step, and Cathedrals generate 4 Unrest per step.
    • Free: The nation allows the worship and practice of all religions without persecution or restriction. Effect: Loyalty +1, Stability -2; Society +2; Consumption -1; Unrest from a religion's alignment difference with the nation is doubled; choosing to destroy a Shrine, Temple or Cathedral of any religion increases Total Unrest by the same amount (minimum 2 for Shrines, 4 for Temples, and 8 for Cathedrals for religions of the same alignment).
    • Moderate: The nation allows the worship and practice of all religions, but imposes some restrictions to maintain public order. Effect: Society +1; choosing to destroy a Shrine, Temple or Cathedral of any religion increases Total Unrest by their religion's alignment difference (minimum 1 for Shrines, 2 for Temples, and 4 for Cathedrals for religions of the same alignment).
    • Dominant: The nation sponsors one religion, possibly declaring it as the state religion, and grants special privileges to its adherents. Other religions may continue to be worshiped and practiced freely. Effect: Loyalty -1, Stability +2; Society -1; Cathedral, Shrine, and Temple settlement limit of the dominant religion increased by 1; Shrine settlement limit for non-dominant religions are set to 1; Cathedral settlement limit for non-dominant religions reduced by 1 (minimum 0); non-dominant Cathedral, Shrine, and Temple generate twice the amount of Unrest from alignment differences; choosing to destroy a Shrine, Temple or Cathedral of the dominant religion increases Total Unrest by their religion's alignment difference (minimum 1 for Shrines, 2 for Temples, and 4 for Cathedrals for religions of the same alignment).
    • Absolute: The nation sponsors one religion as the state religion, and actively outlaws and persecutes all other religions. The nation's alignment must not be Chaotic or Good to select this edict. Effect: Loyalty -2, Stability +4; Society -2; Cathedral, Shrine, and Temple settlement limit of the absolute religion increased by 2, and they do not generate any Unrest due to alignment differences; no Cathedral, Shrine, or Temple of other religions can be built.

Taxation Edicts

Setting the tax level determines how much revenue you collect from taxes in the Income Phase. Higher tax level increases the percentage of your Economy check that is converted to BP and added to your treasury, but makes your citizens unhappy (reducing Loyalty) and drives away business (reducing Economy). The taxation level also affects item prices in your nation. Merchants are very likely to increase prices to compensate for higher taxes, but may also reduce prices to take advantage of lower taxes to undercut their competitors in other nations.

Table: Taxation Edicts

Taxation Level Economy1 Loyalty1 Item Price Adjustment
0% +3 +1 -30%
10% +2 0 -20%
20% +1 -1 -10%
30% +0 -2
40% -1 -4 +10%
50% -2 -8 +20%
(+10%) (-1) (x2) (+10%)
1These modifiers are multiplied by your nation's size multiplier.

Trade Edicts

Sponsor Trade Route

Your nation sponsors a formal trade route with between settlements, increasing your nation's Economy, as well as possibly increasing your Fame and other nation statistics. As your nation's government is the primary investor of the trade route, your nation directly benefits from the route's profits and the economic activity it generates. Your nation's economy is also stimulated by being on the receiving end of a foreign trade route as well.

A trade route must begin from a settlement in your nation, and end in a different settlement. In order to have a destination settlement in another nation, neither your nation nor the other nation must have a trade embargo with each other. If your trade route passes through multiple nations, you must neither have trade embargoes between your nation and any of them. There are two types of trade routes your nation can sponsor. The first is a national resource trade route, which is limited by the number of specific hex improvements. The second, and more common, type is local resource trade route, which is limited by the number of specific buildings in the starting settlement. The destination settlement is limited to how many trade routes it can receive, equal to its number of districts.

The following are national resource trade routes:

  • Crudes—This trade route carries ore, precious stones, oil, or metal. You must have at least 1 Foundry in the starting settlement. Your nation can have 1 ore trade route for every 10 Mines and Wells combined.
  • Food—This trade route carries foodstuff. When establishing a Food trade route, your nation's Consumption increases by an amount determined by you as that excess food departs from your nation. In addition to the normal benefits of a successful trade route, a successful food trade route increases Economy by 2 for every point of increased Consumption. The destination settlement's Consumption is reduced by the amount set in the trade route. You must have at least 1 Granary and 1 Stockyard in your starting settlement. Your nation can have 1 food trade route for every 10 Farms and Fisheries combined.
  • Lumber—This trade route carries lumber or wood products. You must have at least 1 Lumberyard in your starting settlement. Your nation can have 1 lumber trade route for every 10 Sawmills.

The following are local resource trade routes:

  • Goods—This trade route transports goods such as weapons and textiles. Each settlement can begin a goods trade route for every 10 Guildhalls, Smithies, Shops, Trade Shops, and Tanneries combined present within it. You must have at least 1 Guildhall in your starting settlement.
  • Illicit—This trade route transports illicit goods such as banned goods and illegal drugs. Each settlement can begin a goods trade route for every 10 Brothels, Black Markets, and Gambling Dens combined present within it. You must have at least 1 Black Market in your starting settlement.
  • Luxuries—This trade route carries exotic goods such as art, musical instruments, books, spices, dyes, and magic items. Each settlement can being a luxuries trade route for every 10 Alchemists, Caster's Towers, Exotic Artisans, Herbalists, Luxury Stores, and Magic Shops combined present within it. You must have at least 1 Luxury Store in your starting settlement.

Destination settlements have a limit equal to their number of districts as to how many local resource trade routes it can receive. Every 10 Banks, Bureaus, Piers, and Markets combined increases this limit by 1. In addition, each Warehouse increases the limit by 1, each Waterfront increases the limit by 5, and each Skyport increases the limit by 10. These buidings also increase the number of trade routes the destination settlement can receive by the same amount. National resource trade routes are not limited by the number of districts in the destination settlement, nor do they take up one of the destination's slots.

The starting cost of establishing a trade route depends on how many days its takes to travel from your starting settlement to the destination settlement, as determined by travel time listed in House Rules: Exploration and Movement. Land-based trade routes have a default speed of 40 ft. while air- and water-based routes have a default speed of 60 ft. After determining the route's starting BP cost, you can invest additional BP into it which can increase its initial profits and economical impact.

The first time your traders reach the destination settlement, attempt an Economy check, a Loyalty check, and a Stability check. Determine the DC as follows:

DC = Control DC + highest Corruption between the starting or destination settlement – lowest Productivity between the starting or destination settlement

An Illicit trade route instead subtracts the lowest Corruption between settlements instead of adding the highest, and adds the highest Law between the settlements instead of subtracting the lowest Productivity.

If your destination settlement is in another nation and you have an economic treaty with them, you gain advantage on all of your checks.

If all three checks fail, the trade route is a total loss; Fame decreases by 1 and Unrest increases by your nation's modier. If one check succeeds, the expedition fails to reach its destination but sells its goods elsewhere for 1d4 BP per every 5 BP invested, up to 5 BP per district in the destination settlement.

If two checks succeed, the trade route is established and is a normal success. At the start of the next Income phase, your nation's Treasury increases by 2d4 BP per 5 BP invested in the initial trade expedition, up to 10 BP per district in the destination settlement. For example, if you invested 50 BP in a trade route to a settlement with 4 districts, Treasury increases by 20d4 BP, up to 40 BP. Additionally, your nation's and the target nation's Economy increases by 1 per 5 BP invested as long as the trade route exists, to a maximum bonus equal to five times the number of districts in the destination settlement.

If all three checks succeed, the trade route is established and is a great success. At the start of the next Income phase, your nation's Treasury increases by the 3d4 BP per 5 BP invested in the initial trade expedition, up to 20 BP per district in the destination settlement. Additionally, your nation's and the target nation's Economy increases by 3 per 5 BP invested, to a maximum bonus equal to ten times the number of districts in the destination settlement, and Fame increases by 1 as long as the trade route exists.

You can reinvest additional BP in an existing trade route. You must make another round of Economy, Loyalty, and Stability checks. If all three checks fail, a normal trade route ceases to exist, but you manage to salvage 1d4 BP per 5 BP of the new investment (up to 5 BP per district in the destination settlement), and a great trade route becomes a normal one, gaining 2d4 BP per 5 BP of the new investment (up to 10 BP per district in the destination settlement), and the Economy increase drops down to 1 per 5 BP of the route's total investment, to a maximum bonus equal to twice the number of districts in the destination settlement.

If two checks succeed, your nation's Treasury increases by the amount of the current type of trade route. If all three checks succeed, a normal trade route improves to a great trade route, gaining the BP return and Economy bonus of that of a great trade route. If the route was already great, you gain the BP return for a great trade route, but the Economy bonus does not change from before.

Increase the Economy bonus from a normal or great trade route by 50% if the destination settlement is in another nation that you have an economic treaty with.

If your trade route connects to additional settlements before reaching its final destination, you can add their number of districts to the number of the destination settlement to determine the maximum BP return and Economy bonus. The intermediate settlement's nation's Economy increases by 1 per 10 BP invested to a maximum bonus equal to five times the number of districts in the intermediate settlement; the bonus increases by 50% if the nation has an economic treaty with you. The intermediate settlements must have an open receiving trade route slot to be counted towards the maximum, and will be filled by your trade route.

A trade route can cease to exist in several ways. The Treasurer of either the nation that started the trade route or the target nation can decide to end the trade, but they must make a Loyalty check or Unrest increases by 1d4+1 as merchants become unhappy by this unilateral decision. Trade routes with a nation that becomes an enemy during times of war are also ended as if the Treasurer ended them. Another way a trade route can end is that either settlements are destroyed, or the trade route's required improvements are destroyed. The Trade Edict must be used again to rebuild the trade route from scratch.

Trade Embargo

Your nation may halt all trade back and forth between your nation and another nation. Establishing a trade embargo with a nation automatically ends any alliance and economic treaties and any trade routes between your nation and the target nation. Your relationship with the target nation drops one step worse. Both your nation and the target nation receive a penalty to Economy equal the larger nation size modifier between the two nations. The penalty for both nations is divided by the number of nations or regions between the two closest hexes from your nation and the target nation (minimum -1).

Vassalage Edicts

Vassalage are special edicts that allow you to cede a portion of your lands (or unclaimed lands you deem yours to take) to a subordinate leader, sponsoring that leader's rulership in exchange for fealty. You can also use a Vassalage edict to found a colony beholden to your nation. You may also use a Vassalage edict to subjugate an existing nation you have conquered without having to absorb the entire nation hex by hex. When you issue a Vassalage edict, you must select a person to take the Viceroy leadership role.

Issuing a Vassalage edict requires you to spend 1d4 BP and give additional BP to the Viceroy as a starting Treasury for the vassal nation (just as a wealthy sponsor may have granted to your initial Treasury). You may give up to 1/4 of your nation's Treasury to your new vassal as a grant to help found the nation.

When you issue a Vassalage edict, you are creating a new nation or attaching an existing nation to your own. Your vassal functions in most respects as a separate entity with its own nation scores. You decide how it is governed; you may give its leaders full autonomy, or give occasional suggestions or commands about buildings and improvements, or control it directly by giving orders to the Viceroy.

New Vassal or Colony: When you issue a Vassalage edict to create a new colony or nation, you may immediately establish an embassy, treaty, or alliance (your choice) with your new vassal (see Diplomatic edicts). You may decide that the treaty and alliance are balanced, unbalanced, one-sided, or tributary. These decisions are automatically successful and do not require rolls. If you are ceding a portion of your lands to create the new vassal, follow the steps outlined in the Dividing the Nation section of the Independence and Unification section below.

Subjugation: When you issue this edict to subjugate another nation, you may immediately establish an embassy, but you must follow the normal rules if you wish to establish a treaty or alliance. If you spend BP on bribes or gifts to reduce the DC and you succeed at forming the treaty or alliance, you may count half of this amount as going toward new improvements or buildings built in the vassal nation that turn.

The starting attitude of the vassal nation is based on alignment compatibility (as per Diplomatic edicts) and modified by the circumstances under which you deposed the prior leadership per GM discretion—for example, improving if you removed a hated tyrant or worsening if you unseated a popular ruler.

Subjugation may cause friction between your established citizens and the newly conquered. You must attempt a Loyalty check each turn (when you issue the edict, and on future turns during the Upkeep Phase), increasing the DC by the subjugated nation's Size divided by 5. Failure means Unrest increases by 1d4. If you succeed at this check three turns in a row, you establish a peaceful equilibrium and no longer need to attempt these checks.

Vacancy Penalty: If the vassal nation take a vacancy penalty for not having a Viceroy or a Viceroy not doing his duties, that nation also takes the Ruler vacancy penalty. A Consort or Heir from your nation may mitigate this penalty if she is touring the vassal state; however, she cannot also mitigate the Ruler vacancy penalty in your nation.

Independence and Unification


[Edit]

Sometimes, breaking a nation into multiple pieces or joining with another nation is the best option for long-term survival.

Dividing the Nation

Though many nations break apart due to military, racial, or religious conflicts, you can divide up your nation amiably if all leaders agree. You can do this by having the Ruler use the Vassalage edict and following these steps:

  1. Decide how many nations you’ll make out of the old one.
  2. Split up the nation. Determine which hexes belong to each daughter nation. Divide the treasury in a fair manner (such as proportionate to population or Size), and divide any other mobile assets (such as armies).
  3. Divide the parent nation's total Unrest by the number of daughter nations being made (minimum 1 Unrest).
  4. Each daughter nation should follow the steps for founding a nation. Treat leaders moving from the parent nation to a daughter nation as abdicating their posts in the parent nation. Loyalty increases by 1 for each daughter nation for the next 6 months. Add the Unrest determined from the previous step to the Unrest for the daughter nation.

The GM may influence any of these steps as appropriate to the situation, such as by giving one nation an Economy penalty and a Loyalty bonus, or dividing the Unrest in Step 4 unequally between the nations.

If independence occurs as a result of creating a secondary territory by losing control of a connecting hex (see Losing Hexes), the additional Unrest penalty from having a nation leader act as the Ruler ends.

Declaring Independence

If you are the leaders of a vassal nation or a settlement, your Grand Diplomat can use the Diplomatic edict to declare independence from your liege nation. Treat this act as a Diplomatic edict to form an alliance, but the sponsor’s initial attitude toward your kingdom is 2 steps worse.

If successful, the negotiation emancipates your nation and ends any treaty or alliance with your former patron; you retain an embassy with that nation (if available) and can try to negotiate a new treaty or alliance. If the negotiation fails, it worsens the patron’s attitude by 1 additional step. If this changes the patron’s attitude to hostile, it leads to war against your rebellious nation.

If you are declaring independence for your settlement and succeed, you gain control of your settlement and the hex it is within.

Forming a Union

Just as a nation can divide into separate pieces, nations may want to unite to become a more powerful political entity. If the leaders in each nation agree to the union, the process is relatively smooth. During the Event Phase, follow these steps:

  1. First, combine the Treasuries and any other mobile assets (such as armies) of the nations.
  2. Next, average the the Total Unrest from the nations together (minimum 1 Unrest).
  3. Then follow the steps for founding a nation. Treat leaders who change roles as changing roles within the same nation.
  4. Once you’ve got your new, combined nation, add the Unrest from earlier to the Total Unrest for the new nation.

The GM may influence any of these steps as appropriate to the situation, such as giving hexes in the smaller nation a temporary Loyalty penalty for 1 year, or giving the entire kingdom a 1d4–2 Stability modifier each turn for 6 months.

Hexes


[Edit]

Losing Hexes

If you lose control of a hex—whether because of Unrest, monster attacks, occupied or cutoff by a hostile nation, and so on—you lose all the benefits of any terrain improvements in that hex (such as Farms and Roads). Unrest increases by 1 for each hex lost (4 if the hex contains a settlement). A settlement in that hex becomes a free city with no loyalty to you or any other nation (see Free City below), and your treasury is reduced by a number of BP equal to the settlement's number of districts which becomes part of that settlement's treasury (you may choose to have that settlement take more BP from your treasury when it becomes a free city). At the GM's discretion, monsters may move into the abandoned hex, requiring you to clear it again if you want to claim it later, and terrain improvements may decay over time.

Losing a hex may break your connection to other nation hexes. For example, losing the only hex that bridges two sides of a mountain range creates two separate territories. If this happens, the primary territory is the part of the nation with your capital city, and the rest of the nation is the secondary territory. If none of the nation's leaders are in the secondary territory when this split happens, you lose control of all hexes (as described above) in the secondary territory.

If at least one nation leader is in the secondary territory when the split occurs, you retain control of the secondary territory, but leadership checks regarding its hexes treat Unrest as 1 higher, increasing by 1 each turn after the split. This modifier goes away if you claim a hex that reconnects the secondary territory to the primary territory.

If you claim a hex that reestablishes a connection to a leaderless secondary territory, you regain the benefits of the territory's terrain improvements. Your nation's Ruler must succeed at a Stability check to reclaim each of your former settlements in the secondary territory. You initially have a +5 bonus on these checks because the cities want to return to your nation, but this bonus decreases by 1 (to a minimum bonus of +0) for each subsequent turn since you lost control of the secondary territory.

If your nation is reduced to 0 hexes—whether through Unrest, a natural disaster, an attack by another nation, or other circumstances—you are at risk of losing the nation. On your next turn, you must claim a new hex and found or claim a new settlement, or your nation is destroyed and you must start over if you want to found a new nation. At the GM's discretion, you may be able to keep some BP from your destroyed nation's Treasury for a time; otherwise, those assets are lost.

Capital City: A nation should have a capital city—the seat of your power. Your first settlement is your capital. If you want to designate a different settlement as the capital, you may do so with the Ruler leadership action during the Decision phase. Your capital city primarily comes into play if your nation loses hexes. If you change the capital city, attempt a Stability check. Success means Unrest increases by 1; failure means Unrest increases by 1d6, with an addition 1d6 for every 10 below the DC.

Terrain Improvements

Terrain improvements are changes to a hex that improve the land for your nation's use, such as cultivating fields, digging mines, and clearing forests for lumber. The following list describes common improvements. You cannot have two improvements of the same type in the same hex. Improvements are split into two categories: major and minor. Major improvements cannot be built in the same hex with each other. Minor improvements can be built in the same hex with major improvements and other minor improvements.

If an improvement says you can upgrade it into another improvement, you can do so by paying the cost difference between the two improvements. When the upgrade is complete, you lose the benefit of the old improvement but gain the benefit of the new improvement.

Some terrain improvements affect a settlement's Defense, which is used in the mass combat rules.

Terrain: This indicates what kind of hex you can build this terrain improvement in.

Effect: This line states the effect the terrain improvement has on that hex (or in some cases, your entire nation).

Cost: Base cost to build this improvement. Multiply this by the Terrain Multiplier depending on the type of terrain of the hex.

Construction Time: Number of months to build this improvement. Multiply this by the Terrain Multiplier depending on the type of terrain of the hex.

Terrain Multiplier: Multiply the cost and the construction time of the improvement built in this type of terrain by this number.

Base Population: Once a hex is claimed by your nation, people are generally free to set up individual homes there, adding to your nation's overall population. This population is on top of that of a settlement in the same hex, as it represents people not living in the settlement.

Demolition: If you no longer wish to have an improvement in your settlement, you may demolish it at the cost 1 BP. You do not regain BP for demolishing an improvement, but you can use its remains to jump start the construction of a new improvement in the same turn (see Rebuilding below). A demolished improvement is not considered to be a destroyed improvement, and its remains vanish at the end of the current Nation turn.

Destroyed Improvement: If an event or a pillaging army destroys 1 or more improvement, the devastation generates +1 Unrest per improvement destroyed.

Rebuilding: You may rebuild a destroyed improvement at half the the cost, as you can reuse some of the materials for the same purpose. If you rebuild a different type of improvement from the remains of a destroyed improvement, reduce the cost of the new improvement by 1/4 the cost of the old improvement (minimum 1 BP).

Table: Terrain and Terrain Improvements

Terrain Exploration Time Preparation Time Preparation Cost Terrain Cost Multiplier Base Population Danger
Arctic 2 days 8 month 16 BP x5 10 +10
Cavern 3 days 6 months 24 BP x4 25 +20
Coastline1 Special Special Special Special x2
Desert 2 days 3 month 8 BP x3 25 +5
Forest 2 days 2 months 4 BP x2 50 +5
Hills 1 day 1 month 2 BP x1 75
Jungle 2 days 3 months 8 BP x3 50 +10
Marsh 3 days 3 months 8 BP x3 25 +10
Mountains 3 days 4 months 16 BP x4 25 +15
Plains 1 day Immediate 1 BP x1 100
River1 Special Special Special Special x2
Tundra 1 day 3 month 8 BP x3 25 +5
Water 2 days 8 months 32 BP x6 25 +10
1Treat this as the adjacent land terrain type for all purposes.

Major Improvements

Farm
A Farm helps feed your nation. A Farm must be within or adjacent to a hex containing a river, lake, marsh, Aquaduct, or Canal, or adjacent to at least 2 hexes that already contain Farms.
Terrain: Cavern (requires aqueduct, canal, coastline, or river), desert (requires aqueduct, canal, coastline, or river), forest, hill, mountain, plains, marsh, or tundra.
Effect: Consumption decreases by 2 BP, Stability -1. Population +100.
Cost: 2 BP.
Construction Time: 1 month.

Fishery
A Fishery is like a Farm, except it provides abundant fish rather than planted crops.
Terrain: Coastline, marsh, river, or water.
Effect: Consumption decreased by 2 BP, Stability -1. Population +50.
Cost: 1 BP.
Construction Time: 1 month.

Mine
A Mine extracts metal, coal, salt, or other useful materials from the earth. A mine lasts for 25 years before being exhausted.
Terrain: Cavern, desert, hill, or mountain.
Effect: Economy +1, Stability -2, earn +1 BP per turn when collecting taxes during the Income Phase. Population +25. Danger +5.
Cost: 4 BP.
Construction Time: 1 month.

Vineyard
Terrain: Cavern (requires aqueduct, canal, coastline, or river), forest, hill, jungle, mountain, or plains.
Effect: Consumption decrease by 1, Economy +1, Stability -1. If a vineyard is adjacent to a city, a Brewery can be built in that city for one less BP (minimum 1 BP). Population +50.
Cost: 2 BP.
Construction Time: 1 month.

Well
A Well extracts resources deep in the earth.
Terrain: Cavern, desert, hill, marsh, plains, tundra, water.
Effect: Economy +1, Stability -2, earn +1 BP per turn when collecting taxes during the Income Phase. Population +25. Danger +10.
Cost: 4 BP.
Construction Time: 1 month.

Wildlife Sanctuary
The land, along with its flora and fauna, in a Wildlife Sanctuary is protected from exploitation, with what little infrastructure present to service its caretakers and the occasional visitors.
Terrain: Any land.
Effect: Consumption increases by 2 BP; Stability +2; Danger +4. Population -100. Only the Road, Sacred Grove, and Watchtower minor improvements can be built in this hex. No settlement can be built in this hex.
Cost: 1 BP.
Construction Time: 1 month.

Minor Improvements

Aqueduct
An Aqueduct brings water from alpine lakes and rivers to lowland cities where water is scarce or insufficient for the local populace. A finished series of Aqueduct hexes must connect to a hill or mountain hex (with a river or lake) on one end and a settlement on the other end; otherwise, you do not gain its benefit.
Terrain: One end must be a hill or mountain hex; can pass through any type of hex.
Effect: Consumption increases by 1 BP; Loyalty +1, Stability +1, allows settlement to build water-dependent buildings.
Cost: 1 BP.
Construction Time: 1 month.

Bridge
A Bridge allows your Road hexes to cross bodies of water.
Terrain: Coastline, river, water (must be adjacent to a hex containing a bridge).
Effect: Consumption increases by 2 BP. Population +25.
Cost: 2 BP.
Construction Time: 2 months.

Canal
A Canal is an artificial waterway that allows barge traffic to haul heavy commodities. A canal must start in a hex with a body of water or another canal.
Terrain: Any land.
Effect: Consumption increases by 2 BP; Stability -2. Settlements in a hex with a Canal treat the hex as if it had a river. Population +25.
Cost: 2 BP.
Construction Time: Twice the construction time of a Road.

Fort
A Fort is a walled encampment for military forces outside a settlement. You can upgrade a Watchtower to a Fort. You cannot have a Fort and a Watchtower in the same hex. A Fort can garrison up to 2,000 units.
Terrain: Any hex.
Effect: Consumption increases by 4 BP; Stability +2, Defense +16. Population +50. Danger -5. Automatically scouts the hex containing the fort and up to 3 hexes away.
Cost: 53 BP.
Construction Time: 14 months.

Highway
A highway is a paved and well-maintained version of a Road. You may upgrade a Road into a Highway.
Terrain: Any hex with a Road.
Effect: Consumption increases by 2 BP; Economy +1 for every 4 hexes of Highway, Stability +1 for every 8 hexes of Highway; improves overland travel speed. Population +25. Danger -5.
Cost: Twice the cost of a Road in BP (this is in addition to the cost of the original Road).
Construction Time: 1 month.

Monument
A notable, handmade landmark.
Terrain: Any land.
Effect: Consumption increases by 1 BP; Loyalty +1; Fame +1. If this hex becomes a settlement, this improvement counts as a Monument building.
Cost: 1 BP.
Construction Time: 1 month.

Road
A Road speeds travel through your nation and promotes trade. You can upgrade a Road to a Highway.
Terrain: Any land or hex with a Bridge.
Effect: Consumption increases by 1 BP; Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road; improves overland travel speed.
Cost: 1 BP.
Construction Time: 1 month.

Sacred Grove
A bastion of the old druidic nature religions, often centered on runic megaliths and stone circles.
Terrain: Any hex.
Effect: Consumption increases by 2 BP; Stability +2; Danger -2. +2 bonus to Stability checks against Crop Failure events or Monster Attacks involving animals, plants, or fey; +1 bonus to Stability checks to resist Plague events. If this hex becomes a settlement, this improvement counts as a Sacred Grove building. Population +25.
Cost: 21 BP.
Construction Time: 6 months.

Sawmill
A sawmill centralizes the activities of loggers and turns trees into lumber for use in building and crafting.
Terrain: Forest or jungle.
Effect: Economy +1, Stability -1, earn +1 BP per turn when collecting taxes during the Income Phase. Population +25.
Cost: 1 BP.
Construction Time: 1 month.

Watchtower
A Watchtower flies your flag, is a safe place for your patrols, and establishes your power on the frontier. A Watchtower cannot share a hex with a Fort or another Watchtower. A Watchtower can garrison up to 50 units. Can be upgraded to Fort.
Terrain: Any hex.
Effect: Consumption increases by 1 BP; Stability +1, Defense +2; Danger -1. If this hex becomes a settlement, this improvement counts as a Watchtower building. Population +25. Danger -5. Automatically scouts the hex containing the watchtower and its adjacent hexes.
Cost: 6 BP.
Construction Time: 2 months.

Improvement Quality

Like equipment, improvements can have increased levels of quality. Not only does the quality modify an improvement's modifiers, it can be assumed that the improvement has staff with skills at a proficiency level equal to its quality, and that the improvement can provide items of that quality. Improvements start with the standard quality. To build higher quality improvements, multiply the improvement's BP cost and construction time by 10 for expert, by 25 for master, and by 100 for legendary. Lower quality improvements can be upgraded to a higher quality by spending the cost and time differences between the two.

Higher levels of quality grant a quality bonus (+1 for expert, +2 for master, +3 for legendary) that affects the nation attribute modifiers (Economy, Loyalty, Stability, Fame, Infamy, and Unrest) that an improvement grants. If an improvement gives a bonus to Economy, Loyalty, Stability, Fame, or Infamy, add the quality bonus to it; if it gives a penalty, the penalty is reduced by the quality bonus (to a minimum of 0). If an improvement reduces Unrest, the amount reduced is increased by the quality bonus; if it increases Unrest, the amount increased is reduced by the quality bonus (to a minimum of 0). For settlement modifiers (Corruption, Crime, Law, Lore, Productivity, Society, Defense, and Danger), the quality bonus is added if the modifier is positive, and subtracted if the modifier is negative.

Legendary improvements give Fame +1 on top of their modifiers if they do not have a Fame or Infamy modifier.

Special Terrain

Some hexes contain features or resources that impact a nation's Economy, Loyalty, Stability, and other game statistics. These terrain resources are placed by the GM—not by player characters—for you to discover while exploring or adventuring, and may modify terrain improvements or cities.

Building: The hex contains an abandoned building in good repair (type determined by the GM). If you establish a settlement at the building's location in the hex, you can incorporate the building into the settlement at no cost.

Coastline: A Coastline allows water travel through your nation, facilitating trade and allowing irrigation, and counts as a body of water. Economy increases by 1 for every 4 River hexes claimed, and Stability increases by 1 for every 8 such hexes claimed.

Free City: A Free City is a settlement that is not part of any established nation. Claiming a hex with a Free City is an excellent way to add a fully functional settlement to your nation. In order to claim a Free City hex peacefully, your nation's Ruler must succeed at a Stability check. Failure indicates radicals and upstarts in the settlement and Unrest increases by 1d4.

Lair: A Lair is usually a cave or defensible shelter that can be used as a defensive fallback point, a storage location, or even a guardpost or prison. If you claim a hex with a Lair, Stability increases by 1. If you construct a Fort or Watchtower over a Lair, its Defense increases by 1. At the GM's option, a Lair may allow access to an underground cavern hex (see Table: Terrain and Terrain Improvements).

Landmark: A Landmark is a site of great pride, mystery, and wonder, such as an outcropping in the shape of a human face, a smoking volcano, or a lake with an unusual color or unique properties. The Landmark bolsters your nation's morale. If you claim a hex with a Landmark, Loyalty increases by 1. If the hex also has a Road or Highway, Loyalty increases by an additional 1.

Resource: A Resource is a ready supply of some kind of valuable commodity that offers a great economic boon to your nation, such as exotic lumber, precious metal, gems, rare herbs, incense, silk, ivory, furs, salt, dyes, and the like. If you claim a hex with a Resource, Economy increases by 1. If you construct a Mine, Sawmill, or Well in a hex with a Resource, all of its benefits increase by 1. If you construct a Farm or Fishery in a hex with a Resource, those improvements decrease Consumption by an additional 1 BP.

Ruin: A Ruin is a partially destroyed building. If you claim a hex containing a Ruin and build a settlement at the Ruin's location, you can use the Ruin as the basis of an appropriate type of building (as determined by the GM), reducing the cost of that building by half. Alternatively, you can salvage building materials from the Ruin, reducing the cost of 1 building in that hex by 1d4 BP.

Waterway: A hex with a Coastline or a River counts as a waterway and allows water travel through your nation, facilitating trade and allowing irrigation, and counts as a body of water. Economy increases by 1 for every 4 waterway hexes claimed, and Stability increases by 1 for every 8 such hexes claimed.

Table: Resources

Terrain Farm Fishery Mine Sawmill Vineyard Well
Arctic winterbite oil
Cavern seeing slime adamantine, aetherite, brimstone, bronze, cinnabar, coal, cold iron, copper, gold, iron, magnesium, marble, phosphorus, platinum, realgar, salt, saltpeter, silver oil
Coastline merfolk's comb oil
Desert angelstep, poppy tears, twilight dagger oil
Forest barbarian chew, belladonna, black amaranth, dreamer's star, holly, leechwort, love-in-idleness, mellowroot, mimameith, mistletoe, moly, myrrh, nepenthe darkwood goblinvine
Hills adamantine, brimstone, bronze, cinnabar, coal, copper, gold, iron, magnesium, marble, phosphorus, platinum, realgar, salt, silver goblinvine oil
Jungle holly, mellowroot, mistletoe, myrrh, nightsage goblinvine
Marsh bloody mandrake, bone reed, leechwort, mugwort, nepenthe oil
Mountains cloud puff, dragon rose, mimameith adamantine, aetherite, brimstone, bronze, cinnabar, coal, cold iron, copper, gold, iron, magnesium, marble, phosphorus, platinum, realgar, salt, saltpeter, silver goblinvine
Plains barbarian chew, belladonna, black amaranth, bloody mandrake, cannabis, dreamer's star, flayleaf, garlic, ginger, mellowroot, moly, moondew, mugwort, tobacco, wolfsbane goblinvine oil
River merfolk's comb
Tundra barbarian chew, winterbite oil
Water merfolk's comb oil

Natural Advantages

Not every city is built on flat, level ground. Historically speaking, most city sites were chosen because of some form of advantageous terrain which made the area especially fertile or defensible. Instead of spending the normal time to explore a hex, you or your surveyors can spend a twice the hex's terrain exploration time to seek out natural advantages for defense, trade, or simply abundant production (see Table: Terrain and Terrain Improvements). After this extended exploration, the explorers must make a Knowledge (geography) check, dividing the result by 20 (rounding down). The result is the number of natural advantages they discover at within the hex. Roll a 1d20 on the Table: Natural Advantages to determine which advantage is discovered. It is possible that this extended exploration results in no advantages found, and can not be done again once the hex has been explored.

If the check result is sufficiently high to provide more than one natural advantage, you may roll again on the table for each additional advantage. If your roll selects the same advantage more than once, the effects stack.

Table: Natural Advantages

d20 Natural Advantage Benefits
1-14 No natural advantages found
15 Abundant Water Halves the cost of an Aqueduct and a Canal in this hex.
16 Fertile Lands A Farm in this hex reduces Consumption by an additional 1 BP.
17 Natural Crossroads Economy +1 if an Inn is built in this hex.
18 Natural Paths Halves the cost of a Road in this hex.
19 Natural Defenses Defense +2 for a settlement or improvement built in this hex.
20 You find two natural advantages. Roll twice again on this table.

Settlements


[Edit]

Founding a Settlement

Before you can start your own nation, you first need a base of operations—a fort, village, or other settlement—where you can rest between adventures and where your citizens know they can find you if they need help or want to pay their taxes. Once you have a nation, you'll want to create more settlements in order for the nation to grow and prosper. To found a settlement, you must perform the following steps. (These steps assume you're building a new settlement from scratch; if you're attempting to incorporate an existing settlement into your nation, see Free City.)

  1. Acquire funds—You'll need money and resources in the form of build points.
  2. Explore and clear a hex—You'll need to explore the hex where you want to put the settlement. See the Exploration Time column on Table: Terrain and Terrain Improvements to see how long this takes. Once you have explored the hex, clear it of monsters and dangerous hazards. The time needed to clear it depends on the nature of the threats; this step is usually handled by you completing adventures there to kill or drive out monsters.
  3. Claim the hex as yours—Once you have BP and have explored and cleared the hex, you can claim it. This is done using the Ruler's leadership action during the Decision Phase. This establishes the hex as part of your nation (or the beginning of your nation).
  4. Prepare the site for construction—To put a settlement on a claimed hex, you'll need to prepare its first district using the Ruler's leadership action during the Decision Phase. Depending on the site, this process may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Time and Preparation Cost columns in Table: Terrain and Terrain Improvements for the BP cost and the time needed to prepare the first district.
    • If your settlement is in a hex containing a canal, lake, ocean, river, or similar large body of water, then your settlement is considered to have access to a body of water. Some types of buildings, such as Mills, Piers, and Waterfronts must have access to a body of water.
  5. Construct your first buildings—Construct 1 building in your settlement and pay its BP cost. If this is your nation's first settlement, you should start with an Inn, Shrine, or Monastery. In addition, you may also purchase and construct 1 House or Tenement. If your first building is an Inn, you must construct a House or Tenement as well, as building an Inn requires a House or Tenement in the settlement.

When you complete these steps, you've founded your settlement! If this is your first settlement, it's considered your nation's capital city.

Growing Settlements

Settlements are grown by increasing its population by building Houses or Tenements. When a settlement reaches the population threshold to increase in size, you must spend time and BP as noted in Table: Terrain and Terrain Improvements to prepare each new additional district. You may start preparing multiple districts at the same time if you can afford the cost. All new districts must be prepared before you are able to build new Houses or Tenements in the settlement.

Magic Items in Settlements

In addition to the commonly available items in a settlement as determined by its base value, some buildings increase the likelihood of having specific or unusual magic items available for purchase. Only magic items with a cost starting at 18,001 gol will appear in these magic item slots.

Gaining Item Slots: When you construct one of these buildings, mark the appropriate boxes in the Magic Items section for that settlement; this indicates that the settlement has gained a slot for an item of that type.

Filling Item Slots: In the Upkeep Phase, roll a d% to fill vacant magic item slots in each settlement. There is a 50% chance (51–100) that an appropriate magic item becomes available in that slot. This item's price can end up exceeding the base value for the settlement as they are unique and rare items. Minor slots generate items costing 19,000 to 31,999 gp, medium slots generate items costing 32,000 to 63,999 gp, and major slots generate items costing 64,000 gp and higher.

Emptying Item Slots: If you are unsatisfied with a magic item generated by a settlement, there are three ways to purge an undesirable item and make its slot vacant. The first is to purchase it with your own gol, which makes it your personal property and means you may do with it what you please (use it, sell it at half price for gold, deposit it in the nation's Treasury during the next Income Phase, use it as a reward for a local general, and so on).

The second method is to manipulate your nation's economy to encourage an NPC to purchase the item (such as a random adventurer passing through the settlement). During the Decision Phase, your nation's Magister may attempt the Vacate Magic Item Slot leadership action. If the action succeeds, erase the item from that slot; you may attempt to fill the empty slot as normal in the next Upkeep Phase. You do not gain any gol or BP from this sale; the money goes to the building's owner, who uses it to acquire or craft the next item.

The third way is to spend BP (1 BP = 2,000 gp) to purchase the item. If you take the item for your own use, this counts as withdrawing BP from the Treasury for your personal use (see Withdraw from treasury leadership action for the Treasurer). If you use the item in a way that doesn't directly benefit you or the other PCs (such as giving it to a hero of your army or donating it to a settlement as a religious or historical artifact), then purchasing it is essentially like other nation expenditures and does not increase Unrest or decrease Loyalty.

Settlement Statistics

Alignment: A settlement’s alignment is the general alignment of its citizens and government—individuals who dwell therein can still be of any alignment, but the majority of its citizens should be within one step of the settlement’s overall alignment. Alignment influences a settlement’s modifiers. Settlements with an alignment that does not match the nation's alignment generates Unrest, caused by the settlement's population not being in line with the culture or vision of the overall nation. Such settlements generate 1 Unrest per district for each step away from the nation's alignment (up to 4, such as a LG nation and a CE settlement). The nation's Councilor is able to gradually shift a settlement's alignment towards the nation's alignment by using the Cultivate Settlement leadership action (see Leadership Roles: Councilor).

Size: A settlement's size is determined by its population which then determines how many districts are in it.

Districts: Districts determine the productive limits of duplicate buildings. The larger the settlement is, the more districts there are, allowing more Markets for example to have enough consumers to be profitable. When your settlement's population increases its district size above its number of prepared districts, the BP cost and time for all buildings commissioned going forward are multiplied by the terrain's multiplier (minimum x1.5) until the number of prepared districts equal or exceed the settlement's district size.

Population: A settlement's population is equal to the number of house and tenements x 50. Note that the exact number is flexible; a settlement’s actual population can swell on market days or dwindle during winter—this number lists the average population of the settlement.The default population racial mix is composed of the people who founded the settlement.

Modifiers: Settlements possess six modifiers that apply to specific skill checks made in the settlement. A settlement's starting modifier values are determined by its type. This value is further adjusted by the settlement's alignment, government, qualities, and disadvantages. See Settlement Modifiers.

Defensive Modifier: A settlement's Defensive Modifier can be increased by building certain structures (such as city walls) and has an impact on mass combat.

Qualities: All settlements have a certain number of qualities that further adjust their statistics—think of qualities as feats for settlements. A settlement’s type determines how many qualities it can have. See Settlement Qualities.

Danger: A settlement's danger value is a number that gives a general idea of how dangerous it is to live in the settlement. If you use wandering monster chart that uses percentile dice and ranks its encounters from lowest CR to highest CR, use the modifier associated with the settlement's danger value to adjust rolls on the encounter chart. A settlement's base danger value depends on its type.

Disadvantages: Any disadvantages a settlement might be suffering from are listed on this line. A settlement can have any number of disadvantages you wish to inflict on it, although most settlements have no disadvantages.

Government: This entry lists how the settlement is governed and ruled. The type of government a settlement follows affects its statistics.

Base Value: The base value associated with a settlement is tied to the number of trade-based buildings it has. Each such building, whether it’s a shop, tavern, or brothel, increases a settlement’s base value. Any nonmagical item is always available if its cost is lower than the settlement’s base value.

Community Wealth: Community wealth is the combined total gp worth actual currency and trade goods that is available in a settlement. Community wealth is determined by multiplying half of the settlement's purchase limit by 1/10 of the settlement's population. Each time the PCs sell an item in the settlement, its community wealth is reduced by that amount. The settlement will not buy any item from the PCs that will reduce its community wealth to below zero. A settlement's community wealth is replenished to its full capacity at the beginning of the month. For example, a Hamlet with a base value of 500 gp with a population of 90 has a community wealth of 1,125 gp. A group of adventurers could exchange up to 1,125 g worth of gems for hard currency, or purchase up to 75 longswords in this settlement.

Purchase Limit: A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement's purchase limit, they'll either need to settle for a lower price, travel to a larger city, or search for a specific buyer in the city with deeper pockets. A settlement's purchase limit is half of its base value.

Spellcasting: A settlement starts with no spellcasting for hire until it the required buildings are built with it, such as Caster's Tower or Temple.

Balance: A settlement that is wildly unbalance among its Economy, Loyalty, and Stability incurs additional Consumption as it must import additional people and goods to maintain daily living there. Take the highest value among the three, and find the difference between that modifier and the two others, dividing each result by the settlement's number of districts. Add the two final results to the settlement's Consumption.

Table: Settlement Size Modifiers

Size Settlement Modifier Population Defensive Modifier Districts Danger
Thorpe -4 20-80 +0 1 -20
Hamlet -2 81–400 +0 1 -15
Village -1 401-900 +0 1 -10
Small town 0 901-2,000 -2 4 -5
Large town 0 2,001-5,000 -4 9 0
Small city +1 5,001-12,000 -8 16 +5
Large city +2 12,001-25,000 -12 25 +10
Metropolis +4 25,001-50,000 -16 36 +20
(Metropolis+1) (+4) (+25,000)) (-4) (+36) (+20)

Settlement Alignment

A settlement’s alignment not only describes the community’s general personality and attitude, but also influences its modifiers. A lawful component to a settlement’s alignment increases its Law modifier by 1. A good component increases its Society modifier by 1. A chaotic component increases its Crime modifier by 1. An evil component increases its Corruption modifier by 1. A neutral component increases its Lore modifier by 1 (a truly neutral city gains an increase of 2 to its Lore modifier). Alignment never modifies a settlement’s Productivity modifier. These modifiers are multiplied by the settlement's number of districts.

Settlement Government

Just like nations, towns and cities are ruled by governments. A settlement’s government not only helps to establish the flavor and feel of the community but also adjusts its modifiers. These modifiers are multiplied by the settlement's number of districts.

  • Autocracy: A single individual chosen by the people rules the community. This leader’s actual title can vary—mayor, burgomaster, lord, or even royal titles like duke or prince are common. Modifiers: none.
  • Committee: The settlement's ruling power is shared equally among a small group of people, usually a close group of allies. Example: a small council, an inner circle. Modifiers: Corruption +1, Law +2, Productivity -1.
  • Assembly: All of the settlement's leadership decisions and policies must be voted upon by either all of the settlement's population or a set of their representatives. Modifiers: Corruption +2, Lore +1, Productivity -2, Society +4.

Settlement Modifiers

Settlements possess six modifiers that apply to specific skill checks made in the settlement. A settlement’s starting modifier values are determined by its type. This value is further adjusted by the settlement’s alignment, government, qualities, and disadvantages. These modifiers are divided by the number of districts in the settlement (after totaling from all sources) before being applied to the skill checks made in the settlement or added to another statistic (listed in each modifier's description). Settlement modifiers that originate from the nation are multiplied by the settlement's number of districts.

  • Corruption: Corruption measures how open a settlement's officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement's corruption modifies:
    • all Bluff checks against city officials and guards,
    • all Stealth checks made inside of the settlement (but not inside buildings or underground).
    • adds to the nation's Consumption and Unrest.
  • Crime: Crime is a measure of a settlement's lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have A powerful thieves' guild and a significant problem with violence. The atmosphere generated by a settlement's crime level applies as a modifier on:
    • Sense Motive checks to avoid being bluffed,
    • to Sleight of Hand checks made to pick pockets,
    • adds to the nation's Unrest.
  • Law: Law measures how strict a settlement's laws and edicts are. A settlement with a low law modifier isn't necessarily crime-ridden—in fact, A low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement's guards are particularly alert, vigilant, and well-organized. The more lawful A town is, the more timidly its citizens tend to respond to shows of force. A settlement's law modifier applies on:
    • Intimidate checks made to force an opponent to act friendly,
    • Diplomacy checks against government officials,
    • Diplomacy checks made to call on the city guard.
    • adds to the nation's Stability.
  • Lore: A settlement's lore modifier measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn't mean the settlement's citizens are idiots, just that they're close-mouthed or simply lack knowledge resources. A settlement's lore modifier applies on:
    • Diplomacy checks made to gather information,
    • Knowledge checks made using the city's resources to do research when using a library,
    • adds to the nation's Economy.
  • Productivity: A settlement's productivity modifier indicates the health of its trade and the wealth of its successful citizens. A low productivity modifier doesn't automatically mean the town is beset with poverty—it could merely indicate a town with little trade or one that is relatively self-sufficient. Towns with high productivity modifiers always have large markets and many shops. A settlement's productivity helps its citizens make money, and thus it applies as a modifier on:
    • all Craft checks,
    • all Perform and Profession checks to generate income,
    • adds to the nation's Economy.
  • Society: Society measures how open-minded and civilized A settlement's citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement's society modifier applies on:
    • all Disguise checks,
    • Diplomacy checks made to alter the attitude of any non-government official,
    • adds to the nation's Loyalty.

Settlement Qualities

Settlements often have unusual qualities that make them unique. Listed below are several different qualities that can further modify a community's statistics. A settlement's qualities are determined by the improvements built within it and its size.

Note that many of the following qualities adjust a town's base value or purchase limit by a percentage of the town's standard values. If a town has multiple qualities of this sort, add together the percentages from modifiers and then increase the base value by that aggregated total—do not apply the increases one at a time.

  • Academic: The settlement possesses a school, training facility, or university of great renown. (Lore +1, increase spellcasting by 1 level) Requires Academy or Library, and settlement size Large Town or greater.
  • Holy Site: The settlement hosts a shrine, temple, or landmark with great significance to one or more religions. The settlement has a higher percentage of divine spellcasters in its population. (Corruption –2; increase spellcasting by 2 levels) Requires Cathedral, 3 Temples, or 5 Shrines.
  • Insular: The settlement is isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another. (Law +1; Crime –1) Requires no roads or rivers connected to the settlement, and not built in a plains or hills hex.
  • Magically Attuned: The settlement is a haven for spellcasters due to its location; for example, it may lie at the convergence of multiple ley lines or near a well-known magical site. (Increase base value by 20%; increase purchase limit by 20%; increase spellcasting by 2 levels) Requires 3 Caster's Towers.
  • Notorious: The settlement has a reputation (deserved or not) for being a den of iniquity. Thieves, rogues, and cutthroats are much more common here. (Crime +1; Law –1; Danger +10; increase base value by 30%; increase purchase limit by 50%) Requires Black Market, and settlement size Large Town or greater.
  • Pious: The settlement is known for its inhabitants' good manners, friendly spirit, and deep devotion to a deity (this deity must be of the same alignment as the community). (Increase spellcasting by 1 level; any faith more than one alignment step different than the community's official religion is at best unwelcome and at worst outlawed—obvious worshipers of an outlawed deity must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence)
  • Prosperous: The settlement is a popular hub for trade. Merchants are wealthy and the citizens live well. (Productivity +1; increase base value by 30%; increase purchase limit by 50%) Requires 2 Markets or Waterfront, and settlement size Large Town or greater.
  • Racially Intolerant: The community is prejudiced against one or more races, which are listed in parentheses. (Members of the unwelcome race or races must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence)
  • Rumormongering Citizens: The settlement's citizens are nosy and gossipy to a fault—very little happens in the settlement that no one knows about. (Lore +1; Society –1)
  • Strategic Location: The settlement sits at an important crossroads or alongside a deepwater port, or it serves as a barrier to a pass or bridge. (Productivity +1; increase base value by 10%)
  • Superstitious: The community has a deep and abiding fear of magic and the unexplained, but this fear has caused its citizens to become more supportive and loyal to each other and their settlement. (Crime –4; Law and Society +2; reduce spellcasting by 2 levels)
  • Tourist Attraction: The settlement possesses some sort of landmark or event that draws visitors from far and wide. (Productivity +1; increase base value by 20%) Requires Arena, or 4 Monuments, and settlement size Large Town or greater.

Settlement Buildings

You improve settlements by constructing buildings, which provide bonuses to the nation in general and the settlement in particular. Some buildings also intersect with the mass combat rules, notably with fortifications and reserve armies.

BP Cost: Thanks to time and cost of preparing a district for construction, a building's cost is not affected by the terrain the settlement is built in.

Construction Time: A building's construction time indicates how months it will take before the building is complete. The building's cost is paid at the time of commission, but the building's modifiers are not applied to the nation. At the start of the Upkeep phase, all buildings currently under construction reduces its remaining time by 1 month. At 0 months remaining, the building is complete, and its modifiers can be applied to the nation. Thanks to time and cost of preparing a district for construction, a building's construction time is not affected by the terrain the settlement is built in.

Demolition: If you no longer wish to have a building in your settlement, you may demolish it at the cost 1 BP. You do not regain BP for demolishing a building, but you can use its remains to jump start the construction of a new building in the same turn (see Rebuilding below). A demolished building is not considered to be a destroyed building, and its remains vanish at the end of the current Nation turn.

Destroyed Building: If an event or a pillaging army destroys 1 or more buildings, the devastation generates +1 Unrest per building destroyed.

Rebuilding: You may rebuild a destroyed building at half the the cost, as you can reuse some of the materials for the same purpose. If you rebuild a different type of building from the remains of a destroyed building, reduce the cost of the new building by 1/4 the cost of the old building (minimum 1 BP).

Requirements: Some buildings have requirements that must be fulfilled before its modifiers can be applied, such as a settlement reaching a certain size or specific buildings must already be present in the settlement. If a settlement loses those requirements at a later time, then the buildings affected no longer applies their modifiers.

Garrisoning: Certain buildings are designed to house military personnel. This includes soldiers from Army Units, scouts from Scout Teams, and guards from Guard Units. These buildings allow these units to be considered garrisoned while staying in the settlement, as long as the total number of personnel does not exceed the total capacity from these types of buildings.

Duplicate Buildings

For most buildings, having a large number of the same building provides very little benefit if their number exceeds their stated limit per settlement, a result of oversaturating its potential audience or market. Duplicate buildings that exceed the settlement's number of district do not provide any bonuses to the nation's Economy, Loyalty, and Stability, any bonuses to the settlement's Law, Lore, Productivity, and Society, Fame, Defense, penalties to the nation's Unrest, penalties to the settlement's Corruption and Crime, nor any increases to the settlement's Base Value. All other modifiers may still apply. Some building have subtypes, such as Exotic Artisan (firearms) or Temple (Kaï-den). As long as the subtype is different, each of the same building counts as unique. If no limit is stated, the building continues to apply all modifiers to its settlement no matter their total number.

Building Quality

Like equipment, buildings can have increased levels of quality. Not only does the quality modify a building's modifiers, it can be assumed that the building has staff with skills at a proficiency level equal to its quality, and that the building can provide items of that quality. Buildings listed here are of the standard quality. To build higher quality buildings, multiply the building's BP cost and construction time by 10 for expert, by 25 for master, and by 100 for legendary. Lower quality buildings can be upgraded to a higher quality by spending the cost and time differences between the two. Building quality is ignored to determine the maximum number of duplicate buildings that provide their effects; buildings are ignored starting from lower quality and upwards.

Higher levels of quality grant a quality bonus (+1 for expert, +2 for master, +3 for legendary) that affects the nation attribute modifiers (Economy, Loyalty, Stability, Fame, Infamy, and Unrest) that a building possesses. If a building gives a bonus to Economy, Loyalty, Stability, Fame, or Infamy, add the quality bonus to it; if it gives a penalty, the penalty is reduced by the quality bonus (to a minimum of 0). If a building reduces Unrest, the amount reduced is increased by the quality bonus; if it increases Unrest, the amount increased in reduced by the quality bonus (to a minimum of 0). For settlement modifiers (Corruption, Crime, Law, Lore, Productivity, Society, Defense, and Danger), the quality bonus is added if the modifier is positive, and subtracted if the modifier is negative. For Base Value, multiply the Base Value bonus by 1 + the quality modifier.

Buildings that half the cost of other buildings only do so for other buildings of the same quality or lower. The duplicate building limit in a settlement ignores building quality when counting how many duplicate buildings are in a settlement.

Legendary buildings give Fame +1 on top of their modifiers if they do not have a Fame or Infamy modifier.

Table: Settlement Buildings

[Edit]

Improvement Base Cost Construction Time Requirements Description Effects
Academy 58 BP 15 months Small City An institution of higher learning that can focus on any area of knowledge or education, including magic. Upgrade From Library; Upgrade to Magical Academy, University. Lore +15, Society +15; Consumption +2; Fame +5; 3 minor wondrous items, 2 medium wondrous items; halves cost of Caster’s Tower, Library, Magic Shop, School; limit 1 per 36 districts.
Aerie 12 BP 3 months Village A specialized tower suitable for raising and training hunting and message birds as well as stabling flying mounts. Can garrison up to 50 flying mounted personnel. Aeries automatically scout the hex it is in and the adjacent hexes. Law +3, Lore +1, Productivity +1; Consumption +1; Defense +3 (+6 in hills or mountains); Manpower +10.
Alchemist 8 BP 3 months Small Town The laboratory and home of a creator of potions, poisons, and alchemical items. Base value +30 gp; Crime +1, Lore +1, Productivity +2; 1 minor wondrous item; Population +5.
Arena 55 BP 14 months Small City A large public structure for competitions, demonstrations, team sports, or bloodsports. Upgrade from Theater Productivity +10, Society +20; Fame +10; halves cost of Garrison, Theater; halves Consumption increase penalty for holiday edicts; limit 1 per 36 districts.
Assembly 11 BP 6 months Large Town A conclave of representatives from all sectors of society, including representatives from guilds, religious orders, civil authorities, allowing all factions a voice in governance. Corruption +1, Law +10, Society +15; Fame +5; one additional building or terrain improvement can be built beyond the Expansion Limit in adjacent or same hex; limit 1 per 36 districts.
Bank 22 BP 6 months Small Town A secure building for storing valuables and granting loans. Base value +100 gp; Productivity +4.
Bardic College 34 BP 9 months Small Town A center for artistic learning. Education in a Bardic College also includes research into a wide-range of historical topics. Lore +5, Society +5; Consumption +1; Fame +1; 2 minor wondrous items; halves cost of Library, Museum, School, Theater.
Barracks 7 BP 2 months Village A building to house city guards, militia, and military forces. It can garrison up to 100 personnel. Upgrade to Garrison. Crime -1, Law +1; Consumption +2; Defense +4; Manpower +25.
Baths 4 BP 1 month Aqueduct, body of water, Canal, Everflowing Spring, or Well A public building for bathing, often with hot running water and mineral soaks, sometimes heated by furnaces and other times by natural hot springs. Stability +1; Society +2; Consumption +1.
Black Market 20 BP 5 months Large Town A number of shops with secret and usually illegal or dangerous wares. Base value +200; Corruption +3, Crime +3, Productivity +4, Society +2; Infamy +1; 3 minor items, 2 medium items, 1 major item; halves cost of Brothel, Gambling Den; grants Economy +1 to either one Brothel or Gambling Den; Population +25.
Brewery 14 BP 4 months A building for beermaking, winemaking, or similar use. Corruption +1, Productivity +1, Society +1; halves cost of Inn and Tavern; Vineyards in the settlement's hex and adjacent hexes increase their Economy bonus by 1 (Vineyards adjacent with two or more settlements with Breweries only benefit from one of them, but multiple Breweries in the same settlement stack); limit 1 per district per Vineyard in same or adjacent hexes.
Brickyard 3 BP 1 month An industrial center for cutting and shaping stone, grinding gravel, and firing bricks for construction. Stability -1; Productivity +2; Mines in the settlement's hex and adjacent hexes increase their Economy bonus by 1 (Mines adjacent with two or more settlements with Brickyards only benefit from one of them, but multiple Mines adjacent to the same settlement each gain the benefit); limit 1 per district per per Mine in same or adjacent hexes.
Brothel 1 BP 1 month Village A place to pay for companionship of any sort. Economy +1; Corruption +1, Society +2; Infamy +1; Population +5.
Bureau 6 BP 2 months Large Town A large warren of offices for clerks and record-keepers working for a guild or government. Corruption +1, Law +2, Lore +1, Productivity +2; increase Law and Productivity bonus of one Guildhall by 5.
Caster’s Tower 22 BP 6 months Small Town The home and laboratory for a spellcaster. Crime +1, Lore +2, Productivity +2, Society +1; 3 minor items, 2 medium items; Population +2.
Castle 53 BP 14 months The home of the city’s leader or the heart of its defenses. It can garrison up to 200 personnel and can automatically scout the hex it is in and up to 3 hexes away. Loyalty +8, Stability +8; Defense +16; Manpower +50; halves cost of Noble Villa, Town Hall; limit 1 per 36 districts; Population +100.
Cathedral 83 BP 21 months Small City The focal point of the city’s religion and spiritual leadership. Subtypes: Each deity is considered to be a subtype. Consumption -4; 3 minor items, 2 medium items; halves cost of Academy, Temple; halves Consumption increase penalty for Promotion Edicts; limit 1 subtype per 36 districts; Population +5.
Cistern 1 BP 1 month Contains a safe supply of fresh water for the settlement. Stability +1; Consumption +1.
City Stone Wall 8 BP 2 months A sturdy, high wall made of stone that provides defense for a portion of the city. Upgrade from City Wooden Wall. Law +2; Consumption +2; Defense +8; limit 4 per district, each City Stone Wall replaces a City Wooden Wall.
City Wooden Wall 4 BP 1 month A sturdy, high wall made of wood that provides defense for a portion of the city. Upgrade to City Stone Wall. Law +1; Consumption +1; Defense +2; limit 4 per district, cannot be built if the number of City Stone Walls fills the district limit.
Colossus 68 BP 17 months Large Town A towering edifice of stone and burnished metal displays your power to the world. A Colossus may be a great statue, obelisk, tower, pyramid, mausoleum, triumphal arch, or nearly anything else; all that is required is superior craftsmanship, titanic proportions, and grandiose civic pride. When your armies in the same hex as a settlement with a Colossus, they gain a +1 bonus to Morale; if they are inside the city, they gain a +2 bonus. Lore +6, Productivity +6, Society +12; Consumption +2; Fame +10; halves cost of Lighthouse, Monument, Observatory, Park.
Courthouse 24 BP 6 months Large Town A hall of justice, for hearing cases and resolving disputes by the rule of law. Corruption -3, Crime -3, Law +6, Society +2; halves cost of Jail; limit 1 per 36 districts.
Crematorium 5 BP 2 months Village; Dump or Graveyard A specialized furnace building primarily used for burning the dead into ash, though also used for incineration of refuse. Stability +1; Society +2; Consumption +1; +5 bonus on checks against Plague events or Monster Attacks involving undead.
Dance Hall 1 BP 1 month Village An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises. Corruption +1, Society +4.
Dump 2 BP 1 month A centralized place to dispose of refuse. Stability +1; Society -1.
Everflowing Spring 13 BP 4 months Caster's Tower, Cathedral, Magic Shop, Magical Academy, or Temple A fountain built around several decanters of endless water that provides an inexhaustible supply of fresh water. Stability +1; Society +1; Consumption -1; Fame +1; ignores effects of Drought, reduces the Consumption by 1 for up to 4 Baths and Cisterns combined.
Exotic Artisan 13 BP 4 months Small Town The workshop and home of an exotic craftsman. Subtypes: clockwork, firearms, glasswork, jewelry, locksmith, printshop, racial goods (select a race not native to this settlement), siege engines, trapmaker, vehicles. Base value +30 gp; Productivity +2, Society +1; 1 minor ring, wand, or wondrous item; Population +5; limit 1 subtype per district.
Fire Station 6 BP 2 months Village A building to house firefighting and emergency services equipment and personnel. Stability +1; Law +1, Society +2; Consumption +1.
Foreign Quarter 39 BP 10 months Large Town An area with many foreigners, as well as shops and services catering to them. Subtype: When creating a Foreign Quarter, designate a race or culture that is not native to your settlement as its subtype. Base value +50 gp; Stability -1; Crime +1, Lore +1, Productivity +3, Society +3; Population of its subtype +250; increase the BP and Economy bonus of trade routes (see Trade Edicts) by 1.
Fort 53 BP 14 months A large part of the settlement partitioned off by massive fortification to house armies and their training grounds. It can garrison up to 2,000 personnel. Forts automatically scout the hex it is in and up to 3 hexes away. When built in a hex with a settlement, you can choose to have the fort protect one district, and the fort needs to be broken through before the district can be attacked in Mass Combat. This district is usually the last to be attacked when an enemy attacks the settlement. Upgrade from Garrison or Watchtower. Stability +2; Crime -3, Law +3; Consumption +4; Defense +16; Danger -5; Manpower +100; halves cost of Barracks, Garrison, Watchtower; limit 1 per 36 districts.
Foundry 10 BP 3 months Large Town; settlement must be in a hex containing a body of water, aqueduct, or canal Processes ore and refines it into finished metal. Stability -2; Productivity +4; Manpower +25; halves cost of Smithy; Mines in the settlement's hex and adjacent hexes generate 1 additional BP (Mines adjacent with two or more settlements with Foundries only benefit from one of them, but multiple Foundries in the same settlement stack); limit 1 per district per Mine in same or adjacent hexes.
Gambling Den 4 BP 1 month Small Town A place for games of skill and chance, wagering all manner of stakes. Base value +50 gp; Economy +2; Corruption +1, Crime +1, Society +3; Infamy +1.
Garrison 29 BP 8 months Small Town A large building to house armies, train guards, and recruit militia. It can garrison up to 500 personnel. Forts automatically scout the hex it is in and up to 2 hexes away. Upgrade from Barracks. Crime -2, Law +2; Consumption +2; Defense +8; Manpower +50; halves cost of Barracks, City Wall, Jail.
Granary 9 BP 3 months Hamlet A place to store grain and food. Stability +1; Consumption -1; if Farms reduce Consumption below 0, store up to 5 BP per Granary of excess production for use on a later turn when Consumption exceeds the Treasury; limit 1 per district per Farm in same or adjacent hexes.
Graveyard 1 BP 1 month A plot of land to honor and bury the dead. Society +3; Consumption +1; -5 penalty on checks against Monster Attacks with undead.
Guard Station 15 BP 4 months Village District headquarters for officers of the law and their equipment with temporary holding cells for suspected criminals. A Guard Station can garrison up to 50 personnel. Crime -2, Law +2; Consumption +1; Manpower +25.
Guildhall 23 BP 6 months Small Town A large building that serves as headquarters for a guild or similar organization. Subtypes: One for each subtype of Exotic Artisan, Luxury Store, and Trade Shop, plus one for each PC class, plus freelancer, sanitation. Base value +30 gp; Corruption +1, Law +5, Lore +2, Productivity +10, Society +5; halves cost of Pier, Stable, Trade Shop, Warehouse; limit 1 subtype per 36 districts.
Hanging Gardens 31 BP 8 months Small City A magnificent set of urban gardens, arboretums, and conservatories for the enjoyment of the nobility and common folk alike, containing both decorative and edible plants as well as elaborate public artworks, statuary, and water features. Stability +2; Lore +6, Society +12; Fame +5; halves cost of Menagerie, Monument, Park, Sacred Grove; Consumption -1; limit 1 per 36 districts.
Herbalist 11 BP 3 months The workshop and home of a gardener, healer, poisoner, or creator of potions. Stability +1; Lore +1, Society +1; Population +5; 1 minor wondrous item.
Hospital 14 BP 4 months Large Town A building devoted to healing the sick. Loyalty +1, Stability +1; Lore +2, Productivity +1, Society +2; Consumption +1; +5 bonus on checks agains Plague events; limit 1 per district.
Hotel 14 BP 4 months Large Town A luxurious establishment for visitors to spend the night. Upgrade from Inn. Base value +20 gp; Society +4; halves cost of Inn, Tavern.
House 5 BP 2 months A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. Population +50.
Inn 5 BP 2 months A place for visitors to spend the night. Upgrade to Hotel. Base value +10 gp; Society +2; Population +5.
Jail 2 BP 1 month A fortified structure for housing criminals. Crime -1, Law +1, Society -1; Consumption +1.
Library 5 BP 2 months Small Town A large building containing books, often presided over by a sage or other scholar. Upgrade to Academy. Lore +1, Society +1.
Lighthouse 14 BP 4 months Small Town A high tower with a signal light to guide ships and travelers, and keep watch on waves and weather. Law +6, Productivity +6, Society +6; Danger -5; water hexes count as one quarter (rather than half) when calculating Trade Route Length); Fisheries in the settlement's hex and adjacent hexes provide Economy +1 (Fisheries adjacent with two or more settlements with Lighthouses only benefit from one of them, but multiple Lighthouses in the same settlement stack); increases Productivity and Society bonuses of Piers, Skyports, and Waterfronts by 1; limit 1 per 36 districts.
Lumberyard 11 BP 3 months Village A mill and carpentry works for producing precut logs, boards, and wood products for construction. Upgrade from Mill. Stability -1; Productivity +4; halves cost of Mill; Sawmills in the settlement's hex and adjacent hexes generate 1 additional BP (Sawmills adjacent to two or more settlements with Lumberyards only benefit from one of them); limit 1 per district per Sawmill in same or adjacent hexes.
Luxury Store 13 BP 4 months Small Town A shop that specializes in expensive wares and luxuries. Subtypes: jeweler, tailor, taxidermist, watchmaker. Upgrade from Shop; Upgrade to Magic Shop. Base value +30 gp; Productivity +3; 2 minor rings, wands, or wondrous items; limit 1 subtype per district.
Magic Shop 34 BP 9 months Small Town A shop that specializes in magic items and spells. Upgrade from Luxury Store. Base value +40 gp; Crime +1, Lore +1, Productivity +5; 4 minor wondrous items, 2 medium wondrous items, 1 major wondrous item.
Magical Academy 88 BP 22 months Small Town An institution for training students in spellcasting, magic item crafting, and various arcane arts. Upgrade from Academy. Crime +5, Lore +15, Productivity +15, Society +10; Fame +5; 6 minor wondrous items; 3 medium wondrous items, 1 major wondrous item; halves cost of Caster's Tower, Library, Magic Shop; increase Lore bonus by 2 for questions relating to Knowledge (arcana); limit 1 per 36 districts.
Magical Streetlamps 8 BP 2 months Caster's Tower, Cathedral, Magic Shop, Magical Academy, or Temple Continual flame lamps that illuminate the lot. Crime -1, Society +1; limit 1 per district.
Mansion 12 BP 3 months Small Town A single huge manor housing a rich family and its servants. Upgrade to Noble Villa. Corruption +1, Law +2, Productivity +1, Society +2; halves cost of Exotic Artisan, Hotel, Luxury Store, Restaurant; Population +10.
Market 48 BP 12 months Village An open area for mercantile pursuits, traveling merchants, and bargain hunters. Base value +100 gp; Crime +1, Lore +2, Productivity +4, Society +2; 4 minor wondrous items, 2 medium wondrous items; halves cost of Black Market, Inn, Shop.
Menagerie 9 BP 3 months Large Town A large park stocked with exotic creatures for public viewing. Stability +1; Lore +1, Society +2; Fame +1; Consumption +1; increase Loyalty by 1/4 the CR of the highest-CR creature in the Menagerie.
Military Academy 31 BP 8 months Small Town An institution dedicated to the study of war and the training of elite soldiers and officers. Armies and commanders recruited at the settlement gain one bonus tactic (see Army Tactics). Law +6, Lore +4, Productivity +4, Society +4; Fame +5; Manpower +100; 1 minor armor, shield, or weapon; 1 medium armor, shield, or weapon; halves cost of Barracks; limit 1 per 36 districts.
Mill 6 BP 2 month A building used to cut lumber or grind grain. Upgrade to Lumberyard. Productivity +2; limit 1 per district per Farm or Sawmill in same or adjacent hexes.
Mint 34 BP 9 months Small City A secure building where the nation's coinage is minted and standard weights and measures are kept. Economy +6, Loyalty +6, Stability +2; Fame +10; limit 1 per 36 districts.
Moat 4 BP 1 month A fortification of one side of a district with an open or water-filled ditch, often backed by a low dike or embankment. Law +1; Defense +1; cannot be damaged by siege engines; limit 4 per district.
Monastery 17 BP 5 months A cloister for meditation, study, and the pursuit of various other scholarly paths. Corruption -1, Crime -1, Lore +1, Society -1; Population +20.
Monument 1 BP 1 months A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Loyalty +1; Consumption +1; Fame +1.
Museum 13 BP 4 months Small City A place to display art and artifacts both modern and historical. The GM may allow the nation leaders to display a valuable item (such as a magic item or bejeweled statue) in the museum, increasing Fame during this display by 1 for every 10,000 gp of the item's price (maximum +5 Fame), and by an additional 1 if the item is significant to the nation's history. Lore +2, Society +2; Fame +1; increase Lore bonus by 2 for questions relating to Knowledge (history); apply Lore bonus on Appraise checks regarding art objects.
Noble Villa 19 BP 5 months Small Town A sprawling manor with luxurious grounds that houses a noble. Upgrade from Mansion. Corruption +2, Law +4, Productivity +4, Society +2; Fame +1; halves cost of Exotic Artisan, Hotel, Luxury Store, Mansion, Restaurant; Population +15.
Observatory 4 BP 1 month Small Town A dome or tower with optical devices for viewing the heavens. Lore +2; Consumption +1; 1 minor wondrous item.
Orphanage 6 BP 2 months A place for housing and taking care of large numbers of orphans. Crime -1, Law +1, Society +1; Consumption +1; Population +5.
Palace 83 BP 21 months Metropolis A grand edifice and walled grounds demonstrating one's wealth, power, and authority to the world. You may make two special edicts per turn, but take a -2 penalty on all leadership checks associated with each special edict. Base value +100 gp; Economy +6, Loyalty +12, Stability +12; Corruption +2; Fame +15; halves cost of Mansion, Mint, Noble Villa; Population +200; limit 1 per settlement.
Park 6 BP 2 months A plot of land set aside for its natural beauty. Upgrade to Sacred Grove. Stability +1; Society +1.
Paved Streets 16 BP 4 months Large Town Brick or stone pavement that speeds transportation. Productivity +4, Society +4; Consumption +1; limit 1 per district.
Pier 2 BP 1 month Hamlet; body of water or Canal Warehouses and workshops for docking ships and handling cargo and passengers. Upgrade to Waterfront. Base value +20 gp; Stability -1; Crime +1, Productivity +2, Society +2; Population +5.
Restaurant 12 BP 3 months Large Town A high-end eatery or drinking establishment aimed towards the middle- and upper-class. Upgrade from Tavern. Base value +20 gp; Corruption +1, Society +8; halves cost of Tavern.
Sacred Grove 21 BP 6 months A bastion of the old druidic nature religions, often centered on runic megaliths and stone circles. Upgrade from Park. Stability +2; Corruption -1, Lore +1, Productivity -2, Society +2; Consumption +2; Danger -2; 1 minor item; +2 bonus to Stability checks against Crop Failure events or Monster Attacks involving animals, plants, or fey; each Sacred Grove provides a +1 bonus to Stability checks to resist Plague events; halves cost of Park; Population +2.
School 6 BP 2 months A place of learning for children and young adults. Lore +2, Society +2; Consumption +1.
Sewer System 7 BP 2 months Small Town; Aqueduct, body of water, Canal, Everflowing Spring, or Well An underground sanitation system that keeps the settlement clean, though it may become home to criminals and monsters. Upgrade from Tunnels. Economy +1, Loyalty +1, Stability +1; Consumption +1; Danger +5; halves cost of Cistern, Dump.
Shop 4 BP 1 months A general store. Upgrade to Luxury Store, Market. Base value +10 gp; Productivity +1; Population +5.
Shrine 12 BP 3 months A small shrine or similar holy site. Subtypes: Each deity is considered to be a subtype. Upgrade to Temple. 1 minor wondrous item.
Skyport 131 BP 32 months Large City A landing and take-off area for arrival and departure by air, lighthouses to guide air vehicles, facilities for building air vehicles, and a center of commerce. Base value +500 gp; Stability -3; Crime +3, Productivity +20, Society +20; 5 minor items, 3 medium items, 2 major items; halves cost of Black Market, Guildhall, Market, Warehouse; increases Productivity and Defense of Aeries by 2; Population +100; limit 1 per 36 districts.
Smithy 3 BP 1 month A specialized crafter's shop that forge metal armors, tools, and weapons. Stability -1; Productivity +2; Manpower +10; Population +5.
Stable 7 BP 2 months A structure for housing or selling horses and other mounts. It can garrison up to 50 mounted units. Base value +10 gp; Productivity +1, Society +1; Manpower +10; Population +5.
Stockyard 19 BP 5 months Village Barns, basins, and pens that store herd animals and aquatic livestock, and prepare them for nearby slaughterhouses. Stability +1; Productivity +2; halves cost to Stable, Tannery; Farms or Fisheries in the settlement's hex and adjacent hexes reduce Consumption by an additional 1 BP (Farms or Fisheries adjacent with two or more settlements with Stockyards only benefit from one of them, but multiple Stockyards in the settlement stack); limit 1 per district per Farm or Fishery in same or adjacent hexes.
Tannery 2 BP 1 month Aqueduct, body of water, Canal, Everflowing Spring, or Well A structure that prepares hides and leather. Stability -1; Productivity +2, Society -1.
Tavern 3 BP 1 month An eatery or drinking establishment. Upgrade to Restaurant. Base value +10 gp; Corruption +1, Productivity +1, Society +2; Population +5.
Temple 30 BP 8 months Village A large place of worship dedicated to a deity. Subtypes: Each deity is considered to be a subtype. Upgrade from Shrine. Consumption -1; halves cost of Graveyard, Monument, Shrine; 2 minor items; Population +2; limit 1 subtype per district.
Tenement 1 BP 1 month A staggering number of low-rent, cheap housing units. Building too many tenements can increase a nation’s Unrest quickly. You can build a house over an existing tenement for 2 BP, eliminating the Unrest modifier, however your population does not increase. Upgrade to House. Population +50; Crime +1.
Theater 13 BP 4 months Small Town A venue for providing entertainment such as plays, operas, concerts, and the like. Upgrade to Arena. Productivity +1, Society +2; halves cost of Brothel, Park, Tavern.
Town Hall 10 BP 3 months Hamlet A public venue for town meetings and repository for town records. Economy +6, Loyalty +6, Stability +6; halves cost of Barracks, Cistern, Dump, Jail, Watchtower; limit 1 per settlement.
Trade Shop 8 BP 2 months Village A shop front for a tradesperson. Subtypes: baker, bookbinder, butcher, candle maker, carpenter, cobbler, furrier, glazier, hatmaker, mason, painter, plumber, rope maker, tailor, undertaker, wainwright. Upgrade to Guildhall. Base value +20 gp; Lore +1, Productivity +2; Population +5; limit 1 subtype per district.
Tunnels 1 BP 1 month An extensive set of subterranean chambers, vaults, and tunnels, usually used for storage or burial, and sometimes for illicit activities. When used for burials, Tunnels are also called Catacombs. Upgrade to Sewer System. Productivity +3; Danger +5.
University 93 BP 24 months Large City An institution of higher learning, focusing mainly on mundane subjects but dabbling in magical theory. Upgrade from Academy. Lore +20, Society +20; Fame +10; 4 minor wondrous items, 2 medium wondrous items; halves cost of Academy, Bardic College, Library, Magical Academy, Military Academy, Museum, School; increase Lore bonus by 4 for questions relating to one Knowledge or Profession skill; limit 1 per 36 districts.
Watchtower 6 BP 2 months A tall structure that serves as a guard post and lookout. It can garrison up to 50 personnel. Watchtowers automatically scout the hex it is in and the adjacent hexes. Upgrade to Fort. Stability +1; Law +1; Consumption +1; Defense +2; Danger -1; Manpower +10.
Warehouse 3 BP 1 month A cavernous structure or cluster of buildings for storage and transfer of trade goods. Productivity +1.
Waterfront 77 BP 20 months Large Town; body of water or Canal A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. Upgrade from Pier. Base value +250 gp; Stability -2; Crime +2, Productivity +15, Society +15; 3 minor items, 2 medium items, 1 major item; halves cost of Black Market, Guildhall, Market, Pier, Warehouse; increases Productivity and Society of Piers by 1; Population +100; limit 1 per 36 districts.

Deities and Holy Sites

[Edit]

Cathedrals, Shrines, and Temples bring additional bonuses on top of those normally listed. These bonuses depend on the deity the religious building is devoted to. Temples include deity bonuses from Shrines, and Cathedrals include the deity bonuses from both Shrines and Temples. In addition, the nation and settlement modifiers (but not other attributes) of the Shrine are doubled for a Temple, and quadrupled for a Cathedral. Cathedrals also doubles the numerical modifiers for its Temple effect.

Alignment: A religion's teachings and traditions may cause conflict with a nation's general culture. A Shrine generates 1 Unrest for every step difference beyond the first between the nation's alignment and the religion's deity's alignment. A Temple generates 2 Unrest per step, and a Cathedral generates 4 Unrest. For example, a LG nation with a Shrine dedicated to a CN deity has a difference of 3 steps, and generates 2 Unrest; a Temple generates 4 Unrest instead. A nation's religion Social edict level may increase the amount of Unrest generated.

Table: Deities Holy Sites Effects

Deity Alignment Shrine Temple Cathedral
Asmodeus LE Economy +1; Corruption +2, Law +5, Lore +2, Productivity +5; Danger +1; 1 minor item. Increases Law and Productivity of one Bureau by 2. Halves cost of Bureau, Courthhouse, and Palace; increases Palace limit by 1.
Belthazar LN Economy +1; Lore +1; Productivity +1. Increases Productivity of one Exotic Artisan, Luxury Store,Smithy, or Trade Shop by 5. Halves cost of Exotic Artisan, Foundry, Luxury Store, Smithy, or Trade Shop; Foundries increase Economy bonus by 1 of Mines in same or adjacent hexes in addition to extra BP.
Cylene LE Stability +2; Corruption +1, Law +5, Society -1; Manpower +20. Increases Law of one Jail by 5 or Manpower of one Guard Station by 25. Can garrison an additional 200 personnel; halves cost of Guard Station, Jail.
Danika LE Corruption +1, Crime +1, Law -1, Lore +5, Productivity +5, Society -1; Danger +2. Increases Productivity of one Alchemist or Herbalist by 5. Enforcer can make one Assassination action in the settlement at no cost; halves cost of Alchemist and Herbalist; increases Lore of Alchemists and Herbalists by 2; prevents one Assassination Attempt event in the settlement per Event phase.
Deianeira NG Stability +1; Lore +1, Society +1; Danger -1. Increases Stability of one Stable or Tannery by 1. Halves cost of Stable, Tannery, Watchtower; increases Productivity of Stables and Tanneries by 1; increases scout range of Forts and Watchtowers by 1 hex.
El-Sathys N Crime +1, Lore +2, Productivity +1; one minor item. Reduces Consumption of one Caster's Tower by 1; one medium item. Halves cost of Academy, Caster's Tower, Magic Shop, Magical Academy and University; increases Productivity of Caster's Towers, Magic Shops, and Magical Academies by 2; one major item.
Firhanna N Stability +2, Lore +2, Productivity -1, Society +4; Danger -1. Reduces Consumption of one Hanging Garden, Menagerie, or Sacred Grove by 1. Halves cost of Hanging Garden, Menagerie, Sacred Grove; increases Stability of Hanging Gardens, Menageries, and Sacred Groves by 1.
Gunther CN Crime +1, Productivity +2, Society +5. Increases Society of one Inn or Tavern by 5. Increases Productivity and Society by 1 for each Road and by 3 for each Highway in same or adjacent hexes.
Heiranis CG Crime +1, Law -1, Society +9. Increases Loyalty of one Academy, Assembly, Bardic College, Courthouse, Town Hall, or University by 1. Halves cost of Assembly, Courthouse, Town Hall; increase Loyalty by 1 for each of the following Social edict levels: border control (open), civil liberties (enforced), class stratification (soft), luxury consumables (unrestricted), magic (free), religion (free).
Jeshakhet LN Stability +1; Law +3, Lore +2, Society +2. Reduces Consumption of one Graveyard or Crematorium by 1. Halves cost of Graveyard, Crematorium; increases Stability of Graveyards and Crematoriums by 1.
Kaï-den LG Corruption -1, Crime -2, Law +3, Society +2. Reduces Consumption of one Courthouse or Hospital by 1. Halves cost of Courthouse, Hospital; increases Stability of Courthouses and Hospitals by 1.
Kimylia LN Economy +2; Corruption +1, Law +2, Productivity +2. Increases Economy of one Bank or Market by 1. Halves cost of Bank, Market; increase Base Value by 25 and Productivity by 1 of Banks and Markets.
Karthamor CN Crime +1, Productivity +4; Defense +3; Manpower +10. Increase Defense or reduces Crime of one Barracks, Fort, Garrison, or Guard Station by 5. Halves cost of Arena, Fort, Garrison, Guard Station, Military Academy, Smithy; increases Productivity of Arenas and Smithies by 2; Manpower +100.
Lucial NG Lore +2, Society +2. Increases Society of one Bardic College or one Theater by 5. Halves cost of Bardic College, Theater; increases Lore of Bardic Colleges and Theaters by 2.
Minué NG Lore +2, Society +6; one minor item. Reduce Consumption of one Observatory by 1 or Corruption of one Dance Hall by 5; one medium item. Halves cost of Dance Hall, Magic Shop, Lighthouse, Observatory; increase Lore of Observatories and Society of Dance Halls by 2.
Noué NE Economy +1; Corruption +1, Crime +1, Lore +6, Productivity +4, Society -1; one minor item. Increases Base Value of one Black Market by 50 gp; one medium item. Halves cost of Black Market, Caster's Tower, Magic Shop; increases Productivity of Black Markets, Caster's Towers, and Magic Shops by 1.
Orcus CE Economy +1; Crime +1, Law -1, Productivity +9, Society -1; Danger +1. Increases Productivity of one Stockyard by 5. Halves cost of Arena, Stockyard; increases Arena and Stockyard limit by 1.
Phaenya CG Crime +1, Productivity +3, Society +3; Danger -1. Increases Economy of one Arena or Gambling Den by 1. Halves cost of Arena, Gambling Den; increases Society of Arenas and Gambling Dens by 2.
Seshalis CN Productivity +2, Society +2. Increases Economy of one Waterfront by 1 or Productivity of one Pier by 5. Halves cost of Pier, Waterfront; increases limit of Waterfronts by 1 for every body of water in same or adjacent hexes.
Sevrash CE Crime +1, Law -1, Lore +4, Productivity +6, Society -1; Danger +10. Increases Productivity of one Tannery by 5. Halves cost of Arena, Menagerie, Tannery; increases Productivity of Arenas and Menageries by 2.
Shenlong LG Corruption -1, Law +1; Manpower +4. Increase Loyalty of one Castle by 1 or reduces Danger for one Aerie by 5. Halves cost of Aerie, Castle, Skyport; increase limit of either Castle or Skyport by 1.
Shyzan N Stability +1; Lore +2. Increase Stability of one Monastery by 1. Halves cost of Academy, Monastery, Magic Academy; increases Productivity of Monasteries by 2.
Sindall CN Corruption +1, Crime +2, Law -1, Productivity +8, Society +4. Increases Economy of one Black Market, Sewer System, or Tunnels by 1. Halves cost of Black Market, Gambling Den; increases Productivity of Black Markets, Sewer Systems, and Tunnels by 2.
St. Argath LG Corruption -1, Society +1. Reduces Consumption of one Hospital or Orphanage by 1. Halves cost of Hospital, Orphanage; increases Society of Hospitals and Orphanages by 2.
St. Radimus LN Law +2, Productivity +1, Society -1; Defense +3; Manpower +10; Danger -1. Increases Law of one Castle or Noble Villa by 5. Halves cost of Castle, Noble Villa, Palace; increases limit of either Castle or Palace by 1.
Thraxis NE Crime +1, Lore +6; Danger +2. Increase Economy of one Sewer System by 1 or Productivity of one Tunnel by 5. Halves cost of Sewer System, Tunnels; increases Defense of Sewer Systems and Tunnels by 2.
Tiamat CE Crime +1, Law -2, Lore +1, Productivity +12, Society -2; Danger +15. Increases Manpower of one Aerie or Menagerie by 25. Halves cost of Aerie, Menagerie, Stable, Stockyard; treat CR of elite recruits in settlement as if they were 1 less for cost (minimum CR 1).
Tierra NG Stability +1; Corruption -1, Society +4. Reduce Consumption of one Granary or Stockyard by 1. Farms and Fisheries in settlement's hex and adjacent hexes reduce Consumption cost by an additional 1 (Farms or Fisheries adjacent to two settlements with Cathedrals of Tierra benefit from only one of the settlements, but multiple Cathedrals of Tierra stack); halves cost of Granary, Stockyard.
Vandarion LG Crime -1, Law +1; Defense +1; Manpower +10. Increase Defense of one City Wall or Garrison by 4. Can garrison an additional 200 personnel; halves cost of Barracks, Garrison, Guard Station, Military Academy, Watch Tower; increases Law of Guard Stations and Watch Towers by 2.
Xarios NE Corruption +1, Crime +1, Lore +5, Productivity +5, Society -1; Danger +6; one minor item. Increases Productivity of one Graveyard by 5. Halves cost of Caster's Tower, Graveyard, Magic Shop; one medium item, one major item.
Zhao-Khan LE Stability +1; Corruption +1, Law +7, Productivity +5, Society -1; Defense +5; Manpower +20. Increases Law of one Guard Station by 5 or Stability of one Castle, Fort, or Palace by 1. Halves cost of Castle, Fort, Guard Station, Palace; increases limit of Castle, Fort, and Palace by 1.

Exotic Settlements


[Edit]

Settlements can be built in other terrains other than plains or hills. Different terrains offer their own advantages and restrictions on what you can build. Your settlement can be a mix of different terrains if both are possible in the same hex, such as part of your settlement on normal aboveground land, with a connection to an underground portion. If so, you need to keep track of which districts are building in which type, determined when you prepare those district with their preparation times and costs adjusted for the type of terrain.

Barge Settlement

A barge settlement is made of floats, ships, and barges lashed together. Barge settlements may be transient, drifting through vast marshes or shallow seas, with buildings coming and going constantly causing the city to grow and shrink with seasonal migrations of seafaring folk.

  • Terrain: Coastline, Marsh, Water.
  • Requirements: Vessels carrying the necessary BP resources must be present in the hex to construct the settlement's first buildings. All buildings in a barge city must be wooden buildings.
  • Banned Buildings: Brickyard, City Stone Walls, Dump, Foundry, Graveyard, Lumberyard, Paved Streets.
  • Benefits: Doubles the settlement limits of Piers and Waterfronts. Each district gains a free Moat. Halves cost of Piers and Waterfronts.

Causeway Settlement

A causeway settlement is built up on pilings, piers, long bridges, and small islets, either natural or artificial, and is typically crisscrossed with canals. The settlement is linked to the mainland by a long causeway that crosses a marsh or open water.

  • Terrain: Coastline, Marsh, Water.
  • Requirements: A Bridge must already be present in the hex.
  • Banned Buildings: Dump.
  • Benefits: Doubles the settlement limits of Piers and Waterfronts. Each district gains a free Moat. Halves cost of Piers and Waterfronts.

Cavern Settlement

A cavern settlement is one built underground. Common among dwarves, drow, and similar deep dwellers, surface nations can establish cavern cites as well. In some cases they resemble cities on the surface, constructed within massive vaulted caverns, often surrounded by fungus farms or smaller satellite quarries or mines. Other cavern settlements, however, are simply interconnected cave complexes, wherein each city lot comprises its own warren of caves and chambers, linked by tunnels and passages to adjacent parts of the city. Some cavern settlements are lit by veins of crystal or luminescent fungi, others by magical lamps, and some by simple torches and lamps, while those inhabited entirely by dark-dwelling races may have little use for lights at all.

  • Terrain: Cavern, any terrain type that has the Lair special terrain may connect to a cavern suitable to build a cavern settlement.
  • Requirements: None.
  • Settlement: Corruption +1, Society +1, Danger +5
  • Banned Buildings: Aerie, Lighthouse, Observatory, Windmill
  • Benefits: Doubles the settlement limits for Brickyards. Each district gains one free City Stone Wall and one Tunnels. Halves cost of Brickyard and City Stone Wall.

Treetop Settlement

A treetop city is built on wooden platforms and frames built into and spanning between massive forest giants. A handful of buildings may cluster around the foot of the trees, but most of the city is raised far off the ground. Treetop cities are popular among elves, but they also offer solace to other humanoid races seeking shelter and peace.

  • Terrain: Forest, Jungle.
  • Requirements: None.
  • Banned Buildings: Brickyard, Castle, Crematorium, Dump, Foundry, Graveyard, Moat, Paved Streets, Pier, Sewer System, Tunnels, Waterfront.
  • Benefits: Doubles the settlement limits of Aeries, Observatories, and Skyports. Halves cost of Aerie, Park, Observatories, Sacred Grove, Skyport. Reduces the Stability penalty for all buildings by 1.

Underwater Settlement

An underwater settlement is built beneath the waves, usually as a home to aquatic races, though surface nations can build underwater settlements if they wish. Underwater settlement may be carved into natural underwater caves and clefts or may be built up into and upon reefs and rocks in elaborate spires and nacreous domes.

  • Terrain: Coastline, Marsh, Water.
  • Requirements: The BP cost and time to prepare an underwater district is doubled unless the nation's population is made up of aquatic creatures, or makes alliance with a nation of aquatic creatures to perform the building for them (this requires a friendly or helpful attitude, and an Economic Treaty obtained with a Diplomatic edict). In addition, an underwater settlement does not normally contain air-filled buildings. Transit between buildings is by swimming, and creatures lacking a swim speed consider all buildings in an underwater settlement impassable unless the district has a set of Tunnels. Any buildings constructed in an underwater city are likewise filled with water unless they are made airtight, with magically or naturally refreshing air sources. This increases the cost to build any such structure by 50%.
  • Banned Buildings: Brickyard, Dump, Foundry, Lumberyard, Moat, Skyport, Smithy.
  • Benefits: Doubles the settlement limits of Piers and Waterfronts. Halves cost of Piers and Waterfronts.

Events


[Edit]

Listed below are unusual events that can happen during a nation's Event Phase. Most events occur immediately and are instantaneous or terminate at the end of the Event Phase. Unless otherwise stated, the effects from the events last until the end of the next Event Phase.

Some events impact the whole nation, while others are centered on a specific settlement or hex. Roll on Table: Event Type and Danger Level to determine the type of event and whether it is beneficial or harmful. Then roll on the appropriate beneficial or dangerous settlement or nation event table. If this results in an invalid event (such as a pilgrimage when there are no Cathedrals, Shrines, or Temples in the nation), roll again.

Any time an event requires the Ruler to make a check, the Consort or Heir may make the check instead with a -4 penalty.

Continuous Events: A continuous event's effects continue each turn during the Event Phase until you resolve the event (as explained in the event description, usually by succeeding at a Leadership check).

Nation Events: Nation events affect your nation as a whole, taking place intermmitently or constantly throughout your territory. The Economy, Loyalty, Stability, Consumption, and Unrest modifiers of Nation Events are multiplied by your nation's size multiplier (minimum 1).

Localized Events: Some events are listed as "settlement" or "hex." The effect of these events are localized to a single settlement or hex. Randomly select a settlement or hex for the location of that event. Some events (such as a feud) could be confined to a settlement or start in one settlement and spread to affect the entire nation, depending on whether they're rolled on one of the Nation Events tables or one of the Settlement Events tables. The effects of Localized Events are multiplied by the number of districts in the hex.

Settlement Modifiers: Some events adjust settlement modifiers (Crime, Lore, etc.). If an event is localized to 1 settlement, its settlement modifier adjustments apply only to that settlement; if it's localized to a hex, it affects only settlements in that hex. If the GM is using settlement modifiers for the entire nation and the event is a national one, its adjustments apply to the final modifier for the entire nation. For example, the new subjects event increases Society and Stability for the entire nation by 1. For each settlement, these modifiers are multiplied by their respective number of districts.

Special Units: Some leaders require special units in order to make a leadership check. The leader gets to add the unit's UCR to their check. The unit becomes unavailable for any other events or leadership actions until the start of the next Decision phase. If the event takes place in a settlement, the leader must have an available unit already present in order to be used. If the leader does not have an available special unit, he automatically fails the check. However, the leader has the option of hiring adventurers instead (see below).

Hiring Adventurers: During an event, you can hire NPC adventurers to help deal with it, gaining a bonus on one leadership check made as part of that event. Adventurers are treated as armed forces unit, like an an army, and can be used in place of any armed forces unit type when needed. They cost 4 times their effective ACR in BP.

National Events

Archaeological Find: A well-preserved ruin is found in your nation, with historical artifacts connected to the people who lived in your land long ago. Effect: Lore +1. If you have a Museum, the discoverers donate 10,000 gp worth of historical artifacts to its collection (if you have multiple Museums, choose one as the recipient).

Assassination Attempt: One of your leaders (determined randomly) is the target of an assassination attempt. The assassin's CR is 2 higher that the target's. The Spymaster must succeed at a Stability check with an available agent to prevent the assassination. Alternatively, if the target is in a settlement, the Warden can make the check with an available guard unit in that settlement. Add the assassin's CR to the DC. If the target is a PC, the PC can choose to deal with the assassination attempt as an encounter. If the assassination occurs, Unrest increases by 1d6 and the nation immediately incurs the penalties for not having a leader in that role, even if the target survives or is revived.

Bandit Activity (Continuous): Bandits are preying upon those who travel through your nation. The Marshal must attempt a Stability check with an available scout team. If you succeed, your nation's defenses stop the bandits before they cause any harm. If you fail or don't have an available scout team, the bandits reduce your nation's Treasury by 1d6 BP (each time you roll a 6, add the result to the total and roll again), and the event continues in the next Event Phase.

Diplomatic Overture: A nearby nation sends an ambassador to you to negotiate an embassy (01–60), treaty (61–90), or alliance (91–100), as if using a diplomatic edict (see Special Edicts). If the GM doesn't have an appropriate nation in mind when this event occurs, determine the nation's alignment randomly; it may be hostile or friendly. The ambassador bears 1d4 BP (each time you roll a 4, add the result to the total and roll again) worth of gifts for your nation.

Economic Boom: Trade is booming in your nation! Your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

Entertainers’ Troupe: A traveling circus or entertainers’ troupe from a neighboring nation visits your realm. You gain 1d4 BP (each time you roll a 4, add the result to the total and roll again) and a +1 bonus on Stability checks until your next Event phase. Reduce your Unrest by 1.

Festive Invitation: Your nation's leaders are invited to a festival in a neighboring nation. If you attend and bring 1d4 BP (each time you roll a 4, add the result to the total and roll again) worth of gifts, for 1 year Society increases by 1, Fame increases by 1 for any check relating to that nation, and you gain a +2 bonus on edict checks relating to that nation.

Food Shortage: Spoilage, treachery, or bad luck has caused a food shortage this turn. The Ruler must attempt a Stability check. If you succeed, Consumption in the next Upkeep Phase increases by an amount of BP equal to half of your nation's Size. If you fail, Consumption in the next Upkeep Phase increases by an amount of BP equal to your nation's Size.

Food Surplus: Farmers produce an unexpected windfall! In the next Upkeep Phase, the nation's Consumption is halved (but returns to normal on the next turn).

Foreign Spy: A spy from a foreign nation is discovered trying to find out the nation’s weaknesses. The Spymaster must attempt a Stability check with an available agent. Alternatively, the Warden can make the check with an available guard unit. If you succeed, you halt the spy in the middle of their plans, and Unrest increases by 1. If you fail, the spy completes his objective and escapes, and Unrest increases by 1d4+1.

Good Weather: Good weather raises spirits and productivity. Economy, Loyalty, and Productivity increase by 2 until the next Event Phase.

Improvement Demand: This event is identical to the building demand event, but the citizens want the construction or destruction of a terrain improvement in the hex.

Land Rush: Overeager settlers claim an unclaimed hex and construct a Farm, Mine, Quarry, or Sawmill at their own expense, but are fighting over ownership. This hex is not part of your nation, so you gain no benefits from it. Productivity, Society, and Stability decrease by 1. The Ruler or Marshal must attempt a Loyalty check. If you succeed, Unrest increases by 1. If you fail, Unrest increases by 1d4. If you construct an identical improvement in an adjacent hex during your next Decision Phase, remove this event's changes to Productivity, Society, and Stability.

Large Disaster: A fire, storm, earthquake, flood, massive sabotage, or other disaster strikes! Roll 1d6; on a result of 1–5, the disaster threatens only 1 improved hex. On a result of 6, the disaster is widespread and threatens 1d6 additional improved hexes adjacent to the target hex. The Marshal must attempt a Stability check with an available scout team for each threatened hex; failure means the disaster destroys one terrain improvement in the hex and Unrest increases by 1.

Mercantile Contacts: The Magister or the Treasurer can attempt to use merchant contacts to find a specific magic item, making an Economy check for each item. If successful, a merchant finds the items and delivers them at the beginning of the next build phase. These items are available for purchase at the market price and are only available until the end of the month. Artifacts are not available through mercantile contacts.

Table: Mercantile Contacts

Nation Size Minor Magic Items Medium Magic Items Major Magic Items
1-10 1
11-25 2
26-50 3 1
51-100 4 2
101-200 5 3 1
(+100) (+1) (+1) (+1)

Monster Attack (Continuous): A monster (or group of monsters) attacks the nation. The GM picks a claimed hex in the nation in which the monster is active. The CR of the monster encounter is randomly determined as a Wandering Encounter as per the Exploration and Movement rules. You can personally deal with the monster (earning XP and treasure normally for your efforts). Alternatively, you can use your armed forces. The General or Marshal can eliminate it with an available army or scout team, respectively. The nation leader must roll 1d20 + the force's highest OM among its units (or EPL if using adventurers). If the result equals or exceeds 10 + the encounter's CR, your eliminates the attack, earning XP for the encounter's CR (divided by the force's number of troops). Even upon success, the unit receives damage equal to how much the encounter's CR exceed's the highest UCR in the force divided by its number of units (minimum 1 damage). A natural 1 is not an automatic failure, but the amount of damage is doubled (minimum 2). A natural 20 is not an automatic success, but the amount of damage is halved (minimum 0). Failure represents that the unit is lost. The Enforcer can also deal with one monster attack per Event phase anywhere in the nation as a solo unit if you choose not to run the attack as a normal encounter. If the monster is not defeated this turn, a random improvement (if in a hex) or a random building (if in a settlement) is destroyed, Unrest increases by 2, and the monster attack continues in the same location next Event phase. If there are no more improvements or settlements in the hex, the monster attack causes the hex to be unclaimed—this is in addition to losing control of hexes in the Upkeep Phase because of the nation's high Unrest score.

Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers or a good omen in the stars, raises your nation's morale. You gain a +1 bonus on Stability checks until the next Event Phase.

New Arrivals: A small group of indigenous intelligent creatures joins your nation and submits to your rule. Economy and Loyalty increase by 1, and your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again). Reduce your nation's Casualties by a number equal to your nation's modifier (to a minimum of 0).

Plague (Continuous): A deadly sickness strikes the target hex. You cannot construct terrain improvements there while plague persists. The High Priest and the Magister must each make a Stability check, each with a penalty equal to the number of Farms, Forst, Mines, Highways, Roads, and Vineyards in the hex, and a bonus equal to the number of Sacred Groves in the hex. If you succeed at both checks, the event ends, but Stability decreases by 2 and Treasury by 1d3 BP. If you fail at one check, Stability decreases by 2, Treasury decreases by 1d6 BP, and Unrest increases by 1d3. If you fail at both, Stability decreases by 4, Treasury decreases by 1d6 BP, Unrest increases by 1d6, and in the next Event Phase the plague spreads to an adjacent hex.

Political Calm: A sudden absence of political machinations coincides with an increase in public approval. Unrest decreases by your nation's size modifier. Until the end of the next Event Phase, you gain a +2 bonus on checks to resolve continuous events. If your nation has no Unrest and no continuous events, both Loyalty and Stability increase by 1.

Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader's spouse. Infamy increases by 1. The Councilor must attempt a Loyalty check. If you fail, Unrest increases by 1 and you take a penalty equal to your nation's size modifier on all Loyalty checks until the next Event Phase.

Smugglers (Continuous): Unscrupulous merchants are subverting legitimate businesses. The Treasurer must attempt a Loyalty check, and the Marshal must attempt a Stability check with an available scout team, each with a penalty equal to the number of Piers, Waterfronts, and trade routes in the nation. If both checks succeed, the smugglers are stopped before your nation takes any penalties from the event. If you fail at one of the checks, Corruption increases by 1d2 in each settlement, Crime increases by 1 for the nation, Productivity for the nation decreases by 1d3, Treasury decreases by 1d3 BP, and the event is not continuous. If you fail at both of the checks, Corruption increases by 1d4, Crime for the nation increases by 1, Productivity for the nation decreases by 1d6, Treasury decreases by 1d6 BP, and the event is continuous.

Visiting Diplomats: Diplomats from neighboring nations arrive to participate in a fete held in their honor. For every 100 hexes of your nation, 1 diplomat is invited (minimum 1), up to a maximum of the total number of nations bordering your own. Whether or not the diplomats show up depends on the relationships between the nations (the GM is encouraged to roleplay this out). You gain a +1 bonus on Economy checks for every diplomat that shows up to the fete until your next event phase.

Settlement Events

Boomtown: Randomly select one settlement. Commerce booms among that settlement. Until the next Event Phase, Productivity increases by the number of buildings in the settlement that grant an Economy bonus (this is not multiplied by the number of districts), and Corruption increases by 1d4 per district in that settlement.

Building Demand (Continuous): The citizens demand a particular building be built (01–75) or demolished (76–100). Select the building type randomly from those available for the settlement. If the demand is not met by the next Event Phase, Unrest increases by 1. Alternatively, you can suppress the citizens' demands and negate the event by having the Ruler succeeding at a Loyalty check, but this reduces Loyalty by 1 and increases Unrest by 1.

Crop Failure: Pests, blight, and weather ruin the harvest in the settlement's hex and all adjacent hexes. The Ruler and the Councilor must each attempt a Stability check. If both succeed, the problem is fixed before your nation takes any penalties from the event. If only one succeeds, affected farms reduce Consumption by 1 (instead of the normal reduction) in the next Upkeep Phase. If neither succeeds, affected farms do not reduce Consumption at all in the next Upkeep Phase.

Cult Activity (Settlement, Continuous): A religious cult of an alignment opposed to the nation's alignment begins kidnapping, converting, or even publicly sacrificing citizens. The High Priest must attempt a Loyalty check, and the Warden must attempt a Stability check with an available guard unit. If both succeed, the cult is disbanded before your nation takes any penalties from the event. For each of these checks you fail, Unrest increases by 1 and Productivity, Society, and Stability decrease by 1. If both checks fail, the event continues in the next Event Phase.

Discovery: Scholars unearth a bit of ancient lore or devise important new research of their own. Fame increases by 1 and Lore increases by 1.

Drug Den (Continuous): One of your Houses or Tenements becomes a hive of illicit drug trade. The Enforcer must attempt a Loyalty check, and the Warden must attempt a Stability check with an available guard unit, each with a penalty equal to the number of Brothels, Tenements, and Waterfronts, and the penalty is doubled if the Squatters event is active. If you succeed at both checks, you eliminate the drug den before your nation takes any penalties from the event. If you fail at one check, Crime and Unrest increase by 1. If you fail at both checks, Crime and Unrest increase by 1; Economy, Loyalty, and Stability decrease by 1; and on the next Event Phase, a second drug den event occurs in the same settlement (01–50) or the nearest settlement (51–100).

Feud (Continuous): Nobles (or other influential rival groups) are bickering. The Ruler or Councilor must attempt a Loyalty check. If you succeed, you end the event but Unrest increases by 1. If you fail, Corruption increases by 1, Unrest increases by 1d6, and the event is continuous.

Inquisition (Continuous): Zealots mobilize public opinion against a particular race, religion, nation, behavior, or nation leader. The Ruler or High Priest must attempt a Loyalty check. If you fail, the zealots run rampant; Infamy and Law increase by 1 and Lore, Loyalty, Productivity, and Stability decrease by 2. If you succeed, the zealots are somewhat suppressed; Lore, Loyalty, Productivity, and Stability decrease by 1. Two successful checks in a row end the event (if a check ends the event, no penalties from it occur that turn).

Justice Prevails: Authorities shut down a major criminal operation or thwart a plot against the settlement. Law and Loyalty increase by 1 and Crime and Unrest decreases by 1.

Localized Disaster: A fire, a flood, a storm, an earthquake, massive sabotage, or another disaster strikes the settlement! Roll 1d6 to determine how many buildings are threatened by the disaster. On a result of 6, the disaster is widespread and affects 1d6 additional buildings. The Warden must attempt a Stability check with an available guard unit for each threatened lot; failure means the disaster destroys the building in that lot and Unrest increases by 1. (This Stability check represents your nation's ability to prepare for or react to the disaster as well as the structure's ability to withstand damage.)

Monster Attack (Continuous): A monster (or group of monsters) attacks the nation. The GM picks a settlement in the nation in which the monster is active. The CR of the monster encounter is randomly determined as a Wandering Encounter as per the Exploration and Movement rules. You can personally deal with the monster (earning XP and treasure normally for your efforts). Alternatively, you can use your armed forces. The General, Marshal, or Warden can eliminate it with an available army, scout team, or guard unit in the settlement, respectively. The nation leader must roll 1d20 + the force's highest OM among its units (or EPL if using adventurers). If the result equals or exceeds 10 + the encounter's CR, your eliminates the attack, earning XP for the encounter's CR (divided by the force's number of troops). Even upon success, the unit receives damage equal to how much the encounter's CR exceed's the highest UCR in the force divided by its number of units (minimum 1 damage). A natural 1 is not an automatic failure, but the amount of damage is doubled (minimum 2). A natural 20 is not an automatic success, but the amount of damage is halved (minimum 0). Failure represents that the unit is lost. The Enforcer can also deal with one monster attack per Event phase anywhere in the nation as a solo unit if you choose not to run the attack as a normal encounter. If the monster is not defeated this turn, a random improvement (if in a hex) or a random building (if in a settlement) is destroyed, Unrest increases by 2, and the monster attack continues in the same location next Event phase. If there are no more buildings, the settlement is destroyed, and if there are no more improvements or settlements in the hex, the monster attack causes the hex to be unclaimed—this is in addition to losing control of hexes in the Upkeep Phase because of the nation's high Unrest score.

Noblesse Oblige: A noble family offers to construct a Monument (01–50) or Park (51–100) in your settlement at the family's own expense. The nobles pay all costs and Consumption for this purpose.

Outstanding Success: One of your nation's citizens creates an artistic masterpiece, constructs a particularly impressive building, or otherwise brings glory to your nation. Fame increases by 1, your Treasury increases by 1d6 BP, and Unrest decreases by 1. You gain a +1 bonus on Productivity checks until the next Event Phase.

Pilgrimage: Pious religious folk journey to your settlement, holding a religious festival in that settlement at no BP cost to you. You must still make the checks to determine if the festival is a success or not. If this event is rolled for a settlement without the requisite buildings or landmark for a religious festibal, re-roll this event.

Plague (Continuous): A deadly sickness strikes the target settlement. You cannot construct buildings there while plague persists. The High Priest and the Magister must each make a Stability check, each with a penalty equal to the number of Brothels, Foreign Quarters, Highways, Inns, Piers, Roads, Skyports, Stables, Stockyards, Tenements, and Waterfronts in the hex, and a bonus equal to the number of Alchemists, Cathedrals, Herbalists, Hospitals, Sacred Groves, and Temples in the hex. If you succeed at both checks, the event ends, but Stability decreases by 2 and Treasury by 1d3 BP. If you fail at one check, Stability decreases by 2, Treasury decreases by 1d6 BP, and Unrest increases by 1d3. If you fail at both, Stability decreases by 4, Treasury decreases by 1d6 BP, Unrest increases by 1d6, and in the next Event Phase the plague spreads to an adjacent hex.

Remarkable Treasure: The settlement immediately fills one of its open magic item slots (selected randomly) with a better than normal item (medium if a minor slot, major if a medium slot). Treat the settlement's base value as 50% higher than normal for determining the item's maximum price. If the settlement doesn't have any open magic item slots, treat this event as Unexpected Find.

Sensational Crime (Continuous): A serial killer, arsonist, or daring bandit plagues your nation. The Marshal and the Warden must each attempt a Stability check, with an available scout team and guard unit respectively, adding the settlement's Law and subtracting its Crime. If you succeed at both checks, the criminal is caught before your nation takes any penalties from the event. If you fail at one, the criminal escapes, Unrest increases by 1, and the event is continuous. If you fail at both, the criminal makes a fool of the authorities; Law and Loyalty decrease by 1, Treasury decreases by 1d4 BP, Unrest increases by 2, and the event is continuous.

Slavers (Continuous): Criminals begin kidnapping citizens and selling them into slavery. The Spymaster must attempt a Loyalty check with an available agent, and the Warden must attempt a Stability check with an available guard unit, each with a penalty equal to the number of Brothels, Tenements, and Waterfronts, and the penalty is doubled if the Squatters event is active. If both checks succeeds, the slavers are caught before your nation takes any penalties from the event. If you fail at one of the checks, Loyalty, Stability, and Unrest decrease by 1, but the event is not continuous. If you fail at both checks, Loyalty, Stability, and Unrest decrease by 2, and the event is continuous.

Squatters (Continuous): All of the free area in the settlement is taken over by beggars, troublemakers, and people unable to find adequate work or housing; they camp there with tents, wagons, and shanties. The cost to construct buildings in the settlement increase by 50% of the base price. Fame and Stability decrease by 1, and Unrest increases by 2. The Warden may try to disperse the squatters with a Stability check with an available guard unit. Success means the squatters are dispersed and the event is not continuous, but if a House or Tenement is not built in the settlement on the next turn, Infamy increases by 1 and Unrest by 2. Failing the Stability check means the event is continuous.

Unexpected Find: Local citizens discover a forgotten magical item. The settlement gains one temporary minor (01–70) or medium (71–100) magic item slot that is automatically filled in the next Upkeep Phase. This slot and the item go away if the item is purchased or in the next Event Phase, whichever comes first.

Vandals: Thugs and dissidents riot and destroy property. The Enforcer must attempt a Loyalty check, and the Warden must attempt a Stability check with an available guard unit. If both succeed, the vandals are stopped before your nation takes any penalties. If you fail at one check, Society decreases by 1 and one random building in the settlement is damaged. If you fail at both, one random building is destroyed (Unrest increases by 1 for each lot of the destroyed building), and 1d3 other random buildings are damaged. a damaged building provides no benefits until half its cost is spent repairing it.

Visiting Celebrity: A celebrity from another nation visits one of your settlements, causing a sudden influx of other visitors and spending. Fame increases by 1 and Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

Wealthy Immigrant: A rich merchant or a noble from another land is impressed with your nation and asks to construct a Mansion (01–75) or Noble Villa (76–100) in the settlement at no cost to you. If you allow it, the building provides its normal benefits to your nation.

Reputation


[Edit]

Like Reputation for characters (see House Rules: Reputation), your nation has a Fame and Infamy score, and can earn Prestige Points that can be spent on nation reputation rewards. Its Fame and Infamy scores cannot go lower than 0, but do not have an upper limit. A nation's Fame and Infamy scores decay at a rate of 1 per year.

Improvements: Hex and settlement improvements that add Fame or Infamy only adds to a nation's reputation once upon completion of their construction. Fame and Infamy decrease by the same amount if those improvements are destroyed.

Spheres of Influence

Unless otherwise specified, a nation's Fame and Infamy apply to all spheres of influence equally. The types of spheres of influence a nation can have reputation with are clearly defined:

  • its own citizens,
  • another nation,
  • a religion,
  • an organization,
  • a race.

Reputation

Your nation's general reputation score is increased by events and effects that increase your nation's overall renown, and is added to both your Fame and Infamy scores.

Size Increases: When your nation's Size increases to 11, 26, 51, 101, and every 100 hexes afterwards, your base reputation increases by 1.

Fame

Event Fame Modifier
Arena +1
Assembly +1
Bardic College +1
Colossus +1
Discovery event +1
Endowment edict +1
Everflowing Spring +1
Festive Invitation event +1
Great success trade route +1
Hanging Gardens +1
Magical Academy +1
Menagerie +1
Military Academy +1
Mint +1
Monument +1
Museum +1 + 1/10,000 gol (max +5)
Noble Villa +1
Outstanding Success event +1
Own a hex with a landmark +1
Palace +1
Peaceful Military edict +1
Ransom captured enemy nation leader (except Ruler) +1
Successful balanced treaty Diplomatic edict +1
Successful embassy Diplomatic edict check +1
Treetop settlement +1
University +1
Visiting Celebrity event +1
Pacifist Military edict +2
Ransom captured enemy nation Ruler +2
Your army is victorious in a mass combat battle +enemy's ACR/your side's ACR
Failed all three checks for a Trade edict -1
Failed a Festival edict is a disaster -1
Failed a treaty Diplomatic edict check -1
Failed an embassy Diplomatic edict check -1 for every 10 below the DC
Successful spread rumor and scandal Espionage edict against your nation -1
Squatters event -1 per month
Failed Loyalty check for your agent captured by a nation with an Embassy, Treaty, or Alliance -1d4 + 1 per additional failed check

Infamy

Event Infamy Modifier
Aggressive Military edict +1
Attack a nation with who you have an Embassy +1
Be the advantaged nation in an annexation peace treaty +1
Brothel +1
Executing captured enemy nation Ruler after battle +21
Executing captured enemy nation leader (except Ruler) after battle +11
Failed an embassy Diplomatic edict +1 + 1 per 10 below the DC
Failed Loyalty check for an Inquisition event +1
Failed Loyalty check for your agent captured by a nation with who you have no Embassy, Treaty, or Alliance +1
Failing to build a House or Tenement after succeeding the Squatters event +1
Gambling Den +1
Public Scandal event +1
Successful spread rumor and scandal Espionage edict against your nation +1
Using threats to establish embassy Diplomactic edict +1
Massacre enemy prisoners +1 per unit + 1/1,000 massacred prisoners
Starve interned enemy prisoners +1 per month
Use enemy prisoners of war as forced labour +1 per month
Successful Loyalty check when attacking a nation with who you have a Treaty +1d2
Failed to send aid to an ally when requested +1d4
Failed Loyalty check when attacking a nation with who you have a Treaty +1d4+1
Be the advantaged nation in a vassalization peace treaty +2
Destroy an endowed building of an enemy nation +2
Failed Loyalty check for your agent captured by a nation with who you have an Embassy, Treaty, or Alliance +2
Social edict set to Slavery +2
Successful advantaged one-sided treaty Diplomatic edict +2
Warmonger Military edict +2
Massacre enemy civilians +2 + 1/100 massacred civilians
Declare war against a nation within 10 years of establishing a peace treaty +3
Successful advantaged tributary treaty Diplomatic edict +3
1If all captured nation leaders are executed, double the Infamy increase of the highest ranking leader.

Prestige Points Rewards

Your nation gains prestige points (PP) every time it gains Fame or Infamy. The amount gained equals to the amount of Fame or Infamy increased. Your nation's total PP can never exceed the combined total of its Fame and Infamy scores. If that total ends up lower than its current number of PP, then the excess PP are lost. Some types of rewards depend on either its Fame or your Infamy score, and there are some that can be earned regardless of the kind of its reputation.

General Rewards

Reputation 10

  • Leadership Boost (1 PP): Gain a +4 bonus on leadership checks.

Reputation 20

  • Great Inspiration (1 PP): Gain a +6 bonus on leadership checks for recruiting special units (agent, army, police, scout team).

Fame Rewards

Fame 20

  • Trustworthy (1 PP): Gain a +6 bonus on leadership checks for Diplomatic (embassy, treaty, alliance, cease-fire, armistice, peace), Festival, and Trade edicts.

Infamy Rewards

Infamy 20

  • Fearsome (1 PP): Gain a +6 bonus on leadership checks for Diplomatic (war) edict.

War


[Edit]

Declaring War

Whether your nation declares war on another or vice versa, all current diplomatic edicts and trade routes are ended. Regardless of who declared war, each nation's Ruler must make a Stability check. Succeeding the check increases Unrest by 1, while failing increases Unrest by 1d4+1, plus an additional 1d4+1 for every 10 below the DC, as the people become agitated at the state of war. Your relationship with the opposing nation becomes hostile.

If you and the enemy nation had embassies in each other's territory, the Grand Diplomat must make two Stability checks. The first is to determine if your embassy staff successfully escapes to your nation, and prevents any sensitive information falling into enemy hands. If the check fails, your nation's Unrest increases by 1d4+1, plus an additional 1d4+1 for every 10 below the DC. The second check is to determine if your nation succeeds at capturing the enemy's embassy intact. Doing so grants you 1d4 Minor Secrets on the enemy nation as detailed in the Espionage Edict.

Ending War

Negotiation

If all nations involved in the war are willing to negotiate an end to the war, your Grand Diplomat can issue a diplomatic edict to negotiate peace during your Decision phase. The terms are then dictated as part of this edict.

Total Victory

The war can also end when all settlements of one side have been occupied by the other side. The nations belonging to the defeated side then cease to officially exist.

The victorious side of a Total Victory gains the remaining Treasury of the defeated nations. It can also claim the hexes formerly claimed by the defeated nations at the cost of 1 BP per hex, plus 1 BP per settlement district within those hexes; these hexes are considered to be already explored, and hexes and districts that are already exploited do not need to be paid for. However, the victorious side also increases their Total Unrest by 1 per hex and per settlement district taken due to the change in administration and the general resentment of the population. If there are multiple nations on the victory side, the spoils of war can be negotiated between them. Any hexes of the defeated nations not claimed by the victors at the time of victory become unclaimed, and can be explored and claimed as normal.

Any special units of the defeated nations (army units, scout teams, police units, agents) nominally becomes owned by the victorious nations (divided among them as part of negotiating the spoils of war). However, the new owners must make a Loyalty check for each unit with a penalty equal to the unit's ACR plus it's commander's LB. Failure results in the unit rebelling against the new order, becoming independent and unsupported by any nation. They will eventually disband if they cannot pay their Consumption, but may become a danger as they raid lands to gain BP. You may defeat them in Mass Combat as normal, attempt to negotiate with them, or leave their actions up to the GM.

Any prisoners that survived in the defeated nations' captivity are automatically freed. The fate of prisoners still in your custody are up to you, with the consequences detailed in House Rules: Mass Combat - Victory and Aftermath under "Prisoners of War".

If your nation adds the defeated nations' territory as part of your own, you also gain a portion of their current casualties. Your nation's Casualties increase by an amount equal to the proportion of the defeated nations' Casualties equals to the proportion of territory taken. Add up the number of hexes and settlement districts your nation is taking over. Then calculate the percentage of that territory from the total number of hexes and settlement districts of the defeated nations. That percentage is the proportion of the total Casualties of the defeated nations that is now added to your own nation's Casualties.

Aftermath

After incorporating conquered territory and settlements in your nation, the people in your new lands may not accept your rule so peacefully. Starting on your next Event phase after your victory, your nation automatically experience a number of nation events in addition to any that are normally randomly generated. These events cannot be altered with the Ear to the Crowd leadership perk.

Each conquered settlement generates one random event per alignment step difference between it and your nation from Table: Aftermath Settlement Events for a number of months equal to its number of districts. If the settlement's alignment matches your nation, it means that its citizens are more or less content with your nation's policies. The number of events is reduced the more the settlement's (or your nation's) alignment shifts closer together.

Table: Aftermath Settlement Events
d% Settlement Event
1-20 Inquisition
21-40 Localized Disaster
41-50 Plague
51-70 Sensational Crime
71-85 Squatters
86-00 Vandals

As long as settlements are generating aftermath events, your nation experiences a nation event in addition to any that is normally randomly generated from Table: Aftermath Nation Events. Once no settlement generates aftermath settlement events, the nation aftermath events cease.

Table: Aftermath Nation Events

d% Nation Event
1-20 Bandit Activity
21-30 Food Shortage
31-40 Foreign Spy
41-60 Large Disaster
61-70 Plague
71-00 Smugglers
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License