House Rules: Nation Building - Edicts

Appointment Edicts

Appointment edicts are the different ways the nation's Ruler gains their position.

  • 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 edicts

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 + the target nation's special Size modifier + your nation's special Size modifier + alignment difference modifier + relationship modifier + the target nation's attitude – your nation's Fame – BP you spend on bribes or gifts

Special Size Modifier: This is equal to the nation's Size divided by 5.

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
1 Per 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
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; for every 10 that you fail your check, 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; for every 10 that you succeed your check, 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.
    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. For every 10 that you fail your check, the nation's attitude toward you worsens by 2 steps and Infamy increases by an additional 1; if the nation's attitude becomes or is already hostile, it declares war on you.
    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 and continue to staff the embassy; you may try again next turn.
    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.

Treaty: If you have an embassy agreement with another nation, you can approach that nation's leaders to establish a treaty 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 whether the treaty is balanced or unbalanced.
    For a balanced treaty, increase each nation's Economy by 10% of the lower Economy between the two nations. The Fame of the party with the advantage in the negotiations by 1.
    For an unbalanced treaty, the advantaged nation's Economy increases by 15% and the disadvantaged nation's Economy increases by 5% of the lower Economy between the two nations. The advantaged nation's Infamy increases by 1. You may use a Diplomatic edict to change an unbalanced treaty in your favor to a balanced treaty; doing so does not require a check.
    The treaty bonus to Economy is reevaluated at the end of the nation turn.
    If one nation is an NPC nation and the GM doesn't want to calculate its exact Economy modifier, estimate its Economy as 2d6 + 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. If you fail, Infamy and Unrest increase by 1d4 each.

Alliance: If you have a treaty 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 or unbalanced, but the bonuses apply to each nation's Stability instead of Economy.
    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 you are attacked by another nation, you can call for aid from your allies. Failure to send aid increases an ally's 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. If you fail, Infamy and Unrest increase by 2d4 each. An attacked ally may end an alliance, treaty, or embassy agreement with the aggressor without penalty.

Endowment edicts

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 would 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.

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.

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 and your spies are caught (see Risk). In addition, if any check results in a natural 1, your spies are caught even if the mission succeeds.


  • 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 terrainthat 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; 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).
  • 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 spies add 1d3 Unrest in the target nation.
  • Organize Crime Spree (DC +5; 1 BP): Your agents reduce Economy by 1 and increase Crime by 1 in the target nation, which also loses 1d6 BP from its Treasury.
  • 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): Your saboteurs damage one building or terrain improvement, rendering it nonfunctional until repaired at half the building cost. If you achieve complete success with three successful checks for this Espionage Edict, you may choose to damage two improvements or buildings or completely destroy one. This has no effect on buildings that provide a Defense bonus.
  • Spread Rumor and Scandal (DC +5; 1 BP): Your agents start a whispering campaign that breeds mistrust and gossip, reducing Loyalty and Society by 1 and also decreasing the target nation’s Fame or increasing its Infamy by 1.

Risks: If your agent is caught, 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 Economy Loyalty Stability Consumption
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

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 30 19
Colossal 801—1100 24 7 40 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 (thorpe, 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 +2 bonus to Crime and Society, and the civic festival increases the effects (see below) of Arenas, Black Markets, Brothels, Dance Halls, Gambling Dens, Inns, Luxury Shops, Markets, Monuments, Palaces, Parks, Shops, and Taverns in that city.

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 (thorpe, 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 +2 bonus to Law and Society, and the religious festival increases the effects of Cathedrals, Graveyards, Inns, Luxury Shops, Markets, Monuments, Parks, 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, doubling 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, increasing the effects of the listed buildings by 50% for one month. Total the bonuses for all listed buildings in the settlement together before applying the 50% increase, rounding down; do not apply the 50% increase separately to each building.
    When buildings effects are increased (whether doubled or by 50%), this increase includes not only nation and settlement attribute modifiers like Economy and Lore; it also includes a doubling of Base Value and magic item creation during that month. This increase allows a settlement to exceed the normal maximum Base Value for a settlement of its size (either doubling or increasing it by 50%, as appropriate) 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, the entire nation takes a -2 Stability penalty, and any Stability checks required for the settlement or hex where the Festival is held take a -4 penalty (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 ("Failed Festival") which last for 1 year, 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 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 Elites Fame/Infamy Defense Economy Society
Pacifist 1% 0% +2 Fame -1 +2 +2
Peaceful 5% 0% +1 Fame +1 +1
Normal 10% 1%
Aggressive 15% 3% +1 Infamy -1 -1
Warmonger 20% 5% +2 Infamy +1 -2 -2

Manpower: This represents the percentage of the population that can be recruited as regular army soldiers (1st-level fighters) and the same number that can be recruited as ordinary militia (1st-level warriors). Any armies that you recruit beyond this limit are treated as emergency conscripts (1st-level commoners that automatically gain the shaken condition in combat).
    In addition to representing the total available soldiers of each type, manpower represents the percentage of your population that you can keep under arms on an ongoing basis without impacting your nation’s morale. A nation can keep a percentage of its citizens, including all units belonging to all armies (army, elites, militia, and conscripts combined), of up to its manpower. For every percentage point above its manpower limit, it takes a -1 penalty to Loyalty checks.
    If you decrease your militarism level to a level where the standing armies you have in the field exceed your allowed manpower, you must split, reform, or disband those standing armies 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 over the limit loses 1 point of Morale by the same amount.

Elites: This percentage functions like manpower, but represents the total number of your population that can be recruited as CR 2 creatures or higher. Unlike manpower, you cannot exceed this percentage; these additional elites simply do not exist among your population to be recruited.
    Higher-level elites can also be recruited, though this reduces the pool of available elite soldiers.

Table: Higher-level Elites

CR Replaces Required Nation Size
3rd 2 Normal Elites 11 Hexes
4th 3 Normal Elites 26 Hexes
5th 5 Normal Elites 51 Hexes
6th 8 Normal Elites 101 Hexes
7th 12 Normal Elites 201 Hexes
+1 +4 Normal Elites +100 Hexes

Elite Building Requirements: Recruiting elite soldiers must be done in a settlement, not a Fort, and requires one or more additional buildings to be present in that settlement, in addition to a Barracks, Castle, or Garrison. To recruit a creature other than the PC races, they would need to be part of your settlement's population. If they are not present by default, then your settlement requires a Foreign Quarter for that creature type.

Table: Elite Soldier 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 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 Cathderal 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 and Military Academy Rogue Black Market or Gambling Den Samurai Military Academy, Noble Villa, or 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

Mercenaries: In addition to conscripting its own citizens, a nation can hire mercenaries, which do not count against its Manpower limit. However, the nation takes a -1 penalty to Loyalty for each mercenary army the nation employs. This penalty disappears when a mercenary army is destroyed or released from service. If a mercenary army is induced to desert or betray your nation by an enemy Spymaster's action, your nation gains 1 Unrest.

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.

  • 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. Example: a senate, a parliament. Modifiers: +2 per 5 persons in the assembly to Economy, Loyalty, and Stability.

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.

  • 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.
    • Controlled: People must pay fees or meet certain requirements to enter or leave your nation. Effect: Economy +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; Productivity -2, Society -2; no Diplomatic or Trade edicts can be issued.
  • 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 Evil to select this edict. Effect: Loyalty +2, Stability -1; Law +1, Society +2. 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 publically 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.
  • 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.
    • 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. Effect: Loyalty -1, Stability +2; Society -2.
      • Slavery: Non-good nations may establish a slave class, gaining the additional benefit of having all terrain and building improvements' BP cost reduced to one half, and to a quarter if they are already halved by other buildings. However, overall nation Consumption is increased by half of your nation'sSize 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 50% of nation's Size (minimum 1 BP).
  • 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.
    • Selective: Only a small number of luxury consumable are restricted by the government. Effect: Economy +1, Stability -1.
    • 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.
    • 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.
  • 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.
    • 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: Economy +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 +2; Lore -1, Society -1.
  • Religion:
    • Free: The nation allows the worship and practice of all religions without persecution or restriction. Effect: Loyalty +1, Stability -2; Society +2.
    • Moderate: The nation allows the worship and practice of all religions, but imposes some restrictions to maintain public order. Effect: Society +1.
    • 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 +1; Society -1.
    • 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 Good to select this edict. Effect: Loyalty -2, Stability +2; Society -2.

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 Economy Loyalty Item Price Adjustment
0% +3 +1 -30%
10% +2 -1 -20%
20% +1 -2 -10%
30% +0 -4
40% -1 -8 +10%
50% -2 -16 +20%
(+10%) (-1) (x2) (+10%)

Trade Edicts

Trade edicts are special edicts that allow you to create a trade route with another nation, increasing the BP you gain every month, as well as possibly increasing your Fame and other nation statistics.

To plan a trade route, select another nation as your trade partner and determine the distance in hexes from a settlement in your nation to a settlement in the target nation, tracing the path of the trade route rather than a direct line. A trade route can pass through grassland, desert, or any terrain that has a road or highway. If your settlement contains a Pier, the trade route can pass along rivers and coastal hexes. If your settlement contains a Waterfront, your trade route can pass through water hexes. A settlement can be on one end of a trade route a number of times equal to the number of its districts.

Longer trade routes are harder to maintain than short ones. To determine the effective length of your trade route, hexes with roads or rivers count normally. Grassland and desert hexes count double. Water hexes and hexes with highways count as half. This total distance is the Trade Route Length (TRL). Divide the Trade Route Length by 10 to get the Route Modifier (RM). Subtract the TRL from your nation's Size to get the Length Modifier (LM), with a minimum LM of 0.

Establishing a trade route takes 1 hex per day along Roads and Rivers (upstream), 2 along coastlines, and 4 along water or Rivers (downstream). If the journey requires 1 turn or more, you gain no benefits from it until the turn the traders arrive at their destination.

You must invest at least 5 BP into the initial trade expedition using this trade route. 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 + your settlement's Corruption + the RM + the LM – your settlement's Productivity

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

If two checks succeed, the trade route is established; Economy increases by 1 and Treasury increases by the RM + 2d4 BP per 5 BP invested in the initial trade expedition. For example, if you invested 5 BP in a trade route with an RM of 2, Treasury increases by 2 + 2d4 BP.

If all three checks succeed, the trade route is established and is a great success; Economy increases by 2, Fame increases by 1, and Treasury increases by the RM + 2d4 BP per 5 BP invested in the initial trade expedition.

An established trade route provides its benefits for 1 year.

A nation can have the following types of trade route. Each type requires certain buildings in your settlement, and each increases the Economy bonus from a successful trade route.

Food: If your nation has surplus production from farms and fisheries that reduces its Consumption to below 0, you may export food. A successful food trade route increases Economy by 1; this benefit is lost in any month that Farms and Fisheries do not reduce Consumption below 0. 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.

Goods: The 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. A successful goods trade route increases Economy by 1. You must have at least 1 Guildhall in your starting settlement.

Lumber: This trade route carries lumber or wood products. A successful lumber trade route increases Economy by 1. You must have at least 1 Lumberyard in your starting settlement. Your nation can have 1 lumber trade route for every 10 Sawmills.

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. A successful luxuries trade route increases Economy by 1. You must have at least 1 Luxury Store in your starting settlement.

Ore: This trade route carries ore, precious stones, or metal. A successful ore trade route increases Economy by 1. You must have at least 1 Foundry in the starting settlement to count Mines. Your nation can have 1 ore trade route for every 10 Mines.

Stone: This trade route carries stone or marble. A successful stone trade route increases Economy by 1. You must have at least 1 Brickyard in your starting settlement. Your nation can have 1 stone trade route for every 10 Quarries.

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 or unbalanced. These decisions are automatically successful and do not require rolls.

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.

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