Realm Maker

Realm Maker
Unless otherwise stated, when a rule asks you to reference a level or an improvement, it is considering only the current province and not across the entire realm.

Founding a Realm

Founding a new realm is no easy feat. It requires you to possess an enormous reserve of capital and workforce.

Every 1,000 gp worth of coins and gems adds 1 Wealth point to your Treasury.
Every 1,000 gp worth of tools adds 1 Goods point to your Treasury.

A 1st-level creature provides 1 Laborers development point, so you would need 1,000 of such laborers to have 1 level of Laborers capital. You can reduce that number by increasing the development point worth of each laborer by several ways:

  • Each addition level (from base creature level or experience) increases their worth by 1 point.
  • Provide high quality tools. Every 1 point of Goods or 2 points of Wealth increases a laborer's point value by 1, so if you spend 500 Goods of points on 500 laborers, you will have 1 level of Laborers capital available.
  • Add the laborer's size modifier to your Laborers level (note that smaller creatures will result in you needing more than 1,000 of them to reach 1 level).

Realm Turn Sequence

Upkeep Phase

  1. Pay Government Consumption—Pay your government upkeep with capital from your treasury.
  2. Pay Unit Consumption—Pay the consumption for all of your units. If they are garrisoned, pay with capital from your treasury. If they are deployed, pay with capital in their supplies.
  3. Update Population—Update the population for each province.
  4. Update Hex Danger—Update Danger development based on the province's hexes.
  5. Check Social Class Support—Check the support of each social class for each province, and apply any effects.
  6. Check Capital Consumption—Check the consumption levels of each capital for each province, and apply any effects.
  7. Check Religion Effects—Check the levels of each religion for each province, and apply their effects.

Income Phase

  1. Collect Taxes—Add taxed capital to your treasury from all provinces according to your Taxation Edict.
  2. Make Deposits To Treasury—You can add funds to a realm's treasury by donating your personal wealth to the realm. Every 1,000 gp worth of coins or gems deposited adds 1 point of Wealth. Every 1,000 gp worth of magic items deposited adds 1 point of Magic.

Build Phase

  1. Provincial Development—This phase only occurs if your control edict is not "absolute". For each hireling and capital, the province buys development points equal to one-tenth of its Wealth development divided by the capital's point cost or Wealth point cost (whichever is higher), up to an amount that does not exceed what is needed to reach the next level. Magic is developed first, followed by Hirelings, followed by the rest of the types of capital except for Wealth which is developed last.
  2. Religion Development—Each religion's development increases if the province meets one or more growth conditions.

Decision Phase

Realm leaders make Leadership Actions.

Event phase

GM rolls for random events.

Government

Treasury

The Treasury contains the resources your government controls. Through taxes and other means, you can store the following capital and services:

  • Food
  • Goods
  • Magic
  • Materials
  • Wealth

Your government can also store Labor. However, each point of Labor increases your government expenses by 1 Wealth point. This represents hiring laborers and keeping them on government retainer.

Each time you purchase capital from your nation with Wealth points, increase the selling province's Wealth development by 1 point for each Wealth point spent.

In addition to the above, you can store Influence. Influence is the support and collection of favors that can be used to convince your realm to follow your commands without having to pay other capital.

Each province can have its own Treasury. These are capital freely accessible by provincial leaders. Realm leaders can also tap into these capital for actions in the provincial Treasury's province, but using them for actions in other provinces makes its provincial leaders unhappy, and reduces that province's Support for all social classes by 1 + 1 per 10 capital taken away. You do not need to assign capital in provincial Treasury, but that requires provincial leaders to tap into the realm's Treasury which you can permit freely or with conditions.

Leaders

Realm leaders are members of the government that have the authority to perform leadership actions.

How individual realm leaders are compensated for their services is up to themselves to come to an agreement. However, the staff for each leader to accomplish their actions does require payment. The government upkeep cost in Wealth points per leader is equal to 1 for every 20 levels of the realm's Population (minimum 1 Wealth point).

There is a lower rank type of leader called "provincial leader". These leaders are assigned to a province, and can only target their province with their leadership action. However, they gain a +10 bonus on all leadership checks for those actions. The government upkeep cost in Wealth points per provincial leader is equal to 1 for every 20 levels of the province's Population level (minimum 1 Wealth point).

A realm leader can be assigned as a provincial leader to only one province. A realm leader assigned this way can still target their leadership actions to any province and also gain the +10 bonus on actions targeting their assigned province. The government upkeep cost for such leaders remains that for a realm leader.

Every settlement needs at least one leader assigned to it, either a realm leader or a provincial leader. A settlement without a leader can have settlement improvement built in it.

Leadership Actions

Your nation always has at least one nation leader, your Ruler. The Ruler may then decide to create or retire additional nation leaders. The Ruler determines the titles, responsibilities, and hierarchy of these nation leaders. Each additional leader increases your government upkeep by 10.

Each leader can perform leadership actions. These actions require time to perform, measured in days of 8 hours of activity. Your skill in political management can make you more efficient in your work and reduce the number of days an action requires to finish. You can make a Profession (politician) check at DC 10 + the province's size modifier, and you can reduce your action's time by 1 day + 1 day for every 10 that your result is above the DC (to a minimum of 0 days). Failing the check by 10 or more represents your complete mismanagement of your office, and the action's time is doubled. You can take 10 on leadership checks.

You can choose to spend Influence, Magic, or Wealth from your treasury on checks to reduce the action's time or as part of the action. Each point of Magic and Wealth grants a +1 bonus to any leadership check, while 1 Influence grants a +2 bonus.

Each leader can hire a staff of hirelings that can aid her on her checks by using the aid another action with the same skill. The leader is responsible for compensating the staff's own expenses to keep them hired.

Development

Claim Hex

Time 1 day.
Select an explored hex adjacent to a hex you control. Add that hex to your realm.

Clean Blight

Time 1 day.
Select a province. Make a Knowledge (nature) or Profession (gardener or herbalist) against a DC of 10 + the province's Blight level + the province's size modifier. On success, reduce Blight development by your result. This action costs Wealth equal to the province's Wealth point cost.

Construct Improvement

Time A number of days equal to the province's size modifier.
You oversee the construction of an improvement of your choice in a valid settlement or hex.

Cultivate Food

Time 1 day.
Select a province. Make a Profession (farmer, fisher, gardener, herbalist, miller, shepherd, or trapper), Handle Animal, or Survival check against DC 10 + the province's Population level. On success, add your result to your treasury's Food capital. This action costs Wealth equal to the province's Wealth point cost.

Develop Province

Time 1 day.
Select a province and one of its capital. You can increase that capital's development points by paying its cost with capital from your treasury. You can pay using Wealth points or with the target capital's alternative cost.

If you pay with Wealth, the cost of Wealth points per development point is equal to the highest number between the province's Wealth level or the target capital's current level. High Wealth level represents the increased quality of life and costs of living which increases the cost of paying for goods and services.

The target's alternative cost lists one or more different types of capital that you can use to pay for development points. If you pay with those alternative capitals, the cost is equal to the target capital's current level. You can pay with just one type of capital, or you can split the cost between two or more of the listed alternative capitals. Paying this way represents that you are providing the required materials without any middleman.

The amount of development points you can purchase per Develop Province action is equal to 1 + the level of the target capital's Hireling + the province's inhabitant base level.

Explore Hex

Time 1 day.
Select an unexplored hex and one of your units. That unit is sent to explore that hex. You can select this action multiple times using the same unit. The hex is only explored when the unit travels to it, spends the time to explore it, and returns to one of your settlements, Forts, or Watchtowers.

Prepare Settlement

Time 1 day.
Select a hex under your control. Your realm begins preparing that hex for a settlement. The preparation time depends on the hex's terrain.

Resource Gathering

Time 1 day.
Select a province. Make a Profession (miner or woodcutter) check against DC 10 + the province's Population level. On success, add your result to your treasury's Materials capital. This action costs Wealth equal to the province's Wealth point cost.

Train Crafters

Time 1 day per Population level (minimum 1 day).
Select a province. Make any type of Craft check against DC 10 + the province's Population level. On success, add your result to the Crafters' development points. This action costs Wealth equal to the province's Wealth point cost.

Diplomatic

Establish Embassy

Time .

Negotiate Treaty

Time .

Economic

Acquire Treasury Capital

Time 1 day.
Select one of your provinces and one of its capital that you can store in your Treasury. You can acquire that capital up to an amount equal to 10 times the capital's level. The cost of each point of capital purchased is equal to the province's Wealth development point cost. Increase Wealth development by the amount of capital purchased. You can reduce the Wealth cost per point by 2 for every point of Influence spent (to a minimum cost of 1 Wealth).

Alternatively, you can simply seize the capital without paying anything, but this reduces the province's Support by 1 for every point taken.

Borrow Wealth

Time 1 day.
You borrow Wealth from the people of your province and add it to your Treasury with a promise to pay them back at a later date with interest. Reduce Wealth development by an amount equal to the amount of Wealth you are borrowing.

Add a Debt condition to the province with a duration of your choice (minimum 1 month). At the end of its duration, you must deduct the amount of Wealth initially borrowed plus its interest from your Treasury. Upon doing so, the Debt condition is removed and increase Wealth development by the amount of Wealth paid back divided by its point cost.

Interest is equal to 1% per month of the Debt's duration. If you do not have enough Wealth to pay back the Debt or you refuse to pay, the condition remains, the province's Support decreases by 1 for every 100 Wealth owed, and the interest rate increases to 2% per month of the Debt's original duration. You have the chance to pay back the debt every month, but each time you fail to do so, Support decreases by 1 and the interest rate increases by 1% per month of the Debt's duration.

Train Professionals

Time 1 day per Population level (minimum 1 day).
Select a province. Make a Profession (merchant) check against DC 10 + the province's Population level. On success, add your result to the Professionals' development points. This action costs Wealth equal to the province's Wealth point cost.

Withdraw Treasury Capital

Time 1 day.

Education

Train Sages

Time 1 day per Population level (minimum 1 day).
Select a province. Make any type of Knowledge check against DC 10 + the province's Population level. On success, add your result to the Sages' development points. This action costs Wealth equal to the province's Wealth point cost.

Espionage

Espionage actions require an agent to perform. An agent assigned to an action cannot be assigned to another action during the same realm turn. You can be your own agent if you so wish.

Each agent increases your Government Upkeep costs by 10 Wealth per level.

During the Upkeep phase, you can provide each agent an amount of Goods, Magic, or Wealth. The agent can spend these capital to gain a +1 bonus for each point spent on any check they need to make.

Agent Failure: If an agent fails an espionage check with no degree of failure, the agent escapes undetected. If he fails by 1 degree, he escapes, but his identity and affiliation is discovered by the target realm. If he fails by 2 degrees, he is captured by the target realm. If he fails by 3 degrees, he is killed in action.

Assassination

Time .

Counterespionage

Time number of days equal to the province's size modifier.

Create Contact

Time varies depending (minimum 1 day).

Discover Hidden Faction

Time number of days equal to the province's Population level.
Diplomacy, Perception, or Sense Motive

Discover Minor Secrets

Time .

Discover Major Secrets

Time .

Extraction

Time .

Gather Public Information

Time .

Establish Safe House

Time .

Establish Smuggling Network

Time .

Spread Misinformation (Agent)

Time 1 day per target province's Population level.
Select a province belonging to your realm or another realm, then select a social class, and then select either Morale or Support. Have your agent make a Bluff check against a DC of 10 + the target province's Security level. A success reduces the target Morale or Support by 1 + 1 for every degree of success.

Train Agent

Time a number of days equal to the agent's current level.
You work to recruit an agent or arrange the training of one of your current agents. To recruit an agent, make a Sense Motive check against a DC equal to 10 + 10 times the target's level - the highest Population level amongst all of your provinces. Increase the DC by 10 for each level the target is above yours.

To train an existing agent, he must be in a province with a Security level above his own and not assigned to any task. The agent cannot be assigned any task for a number of realm turns equal to his current level. At the end of this duration, the agent gains a level and can be assigned tasks once more.

This action costs 1,000 Wealth equal to the target agent's current level.

Governance

Change Edict

Time varies depending on current Governance edict.

Magic

Thaumaturgic Tutelage

Time 1 day per Population level (minimum 1 day).
Select a province. Make an Arcana check against DC 10 + the province's Population level. On success, add your result to the Mages' development points. This action costs Wealth equal to the province's Wealth point cost.

Religion

Theocratic Tutelage

Time 1 day per Population level (minimum 1 day).
Select a province. Make a Religion check against DC 10 + the province's Population level. On success, add your result to the Priests' development points. This action costs Wealth equal to the province's Wealth point cost.

Security

Create Unit

Time number of days equal to the unit's size modifier plus unit's size modifier per piece of equipment.
A unit needs to be created in a provincial capital. When creating a unit, make the following choices:

  • choose what people to recruit
  • unit size (aka how many of them)
  • the unit's level
  • type of hireling: Mages, Priests, or Soldiers

Make a Profession (soldier) check against DC 10 + unit level + unit size. Add your province's Security level as a bonus to your check. The DC is modified by:

  • Increase the DC by 10 if the unit's size exceeds the number of the selected people living in the province.
  • Increase the DC by a further 10 if that number exceeds the number of the selected people living in the entire realm.
  • Increase the DC by 10 if the unit's size modifier is greater than its hireling's level in the province.
  • Increase the DC by a further 10 if the unit's size modifier is greater than its hireling's level in the entire realm

The DC is further modified by the Support and Morale of the province's social classes.

  • For Soldiers, use the Working-class' Support and Morale.
  • For Mages and Priests, use the Middle-class' Support and Morale.
  • If the social class' Support is above 60, reduce the DC by 5 if Morale is Willful, and by 10 if it is Radical.
  • If the social class' Support is 40 and lower, increase the DC by 10 if Morale is Willful, and by 20 if it is Radical.

On success, the unit is created and ready for action at the start of the next Decision phase.
On failure, the unit fails to be created, and no one can attempt to create a unit with the same composition of equal or greater size or level until the start of the next Decision phase.
This action costs Wealth equal to the unit's Wealth consumption and Goods equal to its equipment.

Suppress Danger

Time 1 day.
Select a province. Make a Profession (soldier) or character level check against a DC of 10 + the Danger level + the province's size modifier. On success, reduce Danger development by your result. This action costs Wealth equal to the province's Wealth point cost.

Alternatively, select one of your units. You task your unit to reduce the Danger score of the province it is currently in. Have your unit's leader make a Unit attack roll against the DC. Upon success, reduce the Danger's development points by the check's result. If the check fails by at least 1 degree, the unit takes casualties equal to the Danger level.

Train Soldiers

Time 1 day per Population level (minimum 1 day).
Select a province. Make a Knowledge (martial) or Profession (soldier) check against DC 10 + the province's Population level. On success, add your result to the Soldiers' development points. This action costs Wealth equal to the province's Wealth point cost.

Train Unit

Time number of days equal to the unit's size modifier.
Select a province. This action cost Wealth equal to

Societal

Gain Influence

Time 1 day per social class level.
Select one of your provinces and one of its social classes that is at least 1st-level. Make a Bluff, Diplomacy, or Intimidate check against DC 10 + the social class' level; double the level for Middle-class and triple the level for Upper-class. Upon success, add Influence to your treasury equal to your result. Double the amount of Influence gained if you selected the Middle-class, and four times the amount if you selected the Upper-class. For every 10 that your check is below the DC, reduce the social class' Support by 1.

Gain Support

Time 1 day per social class level.
Select one of your provinces and one of its social classes that is at least 1st-level. Make a Bluff, Diplomacy, or Intimidate check against DC 10 + the social class' level; double the level for Middle-class and triple the level for Upper-class. Upon success, increase the social class' Support by 1 plus 1 for every degree of success. For every 10 that your check is below the DC, reduce Support by 1.

Organize Festival

Time

Raise Morale

Time 1 day per social class level.
Select one of your provinces and one of its social classes that is at least 1st-level. Make a Bluff, Diplomacy, or Intimidate check against DC 10 + the social class' level; double the level for Middle-class and triple the level for Upper-class. Upon success, increase the social class' Morale by 1 plus 1 for every degree of success. For every 10 that your check is below the DC, reduce Morale by 1.

Root Out Corruption

Time 1 day.
Select a province. Make a Profession (barrister, clerk, or scribe) or Sense Motive check against a DC of 10 + the province's Corruption level + the province's size modifier. On success, reduce Corruption development by your result. This action costs Wealth equal to the province's Wealth point cost.

Suppress Morale

Time 1 day per social class level.
Select one of your provinces and one of its social classes that is at least 1st-level. Make a Bluff, Diplomacy, or Intimidate check against DC 10 + the social class level; double the level for Middle-class and triple the level for Upper-class. Upon success, reduce the social class' Morale by 1 plus 1 for every degree of success. For every 10 that your check is below the DC, increase Morale by 1.

Train Performers

Time 1 day per Population level (minimum 1 day).
Select a province. Make an Artistry or any Perform check against DC 10 + the province's Population level. On success, add your result to the Performers' development points. This action costs Wealth equal to the province's Wealth point cost.

Edicts

Appointment

Elected increase morale, increase corruption

Hereditary increase security, reduce morale

Trial increase hireling dev point limit by pop level, increase danger

Borders

Open: increase Corruption and Danger, increased Growth, increase point limit for all hirelings by province size modifier.

Development

Absolute: Only your government controls the flow of capital and can purchase development points. Increase Corruption by each hireling and capital level during the Upkeep phase. Decrease Morale by 10 for Working, Middle, and Upper classes when changing this edict from "Free" to "Absolute".

Free: Your province develops itself with a budget of its Wealth development to buy development points in each capital. The budget is a percentage equal to the capital's hireling level. For example, if your Mages level is 7, then your Magic capital has a budget of 7% of your Wealth's development points. The cost is equal to the capital's point cost or Wealth's point cost (whichever is higher). Increase Morale by 10 for Working, Middle, and Upper classes when changing this edict from "Absolute" to "Free". Magic is developed first, followed by Hirelings, followed by the rest of the types of capital except for Wealth which is developed last. Every 1% of the budget over 100% increases Wealth consumption by 1.

Liberalize Capital: Select a capital and increase the percentage of Wealth development points it can use to develop itself. For each 1% increase from its current percentage, pay 1 Wealth point from your treasury when setting this edict; this wealth is added to the Wealth development. Each 1% of liberalization increases Wealth point cost by 1.

Regulate Capital: Select a capital and decrease the percentage of Wealth development points it can use to develop itself. For each 1% decrease from its current percentage, pay 1 Wealth point from your treasury when setting this edict; this wealth is added to the Wealth development. If the Development edict is set to "Free", increase Corruption during the Upkeep phase by the capital's level for each 1% below the capital's hireling level.

Diplomacy

Demand

Free Trade

Mutual Defence

Non-Aggression

Closed/Open Borders

Trade Embargo

Governance

The Governance edict dictates who can change realm edicts.

Autocracy is governance by a single person, the Ruler, who is the only leader who can change realm edicts.

Oligarchy is governance by all of the realm leaders. Upon selecting this edict option, determine what proportion of the oligarchy is required to agree to an edict change and how many members are required to attend to the decision. The oligarchy members present to vote on edict changes each spend a day of activity. For example, you may agree that edict decisions pass when at least 51% of the oligarchy agrees, 66% agrees, or even just 33% agrees. To change the agreement proportion, the oligarchy needs to agree to change the Governance edict and choose the Oligarchy option again with the new proportion. The attitude of leaders included in the oligarchy towards the Ruler increases by 1 step when changing the Governance edict to "Oligarchy". The attitude of leaders in the oligarchy towards the Ruler decreases by 2 steps when the Governance edict is changed away from "Oligarchy".

Assembly is governance by people that are not assigned as realm leaders. Upon selecting this edict option, determine what criteria people must meet in order to take part of the assembly, what proportion of the assembly is required to agree to an edict change, and how many members are required to attend to the decision. The assembly members present to vote on edict changes each spend a day of activity. For example, you may decide that only women above the age of 20 years that are citizens of your realm that are elected by lots of 1,000 citizens may be part of your realm's assembly, and that at least 55% of the assembly must agree to an edict change. To change assembly criteria or its agreement proportion, the assembly needs to agree to change the Governance edict and choose the Assembly option again with the new criteria or the new proportion. Increase Morale for all social classes by 10 when changing the Governance edict to "Assembly", and reduce Morale for all social classes by the Population level when changing the edict away from "Assembly".

Holidays

Every holiday increases the Comfort, Performers, and Priests development point limit by 1, and reduces the Wealth development point limit by 1.

Magic

Free: No change.

Restricted: Set a level. Reduce Mages and Magic development point limits by the Restriction level (to a minimum of 0), increase their point cost by the Restriction level, and increase the number of Magic development points needed to increase Danger development by the Restriction level. By default, each point of Magic development purchased increases Danger development by 1 as well. If, for example, you set your Magic Restriction level to 2, then Danger development increases by 1 for every 3 Magic development points purchased per action.

Military

Conscription
set level of conscription (up to pop level) of selected social class
increase soldier limit by level, reduce soldier point cost by level
reduce point limit of all other hirelings by level, increase point cost of all hirelings by level
reduce Support selected social by 2 per level when increasing conscription level

Religion

Banned Religion: Select a religion and ban it from your realm. This religion does not gain any development points during the Build phase. Upon banning a religion, the Support score of all social classes are reduced by an amount equal to the religion's current level. The religion's current development remains, but no longer increases when growth conditions are met. Instead, development from its growth condition is added to Corruption development as its worship goes underground.

Succession

Designate a person who will assume the position of Ruler should the current Ruler is no longer able to fulfill her duties or steps down from the position.

Taxation

You can tax any of the following capital: Food, Goods, Magic, Materials, Wealth.
You set Taxes to each province.
When you set a tax on a capital, set its level. Add this tax level to the capital's consumption score.
During the Income phase, you gain 100 points of that capital per tax level from each province, and add them to your Treasury.
When you increase a tax level, reduce Support on all social classes by 2 for each level.
When you decrease a tax level, increase Support on all social classes by 1 for each level.

Population

Every 1,000 adult inhabitants increases a province's Population level by 1.
The realm Population level is equal to the sum of all provinces' Population levels.

Growth: A province's population grows during the Upkeep phase. By default, the Working-Class population increases by the province's Population level (minimum 1).

  • Increase growth by 1 for each Services and Supply capital has its level above its consumption.
  • Reduce growth by 1 for each Services and Supply capital that is overconsumed.
  • Reduce growth by half of the Population level when Borders edict is set to "closed".

Inhabitant Size: A province's inhabitant size is the creature size of the majority people. If two or more peoples have equal majorities, the inhabitant size is whichever is closest to Medium.

Inhabitant Base Level: A province's inhabitant base level is the base level of the majority people. If two or more peoples have equal majorities, the inhabitant base level is whichever is closest to 0.

Attitudes

Each social class of each province tracks their attitude scores separately.
To measure attitude scores on a realm level, add up all the scores from each province, and divide it by the realm Population level.

Morale

Morale is your population's willingness to take action, either for or against your government. Morale scales from 0 to 100. The starting Morale score of your province starts at 50.

Table: Morale Score and Levels

Score Level Description
0-20 Submissive Your population fully obeys your government without questioning or resistance.
21-40 Resigned Your population follows your government's policies, and while they may have questions or differing opinions, they are unwilling to act upon them.
41-60 Active Your population is willing to voice their opinions and participate in the political process.
61-80 Willful Your population is very active in the political process and is willing to use all legal means to voice their opinions and implement their desired policies.
81-100 Radical Your population is willing to use extreme measures, even if illegal, to voice their opinions and implement their desired policies.

Support

How much of your population supports your government. Support scales from 0 to 100. The starting Support score of your province starts at 50.

Social Classes

The combined levels of all social classes must equal the province's Population level.
Each social class has their own support scores, each with their own effects.

Upper-Class

Inhabitants with enough authority, personal wealth, or power, or any combination thereof, that exert a tangible influence on the politics of the realm.

  • If the Upper-Class' Support is at least 60, you can reduce the Influence cost of Leadership actions in the province by up to the Upper-Class' level. If their Support is at least 80, you can reduce the Influence cost by up to twice the level. The action's Influence cost cannot be reduced to less than 1.
  • If the Upper-Class' Morale is greater than 60, add their score to Corruption development during the Upkeep phase. If their Morale is greater than 80, add twice their level instead.

Middle-Class

Inhabitants that are highly educated, possess specialized skills, or business owners.

  • If the Middle-Class' Morale is greater than 80, add their level to Corruption and Wealth development during the Upkeep phase.

Working-Class

Inhabitants that are unskilled or working in manual labor.

  • If the Working-Class' Morale is greater than 80 and their Support is 40 or less, add their level to Danger development during the Upkeep phase. If their Support is 20 or less, add twice their level instead.
  • If the Working-Class' Morale is greater than 80 and their Support is greater than 80, add their level to the development point limit of any capital that is limited by Laborers.

Underclass

Inhabitants that lack the basic needs, such as being poor and homeless.

  • If the Under-Class' Morale is greater than 80 and their Support is 60 or less, add their level to Danger development during the Upkeep phase. Add their level twice if their Support is 40 or less, and three times if it is 20 or less.

Economy

Capital Levels

Each province has their own set of capital levels.
Every 1,000 development points increases a capital's level by 1.

Consumption

A province's base consumption is equal to its Population level + its Middle-Class score + twice its Upper-Class score.

Hirelings

Hirelings levels determine the limit of how many development points can be bought per use of Develop Province action. If a capital lists two or more types of Hirelings, the highest level among them determines the point limit. The development point limit for Hirelings uses the Sages level.

Each time a Hireling aside from Laborers increases a level, move 100 people from the Working-Class to the Middle-Class. If the Working-Class population is at 0, remove 100 points from the Laborers' development instead.

Crafters are trained to craft a particular product. Examples of this hireling are alchemists, carpenters, leatherworkers, masons, and smiths. A typical carpenter has ranks in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local).

Laborers are anyone who can perform unskilled work.

Mages are any spellcasters that need a form of training to manifest magic with access to at least six tiers levels.

  • For every Mages development point added, increase Danger development by 1.

Performers are providers of entertainment, as actors, musicians, singers, and writers. A typical performer has ranks in Artistry and any Performance skills, and is equipped with instruments or tools to create their art.

Priests are any spellcasters who require belief in a greater power to manifest magic with access to at least six tiers levels.

Professionals are trained to provide a particular service beyond simple physical labor. Examples of this hireling are animal trainers, butlers, cooks, drivers, and merchants. Professionals rely on a specific Profession skill, backed up with relevant Knowledge or other skills.

Sages are people with extensive knowledge in one or more related areas who can advise you about their areas of expertise. A typical sage is a civilian with ranks each in skills such as Appraise, Knowledge, Linguistics, Profession, and Spellcraft.

Soldiers are trained in combat and have the means and will to kill your enemies, although they can also be used to provide security. They typically have a full base attack bonus progression.

Services

Comfort represents the services that improve the quality of life for your population, such as providing entertainment, stimulation, and making everyday chores much easier.

  • Comfort is consumed by the province's base consumption +its inhabitant size modifier.
  • When Comfort consumption is above its level, reduce Morale of all social classes by 1 for each level Comfort is below its consumption.
  • Each point added to Comfort development increases Corruption by 1.
  • Cost: Goods.
  • Hireling: Performers.

Magic represents the magical services provided by casters and the magic items crafted by them.

  • Magic increases all development point limits and reduces point costs by its level - its consumption (to a minimum of 1).
  • For every Magic development point added, add 1 Danger development point.
  • Cost: Goods, Materials.
  • Hireling: Mages, Priests.

Nature represents the efforts made to keep the natural environment healthy and sustainable.

  • Nature is consumed by the province's base consumption + its inhabitant size modifier.
  • When Nature consumption is above its level, increase the province's Blight development by 100 points during the Upkeep phase for each level Nature is below its consumption.
  • When Nature's level is above its consumption, increase Wealth's point cost by 1 for each level Nature is above its consumption. This represents the overspending on nature services that provide no immediate tangible gains but do inflate expenses.
  • Cost: Goods.
  • Hireling: Priests, Sages.

Security keeps your inhabitant lives and livelihoods safe from crime and danger.

  • Security is consumed by the province's base consumption.
  • Security consumption is reduced by the province's inhabitant size modifier and its inhabitant base level. This cannot reduce consumption to below 0.
  • When Security consumption is above its level, increase the province's Corruption and Danger development by 100 points each during the Upkeep phase for each level Security is below its consumption.
  • When Security's level is above its consumption, increase Wealth's point cost by 1 for each level Security is above its consumption. This represents the overspending on security services that provide no immediate tangible gains but do inflate expenses.
  • Cost: Goods.
  • Hireling: Soldiers.

Wealth represents the economic activity, financial investments, and currency held by your population.

  • Wealth is consumed by the province's base consumption.
  • When Wealth consumption is greater than its level, increase the province's Corruption and Danger development by 100 points during the Upkeep phase for each level Wealth is below its consumption.
  • Each point added to Wealth development increases Corruption by 1.
  • Cost: Goods.
  • Hireling: Professionals.

Supplies

You can reduce any cost of development points for any supply by increasing Blight development. For every 1 Blight development point added, you can reduce the cost of a supply development point by 1 or increase its point limit by 1. This is in addition to Blight increases from normally adding supply development.

When a supply's consumption is above its level, increase the province's Corruption and Danger development by 100 points during the Upkeep phase for each level the supply is below its consumption.

Food is essential to keeping your population alive.

  • Food is consumed by the province's base consumption + its inhabitant size modifier + for each majority people that has the Ravenous lineage trait.
  • The maximum Food level is determined by the total Food value of all hexes in the province.
  • Increase Blight development by 1 for each point of Food development purchased.
  • Cost: Goods.
  • Hirelings: Laborers.

Goods are finished crafted items and materials. Goods provide shelter and the tools to survive and thrive.

  • Goods are consumed by the province's base consumption + its inhabitant size modifier.
  • Increase Blight development by 2 for each point of Goods development purchased.
  • Cost: Goods, Materials.
  • Hireling: Crafters.

Materials are the raw materials used to craft Goods and used as fuel.

  • Materials are consumed by the province's base consumption + its inhabitant size modifier.
  • Increase Blight development by 4 for each point of Materials development purchased.
  • The maximum Materials score is determined by the total Materials value of all hexes in the province.
  • Every year after the founding of the realm the Materials level of all provinces is reduced by 1 unless this reduces it below the province's number of Forests and Jungle hexes combined. This represents the depletion of non-renewable resources over time.
  • Cost: Goods.
  • Hirelings: Laborers.

Adverse Capital

Adverse capital levels are used as a percentage chance of an adverse event occurring during the Event phase. Every 100 levels triggers a guaranteed event, with the remainder being a chance percentage.

Blight represents the ruining and poisoning of the natural environment and its ecosystems.

Table: Blight Events

Chance Event Description
01-15 Drought (Ongoing) A deficit of resources causes reduced output from the province's farms. During the Upkeep phase, reduce the province's Food development by 100 points per Blight level.
16-25 Earth Disaster A natural disaster related to the earth (such as an earthquake, a landslide, or a sinkhole) strikes the province. One random improvement is destroyed. Reduce the province's Population by 1d12 per Blight level.
26-35 Flood Massive flooding sweeps the province. Reduce province's Food development and Population each by 1d12 per Blight level. Reroll this event if there are no bodies of water or waterways in the province.
36-55 Invasive Wildlife (Ongoing) Creatures not native to the province are destroying the local ecosystems and are threatening the safety of your population. During the Upkeep phase, increase the province's Danger development and reduce its Food development each by 10 points per Blight level and the number of months the event has been ongoing.
56-75 Plague (Ongoing) A deadly plague sweeps through your population. During the Upkeep phase, reduce the province's Population by 1d12 per Blight level and the number of months the event has been ongoing. During the Event phase, the Plague has a chance to spread to any adjacent province that does not currently have the Plague event with a chance equal to 5% per month the event has been ongoing.
76-85 Wildfire (Ongoing) A wildfire burns through the province. During the Upkeep phase, reduce the province's Food and Goods development by 10 points per Blight level and the number of months the event has been ongoing. Reroll this event if it is not the summer season or if the province does not contain Forest, Hills, or Plains hexes. During the Event phase, The Wildfire has a chance to spread to any adjacent province that does not currently have the Wildfire event with a chance equal to 5% per month the event has been continuing.
86-100 Wildstorm A massive weather disaster (such as a hurricane or a tornado) slams the province. Reduce the province's Population, Food and Goods development each by 1d12 per Blight level.

Corruption represents the willingness of your population to ignore the rules and norms nominally agreed upon by your society in order to benefit their own interests.

  • While Corruption is normally regarded as a detriment to your realm, your government can take advantage of Corruption to make your rule easier.

Table: Corruption Events

Chance Event Description
Embezzlement Somewhere along the chain of hands, the actual amount of taxes collected was less than what was reported. Reduce your Wealth treasury by 1d12 per Corruption level.
Corruption Spreads (Ongoing) A seed of corruption is allowed to flourish and spread. During the Upkeep phase, add 1d12 points per Corruption level to the province's Corruption development.
Turning a Blind Eye (Ongoing) Corrupt officials turn a blind eye, or in some cases even have a hand in, to criminal activity or threats to the province's security. During the Upkeep phase, add 1d12 points per Corruption level to the province's Danger development.
Smuggling (Ongoing)
Under-Class Growth Because of financial misconducts, your population is losing employment and business opportunities. Reduce the Labor-class population by 100 times the Corruption level, and increase the Under-class by the same amount. If there are not enough Labor-class population remaining, reduce the Middle-class population by the remaining amount. If there are no Middle-class population left, reduce the Under-class population by the remaining amount and increase the Criminal-class population by that amount.
Upper-Class Growth Through questionable means, some of your population have gained enough wealth and power to start influencing the growth of your realm. Reduce the Middle-class by 10 times the Corruption level and increase the Upper-class population by the same amount.
Gambling Den A Gambling Den improvement is established in a random settlement without your approval, taking up an improvement slot.
Pleasure Den A Pleasure Den improvement is established in a random settlement without your approval, taking up an improvement slot.
Slavery (Ongoing) It is discovered that members of your population have been using their fellow inhabitants as slaves or in slave-like conditions. Move an amount of Working-class population equal to 10 times the Corruption level to the Under-class. Repeat this during every Upkeep phase until the event has ended or there is no Working-class population left. While this event is ongoing, increase the Labor development point limit and reduce its cost both by the Under-class level.
False Support It is uncovered that reports of your population's support for your government were falsified or artificially adjusted. Reduce Support across all social classes by 1 + 1 for every 10 Corruption.
Food Cartel (Ongoing) Those in control of the food supply have been discovered to be colluding together to raise prices on Food. Reduce Food development cost by 1 + 1 for every 10 Corruption (to a minimum of 1). Reduce Wealth development by 100 points + 100 points for every 10 Corruption.
Cartels (Ongoing) Those in control of the resources supply have been discovered to be colluding together to raise prices on Materials. Reduce Materials development cost by 1 + 1 for every 10 Corruption (to a minimum of 1). Reduce Wealth development by 100 points + 100 points for every 10 Corruption.

Danger represents threats to the safety of your people, including crimes and monster attacks.

  • generates Danger events:
    • loss of Food/Goods/Materials/Wealth
    • increase Danger score
    • increase influence of Danger/Security focused religions
    • destruction of improvements
    • loss of Population
    • loss of Trust
    • Under-Class becoming Criminal-Class

Table: Danger Events

Chance Event Description
Bandit Activity (Ongoing)
Monster Attack (Ongoing) One or a group of monsters attack the province. The GM picks a hex where the monster attack begins. The level of the encounter is randomly determined as a Wandering Encounter as per the Exploration and Movement rules. You can personally deal with the threat (earning XP and treasure normally for your efforts). Alternatively, you can use your armed forces. 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 level, your forces eliminate the threat, earning XP for the encounter's level (divided by the force's number of troops). Even upon success, the unit receives damage equal to how much the encounter's level exceeds the highest unit level 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. If the threat is not defeated this turn, a random improvement is destroyed, Danger development increases by the threat's level, Support is reduced by the threat's level, 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, and the monster moves to an adjacent claimed hex.
Vandals
Feud
Assassination Attempt
Cult Activity
Drug Den A Drug Den improvement is established without your approval, taking up an improvement slot.
Thieves' Guild A Thieves' Guild improvement is established in a random settlement without your approval, taking up an improvement slot. If no settlement is present, replace this even with Bandit Activity.

Religions

Religion is provided by Priests and serves to connect the gods (and other higher powers) to the people.

  • Each religion has its own level. A religion's level cannot grow higher than the Population level.
  • A religion development point cost is equal to its level (minimum 1). Its point limit is equal to Priests level + Magic level.
  • Each time a religion gains a level, add 100 development points to Magic without adding to Danger.
  • Each religion has one or more natural growth conditions. If any of these conditions are met during the Build phase, the religion's development increases by an amount of points indicated in the condition that was met. Natural growth is limited by its point limit level times the number of weeks within a realm turn.
    • In general, greater powers have at least three growth conditions, intermediate powers have two conditions, and lesser and weaker powers have just one.
  • Each religion is tagged with one or more descriptors that describe their portfolio. A religion also has a number of effects based on that deity's power.
    • Effects of multiple religions stack, unless otherwise stated.
    • In general, a greater deity has three effects in their portfolio, an intermediate deity has two, and a lesser deity or lower has one.
    • At 7th level, a religion gains an additional effect, and another at 15th.
  • Some religions have adverse effects in their portfolio. Every adverse effect in their portfolio grants them a bonus beneficial effect in their portfolio that uses 10 times their level.
  • Cost: Goods.
  • Hireling: Priests.

Asmodeus (Corruption, Magic, Wealth)
Growth Conditions:

  • If Wealth is overconsumed, increase religion development by Professionals level + Wealth level + Corruption level + religion level.
  • If Magic and Corruption are both at least 1st-level, increase development by Mages level + Magic level + Corruption level + religion level.

1st-Level:

  • Increase Corruption development by religion level during the Upkeep phase.
  • Increase Mages development point limit by 10 times the religion level.
  • Increase Wealth development point limit by religion level.
  • Reduce Wealth development point cost by religion level (to a minimum of 1).

7th-Level: Reduce Mages development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Magic development point cost by religion level (to a minimum of 1).

Belthazar (Crafters, Goods)
Growth Conditions: If Crafters are at least 1st-level, increase development by Crafters level + religion level.

1st-Level: Increase Crafters development point limit by religion level.

7th-Level: Reduce Crafters development point cost by religion level (to a minimum of 1).

15th-Level: Increase Goods development point limit by religion level.

Cylene (Confinement, Corruption, Security, Soldiers)
Growth Conditions: If Corruption and Security are at least 1st-level, increase development by Soldiers level + Security level + Corruption level + religion level + the number of Prisons improvements.

1st-Level:

  • Increase Corruption development by religion level during the Upkeep phase.
  • Increase Security development point limit by 10 times the religion level.
  • Increase Soldiers development point limit by religion level.

7th-Level: Reduce Security development point cost by religion level (to a minimum of 1).

15th-Level: The province can confine up to 100 prisoners per religion level and reduce the number of days to build the Prisons improvement by religion level.

Danika (Corruption, Danger, Soldiers)
Growth Conditions: If Danger is at least 1st-level, increase development by Soldiers level + Corruption level + Danger level + religion level.

1st-Level:

  • Increase Danger development by religion level during the Upkeep phase.
  • Increase Soldiers development point limit by 10 times the religion level.
  • Reduce Soldiers development point cost by religion level (to a minimum of 1).

7th-Level: Add religion level to checks for the Assassination leadership action.

15th-Level: Reduce Wealth development point cost by religion level (to a minimum of 1).

Deianeira (Nature, Scouting)
Growth Conditions: If Danger and Nature are both at least 1st-level, increase development by Soldiers level + Nature level + Danger level + religion level.

1st-Level: Increase Nature development point limit by religion level.

7th-Level: The cost of unit mounts is reduced by religion level (to a minimum of 1).

15th-Level: Increase scout range of the region's settlements by 1 hex and reduce the number of days to build the Stables improvement by religion level.

El-Sathys (Mages, Magic, Sages)
Growth Conditions:

  • Increase development by Mages level + Sages level + Magic level + religion level if either hirelings are at least 1st-level.
  • Increase development by religion level for each Centre of Learning improvement (minimum +1 per improvement).
  • If Danger is at least 1st-level, increase development by Mages level + Danger + religion level.

1st-Level:

  • Increase Mages development point limit by religion level.
  • Increase Magic development point limit by religion level.
  • Increase Sages development point limit by religion level.

7th-Level: Reduce Sages development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Mages development point cost by religion level (to a minimum of 1).

Firhanna (Nature, Priests)
Growth Conditions:

  • If Nature is overconsumed, increase development by Sages level + Nature level + religion level.
  • If Blight is at least 1st-level, increase development by Sages level + Blight level + religion level.

1st-Level:

  • Increase Nature development point limit by religion level.
  • Increase Priests development point limit by religion level.

7th-Level: Reduce Nature development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Blight development by religion level during the Upkeep phase (to a minimum of 0), and add religion level to checks for the Clean Blight leadership action.

Gunther (Reach, Scouting)
Growth Conditions: If borders are "open", increase development by the number of Roads + religion level.

1st-Level:

  • Increase Danger development by religion level during the Upkeep phase.
  • Increase Population by religion level during the Upkeep phase.
  • Increase Wealth development point limit by 10 times the religion level.

7th-Level: Increase scout range of the region's settlements by 1 hex.

15th-Level: Increase the provincial capital's reach by 1 hex.

Heiranis (Danger, Morale)
Growth Conditions: If a social class' Morale is 80 or less and Support is 40 or less, increase development by that social class' level + religion level.

1st-Level:

  • Increase Danger development by religion level during the Upkeep phase.
  • Reduce Laborers development point cost by religion level (to a minimum of 1).
  • Increase Laborers development point limit by 10 times the religion level.

7th-Level: Reduce Corruption development by religion level during the Upkeep phase (to a minimum of 0).

15th-Level: Increase Working-Class Morale by religion level during the Upkeep phase (up to Radical), add religion level to checks for the Raise Morale leadership action, and add religion level to the DC for the Suppress Morale leadership action.

Jeshakhet (Comfort, Priests)
Growth Conditions:

  • If Comfort is overconsumed, increase development by Sages level + Comfort level + religion level.
  • If Danger level is at least 1st-level, increase development by Sages level + Danger level + religion level.

1st-Level:

  • Increase Comfort development point limit by religion level.
  • Increase Priests development point limit by religion level.

7th-Level: Reduce Priests development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Comfort development point cost by religion level (to a minimum of 1).

Kaï-den (Morale, Priests, Security)
Growth Conditions:

  • If Security is overconsumed, increase development by Soldiers level + Security level + religion level.
  • If Corruption is at least 1st-level, increase development by Sages level + Corruption level + religion level.
  • If Danger is at least 1st-level, increase development by Sages level + Danger level + religion level.

1st-Level:

  • Increase Population by religion level during the Upkeep phase.
  • Increase Priests development point limit by religion level.
  • Increase Security development point limit by religion level.

7th-Level: Reduce Corruption by religion level during the Upkeep phase (to a minimum of 0), and add religion level to checks for the Root Corruption leadership action.

15th-Level: Increase Working-Class Morale by religion level during the Upkeep phase (up to Radical), and add religion level to checks for the Raise Morale leadership action.

Karthamor (Danger, Laborers, Soldiers)
Growth Conditions:

  • If Security is overconsumed, increase development by Soldiers level + Security level + religion level.
  • If Danger is at least 1st-level, increase development by Soldiers level + Danger level + religion level.

1st-Level:

  • Increase Laborers development point limit by religion level.
  • Increase Soldiers development point limit by religion level.

7th-Level: Reduce Soldiers development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Laborers development point cost by religion level (to a minimum of 1).

Kimylia (Professionals, Wealth)
Growth Conditions:

  • If Professionals are at least 1st-level, increase development by Professionals level + religion level.
  • If Wealth is overconsumed, increase development by Professionals level + Wealth level + religion level.

1st-Level:

  • Increase Professionals development point limit by religion level.
  • Increase Wealth development point limit by religion level.

7th-Level: Reduce Professionals development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Wealth development point cost by religion level (to a minimum of 1).

Lucial (Comfort, Performers)
Growth Conditions: If Performers are at least 1st-level, increase development by Performers level + religion level.

1st-Level: Increase Performers development point limit by religion level.

7th-Level: Increase Comfort development point limit by religion level.

15th-Level: Reduce Performers development point cost by religion level (to a minimum of 1).

Minué (Comfort, Mages, Magic, Performers)
Growth Conditions:

  • If Mages and Comfort are both at least 1st-level, increase development by Mages level + religion level.
  • If Performers and Comfort are both at least 1st-level, increase development by Performers level + religion level.

1st-Level:

  • Increase Mages development point limit by religion level.
  • Increase Performers development point limit by religion level.

7th-Level: Increase Comfort development point limit by religion level.

15th-Level: Increase Magic development point limit by religion level.

Noué (Corruption, Magic, Wealth)
Growth Conditions:

  • If Magic and Corruption are at least 1st-level, increase development by Mages level + Magic level + Corruption level + religion level.
  • If Wealth and Corruption are at least 1st-level, increase development by Professionals level + Wealth level + Corruption level + religion level.

1st-Level:

  • Increase Corruption development by religion level during the Upkeep phase.
  • Increase Mages development point limit by 10 times the religion level.
  • Increase Magic development point limit by religion level.
  • Increase Wealth development point limit by 10 times the religion level.

7th-Level: Reduce Mages development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Magic development point cost by religion level (to a minimum of 1).

Orcus (Danger, Food, Magic, Priests)
Growth Conditions:

  • If Food is overconsumed, increase development by Mages level + Food level + Corruption level + Danger level + religion level.
  • If Magic and Corruption are at-least 1st level, increase development by Mages level + Corruption level + Danger level + religion level.

1st-Level:

  • Increase Corruption development by religion level during the Upkeep phase.
  • Increase Danger development by religion level during the Upkeep phase.
  • Increase Food development point limit by 10 times the religion level.
  • Increase Magic development point limit by 10 times the religion level.
  • Increase Priests development point limit by religion level.

7th-Level: Reduce Food development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Magic development point cost by religion level (to a minimum of 1).

Phaenya (Performers, Wealth)
Growth Conditions: If Wealth and Danger are at least 1st-level, increase development by Mages level + Soldiers level + Wealth level + Danger level + religion level.

1st-Level:

  • Increase Corruption development by religion level during the Upkeep phase.
  • Increase Performers development point limit by religion level.
  • Increase Wealth development point limit by 10 times the religion level.

7th-Level: Reduce Wealth development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Danger development by religion level during the Upkeep phase, and add religion level to check for the Suppress Danger leadership action.

Seshalis (Food, Nature)
Growth Conditions: Increase development by the sum total of Waterfronts, Aquatic hexes, Water hexes and hexes with Waterways in the province + religion level.

1st-Level: Increase Nature development point limit by religion level.

7th-Level: Increase Food development point limit by religion level.

15th-Level: Increase Wealth development point limit by religion level.

Sevrash (Danger, Nature, Priests)
Growth Conditions: If Danger and Nature are at least 1st-level, increase development by Mages level + Soldiers level + Nature level + Danger level + religion level.

1st-Level:

  • Increase Danger development by religion level during the Upkeep phase.
  • Increase Nature development point limit by 10 times the religion level.
  • Increase Food development point limit by religion level.

7th-Level: Reduce Food development point cost by religion level (to a minimum of 1).

15th-Level: Increase Priests development point limit by religion level.

Shenlong (Security, Soldiers)
Growth Conditions: If Soldiers are at least 1st-level and Corruption is at 0, increase development by Soldiers level + religion level.

1st-Level: Increase Soldiers development point limit by religion level.

7th-Level: Increase Security development point limit by religion level.

15th-Level: Reduce Corruption development by religion level (to a minimum of 0), and add religion level to checks for Root Corruption leadership action.

Shyzan (Comfort, Sages)
Growth Conditions: If Comfort is overconsumed, increase development by Sages level + Comfort level + religion level.

1st-Level: Increase Sages development point limit by religion level.

7th-Level: Increase Comfort development point limit by religion level.

15th-Level: Increase Mages development point limit by religion level.

Sindall (Danger, Wealth)
Growth Conditions: If Wealth and Corruption are at least 1st-level, increase development by Under-class level + Wealth level + Corruption level + religion level.

1st-Level:

  • Increase Corruption development by religion level during the Upkeep phase.
  • Increase Professionals development point limit by religion level.
  • Increase Wealth development point limit by 10 times the religion level.

7th-Level: Reduce Wealth development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Professionals development point cost by religion level (to a minimum of 1).

St. Argath (Comfort, Priests)
Growth Conditions: If Comfort is overconsumed, increase development by Sages level + Comfort level + religion level.

1st-Level: Increase Priests development point limit by religion level.

7th-Level: Increase Comfort development point limit by religion level.

15th-Level: Reduce Comfort development point cost by religion level (to a minimum of 1).

St. Radimus (Priests, Security, Soldiers)
Growth Conditions:

1st-Level:

7th-Level:

15th-Level:

Thraxis (Corruption, Danger, Magic, Priests)
Growth Conditions: If Corruption and Magic are at least 1st-level, increase development by Mages level + Magic level + Blight level + Corruption level + religion level.

1st-Level:

  • Increase Corruption development by religion level during the Upkeep phase.
  • Increase Danger development by religion level during the Upkeep phase.
  • Increase Laborers development point limit by religion level.
  • Increase Magic development point limit by 10 times the religion level.
  • Increase Nature development point limit by religion level.
  • Increase Priests development point limit by 10 times the religion level.

7th-Level: Reduce Priests development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Magic development point cost by religion level (to a minimum of 1).

Tiamat (Danger, Food, Magic, Nature)
Growth Conditions: If Danger and Nature are at least 1st-level, increase development by Mages level + Magic level + Nature level + Danger level + religion level.

1st-Level:

  • Increase Danger development by religion level during the Upkeep phase.
  • Increase Magic development point limit by 10 times the religion level.
  • Increase Nature development point limit by religion level.

7th-Level: Increase Food development point limit by religion level.

15th-Level: Reduce Magic development point cost by religion level (to a minimum of 1).

Tierra (Comfort, Food, Priests)
Growth Conditions:

  • If Food is overconsumed, increase development by Laborers level + Sages level + Food level + religion level.
  • If Population growth is negative, increase development by Sages level + Comfort level + religion level.

1st-Level:

  • Increase Comfort development point limit by religion level.
  • Increase Food development point limit by religion level.

7th-Level: Increase Population by religion level during the Upkeep phase.

15th-Level: Reduce Food development point cost by religion level (to a minimum of 1).

Vandarion (Security, Soldiers)
Growth Conditions:

  • If Security is overconsumed, increase development by Soldiers level + Security level + Danger level + religion level.
  • If Danger is at least 1st-level, increase development by Soldiers level + Security level + Danger level + religion level.

1st-Level:

  • Increase Security development point limit by religion level.
  • Increase Soldiers development point limit by religion level.

7th-Level: Reduce Security development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Danger development by religion level (to a minimum of 0), and add religion level to checks for the Suppress Danger leadership action.

Xarios (Corruption, Danger, Mages, Magic, Priests)
Growth Conditions: If Corruption and Magic are at least 1st-level, increase development by Mages level + Magic level + Corruption level + Danger level + religion level.

1st-Level:

  • Increase Corruption development by religion level during the Upkeep phase.
  • Increase Danger development by religion level during the Upkeep phase.
  • Increase Mages development point limit by 10 times the religion level.
  • Increase Magic development point limit by 10 times the religion level.
  • Increase Priests development point limit by religion level.

7th-Level: Reduce Mages development point cost by religion level (to a minimum of 1).

15th-Level: Reduce Magic development point cost by religion level (to a minimum of 1).

Zhao-Khan (Corruption, Laborers, Security, Soldiers, Upper-Class)
Growth Conditions:

  • If Security and Corruption are at least 1st-level, increase development by Soldiers level + Security level + Corruption level + religion level.
  • If Upper-Class and Corruption are at least 1st-level, increase development by Upper-Class level + Corruption level + religion level.
  • If Wealth and Corruption are at least 1st-level, increase development by Professionals + Wealth level + Corruption level + religion level.

1st-Level:

  • Increase Corruption development by religion level during the Upkeep phase.
  • Increase Laborers development point limit by religion level.
  • Increase Security development point limit by religion level.
  • Increase Soldiers development point limit by religion level.
  • Gain bonus Influence equal to 10 times the religion level for each new Upper-Class level you elevate with leadership action.

7th-Level: Reduce Laborers development point cost by religion level (to a minimum of 1).

15th-Level: Add Influence to Treasury equal to religion level per Upper-Class level, and add religion level to checks for the Gain Influence, Gain Support, and Suppress Morale leadership actions when using the Intimidate skill.

Provinces

Hexes

Hexes need to be surveyed by you or your units.
Unclaimed surveyed hexes can be claimed if they are adjacent to your realm.
Preparing a hex to establish a settlement requires Goods in the form of tools to shape the landscape and building materials to form the foundations that can be built upon.
The time it takes to complete the preparation depends on the level of Laborers you have available. Divide the cost of Goods by your Laborers level to determine how many months it will take to prepare the hex for settlement.
Each type of hex houses different levels of danger in the form of native creatures and environmental hazards. During the Upkeep phase, increase the province's Danger development by the total Danger modifiers of all of the province's hexes.

A province's Size Modifier is equal to +1 for every 10 hexes.

Table: Hex Modifiers

Type Food Modifier Materials Modifier Settlement Preparation Danger Modifier
Aquatic +3 +0 50 Goods +7
Cavernous +1 +3 40 Goods +7
Desert +0 +1 25 Goods +5
Forest +2 +3 20 Goods +5
Hills +4 +2 10 Goods +2
Jungle +2 +3 30 Goods +6
Mountain +1 +4 40 Goods +7
Plains +4 +1 0 Goods +1
Snow +0 +1 20 Goods +3
Swamp +3 +3 25 Goods +5
Tundra +1 +1 20 Goods +4
Water +3 +0 50 Goods +3

Settled hexes are within a provincial capital's support range. These hexes and all improvements within them are counted under the settlement's statistics. This way, the settlement's capital and hirelings can be used to fulfill the consumption of the improvements in those hexes.

Improvements in Unsettled hexes do not have any such support, and must rely on capital from caravans to meet their Consumption. Unsettled improvements that do not receive caravans on a monthly business are unable to function, and run the chance of falling into ruin.

Caravan Routes can be established starting from one settlement at the start of the month. A single caravan can supply multiple hexes, but its route must end at a settlement (either the one it started with or another one). At the start of the month, you need to calculate how much capital will need to supply the unsettled improvements and deduct them from the settlement. You then need to calculate the travel time of the caravan for its entire route, which cannot be longer than a month.

Resources

Unless otherwise stated, the effects of multiple sites of the same resource stack.
Caravans can be established to provide the benefits of a special resource to another province instead of the one it is in.
Upon scouting an unexplored hex, there is a 5% of a resource. If one is found, roll on the resource table for the explored terrain to determine what it is.

  • Adamantine appears in Cavernous and Mountain hexes. Increase Materials level limit by 4. Adamantine items are available in the province's settlement.
  • Aetherite appears in Cavernous and Mountain hexes. Increase Magic development limit by 2.
  • Aetherium appears in Cavernous and Mountain hexes. Increase Materials level limit by 3. Aetherium items are available in the province's settlement.
  • Fruitful appears in Aquatic, Forest, Hills, Jungles, Plains, and Water hexes. Increases the province's Food level limit by 2.
  • Gems appear in Cavernous and Mountain hexes. Increase Wealth development limit by 3.
  • Ironwood appears in Forest, Jungles, and Swamp hexes. Increase Materials level limit by 3. Ironwood items are available in the province's settlement.
  • Marble appears in Cavernous, Hills, and Mountain hexes. Increase Materials and Wealth development limit by 1.
  • Oasis appears in Cavernous, Desert, and Snow hexes. Increases the Food level limit by 1.
  • Ore Deposits appear in Cavernous, Hills, and Mountain hexes. Increases the province's Materials level limit by 2.
  • Precious Metals appear in Cavernous, Hills, and Mountain hexes. Increase Wealth development limit by 2.
  • Reagents appear in any hex. Alchemical items are available in the province's settlements. Increases Magic and Materials development limit by 1.
  • Silkworms appear in Forest, Hills, Jungle, and Plains hexes. Increase Wealth development limit by 1.
  • Waterway appears in any hex as a Coastline or a River. Increases the province's Food level limit by 2.

Settlements

Statistics

Districts: A settlement starts with 1 district. At 4th Population level, and every 4 levels after, the settlement's number of districts increases by 1. In Mass Combat, each district is a separate battlefield.

Reach: A settlement's reach is determined by how many hexes a settlement's inhabitant can travel within 4 hours. Hexes that are within a settlement's reach may fall under its control. If a hex is within reach of two or more settlements, you decide which settlement controls it.

Founding a Settlement

To found a settlement in an unsettled hex, you must send a caravan containing the capital and hirelings needed to prepare the hex and build the first structures. Deduct the caravan's supplies and hirelings from the starting settlement for the month that the caravan sets out. Calculate the travel time for the caravan from its starting settlement to its destination hex. The month that the caravan arrives at the destination hex is the starting month of the hex preparation phase. The caravan needs enough supplies for the hirelings to live long enough on the land until the first structures are built.

Hamlets

Hamlets are smaller settlements that depend on the provincial capital to fulfill its needs. Hamlets do not have a reach, and therefore do not increase the province's maximum size. However, hamlets can be used to place settlement improvements, allowing multiple instances of them in the same province. A hamlet's population is always half or less than the province's capital.

Improvements

A province can have a number of improvements up to its Population level. Unless otherwise stated, improvements can be taken only once per province with the exception of those with the "(Settlement)" tag. Settlement improvement can be taken once per settlement in the province unless otherwise stated.

You are able to construct improvements beyond the province's Population level. However, doing so costs Goods and Wealth equal to the province's size modifier. Furthermore, once the improvement has been constructed, it increases the province's Food, Goods, and Wealth consumption by 1.

Aeries

Prerequisites Security 3.
You construct an Aerie in one of the province's hexes. At 6th Security level, and every 3 levels after, you can construct a new Aerie in a different hex. Whenever the Security level decreases and the total number of Aeries in the province exceeds the limit, choose a number of Aeries that exceed the limit as "ruined". An Aerie's scouting range is 3 hexes and can stable up to 10 aerial mounts. Additionally, a settlement with an Aerie has a travel time by air of 60 ft. Increase the province's Food consumption by 1.

Aerodrome (Settlement)

Prerequisites Goods 10, Magic 10, Population 5.
An aerodrome can berth 100 vehicle units per Goods level and can stable aerial mounts. A provincial capital with an Aerodrome has a travel time by air of 120 ft. A settlement with an Aerodrome has a scouting range of 5 hexes.

Aqueducts

Prerequisites Goods 2, must be built in a Mountain hex or in a hex adjacent to a hex containing an Aqueduct.
Aqueducts bring fresh water down to hexes, increasing their fertility. An aqueduct increases the hex's Food value by 1. Upon taking this improvement, place an Aqueduct in a number of valid hexes up to two times the province's Goods level. Each time the Goods level increases by 1, you can place two additional Aqueducts. Each time the Goods level decreases by 1, remove two Aqueducts of your choice.

Arena (Settlement)

Prerequisites Goods 7, Population 7.
significant boost to festival benefits(?)
benefit to Fame mechanics(?)

Banking Hub (Settlement)

Prerequisites Wealth 7.
The settlement hosts financial institutions that service the wealth of your population. Reduce the Wealth point cost by the Professionals' level and double its point limit increase from Professionals.

Bridges

Prerequisites Goods 1, must be built in a hex containing a Road.
You can place Bridges in a number of hexes up to your Goods level. Each time the Goods level increases by 1, you can place a Bridge in an additional hex. Each time the Goods level decreases by 1, remove a Bridge from a hex.

Canals

Prerequisites Goods 4, must be built in a built in a hex containing a Coastline that is adjacent to a Water hex or in an adjacent hex containing a Canal.
Canals are artificial rivers and allow the passage of water vehicles through the hex. Upon taking this improvement, place a Canal in a number of valid hexes equal to the province's Goods level. Each time the Goods level increases by 1, you can place a Canal in an additional hex. If the Goods level decreases and the number of hexes with Canals exceed this limit, destroy a number of Canals until the number of hexes containing one matches the Goods level, starting with those at the end of the chain of Canals.

Centre of Learning (Settlement)

Prerequisites Sages 7.
The settlement hosts many schools, libraries, and museums that help educate your population and encourages them to keep learning. Increase the Sages' development point limit by

Drug Den

Prerequisites Population 1.

Enchanted Farms

Prerequisites Food 1, Magic 1.
Increases the province's Food limit by its Magic level.

Enchanted Mines

Prerequisites Magic 1, Materials 1.
Increases the province's Materials limit by its Magic level.

Forts

Prerequisites Food 5, Security 5.
You construct a Fort in one of the province's hexes. At Security 10th-level, and every 5 levels after, you can construct a new Fort in a different hex. Whenever the Security level decreases and the total number of Forts in the province exceeds the limit, choose a number of Forts that exceed the limit as "ruined". A Fort can garrison up to 2,000 troops, including mounts, and has a scouting range of 3 hexes.

Fortifications (Settlement)

Prerequisites Security 1.
Adds Walls on the defenders' side.

Fountains of Endless Water (Settlement)

Prerequisites Magic .
Select a settlement. The settlement gains unlimited clean fresh water. (?)

Gambling Den (Settlement)

Prerequisites Wealth 1.

Garrisons (Settlement)

Prerequisites Security 1.
You can garrison 100 troops per Security level in this settlement.

Healthcare Haven (Settlement)

Prerequisites Priests or Sages 5.
The settlement hosts facilities and services specialized in taking care of the health and welfare of your population. Growth across all social classes that are at least 1st-level gains a bonus equal to either the province's Priests or Sages level (whichever is higher).

Magical Streetlamps (Settlement)

Prerequisites Magic 3.
bonus to unit checks to reduce danger(?)

Manufacturing Center (Settlement)

Prerequisites Crafters 1, Goods 7.
Increase the province's Goods development point limit and reduce its cost (to a minimum of 1) by its Crafters level.

Monument

Prerequisites Goods, Wealth .

Moats (Settlement)

Prerequisites Security 1.
Adds Moats on the defenders' side.

Pleasure Den (Settlement)

Prerequisites Population 1.
The settlement offers facilities and services for people to indulge in carnal activities. Increase Comfort's point limit by Performers level and Growth for each social class that is at least 1st-level by Comfort level. Increase Corruption development by Comfort level during the Upkeep phase.

Prisons (Settlement)

Prerequisites Security 1.
You construct facilities in the province to detain prisoners. You can confine up to 100 prisoners per Security level.

Roads

Prerequisites Must be built in a hex adjacent to a hex containing a Settlement or a Road.
Land travel time in a hex containing a Road is halved. Upon taking this improvement, you can place a Road in a number of hexes equal to five times the province's Goods level. Each time the Goods level increases by 1, you can place five additional Roads. Each time the Goods level decreases by 1, remove five Roads of your choice.

Stables (Settlement).

Prerequisites Food 2, Goods 2.
Stables provide mounts, carriages, and wagons to service transportation for goods and people. Stables increase the provincial capital's travel time on land to 50 ft. The settlement can berth up to 50 land vehicle units per Goods level. A settlement with Stables has a scouting range of 3 hexes.

Teleport Link

Prerequisites Magic 21.
Select two different hexes. Both hexes each gain a hub containing a permanent teleportation circle with each other as their destination. The two hexes are considered adjacent to each other regarding travel by land.
Special This improvement can be taken multiple times. Each time you take it select a new pair of hexes to link. One hex of the pair can already contain a Teleport link as long as the other hex is not already paired with it.

Thieves' Guild

Prerequisites Population 1.

Watchtowers

Prerequisite Security 1.
You construct a Watchtower in one of the province's hexes. At Security 2nd-level, and every level after, you can construct a new Watchtower in a different hex. Whenever the Security level decreases and the total number of Watchtowers in the province exceeds the limit, choose a number of Watchtowers that exceed the limit as "ruined". A Watchtower's scouting range is 1 hex.

Waterfront (Settlement)

Prerequisites Goods 5, Population 5, must be built in a settlement in a hex containing a Canal, Coastline, or a River.
A Waterfront increases the provincial capital's travel time on waterways to 120 ft. The settlement can berth up to 100 water vehicle units per Goods level, and stable aquatic mounts. A settlement with a Waterfront has a scouting range of 7 hexes along connected Aquatic, Canals, Coastlines, Rivers, and Water hexes.

Wilderness Sanctuaries

Prerequisites Nature 2, Sages 1, Security 3.
Sanctuaries to preserve the natural environments are established in the province's land. Reduce the cost of Nature development points by the province's Priests and Sages levels (to a minimum of 1) and double its development point limit increase provided by Priests and Sages.

Mythic Realm Options


Art of Terraformation

Upon taking this ability, select a province. Any mythic creature can use move earth as an at will spell-like ability (with the normal casting time) within any of the province's hexes, and can affect normal plants or stone in addition to dirt. As the wielder of this mythic ability, you can ignore the normal casting times and use this ability as a standard action. In addition, any mythic leader can reduce the time for the Cultivate Food and Resource Gathering leadership actions by a number of day equal to their tier as well as adding their 10 times their tier to the amount of capital gained.

When taking this ability a second time at 6th tier or higher, this ability can be used in all provinces.

Call to Mythic Arms

Upon selecting this ability, select a provincial capital. As a full action, you can spend a mythic point to raise a supernatural army in the capital. The army's level is equal to 1 + twice your tier, but its size and composition is up to you. The army comes with equipment worth Goods equal to 10 times its level, and has Magic capital equal to 10 times its level for magic items. Consumable goods like ammunition or potions are replenished whenever the army is resummoned. This army has no consumption except for equipment that you equip them with in addition to that which they are summoned with.

The summoned army is always loyal to you and never gains fatigue or loses morale. A damaged army can be dismissed and resummoned to be fully replenished, but you must wait one hour after dismissing to do so. If the army is destroyed, it can be resummoned 24 hours later.

The summoned army can be commanded by any mythic leader, but you are its ultimate commander. The army cannot leave its province, and is instantly dismissed when it crosses its borders, but it can be instantly resummoned back at the provincial capital.

When this ability is second time at 6th tier or higher and you are a realm leader, you can summon the army at any provincial capital of your realm. This army is not limited to provincial borders, but it cannot leave the realm.

The army can only be truly destroyed upon your death. When you are killed, the army is dismissed.

Doorways to Destiny

Upon taking this ability, select a provincial capital. A number of times per day equal to your tier, you can spend one hour searching for a Doorway to Destiny in the capital. Once the door has been found, you can open the door to a doorway in a different location, allowing you to instantly travel there upon walking through the doorway. You must have a reliable description of the location of the exit door (as per the greater teleport spell), but there is no limit to its distance from the settlement as long as it is on the same plane. If you do not open the enchanted door after it has been found, you have an hour to do so before the connection fades and the use is wasted. The connection is broken as soon as the door is closed on either end, even when done before the end of the effect's duration. This ability is a conjuration (teleportation) effect.

Once the door has been opened, a portal to the destination fills the door frame. The area of the entrance and exit doors can be seen through the portal as if the door physically opened to the other location. Viewing either doorway on the physical opposite side just shows the other side as normal with no portal. The portal remains open for a number of rounds equal to your tier; the portal immediately vanishes after this time has passed. You can spend one point of mythic power to extend the duration to one hour per tier. Travel through the connected doors is two-way, and any number of creatures can pass through.

The entrance and exit doorways must be functional doors (an intact physical door within a door frame), and both must be closed before the connection can be made. The exit door closes by itself when the connection is made; if it is obstructed from closing, the connection cannot be made, and the ability's use is wasted if it is not unblocked within one hour of finding the door. If the exit is obstructed from opening, the leader can attempt to push it open. Environmental and magical effects do not pass through the portal. The connection between doors continues to function even if one or both doors are moving.

You can suspend this ability as a free action, and all connections and open portals immediately cease functioning. You can resume the ability's function as a free action. At 3rd, 6th, and 9th tier, you can designate one additional creature who can use this ability, with each having their own uses per day equal to your tier. You can change your designates at will as a free action; any door opened by a designate immediately closes when they lose the ability.

When this ability is taken a second time at 6th tier or higher, you can search for a Doorway to Destiny in any of your provincial capitals.

Enchanted Door Keys

Aura strong conjuration; CL 13th; Price 30,000 gp; Weight —; Slot —; Quality expert

Description
The Doorways to Destiny ability normally allows a connection between doors to be formed from within the settlement or nation. However, once the ability has been bestowed, enchanted door keys can be crafted by the mythic leader granting the ability or her designates. These keys can be given to any other creature (although they are only useful if they have mythic power), and allow their user to use the Doorways to Destiny ability. The entrance door must have a keyhole, but the enchanted door key will automatically fit it. Upon inserting and turning the key, the user must spend a point of mythic power to activate its ability.

If the key is used within the settlement or nation with the Doorways to Destiny ability linked to the key, then the user can use the ability as if he was the mythic leader granting the ability (except they cannot suspend or reactivate the ability or designate other creatures who can use this ability). The key also allows the ability to be used outside of the linked settlement or nation to form a portal to a door within it. The key can be retrieved after opening the door.

Construction Requirements
Feats Craft Wondrous Item, Mythic Crafter; Spells greater teleport; Cost 15,000 gp

Lap of Luxury

Upon taking this ability, select a province. Its land and its inhabitants are blessed with immense prosperity. Increase the development point limit for all Service and Supplies capital by 10 times your mythic tier, and reduce their development point cost by the same amount (to a minimum of 1). In addition, any creature that has lived at least one month in the capital's province can cast heroes' feast as a spell-like ability once per week using your mythic tier as the casting tier.

When taking this ability against at 6th tier or higher, all provinces of your realm gain these effects.

Nexus of Knowledge

Upon taking this ability, select a province. Its capital contains a renowned repository of knowledge. The source might take many forms, from ever-growing stacks with all human dreams written upon the pages or endless crystalline memories of a lost civilization. The settlement’s knowledge covers all specific Knowledge skill types, allowing any creature within to make untrained Knowledge checks with a DC higher than 10 (with 1d4 hours of research). Mythic characters or creatures add a bonus to all Knowledge checks equal to their mythic rank when researching within the settlement.

Any creature that has lived in the province for at least one month can cast legend lore as a spell-like ability once per month, except the casting time is as normal for the spell. The creature is always treated as if they possess detailed information on the person, place, or thing being researched (casting time of 1d10 days).

Increase the development point limit and reduce the point cost for Sages by 10 times your mythic tier.

When taking this ability a second time at 6th tier or higher, its effects apply to all provinces and their capitals of your realm.

Armies


Units

Units are the components of an army. Each unit is composed of soldiers of the same lineage traits, the same talents, and the same level.

Unit Leader

Size

A unit's size refers to its number of troops.

Table: Army Unit Sizes

Designation Number of Soldiers Size Modifier
Solo* 1 +0
Squad 2-10 +1
Platoon 11-50 +2
Company 51-200 +4
Battalion 201-500 +8
Regiment 501-2,000 +16
Brigade 2,001-5,000 +32
Legion 5,001-10,000 +64
Corps 10,001-25,000 +128
Army 25,001-50,000 +256

Consumption

Food: A unit's Food consumption is equal to its size modifier + its size modifier. Failure to pay Food consumption increases the unit's Fatigue and Morale DCs by 5.

Goods: A unit's Good consumption depends on what equipment it is equipped with which generally scales with its size modifier. Failure to pay Goods consumption means that certain equipment can no longer be used.

Wealth: A unit must be paid Wealth equal to its size modifier for each of its levels. Failure to pay Wealth consumption increases the unit's Morale DC by 10.

Garrisoned: A unit that is in a hex with enough garrison capacity for it is considered to be garrisoned, meaning it can acquire food and shelter as any other inhabitant. The unit only needs to be in the appropriate hex by the time the Upkeep phase comes around; it can travel freely any time before then. A garrisoned unit needs only its Wealth consumption paid during the Upkeep phase.

Deployed: A unit that is not in a hex with enough garrison capacity for its size is considered to be deployed. A deployed unit's consumption increases to Food and Goods in addition to Wealth, which must be paid with supplies it is carrying.

Military Capacity

Your realm can maintain a number of units without any additional costs as long as the sum total of their size modifiers do not exceed your realm's total Population level. Exceeding the Population level does not prevent you from creating and maintaining more units. However, doing so increases your government upkeep costs by an amount of Wealth equal to how much the total size modifiers of all of your units exceed your realm's Population level, in addition to their base costs. The point limit of all hirelings except for Soldiers is reduced by the same amount. If your Development edict is set to "Free", reduce the percentage of Wealth allotted to developing hirelings except for Soldiers by the same amount.

Equipment

Bows

costs 2 goods x size
ranged 2
consumes 1 goods x size per attack

Firearms (simple)

costs 10 goods x size
ranged 2
consumed 4 goods x size per attack

Firearms (advanced)

costs 100 goods x size
ranged 2
consumes 10 goods x size per attack

Heavy Armor

costs 10 goods x size
+5 UDV

Mounts (land)

requires Stables
costs 5 Goods x mount size mod x size
+2 x mount size mod x size to Food consumption

Polearms

costs 2 Goods x size
+2 on attacks against mounted units
+2 UDV against attacks from mounted units

Slings

costs 1 Goods x size
ranged 0 (allows attacks against units in same zone without getting engaged with them)
consumes 1 Goods x size per attack

Traits

Inherent

Mindless

no morale

Undead

cannot gain fatigue
no Food consumption

Trained

Healing Arts

Mass Combat

Attributes

Unit Leader Modifier: Select either Intelligence, Wisdom, or Charisma.

Unit Attack Roll: base attack roll + size mod + equipment mods + leader's mod + leader's soldier proficiency

Unit Defense Value: 10 - size mod + equipment mods + leader's mod + leader's soldier proficiency

leader's soldier proficiency:
untrained: -1
skilled: +0
expert: +1
master: +2
legendary +3

Damage equals a number of d6s equal to unit's size mod. Each degree of success, roll same number of d6s as base dmg and add to total.

Actions

Units has 3 action points (AP) per turn. Simple actions consume 1 AP, standard actions consume 2 AP, and greater actions consume 3 AP.

Simple Actions

Move
Transfer Supplies

Standard Actions

Melee Attack (standard)

target unit must be in same zone
both units gain the "Engaged" condition

Range Attack (standard)

target unit must be within range of the ranged weapon used
range attacks do not apply the "Engaged" condition to either the attacking or defending units
if the ranged weapon used requires ammunition, deduct the number of Goods from the unit's supply. unit cannot make a range attack with that weapon if it does not have enough Goods in supply

The Battlefield

Mass combat takes place on a battlefield covering an entire hex, and it is split into different zones.
Each separate side involved in the battle has the same set of zones.

Engagement Zones

These are listed below, starting from furthest away from the center of the battle, to the nearest.

  • Camp: This represents an army’s base of operations, which may be a temporary bivouac or a permanent fortification. Goods and limited use Magic capital are stored here. Units must enter this zone to resupply on capital.
  • Command: This is the area where the army’s leader directs the flow of battle. The army's leader must be at least this far in order to issue commands to the rest of the army in the Rear and Front zones.
  • Rear: This represents the back lines of an army on the field, with forces usually arrayed to engage in ranged combat.
  • Front: This represents the front lines of any battle, where forces meet in close and brutal combat.

It is easier to visualize these zones as concentric circles with an army's Camp zone at the center. Each army has their own set of engagement zones, and if you want your forces to reach the enemy's Command zone, you must advance your army through your own Front zone into the enemy's Front zone, then through their Rear zone, and finally into their Command zone.
A unit that is within an army's Front zone (including its own army) can advance into the Front zone of any other army on the field of battle. However, if the unit moves deeper in such as the Rear or Command zones, it cannot move to another army's zone until it returns to the Front zone of the army it is in.
At the beginning of the battle, unless otherwise stated, all units begin either in the Camp, Command, or Rear zones, as decided by the army commander.

Lateral Zones

In addition to the forward and rear battle zones, the battlefield is laterally split along three columns: the left and right flanks on either side, and the center column in the middle.

  • Left Flank: Your army's left flank is opposed by the enemy army's right.
  • Center Column: The middle area of your army and is opposed by the enemy's center column
  • Right Flank: Your army's right flank is opposed by the enemy's left.

Altitude Zones

Similar to engagement zones, altitude zones are areas of the battlefield on a vertical axis, either above or below the surface. These zones exist only in relation to the standard ground or naval battle; battles that occur solely in the air or under water use only the standard battle zones and special elevation rules.
Seafloor: This is a special depth zone that applies whenever there is a submerged structure or terrain that is relevant to the course of a battle. The Seafloor can exist in the Abyssal, Deep or Shallow zones, depending on the depth of the water. A battle on the Seafloor works similarly to a second Surface depth level, in that creatures on the Seafloor and creatures in the adjoining Shallows or Deep can engage in ranged combat but cannot engage in melee unless either the swimming creatures come down to the Seafloor or the creatures on the Seafloor leave it and swim up into the open water.
Deep: Units in this depth zone cannot effectively see units on the surface or be seen by them, and are too far away to effectively attack or be attacked by them.
Shallow: Units in this depth zone are beyond the reach of melee attacks, except by other creatures that are also swimming in the shallows. However, they can still see creatures and vessels on the surface and can be seen themselves, though with some difficulty. Creatures in the shallows can attack with or be attacked by ranged attacks, though such attacks are made at a substantial penalty.
Surface: The zone represents the stable area that divides between the depths and altitudes, being either solid ground or the surface of water. Units in this zone are neither flying nor burrowing or diving, though they may be swimming upon the surface.
Low Altitude: Units in this altitude zone are well out of range of melee attacks but can attack with (and be attacked by) ordinary ranged attacks. Aerial units can attack at this range with dropped items with reasonable accuracy.
Medium Altitude: Units in this altitude zone fly on the fringes of the battle zone, able to attack with (and be attacked by) siege weapons, but otherwise out of reach of standard ranged attacks. Aerial units at this altitude can attack ground units with dropped items but with Disadvantage.
High Altitude: Units in this altitude zone are too far away to effectively attack units on the ground or be attacked by them.

Sequence

Each round of a battle lasts 1 hour, and is split into several phases.

  1. Tactical Phase—At the start of each round of battle, the army commander can shift the overall strategy that all forces under her command will follow (see Strategy below).
    • Boons: The army commander and each unit leader can decide which boon to make active (see Boons below). These choices must be made bfore tactical initiative is determined.
    • Tactics: Each unit leader can decide what special tactics their unit will use to implement that strategy (see Tactics below). These choices must be made before tactical initiative is determined.
    • Tactical Initiative: Each commander rolls a Leadership check, and whichever commander rolls lowest on their check must reveal their strategy first. A commander with a higher check can change his strategy in response to his opponent’s, though moving strategy more than one step on Table: Strategy requires a Morale check to perform smoothly.
      • In addition to forcing his enemy to reveal his strategy first, if one commander’s check exceeds his opponent’s by 5 or more, he can either force his enemy to reveal one tactic or he can change one of his own unit’s tactics for every 5 points by which his check exceeds his opponent’s. The commander can choose which unit he wishes to learn about; if that unit has more than one tactic available, it must reveal the tactic it is using during this Action phase. Regardless of the result of your check, you can reveal only one tactic per enemy unit or change one tactic for each of your units; any excess is lost. Command boons and creature special abilities are not revealed by winning tactical initiative.
      • The commander in charge of each army rolls for the tactical initiative; the individual unit leaders do not. The commander that wins tactical initiative selects one unit to act during the Action phase, followed by the enemy selecting one unit to act. Actions alternate from each commander until all units have acted. If one side has more units than the other, when one side runs out of units to attack taking turns with its opponent, any leftover units from the larger army act in succession until all have acted.
    • Action Phase—During this phase, each army commander chooses one unit to act in turn in the order determined by the Tactical Initiative. Army units have 2 acts to spend for battle actions. See Actions for a list of actions a unit can execute. Keep track of how many Casualties each unit receives, but do not deduct them from the unit's section just yet.
    • Casualties Phase—After resolving Action phase for the round, each unit deducts their Casualties from their sections. The unit leader makes a Leadership check with the DC equal to 10 + the total number of casualties received; a successful check allows the leader to divide the damage between two sections, plus one additional section for every 5 above the DC (up to a total of 5 sections). You must apply the damage to the section with the lowest hp, then the second-lowest, and so on. Healing is applied during this phase, with sections being healed in order of highest to lowest. Healing spills over from section to section. Sections that remain at 0 hp by the end of this phase are considered to be killed, and cannot be healed. Units with all of their sections reduced to 0 are defeated (see Defeated, Destroyed, Disbanded below).
    • Rout Phase—Each undefeated unit makes a Morale check to determine if it becomes fatigued and if it still has the will to fight; defeated units are automatically fatigue and routing. The Fatigue DC starts at 10, and increases by 5 for every hour the unit has been on the battlefield (see Fatigue below). The Rout DC starts at 10 plus 5 for each allied unit that has been defeated, destroyed, disbanded, or routed from the field. If this check succeeds, the unit continues to fight. If the check fails, the unit’s Morale score is reduced by 1d4. If this reduces the unit’s Morale to -11, the unit's leader must make a DC 10 Morale check. If successful, the unit remains intact with its Morale reset to -10 and the unit routs, fleeing from the battlefield. If that check fails, the unit disbands. A cumulative -2 penalty applies to the Leadership check each time the unit's Morale reaches -11 or lower during the battle.
      • Routed Units: A routed unit is forced to flee the battlefield and cannot attack. The routed unit can no longer use the Melee or Ranged Attack actions, and must do whatever it can to use the Retreat action. When using the Disengage or Retreat action, and the routed unit fails its Morale check for those actions, the free attack from the enemy unit gains a +1 bonus for every 10 feet of movement speed that the attacking unit has over the routing unit, and -1 penalty for every 10 feet below (making it advantageous to use cavalry or other fast units to attack routing units).
      • Mercenaries: When a mercenary army’s Morale drops to -10 or lower or when they have lost more than half of their sections, they must make a Morale check to avoid routing. A nation takes no penalties when a mercenary army disbands or is destroyed.

Tactics

Factions

Creating a Faction

Size represents roughly how many members belong to it, as well as the breadth of its impact. Your faction starts at size 0, and increases by 1 for every 1,000 members. Other modifiers not tied to member count can increase or decrease your size.

Goal

All factions have a goal that they work towards.
political
economical
military

Capital

Capital are resources and services that can be invested into assets or expended for operations.

Comfort: attracts recruits and retains members
Food:
Goods: buildings, equipment, and tools possessed by the faction, used by members and in operations
Influence: favours and negotiation strength with the public
Magic: helps with all other capital
Materials: raw materials that can be crafted into goods or used as reagents
Security: protects the faction and fights its foes
Wealth: pays members and upkeep, buys supplies for the faction, funds operations

Capacity is the maximum amount of all combined capital your faction can carry. Your faction has a base capacity equal to the total number of levels of your members. This represents the amount and quality of capital each member is carrying on their person. Assets with the storage feature allow your faction to increase its capacity.

Hirelings

Crafters
Laborers
Mages
Performers
Priests
Professionals
Sages
Scoundrels
Soldiers
Thugs

Officers

You can assign individual faction members as officers. Officers can perform Operations using their statistics.
Each officer increases upkeep costs by their level (in addition to their base faction member upkeep).

Secrecy

Public

Covert

Disguised

Upkeep

Each faction member increases your monthly upkeep costs by 1 Wealth point per level.

Assets

Assets allow your faction for perform Operations.
To acquire an asset, you invest at least the asset's minimum cost from your capital into it.
Hireling minimum can be met by combining the amount of levels of your hirelings. For example, if the hireling minimum is Crafters 5th, you can meet the minimum by investing one 5th-level crafter, five 1st-level crafters, or two 2nd-level crafters and one 1st-level crafter.

A hireling check in asset operations requires a faction officer to roll 1d20 + that hireling's levels invested in the asset. For example, if you invested 15 levels of Crafters from your faction's total of 100 Crafters' levels in your asset, if an operation requires you to make a Crafters check, you roll 1d20 + 15. The officer gains a bonus on the check based on their proficiency in Profession ()

Every 10 points of any combination of capital invested in an asset allows for 1 level of hirelings of any combination to be invested in it as well.

Features

You can choose to add a feature to your asset if you invested the required capital. You can add a feature to an asset for every 100 points of any combination of capital invested in it.

Auditorium

Every 100 Comfort and 100 Goods grants creatures a +1 circumstance bonus on Perform checks made in the asset.

Housing

Every 10 Comfort and 10 Goods provides a place in the asset to take shelter, rest, and store personal effects for 1 Medium creature.

Storage

Every 10 Goods invested in your asset increases your faction's capital capacity by 1.

Workstation

Upon selecting this feature, select one type of Craft skill. Creatures gain a +1 circumstance bonus for every 100 Goods invested in the asset on checks made with the selected Craft skill while in it.

Craftshop

Minimum 100 Goods, Crafters 3rd, Professionals 1st.
Operations:

  • Craft Goods: Your craftshop can transform your faction's Materials capital into Goods. Make a Crafters check against DC 10 + your target amount of Goods to produce. On success, you lose 1 point of Materials for each point of Goods gained. For every 10 your result is above the DC, you lose 1 less point of Materials (to a minimum of 1 point of Materials) to produce the target amount of Goods. On failure, increase the amount of Materials used to craft the target amount of goods by 1 + 1 for every 10 your result is below the DC.
  • Sell Goods: Your craftshop can sell your faction's Goods to the public in order to gain Wealth. Make a Professionals check against DC 10 + your target amount of Wealth you are seeking. Increase the DC by the number of levels the province' Goods level is above its consumption, and reduce the DC by the number of levels it is below its consumption. On success, you lose 1 point of Goods for each point of Wealth gained. For every 10 your result is above the DC, you lose 1 less point of Goods (to a minimum of 1 point of Goods) to earn the target amount of Wealth. On failure, increase the amount of Goods sold for the target amount of Wealth by 1 + 1 for every 10 your result is below the DC.

Farm

Minimum .
Operations:

Magemporium

Minimum 100 Goods, 100 Magic; Mages 3rd, Professionals 1st.
Operations:

  • Acquire Magic: You are able to gain Magic capital by buying magic items from your magemporium's patrons. Make a Professionals check against DC 10 + the target amount of Magic to acquire. Increase the DC by the number of levels the province's Magic is above its consumption, and reduce the DC by the number of levels it is below its consumption. On success, you lose 1 point of Wealth for each point of Magic gained. For every 10 your result is above the DC, you lose 1 point less of Wealth (to a minimum of 1 point of Wealth) to gain the target amount of Magic. On failure, increase the amount of Wealth spent towards the target amount of Magic by 1 + 1 for every 10 your result is below the DC.
  • Craft Magic Items: Your magemporium is able to use your Magic capital to craft magic items. After calculating the crafting cost for your magic item, make a Mages check against DC 10 + the item's level. On success, you can use Magic capital to pay for the item's crafting cost at a rate of 1 point for every 1,000 gp. For every 10 your result is above the DC, increase the amount of gp per 1 point of Magic by 1,000 gp. On failure, increase the amount of Magic capital per 1,000 gp of the item's cost by 1 + 1 for every 10 your result is below the DC.
  • Generate Magic: Your magemporium has the facilities to allow your Mages to produce Magic capital for your faction. Make a Mages check against DC 10 + the target amount of Magic capital to produce. On success, convert any combination of your faction's Goods, Materials, or Wealth into the target amount of Magic capital. For every 10 your result is above the DC, reduce the amount of capital to convert by 1. On failure, increase the amount of capital to convert to the target amount of Magic by 1 + 1 for every 10 your result is below the DC.
  • Sell Magic: You are able to sell magic items and magical services your faction possesses. Make a Professionals check against DC 10 + the target amount of Wealth you are seeking. Increase the DC by the number of levels the province's Magic level is above its consumption, and reduce the DC by the number of levels it is below consumption. On success, you lose 1 point of Magic for each point of Wealth gained. For every 10 your result is above the DC, you lose 1 less point of Magic (to a minimum of 1) to gain the target amount of Wealth. On failure, increase the amount of Magic spent towards the target amount of Wealth by 1 + 1 for every 10 your result is below the DC.

Palace

Minimum 500 Comfort, 500 Goods; Laborers 5th, Performers 5th, Professionals 10th.
Operations:

  • //Host //

Quarry

Minimum .
Operations:

  • :

Safehouse

Minimum 100 Goods, 100 Security; Scoundrels 3rd.
Operations:

  • Hide

Spy Network

Minimum Scoundrels 10th.
Operations:

  • :

Stronghold

Minimum 1,000 Goods, 200 Security; Soldiers 20th.
Operations:

  • Security Services: Your faction can sell its Security from its stronghold. Make a Soldiers check against DC 10 + the target amount of Security development points to produce. On success, the target amount is added to the province's Security development. In return, you gain Influence or Wealth, or any combination of the two, equal to that amount. For every 10 your result is above the DC, you gain 1 more point of capital.
  • Train Soldiers: Your stronghold has what it takes to train Soldiers. Make a Soldiers check against DC 10 + the target amount of Soldiers development points to produce. On success, the target amount is added to the province's Soldiers development. In return, you gain Influence or Wealth, or any combination of both, equal to that amount. For every 10 your result is above the DC, you gain 1 more point of capital.
  • Warfare Development:

military base and settlement

Thaumadrasa

Minimum 1,000 Goods, 1,000 Magic; Mages 5th, Sages 5th.
Operations:

  • Craft Magic Items: Your magemporium is able to use your Magic capital to craft magic items. After calculating the crafting cost for your magic item, make a Mages check against DC 10 + the item's level. On success, you can use Magic capital to pay for the item's crafting cost at a rate of 1 point for every 1,000 gp. For every 10 your result is above the DC, increase the amount of gp per 1 point of Magic by 1,000 gp. On failure, increase the amount of Magic capital per 1,000 gp of the item's cost by 1 + 1 for every 10 your result is below the DC.
  • Generate Magic: Your thaumadrasa has the facilities to allow your Mages to produce Magic capital for your faction. Make a Mages check against DC 10 + the target amount of Magic capital to produce. On success, convert any combination of your faction's Goods, Materials, or Wealth into the target amount of Magic capital. For every 10 your result is above the DC, reduce the amount of capital to convert by 1. On failure, increase the amount of capital to convert to the target amount of Magic by 1 + 1 for every 10 your result is below the DC.
  • Train Mages: Your thaumadrasa contributes to training of Mages. Make a Mages check against DC 10 + the target amount of Mages development points to produce. Adds your Sages level to your check as a bonus. On success, the target amount is added to the province's Mages development. In return, you gain Influence or Wealth, or any combination of the two, equal to that amount. For every 10 your result is above the DC, you gain 1 more point of capital.

Vehicle

Minimum ; .
Operations:

  • :

University

Minimum ; Sages 10th.
Operations:

  • Train Professionals: Your university contributes to training Professionals. Make a Sages check against DC 10 + the target amount of Professionals development points to produce. On success, you add the target amount of Professionals development points to the province's Professionals development. In return, you gain Influence or Wealth, or any combination of both, equal to that amount.
  • Train Sages: Your university contributes to training Sages. Make a Sages check against DC 10 + the target amount of Sages development points to produce. On success, the target amount is added to the province's Sages development. In return, you gain Influence or Wealth, or any combination of the two, equal to that amount. For every 10 your result is above the DC, you gain 1 more point of capital.

Autonomous Operations

The following operations do not require your faction to have an asset in order to be performed.
Hireling checks are made with your faction's hireling levels that are not invested into an asset.

Recruit Members

Time Once per month.

Work For Hire

Time 1 day.
Select one of your faction's hirelings, and make its hireling check against DC 10 +

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License