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. To start your realm, you must have 1 level of Laborers.
Every 100 gp worth of coins and gems adds 1 Wealth point to your Treasury.
Every 100 gp worth of tools and crafted goods adds 1 Goods point to your Treasury.
Each 1st-level Laborer in your employ 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 additional creature level a laborer possesses increases their development point worth by 1.
- Laborer development points can be gained by spending the equivalent amount of Goods from your treasury.
Realm Turn Sequence
Upkeep Phase
- Pay Government Consumption—Pay your government upkeep with capital from your treasury.
- 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.
- Update Population—Update the population for each province.
- Update Hex Danger—Update Danger development based on the province's hexes.
- Check Social Class Support—Check the support of each social class for each province, and apply any effects.
- Check Capital Consumption—Check the consumption levels of each capital for each province, and apply any effects.
- Check Religion Effects—Check the levels of each religion for each province, and apply their effects.
Income Phase
- Collect Taxes—Add taxed capital to your treasury from all provinces according to your Taxation Edict.
- Make Deposits To Treasury—You can add funds to a realm's treasury by donating your personal wealth to the realm. Depositing a combination of coins and gems worth 100 gp times the highest Wealth level of your realm adds 1 point of Wealth. Every 1,000 gp worth of magic items deposited adds 1 point of Magic.
Build Phase
- Complete Previous Improvements—Improvements commissioned from the previous turn are completed, and their effects are now active.
- Provincial Development—This phase only occurs if your Control edict is not set to "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.
- Religion Development—Each religion's development increases if the province meets one or more growth conditions.
- Commission New Improvements—Commission new improvements. They will be completed at the start of the next Build Phase.
Decision Phase
Realm leaders make Leadership Actions.
Event phase
GM rolls for random events. Each service and supply for each province in your realm rolls for events tailored to itself. For rach service and supply,the GM rolls 1d20. If the result is equal or lower than the service or supply's level for that province, an event occurs. Every 20 levels in a service or supply automatically triggers one event, and the GM rolls a 1d20 against the remainder to see if an additional event occurs.
If an event occurs, the GM rolls a 1d20 on that service or supply's event table. The GM subtracts the Corruption level of the province where the event takes place from the result. Events from 1 to 10 are detrimental events, and events from 11 to 20 are beneficial events.
Comfort Events
| Result | Event |
|---|---|
Food Events
| Result | Event |
|---|---|
Goods Events
| Result | Event |
|---|---|
Magic Events
| Result | Event |
|---|---|
Materials Events
| Result | Event |
|---|---|
Nature Events
| Result | Event |
|---|---|
Security Events
| Result | Event |
|---|---|
Wealth Events
| Result | Event |
|---|---|
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. Each action takes 1 downtime day (8 hours of activity). Your skill in political management can make you more efficient in your work and allow you to perform more leadership actions in the same day. Each time you want to perform another leadership action, make a Politician check against a DC equal to 10 + 10 per leadership action you have already perform on this day. If you succeed, you have time to perform another leadership action. You cannot take 10 on this check.
Some actions require you to make a skill check. You can take 10 on these checks. You can also choose to spend Influence, Magic, or Wealth from your treasury to gain a bonus, with each point of Magic and Wealth granting a +1 bonus, and each point of Influence granting a +2 bonus. You can also gain a +5 bonus to your check for each additional downtime day spent on the action.
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. Each hireling's level increases government upkeep by 1 Wealth.
Development
Claim Hex
Select an explored hex adjacent to a hex you control. Add that hex to your realm.
Clean Blight
Organize a nature clean up restoration by government personnel in a selected province. Make a Nature check against a DC of 10 + the province's Blight level + the province's size modifier. On success, reduce the province's Blight development by 100 points, and an additional 100 points for every degree of success. On failure, reduce the province's Support by 5, and an additional 5 for every degree of failure.
Commission Improvement
Commission an improvement to be built in a selected province as long as the province has a free slot and meets the improvement's prerequisites. See the chosen improvements to know how many months it will take to complete.
Develop Province
Select a province and one type of 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
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 needed time to explore it, and then returns to one of your settlements, Forts, or Watchtowers.
Prepare Settlement
Select a hex under your control. Your realm begins preparing that hex for a settlement. The preparation time depends on the hex's terrain.
Diplomatic
Negotiate Treaty
Select one or more realms to negotiate a treaty with. Negotiating a treaty involves requesting a number of diplomacy edicts put in place with the target realms (see "Diplomacy" in the Edicts section for what you can request). When negotiating a treaty with multiple realms, you need to succeed a separate Diplomacy check for each realm before the treaty is put in place.
The Diplomacy check is made towards the target realm's negotiator, so the DC is determined by the Personal Interaction rules. Each diplomacy edict included in the treaty increases the DC by 5. The further away the target realm is also makes negotiations and desire for diplomatic engagement more difficult, with each realm in-between the shortest route between your realm and the target increasing the DC by 10.
Economic
Acquire Treasury Capital
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 divided by Wealth point cost. 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
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.
Withdraw Treasury Capital
.
Espionage
Conduct Operation
You assign an agent to perform an espionage operation in a target province, either in a foreign nation or your own. Each operation has its own capital cost and required time to complete. The base DC of an operation is equal to 10 + Security level of the target province if it is within your realm or shares a border with one of your provinces. The DC increases by half of the Security level of every province your agent has to traverse between your realm and the target province, unless your agent has the means to instant move from one location to another, such as with teleportation magic.
An agent assigned to an action cannot be assigned to another action during the same realm turn, but multiple agents can be assigned to the same operation. You can be your own agent if you so wish. Each agent in your government's employ increases your Government Upkeep costs by 10 Wealth per agent's 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.
Gather Information: As part of this operation, you can target either a realm or one of its province. If you target a realm, you learn who are its realm leaders for that month, and you can gain information on one of them of your choice. The information informs you of the leader's background, skills, preferences, and vices. If you target a province, you learn the following:
- a list of the province's leaders and information on one of them of your choice,
- the population's level, support, and morale,
- the level and consumption of one type of capital,
- the level of one type of hireling,
- a list of the province's improvements.
You gain the information from this operation at the start of the next Upkeep phase.
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 Wealth equal to the target agent's current level.
Governance
Change Edict
Magic
Religion
Security
Crackdown on Crime
Organize a government-led effort to crack down on crime in a selected 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 Crime development by 100 points, and an additional 100 points for every degree of success. On failure, reduce the province's Support by 5, and an additional 5 for every degree of failure.
Alternatively, select one of your units. You task your unit to reduce the Crime development of the province it is currently in. Have your unit's leader make a Unit attack roll against the DC. Upon success, reduce the Crime's development by the check's result. If the check fails by at least 1 degree, the unit takes casualties equal to the Danger level.
Create Unit
Details on units are in Mass Combat. 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, Performers, Priests, Scoundrels, Soldiers or Thugs.
Recruiting from Followers: If you are a realm leader with followers, you can recruit them to create a unit with additional benefits as mentioned below. In order to gain the recruitment benefits, you must be the leader performing the action, and the unit must be composed entirely from your followers.
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
- Decrease the DC by 10 if the people being recruited are your followers.
- Decrease the DC by a further 10 if all of your followers' hireling type matches the type of unit being recruited.
The DC is further modified by the province's population's Support and Morale.
- If the Support is above 60, reduce the DC by 5 if Morale is Willful, and by 10 if it is Radical.
- If the 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. If the unit is composed of followers of a realm leader, reduce the Wealth cost by half.
When the number of troops of all of your units reaches 5% of your realm's total population, and every 5% after, the point limit of all Services and Supplies capital except for Security is reduced by 1, while their point cost increases by 1.
Recruiting Mercenaries:
- Mercenaries are foreign troops, and are not recruited from your population. They do not count towards the limit of troops percentage of your population.
- The Wealth cost to recruit a mercenary unit is the same as recruiting a unit from your population. If you wish to have them with equipment, you can either give them to the unit from your treasury (in which case that capital is no longer yours), or you can pay them the equivalent cost in Wealth (in which case this cost adds to the recruitment cost).
- After recruitment, mercenaries are ready to deploy at the start of your next Decision phase. However, you can have your mercenaries ready in the current Decision phase by doubling their recruitment cost.
- Killed mercenaries do not count towards your population.
Suppress Danger
Organize a government-led effort to improve security and contain threats in a selected 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 100 points, and an additional 100 points for every degree of success. On failure, reduce the province's Support by 5, and an additional 5 for every degree of failure.
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 Unit
Societal
Gain Influence
Select one of your provinces. Make a Bluff, Diplomacy, or Intimidate check against DC 10 + the population level. Upon success, add Influence to your treasury equal to your result. For every 10 that your check is below the DC, reduce the population's Support by 1.
Gain Support
Select one of your provinces. Make a Bluff, Diplomacy, or Intimidate check against DC 10 + the population level. Upon success, increase the population's 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
Raise Morale
Select one of your provinces. Make a Bluff, Diplomacy, or Intimidate check against DC 10 + the population level. Upon success, increase the population's 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
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
Select one of your provinces. Make a Bluff, Diplomacy, or Intimidate check against DC 10 + the population level. Upon success, reduce the population's Morale by 1 plus 1 for every degree of success. For every 10 that your check is below the DC, increase Morale by 1.
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
Diplomacy edicts determine aspects of your realm's relationshi with other realms. Issuing a diplomacy edict requires a nation leader to use the Negotiate Treaty action.Embassy
Your realm and the target both agree to allow an embassy from each side to be built in each other's capital settlement. The embassy's buildings and the land they rest on are treated each other realm's territory where the host realm's laws do not apply. Having an embassy makes diplomacy much easier and quicker, reducing the DC for Negotiate Treaty action with the host realm by 10.
Enact Law
Enact a law that is not covered by any of the edicts listed here. The Ruler makes a Diplomacy check against a DC equal to 10 + the realm's population level. The GM secretly determines how much resistance your population will have to your new law, and apply an appropriate modifier to the DC.
You do not know what effect this law may have on your realm; the GM will determine its effects, if any, at the start of the next Upkeep phase.
These miscellaneous laws are similar to aspect for your character, except they apply to your realm. Events in your realm can invoke your laws, and when they do, you have the choice to enforce them or not.
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)
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 population Support 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, reduce each province's Support by the religion's current level in that province. 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 by 2 for each level.
When you decrease a tax level, increase Support 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.
- 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
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.
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.
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. The base point cost for hireling development is equal to the sum total of all hireling levels; this represents the increase cost in time and resources to train your population as fewer and fewer people are available to train, and development shifts to making existing hirelings more efficient with new tools or techniques.
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 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 2 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 5 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 10 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) | |
| 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. | |
| False Support | It is uncovered that reports of your population's support for your government were falsified or artificially adjusted. Reduce Support 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
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.
The following are the realm effects of Celesia's religions, and can be used as examples of how to design the effects of your own religions.
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 Morale is 80 or less and Support is 40 or less, increase development by the population 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 Crime 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)
Growth Conditions:
- If Security and Corruption are at least 1st-level, increase development by Soldiers level + Security 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 when using Intimidate to Gain Influence.
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 for every 10 population 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 | 45 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 | 5 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 |
A hex's Food Modifier increases its province's maximum Food level.
A hex's Material Modifier increases its province's maximum Materials level.
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
Settlement Level: Each settlement has a population level which represents the amount of people that live in the settlement, as well as people in unsettled hexes whose livelyhoods revolve around that settlement. Settlements gain their levels from their province. The province's levels are distributed among all of its settlements. A province and its provincial capital have the same level if there are no other settlements.
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.
Improvements are commissioned during the Build phase, but only come into existence at the start of the following Build phase.
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 population Growth 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.
War
Summary:
- When one of your units enters a hex claimed by the enemy realm and no enemy units are current in it, it can spend time to occupy it. The number of days needed depends on the type of terrain.
- Liberating an occupied hex takes half the time it takes to occupy it.
- Keep track of how many hexes are occupied and liberated during a realm's turn. During the next Upkeep phase, each hex that is occupied during the turn reduces its province's Security development. Furthermore, it reduces the Support and Morale of its province's population by 2, and by 1 in all other provinces of the realm.
- .
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.

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