Realm Management

Realm Management

In the course of the game, it's possible the Party will end up governing one of the realms that make up the world- depending on the style of the campaign, they could start off as such. Realm Management is similar in many ways to party management, in that management is chapter-to-chapter, has events and missions, and is divided into phases, which go from top to bottom. As in Party Management, you know information from the phases you haven't reached yet.

The Realm Management system is designed to abstract the mammoth task of managing a realm into a fairly easy task with limited bookkeeping and micromanagement.

Realm Concepts

Realms use a few unique concepts, which will be covered here.

Realm Characteristics

Realms possess five Characteristics, each with its own purpose and its own way of growing. Some events and situations might call on a Realm to make a Characteristic test, which is done as usual using the Characteristic in question.

  • Size. Size is the most important Characteristic, because every other Characteristic has to interact with Size. It represents a mix of territorial size and population. Unlike the other four Characteristics, Size can be measured in decimals, such as 1.5, 2.5 or 3.5. Size is determined by the provinces the Realm owns: each province has a Size number, and Size is simply the sum of all of your province's Sizes.
  • Prosperity. Prosperity represents the economic, industrial and infrastructural development of the Realm. It is an important factor in determining the Wealth of the Realm. Development grows with certain Realm actions and province qualities, and is decreased by war, expansion, disasters and mismanagement. It maxes out at 100.
  • Enthusiasm. Enthusiasm represents a mix of popular order, cultural and spiritual wealth and fighting spirit. It helps determine the Military of the Realm and the Realm's level of public order. Enthusiasm grows with certain Realm actions, province qualities and good victories, and is decreased by war losses, suffering defeats, religious tension and political unrest. It maxes out at 100.
  • Wealth. Wealth represents the monetary resources at the Realm's disposal. It works exactly like Wealth does for Party Management. Wealth is determined by multiplying Prosperity by Size and rounding down to the nearest whole number.
  • Military. Military represents the martial strength of the Realm. During the War Phase, Military acts as a type of currency used to purchase units for war. Military is determined by multiplying Enthusiasm by Size and rounding down to the nearest whole number.

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Realm Identity

All Realms have their own unique Identity which determine its character and some mechanical effects. This is divided into four elements: Government, Civics, Culture and Religion.

All Realms possess some kind of organised government, the details of which may vary widely but are for ease organised into one of the following four types:

  • Monarchy, where power is invested in a supreme sovereign. Depending on the nature of the realm, the monarch might be an absolute ruler with unlimited power, one bound by constitutional law, or something else entirely. The important element is that authority stems from a single individual at the top of the hierarchy.
  • Oligarchy, where power is invested in a handful of people, based often on wealth or social standing. This could mean a council of aristocrats (possibly with a figurehead monarch), each of whom are landowners, or a more plutocratic form where wealthy merchants control the government.
  • Democracy, where power is invested in the people (who then often lend that power to representatives on their behalf). This usually entails some sort of popular enfranchisement who vote on leaders, but how wide that enfranchisement is varies from state to state.
  • Fallen, where power is wielded by immortal demons from hell. Typically one of the Lucavi (or one of their lieutenants). This type of government usually cannot be chosen by any Party-based Realm.

Governments primarily inform the types of Civics a Realm can take. All Realms possess three Civics, which determine their 'character', inform their culture and provide certain mechanical benefits. However, when a Realm is created, the list of Civics it can actually choose is limited by their type of Government. Governments with the Monarchy type of Government can only take Civics marked as Monarchy civics, for example.

The list of Civics is kept in the appendix at the bottom of this page.

All Realms possess a culture, referred to as their 'Dominant Culture'. It is often the Culture of its capital province.

  • Provinces with a culture different to the Dominant Culture can cause problems, due to linguistic differences, different ideals, bias on behalf of the rulership and so on. To represent this, for every province with a Culture that differs from the Dominant, the Realm suffers a -10 penalty to the Foster Growth and Spread Culture Projects. If Enthusiasm ever drops below 20, then where is a 10% chance every Chapter that such a province will start agitating toward independence.

All Realms also possess a religion, referred to as their 'Dominant Religion'. It is often the Religion of its capital province.

  • Provinces with a religion different to the Dominant Religion can cause problems, as they clash with the government over doctrinal differences and struggle to maintain their own identity when faced with state-supported religious organisations. To represent this, for every province with a Religion that differs from the Dominant, the Realm suffers a -10 penalty to the Rouse Populace and Convert Provinces Projects. If Enthusiasm ever drops below 20, then where is a 10% chance every Chapter that such a province will start agitating toward independence.

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Realm Projects

Realm Projects are one of the major ways in which the Realm can improve itself. Projects are special actions undertaken by Officers of the state (which includes the Adventurers as well as any Aides).

Every Chapter, during the "Domestic Phase", the Realm may choose Projects from the list below. You can perform as many Projects as you like, but you can only perform each Project once per Chapter. On choosing a Project, you then assign an officer who meets that project's prerequisites. The officer can be assisted by two other officers who also meet the prerequisites, with the first officer gaining a +10 to their test per assistant.

Each Project has the following fields: a name, prerequisite skill, effect.

  • Name: The name of the Project.
  • Prerequisite Skill: All Projects have a list of skills. Any officers working on the Project must possess at least one of those skills in order to participate in the Project.
  • Effect: The effect the Project has on your Realm. All Projects require a skill test of some kind, using one of the Prerequisite Skills. The Project typically provides an effect on a success, and additional effects for accumulating a certain amount of DoS.
Projects are divided into Internal and Subterfuge types. Internal types deal with developing the realm, whilst Subterfuge Projects involve a type of interaction with other Realms, usually hostile and underhanded. The order in which Projects are listed below is also the order in which each Project is executed (ie. Special Taxes is always executed first if it is chosen).
Name Prerequisite Skills Effect
Internal Projects
Special Taxes Commerce, Lore (Administration) You make a test. On a success, the Realm gains one Funding Advantage. If you win by 4 DoS, you gain one Windfall Advantage instead. This Project applies a -10 penalty to all other Projects and Constructions performed this Chapter.
Foster Growth Commerce, Lore (Administration) You make a test. On a success, the Realm's Prosperity grows by one, plus another one per 4 DoS.
Rouse Populace Charm, Command, Deceive, Trade (Artist) You make a test. On a success, the Realm's Enthusiasm grows by one, plus another one per 4 DoS.
Convert Province Charm, Command, Deceive, Lore (Dominant Religion), Trade (Preacher) You choose to convert a province to your Realm's dominant religion. To do this, you need to achieve 20 DoS multiplied by the province's Size (so a province of Size 0.5 requires 10 DoS. If you are unable to achieve this in a single test, then the achieved DoS are saved for future conversion attempts of this province.
Spread Culture Charm, Deceive, Lore (Dominant Culture), Trade (Artist) You choose to spread your Realm's dominant culture to a province with a minority culture. To do this, you need to achieve 20 DoS multiplied by the province's Size (so a province of Size 0.5 requires 10 DoS. If you are unable to achieve this in a single test, then the achieved DoS are saved for future cultural spread attempts of this province.
Seek Talent Inquiry, Trade (Valet) You make a test, taking a -10 penalty for every Aide in the Realm, to a max of -60. On a success, the Realm gains one Employ Advantage.
Subterfuge Projects
Counter-Spy Command, Security, Lore (Tactics) You make a test, taking a -5 penalty per Province. If you succeed, anyone using the Sabotage, Demoralise and Espionage Projects has their roll opposed by yours; if you win, their Project is blocked. If you win by 4 DoS or more, you can identify the source of the Projects.
Espionage Inquiry, Stealth You select a foreign realm, and make a test. On a success, you learn about the Realm's characteristics and Officers. If you are battling with that Realm this Chapter, you gain full data on their force deployments.
Demoralise Charm, Deceive, Intimidate, Stealth You select a foreign realm, and make a test. On a success, and for every 6 DoS, you reduce the target Realm's Enthusiasm by 1. You take a -30 penalty to all Subterfuge Projects against that Realm until the end of the next Chapter.
Sabotage Demolitions, Security You select a foreign realm, and make a test. On a success, and for every 6 DoS, you reduce the target Realm's Prosperity by 1. You take a -30 penalty to all Subterfuge Projects against that Realm until the end of the next Chapter.
Incite Unrest Inquiry, Charm, Command, Deceive You select a foreign Realm, and make a test. The Realm must have Provinces that share your dominant culture or religion, but do not share the target Realm's dominant culture or religion. On a success, any of your battles taking place in those Provinces this Chapter benefit from local reinforcements worth 10 Military, plus another 5 per 2 DoS.

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Provinces

Realms are made up of provinces- the territories that the Realm has actual control over. Province details are broken down into six fields: the province's Name, Size, Culture, Religion, Type and Resource.

  • Name: The Province's name.
  • Size: The Province's size. Realm size is equal to the sum of all its provinces' size values.
  • Culture: The Province's local culture.
  • Religion: The Province's local religion.
  • Type: The type of settlement which dominates the province. There are multiple types, listed in an appendix at the end of this page.
  • Resources. Some Provinces (definitely not all!) possess a special resource that can enable special bonuses. The resources are listed in an appendix at the end of this page.

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Constructions

All Realms can build special Constructions, which require a great deal of effort and investment, but reward the Realm with special bonuses. A Realm can support a number of these Constructions equal to its Size rating, rounded down.

On choosing a Construction, you then assign an officer who meets that Construction's prerequisites. The officer can be assisted by two other officers who also meet the prerequisites, with the first officer gaining a +10 to their test per assistant.

All Constructions possess a Name, Effect, Cost, Value, Prerequisite Skill and Test.

  • Name: The State Construction's Name.
  • Effect: The effect the Construction has on the Realm.
  • Cost: The cost that must be paid in Prosperity and Enthusiasm.
  • Value: Works like an item- the Realm must have Wealth equal or higher than this in order to build it.
  • Prerequisite Skill: All State Constructions have a list of skills. Any officers working on the Construction must possess at least one of those skills in order to participate in the Construction.
  • Test: All Constructions require a skill test of some kind, using one of the Prerequisite Skills. Constructions require you to accumulate a number of DoS before it is completed, meaning many Constructions must be done over several Chapters.

A list of Constructions is shown in the Appendix.

Prestige Points

Realms have a collection of Prestige Points, which function as a pool of Fate Points that all Officers can access. Prestige Points are difficult to acquire, and like Fate Points refresh at the start of each Chapter. All Realm starts with 1 Prestige Point.

Veteran Units

Sometimes during a battle, a fielded unit will prove itself above and beyond expectations, changing the entire course of the battle. In this situation, there is a chance they may be made a 'Veteran Unit'. A Realm's Veteran Units can be deployed to battles without costing any Military. If the unit is completely wiped out (0 magnitude), then they are struck from the record, but otherwise refresh to full strength at the start of each Chapter.

Chapter Progression

From here on in, we cover the actual progression of a Realm Chapter. They function very similarly to a Party Chapter with a few differences.

Resource Phase

This phase lists all of your resources and the condition they are in. There aren't any decisions to be made here, but it serves as an important element of bookkeeping.

  • Advantages. Advantages are special abilities which are accumulated over the course of Chapters, usually from good performance. They are divided into one of six types, and a copy of each type may be expended during a specific Phase. Advantage cards (not the effects) carry from Chapter to Chapter until expended, and you can expend as many Advantage cards as you like in a given time.
    • Funding. This Advantage may be played during the Acquisitions phase, and adds +10 temporary Wealth until the start of the next Chapter. It is usually gained from good performance and the completion of cases.
    • Windfall. This Advantage may be played during the Acquisitions phase, and adds +20 temporary Wealth and a +10 to the phase's Personal Time tests until the start of the next Chapter. Acquiring Stockpile cards often requires specific outcomes during Events and Propositions, and so are rarer than Funding.
    • Employ. This Advantage may be played during the Acquisitions phase, and adds an Aide to the party.
    • Promote. This Advantage may be played during the Acquisitions phase, and promotes an Aide.
    • Cameraderie. This Advantage may be played during an Event, an Proposition or the Personal Turn phase. When used, it adds +10 (max +20) to all tests used by all characters within that phase. Cameraderie is rewarded for surprisingly low damage taken during combat as well as events and Propositions that enhance the bond of the party.
    • Secret Intel. This Advantage may be played during an Proposition or Event to reveal otherwise hidden information. For example, it may be used to reveal new data, determine the chances of success of proposed solutions, or to access hidden allies or passageways. Secret Intel is usually a reward of good event or Proposition performance.
  • Realm Identity. This lists the Realm's Identity (Govt type, civics, religion and culture).
  • Realm Characteristics. This lists the Realm's Characteristics.
  • Provinces. This lists the Realm's provinces.
  • Constructions. This lists the Realm's existing Constructions.
  • Leader Roster. This lists all of the Realm's main leaders, namely the player's PCs, the Adventurers. It also lists their health level and Fate Points.
  • Aide Roster. This lists all of the party's Aides, who are special NPCs who work for the realm. It also lists their health level, Fate Points and Rank.
    • Adventurers and Aides who take more wounds than their TB count as Heavily Wounded; if they act in an event, Proposition or battle this turn, they start at half wounds and with a rank of fatigue. Injured Aides may not be used.
    • Adventurers and Aides who take Lethal Damage count as Lethally Injured instead, and enter events, Propositions and battles with no wounds (and any permanent or long-term effects from the damage) plus two ranks of fatigue per point of Lethal Damage taken, to a maximum of equal to their Fatigue threshold. Injured Aides may not be used.
  • Armory. This lists all the weapons and armour owned collectively by the party.
  • Projects/Constructions. This lists the in-progress Projects and Constructions.

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Acquisitions

In this phase, you acquire new equipment. The Funding, Windfall, Employ and Promote Advantages can be used in this phase. It works just like the Party Management phase, using the Realm's Wealth level now.

Wealth
Wealth represents the Realm's access to equipment and resources. It is used to acquire new equipment for the group.

Wealth acts kind of like a Characteristic that the Realm's officers share. It even has a Characteristic Bonus number, worked out as normal (Wealth Bonus, or WeB).

  • During the Acquisitions phase, each Adventurer may make a number of acquisitions equal to the Wealth Bonus. So a Wealth of 34 means that each Adventurer can make three different acquisitions of goods. Once you acquire an item, it is assumed that you also permanently gain the ability to maintain it with ammo or tools as necessary.
  • However, each item has a 'Value' field. Your Wealth must equal or surpass an item's Value in order to be able to buy it. So if an item has a Value of 40, you need a Wealth of 40 or higher to be able to buy it (and you can buy it four times if you so wish, if you're happy with buying nothing else).
  • How you calculate Wealth is simple. Wealth is really just the sum of two things: your Permanent Wealth and your Temporary Wealth.
    • Permanent Wealth is exactly that- Wealth that you have automatically each Chapter. It is a reliable, steady stream of Supply. Permanent Wealth starts at 10, and increases are very rare.
    • Temporary Wealth is gained through expending Advantages, such as the Funding and Windfall cards. These expire at the start of the next Chapter, so maintaining a high level of Wealth often requires gaining these Advantages constantly.
  • Permanent and Temporary Wealth are also different in one other way: if Permanent Wealth is equal to or higher than an item's Value, then you are assumed to have constant, steady access to these items and can acquire as many of them as you like without using up an acquisition. Effectively, these items become of unlimited access, and everyone can acquire them.

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Projects and Constructions

In this phase, you designate which Projects, Constructions and, if valid, Province upgrades you want the Realm to use this Chapter, whether they be new ones or ones continued from previous chapters.

Permanent Effect Tests

In this phase, every Adventurer who has a Permanent Effect- eg. The Depressive Drawback- makes their test now and records the result here.

Events

Events are special incidents that occur during an Chapter, and range from small scale situations- for example, a fight amongst the party's aides risks creating long-term resentment- to large ones- for example, decisions that might impact a whole city or nation.

  • Each event comes with a description of the situation, and the players must then come up with their own solutions, which they can query to the GM as to whether or not they'll work. Some example solutions may be presented.
  • After a solution is agreed on, it is enacted and the result is given then and there.

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Propositions

Propositions are the meat of the Chapter, and represent the Adventurers using their varied abilities and skills to solve mysteries, find information and hunt creatures and dangers. Propositions can be both combat-heavy and skill heavy, depending on the scope involved.

Propositions use the Propositions rules listed here.
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Battles

Battles are large conflicts between Realms. Sometimes another Realm may attempt to attack you. Otherwise, you can choose to attack another Realm (with GM permission), sending forces to one of their provinces you can reach.

In this Phase, the Realm's Military Characteristic becomes important. Instead of tracking standing military forces, a Realm instead 'purchases' Hordes for every Battle it fights. However, these Hordes have a points cost. Every Chapter, the Realm generates points equal to its Military; these points are spent on buying Hordes for battles. Unspent points do not carry over, and units do not carry over past the battle they were purchased for.

The rules for Realm Battles can be found here: Realm Battles.

Free Time

After all the events, Propositions and Battles are done, the party may finally have some time to themselves. In this time they can focus on their own needs. Each Chapter, the Adventurers are allocated Free Time. For each point of Free Time, each Adventurer may select a single action from the list below, and gain the benefits listed.

  • Any uninjured Aides may also Assist one Adventurer each.

Circumstances permitting, an Adventurer may also choose something not on this list, the exact nature of which is worked out with the GM.

Name Effect Notes
Assist You assist another Adventurer in their own Free Time test. As always, a character may only be assisted twice for any given test. -
Core Training You spend the time in the training room or hitting the books, building up your abilities. Select a characteristic. You make a test in that Characteristic, gaining two growth points on a success and one on a failure. Once you have accumulated a total number of growth points equal to the Characteristic Bonus, you gain an extra point in that Characteristic. Each time you gain a point int his fashion, the number of growth points needed to improve that Characteristic increase by one. May only increase each Characteristic five times this way
Craft Item You choose to craft an item. The rules for crafting items can be found here Crafting. -
Extended Care If you have the Medical skill, you can use Extended Care on another character, who must be Resting. You test Medical; on a success, they remove an extra tier of injury. Multiple Adventurers can use this on the same injured Character but it counts as Assisting the Adventurer with the best chance of success.
Rest You spend the time convalescing, tending to your wounds. If you are Lethally Injured, you become Heavily Injured, and if you are Heavily Injured you become fully healed. You gain a +10 bonus to any Trauma or Disorder tests. -
Skill Training You spend the time in the training room or hitting the books, building up your abilities. Select a skill. You make a test in that Skill's Characteristic, gaining two growth points on a success and one on a failure. Once you have accumulated 8 growth points, you gain a level in the skill. The number of growth points increases by +2 for every level above 'Known'. -
Suppress Disorder If you possess a Disorder, then you can make a Disorder test as appropriate, with an extra -20 penalty. On a success, you ignore the Disorder until the end of the next Chapter. Characters wanting to assist this action must have the Lore (Psychology) or (Religion) skill.
Train Aides You choose to coach the Aides to improve their skills. You make a Command, Lore (Education) or Trade (Teacher) test, with a -5 penalty for every Aide with the Rank of Adept or higher. On a success, you gain 2 Train Aide points; on a failure you gain one. Once you have accumulated 10 points, you gain one Promote Advantage card. Only one Adventurer may perform this action per Chapter.

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Conclusion

In this final phase, any trauma or disorder tests are made, along with any other special tests that should occur at the end of the Chapter. Then we take stock of everything and repaste the Resource Review, now with all the changes from the other phases updated. With that done, the Chapter ends.

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Logs

Not a phase in and of itself. Here we keep an ongoing log of all XP gains, Advantages and Acquisitions from Chapter to Chapter.
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Appendix

Projects

Name Prerequisite Skills Effect
Internal Projects
Special Taxes Commerce, Lore (Administration) You make a test. On a success, the Realm gains one Funding Advantage. If you win by 4 DoS, you gain one Windfall Advantage instead. This Project applies a -10 penalty to all other Projects and Constructions performed this Chapter.
Foster Growth Commerce, Lore (Administration) You make a test. On a success, the Realm's Prosperity grows by one, plus another one per 4 DoS.
Rouse Populace Charm, Command, Deceive, Trade (Artist) You make a test. On a success, the Realm's Enthusiasm grows by one, plus another one per 4 DoS.
Convert Province Charm, Command, Deceive, Lore (Dominant Religion), Trade (Preacher) You choose to convert a province to your Realm's dominant religion. To do this, you need to achieve 20 DoS multiplied by the province's Size (so a province of Size 0.5 requires 10 DoS. If you are unable to achieve this in a single test, then the achieved DoS are saved for future conversion attempts of this province.
Spread Culture Charm, Deceive, Lore (Dominant Culture), Trade (Artist) You choose to spread your Realm's dominant culture to a province with a minority culture. To do this, you need to achieve 20 DoS multiplied by the province's Size (so a province of Size 0.5 requires 10 DoS. If you are unable to achieve this in a single test, then the achieved DoS are saved for future cultural spread attempts of this province.
Seek Talent Inquiry, Trade (Valet) You make a test, taking a -10 penalty for every Aide in the Realm, to a max of -60. On a success, the Realm gains one Employ Advantage.
Subterfuge Projects
Counter-Spy Command, Security, Lore (Tactics) You make a test, taking a -5 penalty per Province. If you succeed, anyone using the Sabotage, Demoralise and Espionage Projects has their roll opposed by yours; if you win, their Project is blocked. If you win by 4 DoS or more, you can identify the source of the Projects.
Espionage Inquiry, Stealth You select a foreign realm, and make a test. On a success, you learn about the Realm's characteristics and Officers. If you are battling with that Realm this Chapter, you gain full data on their force deployments.
Demoralise Charm, Deceive, Intimidate, Stealth You select a foreign realm, and make a test. On a success, and for every 6 DoS, you reduce the target Realm's Enthusiasm by 1. You take a -30 penalty to all Subterfuge Projects against that Realm until the end of the next Chapter.
Sabotage Demolitions, Security You select a foreign realm, and make a test. On a success, and for every 6 DoS, you reduce the target Realm's Prosperity by 1. You take a -30 penalty to all Subterfuge Projects against that Realm until the end of the next Chapter.
Incite Unrest Inquiry, Charm, Command, Deceive You select a foreign Realm, and make a test. The Realm must have Provinces that share your dominant culture or religion, but do not share the target Realm's dominant culture or religion. On a success, any of your battles taking place in those Provinces this Chapter benefit from local reinforcements worth 10 Military, plus another 5 per 2 DoS.

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Government Civics

Name Description Effect Govt Type
Economic
Civil Service Your Realm possesses a branch of government made up of well-educated bureaucrats to handle the affairs of state, as opposed to relying on unreliable nobility or patchwork efforts by the clergy. Add a +20 test modifier to all Projects and Train Aide actions. All
Legacy of Trade Your Realm has a storied heritage of trade- by using this and the ancient trade routes that it safeguards, one can import resources from far and wide. You may select any two Special Resources; you count as possessing them, even if you don't own any provinces with those Resources. The Resources can be changed in the Acquisitions Phase. All
Religious Tithes Religious organisations are active in your Realm, and extracting an extra degree of wealth from the population through them is a common and accepted practice. The activity of these organisations expands your resource pool. For every three Provinces that share the Realm's dominant religion, you gain +.5 Size. All
Corvée Corvée is a system in which the Realm conscripts the common population to perform unpaid physical labour on its behalf, usually in lieu of taxes in kind. It allows the Realm to access a massive labour pool. Constructions reduce their Value by 20, and you gain +3 DoS per test toward them. Monarchy
Feudal Contract Your Realm is organised in a classical, rigid feudal system, where the Monarch is at the top of a hierarchy of landowners. Powerful vassals rule from castles, developing the land and maintaining their own personal armies. You gain +.5 Size for every Province with the Fortress type. Monarchy
Grand Demesne A very large portion of the Realm is kept as the Monarch's private property. This essentially allows the Monarch to fund state projects from their own personal funds. You gain one copy of the Funding Advantage every Chapter, and one copy of the Windfall Advantage every five Chapters. Monarchy
Guild Cartels Your Realm is host to a handful of powerful guilds- proto-labour unions- that corner and dominate the market for their mutual benefit. Your Realm openly works with them, allowing the Realm quick access to their expertise in exchange for leaving them alone. Assistants on an Internal Project add +20 instead of +10 each. Oligarchy
Merchant Leagues Your Realm often sets up enclaves in foreign territory. Dozens of cities might be dotted with these little enclaves, often containing housing, an office, a small barracks and a chapel. These extend the influence of the Realm greatly. You gain +2 Size. Oligarchy
Oligopoly An Oligopoly is a situation where a market for a particular good is dominated by only a handful- often fewer than four- of sellers, who can manipulate the market to their own ends. Your Realm encourages a state-controlled oligopoly for its own ends. You gain +1 Prosperity per turn for every two Resources you own, including duplicates. Oligarchy
Free Trade Your Realm has a policy of liberalising restrictions on trade, allowing your already-prosperous trade hubs to flourish like never before. You double the Prosperity gains from every Province with the Trade City and Port City types. Democracy
Haven Your Realm stands out for its open policies. Those from poorer realms seeking safe and happy lives in your Realm are openly welcomed. For every Realm with a Prosperity level lower than your own, you gain +.5 Size. Democracy
State Investment Your Realm makes large investments into personal initiatives, encouraging creativity and growth amongst the population. You can spend the Funding Advantage to instantly add 5 DoS to a single Internal Project, or a Windfall Advantage to instantly add +10 DoS to a single Internal Project instead. Democracy
Scum and Villainy There are always those willing to sell out their fellow human beings for something as venal as gold… You can spend the Funding Advantage to instantly add 5 DoS to a single Subterfuge Project, or a Windfall Advantage to instantly add +10 DoS to a single Subterfuge Project instead. Fallen
Thralldom Endless gangs of slaves work the fields and the cities, taken from the battlefields as prisoners or from conquests as trophies. Whenever you win a battle, you gain the Windfall Advantage. For every two Provinces you own, you gain an extra +.5 Size. Fallen
Cultural
Imperialism Your Realm considers expansion- of territory and influence- to be a matter of highest priority. All levels of society reflect this in some way. Suffer no Prosperity or Enthusiasm drop for gaining new Provinces, but gain +10 Enthusiasm instead. All
Patronage Your Realm is a grand supporter of the arts and the sciences, expending large sums of money for the purposes of beautiful buildings, breathtaking paintings and scientific exploration. You gain +1 Prestige Point. You may spend Funding and Windfall Advantages to regain spent Prestige Points, with Funding regaining 1 and Windfall regaining 2. All
Religious Tolerance Your Realm discourages discrimination on religious grounds. Religious outsiders can enter the military and achieve political office. You count your Size as being +1 for the purposes of calculating Wealth and suffer no Project penalties for Provinces with a religion different to the Realm's dominant religion. All
Chivalry Your Realm's culture strongly emphasises a gallant and proud nobility, where valour on the field of battle is lionised and cherished. You gain +5 Enthusiasm from winning battles. Officers of the state gain the Offense Aptitude. Monarchy
Philosopher King Your Realm's Monarch is expected to subscribe to an idealised image of the philosopher king, learned and wise. Philosophers wield great influence at court, advising the Monarch on matters of state. The Monarch gains a +10 to all skill tests and an extra Aptitude of their choice. Officers of the state gain the Social Aptitude. Monarchy
Royal Missionaries Your Realm sponsors and actively supports missionary groups, working to convert the wayward souls of the Realm. You gain a +30 to tests when performing Convert Province Projects. Officers of the state gain a +10 to interaction tests with followers of the dominant religion. Monarchy
Circle of Mages Your Realm's leadership is home to a powerful faction of mages: they advance the study of magic, as well as emphasising its ability to overcome the challenges of the state. Officers of the state gain the Willpower Aptitude. Newly recruited Aides of the Mage path start at Tier 2. Oligarchy
Technocratic Rule Your Realm's leadership is home to a powerful faction of technocrats: academics and engineers who advance the cause of efficiency and technological development. Officers of the state gain the Knowledge Aptitude. Newly recruited Aides of the Academic path start at Tier 2. Oligarchy
Theocratic Council Your Realm's leadership is home to a powerful faction of theocrats: religious leaders who wish the Realm to adhere to religious scripture and doctrine. Officers of the state gain the Resolution Aptitude. Newly recruited Aides of the Cleric path start at Tier 2. Oligarchy
Cutthroat Politics Your Realm's politics are merciless and uncompromising. Those who wish to succeed must give their all in a climate of backstabbing, backroom deals and endless scheming. Officers of the state gain the Social Aptitude, and may reroll one Deceive and one Scrutiny test once per Chapter. Democracy
Ideals of Liberty Your Realm believes strongly in the ideal of liberty, where the freedoms of the people are respected by the state. One's social standing or cultural background does not limit one's participation in matters of state, and all are called to safeguard all. You count your Size as being +1 for the purposes of calculating Military and suffer no Project Penalties for Provinces with a culture different to the Realm's dominant culture. Democracy
Meritocracy Your Realm emphasises a culture where merit is not only valued but prized above all else. Rigorous testing and institutional cultures exist to ensure talent and skill is rewarded with influence and responsibility. Officers of the state gain an Aptitude of their choice. Democracy
Cloud of Eyes A heavy, oppressive sense of awareness lays thick over your Realm. Any who enter it cannot help but feel as though they are being watched at all times- and maybe they are… Enemy Realms take a -40 penalty on Subterfuge projects aimed at your Realm. Fallen
Creeping Corruption The dark whispers of forbidden seduction exude from your Realm, carried on the backs of innocuous travelers and subtle magic, weakening resistance and opposition to your impending rule. Realms adjacent to you suffer a -5 penalty to Rouse Populace projects per Province you hold, and you gain a +20 bonus to Demoralise Projects against said Realms. Fallen
Dark Fraternity Your Realm is the dark core of a great rotten tree that spreads its roots all over the world- anyone could be a secret member of such a society.. Every time an adjacent Realm recruits a new Aide, there is a 15% chance that the Aide is secretly a cultist loyal to you. This cultist may perform special actions for you. Fallen
Militaristic
Campaign Heroes Your Realm exalts its most accomplished soldiers, showering them in praise and preferential treatment. It actively nurtures their development as a military elite. Veteran Hordes increase their Characteristics by +10. All
Fortress Builders Your Realm places massive emphasis on fortifications. Few other Realms can boast such imposing fortresses- or the talented masons and architects needed to build them. Building and upgrading Fortresses now only costs 5 Enthusiasm and Prosperity. Fortresses provide +20 Military to their local battles. All
Naval Tradition Your Realm and its people excel when exerting power across the seas, manifesting in superior sailors and confident shipbuilding. All Naval Hordes cost 5 less Military and gain +10 to all tests. All
Common Levies Your Realm may, in times of war, raise large numbers of levies from the commoners, providing the army with a cheap source of numbers. You gain 30 Military worth of free Hordes with the 'Levy' Keyword in every battle. Monarchy
Royal Crusade The Realm's policy is such that the Monarch's wars and a religious crusade are one and the same, blending the two causes until the Monarch's own troops fight with a holy fervour against the infidel, the heretic and the demon. Gain 1 point of Enthusiasm for every 2 Provinces sharing the Realm's dominant religion per Chapter. Your units deal +2 damage to units from Realms of a different dominant religion. Monarchy
Warrior Aristocracy The Realm's aristocrats are raised as an elite military caste. Despite their rarity of numbers and expense, they make up for it with incredible feats on the battlefield. Hordes with the 'Elite' Keyword reduce their Points Cost by 10, and have all of their equipment upgraded to High Quality. Monarchy
Informant Network The Realm maintains a large and reliable network of informants, spies, chatty merchants and out-and-out traitors to provide it with secret intelligence. You gain one copy of the Secret Intel Advantage at the start of each Chapter. Oligarchy
Mercenaries and Privateers The Realm often relies heavily on paid, professional mercenaries for its military needs, especially when money is more available than native soldiers. You can spend Funding and Windfall Advantages to increase your Military characteristic. Military is increased by the same amount as Wealth would be, and it lasts for the duration of the Chapter. Oligarchy
Stratocracy The Realm's oligarchic structure actively excludes those without some experience and understanding of warfare. Indeed, the state is such that the military command and the civilian government are one and the same, culturally and politically. Officers of the state gain either the Offense or Defense Aptitude, their choice. Oligarchy
Citizen Soldiers The Realm's army emphasises a core of well-trained citizen soldiery, driven by patriotism to take up arms to defend the homeland. Those who do not have citizenship might earn it by participating as an auxiliary in the army. Hordes with the 'Citizen' Keyword gain a +10 bonus to all tests. Democracy
Professional Officers The Realm expects its officer corps to receive a formal education before taking command. Officers are chosen for merit and education as opposed to wealth and birth. Officers of the state gain a +20 to Command and Lore (Tactics) tests. Increase Morale for Battles by 2. Democracy
Volunteer Forces The Realm's forces are by and large composed not of conscripts or levies, but of volunteers who willingly joined the armed forces out of patriotism or for pay. Volunteers tend to fight harder and longer than conscripts. You may use the 'Rally' Morale Command for free twice per battle. Democracy
Legions of Hell The Legions spew forth, an endless tide of beast-like horrors and cruel, twisted forms… You gain 50 Military worth of free Hordes with the 'Fallen' Keyword in every battle. Fallen
Terror and Dismay Your reputation of terror and cruelty precedes you. Who amongst the world of mortals could stand against Hell's champions? Your battlefield opponents begin battles with 2 less Morale. Fallen

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Province Types

Name Effect
Generic Types
Centre of Faith Adds a +10 to Convert Province Project tests, so long as the Province shares the dominant religion. Adds a +10 to Rouse Populace tests.
Centre of Learning Adds a +10 to Spread Culture Project tests, so long as the Province shares the dominant culture. Adds a +10 to Rouse Populace tests. Books reduce their Value by 10 in this Province.
Demonic Portal Hosts a Portal to Hell, which can only be closed by certain rituals. Grants +100 Military if the owner is Fallen, and causes constant problems for non-Fallen owners.
Fortress (I) Battles in this Province benefit the owner by adding an extra +20 free Military onto their budget for that battle. Also provides favourable terrain for the owner. Can be upgraded to Fortress (II) by spending 10 Enthusiasm and 10 Prosperity.
Fortress (II) Battles in this Province benefit the owner by adding an extra +30 free Military onto their budget for that battle. Also provides favourable terrain for the owner. Battles in this Province reduce their Collateral Damage effect by 5. Can be upgraded to Fortress (III) by spending 15 Enthusiasm and 15 Prosperity.
Fortress (III) Battles in this Province benefit the owner by adding an extra +40 free Military onto their budget for that battle. Also provides very favourable terrain for the owner. Battles in this Province reduce their Collateral Damage effect by 10.
Port City Permanently increases the Province's size by +.5, and adds a +10 to Foster Growth tests. Connects to sea routes, allowing naval travel.
Trade City Permanently increases the Province's size by +.5, and adds a +10 to Foster Growth tests.
Undeveloped No benefit. Can be upgraded into a Trade City, Centre of Faith, Centre of Learning, Fortress or (on a Natural Harbour) a Port City by spending 20 Enthusiasm and 20 Prosperity.
Unique Types
Bethla Fortress Battles in this Province benefit the owner by adding an extra +50 free Military onto their budget for that battle. Also provides very favourable terrain for the owner. Battles in this Province reduce their Collateral Damage effect by 15.
Bura Royal City Permanently increases the Province's size by +1, and adds a +10 to Foster Growth tests. Adds 1 Prestige Point.
Kaldemar City Adds a +10 to Convert Province Project tests if owned by a Faran-faith Realm. Adds a +20 to Rouse Populace tests.
Lesalia Royal City Permanently increases the Province's size by +1, and adds a +10 to Foster Growth tests. Adds 1 Prestige Point.
Murond (Death City) Is a place of damnation and woe. Grants +100 Military to all Fallen Realms if the owner is Fallen.
Murond (Dormant) No benefit. Grants +20 to Spread Culture and Convert Province tests if owned by a Yudoran-faith Realm.
Orbonne Cathedral Adds a +10 to Convert Province Project tests if owned by a Victorian-faith Realm. Adds a +20 to Rouse Populace tests.

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Resources

Resource bonuses do not stack with themselves.
Name Effect
Quality Metals Permits the 'Arms Factory' State Construction.
Gunpowder Permits the 'Gun Foundry' State Construction.
Fertile Plains Provides a -10 discount to the costs of upgrading a Province Type.
Chocobo Pasture Chocobos reduce their Value by 10 in this Realm for the purposes of Acquisition. Permits the 'Warbred Stables' State Construction.
Quality Materials Provides a -5 discount to the Prosperity/Enthusiasm costs of building a State Construction. State Constructions reduce their Value by 10 in this Realm.
Natural Harbour Undeveloped Provinces with this Resource can be upgraded into a Port City.
Holy Site Adds a +10 to Convert Province and Rouse Populace tests.
Defensive Location Fortress upgrades in this Province receive a -5 discount to their upgrade costs.
Crystal Veins Crystals reduce their Value by 20 in this Realm.

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Constructions

Name Effect Cost Value Prerequiste Skills Test
Warbred Stables (Requires Wild Chocobos) Warbred Chocobos reduce their Value by 30 in your Realm. All Military Units with Chocobos have them replaced with Warbred Chocobos. 10 Prosperity, 5 Enthusiasm 80 Animal Handling (Chocobo), Trade (Agriculture) Requires 20 DoS off tests.
Arms Factory (Requires Quality Metals) Weapons and Armour reduce their Value by 10 in your realm (to a minimum of 10). All Military Units upgrade their weapons and armour to High Quality. 15 Prosperity, 15 Enthusiasm 100 Trade (Armorer), Tech-Use Requires 25 DoS off tests.
Gun Foundry (Requires Gunpowder) Gun weapons and gunpowder explosives reduce their value by 10 in your Realm. You can now use Military units with the 'Firearm' keyword. 20 Prosperity, 15 Enthusiasm 120 Trade (Gunner), Tech-Use Requires 30 DoS off tests.
Grand Palace Grants the Realm 2 Prestige Points. 15 Prosperity, 15 Enthusiasm 100 Trade (Architect), Lore (Architecture) Requires 30 DoS off tests.
Ministry of Works Grants a permanent +20 bonus to Foster Growth, Special Taxes and Constructions tests. 10 Prosperity, 5 Enthusiasm 80 Trade (Administration), Trade (Architect), Lore (Architecture) Requires 20 DoS off tests.
Grand Cathedral Grants the Realm 1 Prestige Point and +20 to Convert Province tests. 15 Prosperity, 15 Enthusiasm 100 Lore (Dominant Religion), Trade (Architect), Lore (Architecture) Requires 30 DoS off tests.
National Library Grants the Realm 1 Prestige Point and +20 to Spread Culture tests. 15 Prosperity, 15 Enthusiasm 100 Lore (Dominant Culture), Trade (Author), Lore (Architecture) Requires 30 DoS off tests.
Ministry of Secrets Grants a permanent +20 bonus to Counter-Spy and Espionage tests. 10 Prosperity, 5 Enthusiasm 80 Deceive, Security, Lore (Administration) Requires 20 DoS off tests.
Ministry of Information Grants a permanent +20 bonus to Rouse Populace and Demoralise tests. 10 Prosperity, 5 Enthusiasm 80 Command, Deceive, Lore (Administration) Requires 20 DoS off tests.
Shadow Ministry Grants a permanent +20 bonus to Sabotage and Incite Unrest tests. 10 Prosperity, 5 Enthusiasm 80 Command, Deceive, Demolitions, Lore (Administration) Requires 20 DoS off tests.
Recruiting Centers Reduces the Military cost of all units by 5. 5 Prosperity, 10 Enthusiasm 60 Command, Lore (Tactics) Requires 20 DoS off tests.

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