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Edoc - Pub - Statecraft Gs RPG Publicbetav10
Edoc - Pub - Statecraft Gs RPG Publicbetav10
Furthermore, the
Furthermore, the RPG blogging community represents the do-it-yoursel spirit that is an undercurrent to ever ything that I have
done. Some things must be done without the support o the RPG industry.
industry. Some things are worth doing even
e ven i they are not
protable. It
It is important to remember that we are human beings, not currency robots.
Game on!
Except as otherwise identifed, all written portions o this book and Statecrat logo ©2010 Greg Christopher,
Christopher, all rights reserved. All artwork in this book is in the public domain. Te
mention o, use o, or reerence to any company, trademark
trademark or product in this book is not a challenge to the trademark or copyright in question.
question. Tis book is not or sale. Download a
ree copy
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What is Statecrat? Winning the Game
Statecrat is a Grand Strategy Roleplaying Game designed to simulate Statecrat is about having un, not accumulating wealth and power. Te
international
international relations during the early modern period, roughly 1500 to 1900 game is designed so that it is oten not in your best interest to take the
A.D. Te game can also be used to simulate earlier periods o history i you most conservative and sae path. Your reward or taking risks and being
wish, although some o the game concepts (like Casus Belli) may not be ostentatious is Prestige. Tis is your barometer o success in the game. I
entirely appropriate or the time. you are accumulating large amounts o Prestige
Prestige,, you have probably been
contributing to the un o everyone in the group. Tere are also opportunities
In Statecrat, the players take on the mantle o a ruler rom history, called a to spend Prestige to accomplish even more amazing things in the game.
Sovereign. Te Sovereign is represented using a character design similar to
those in traditional roleplaying games. Sovereigns
Sovereigns will be good at some things I you want to crown someone
and bad at others, just like rulers in real history. Te character design is set up the winner o the game, you can
in a way that encourages real lie behavior, including recklessness and short- use Prestige to do so. Simply set a
sightedness,
sightedne ss, to create an experience akin to actually commanding nations timerame or play, such as starting
rom history. in 1492 and playing until 1792.
Whoever has accumulated and spent
Each Sovereign is in control o a nation or country called a State. Te State
State is the most Prestige at the end o that
representedd using some basic mechanisms that provide tax revenues, soldiers,
represente timerame is the winner. However,
ships, and other resources or your Sovereign to use in pursuit o their goals. you will most likely not be concerned
You can use a printed or a digital map as a guide to represent the world you about having a “winner” by the time
are shaping, but you are not required to do so. Each Sovereign eventually you reach 1792. Winning is ancillary
dies and you move on to a new Sovereign, passing down a variety o things to enjoying the game. You cannot lose
including the most important measurement o your success in the game; at Statecrat either. I your State is
Prestige. So even i you manage to totally wreck your economy and end up totally destroyed, you can move into a
under the heel o your most bitter rival, you can choose to pass on not to your new State with a new Sovereign. You
direct heir but to a distant cousin and take up the throne o a dierent State. are never eliminated rom play.
One o the players does not control a specic Sovereign, but instead takes on
the role o the Gamemaster (GM). Te GM is in charge o ru nning all the
States in the game that are not controlled by players, as well as pirates and
What do you need to Play?
rebels. Te GM also has a lot o tools at their disposal to shape and inuence
Statecrat uses six dierent types o dice; our-sided dice (d4), six-sided dice
the game to make it more enjoyable or the players. GMs can introduce events
(d6), eight-sided dice (d8), ten-sided dice (d10), twelve-sided dice (d12), and
to stir up chaos, like civil wars and religious conicts. GMs can use Prestige
twenty-sided dice (d20). However, since the game is designed to be played
as a carrot to send players o to the ar reaches o the globe in search o glory
on an internet orum or using e-mail to distribute game inormation, you can
and honor. You do not have to rely upon poorly coded AI. Te GM brings
simply use online die rolling sotware or this. I you choose to play at a table,
realism and lie to the rest o the world in a way that a computer cannot hope
it will be tricky to keep everything secret and you will need physical dice.
to ever achieve.
The Sovereign
& The State
Te Sovereign:
Each player in Statecrat controls a bloodline o political rulers called
Sovereigns. A Sovereign lives one lietime, hopeully an exciting and u llling
one, but like other mortals they all victim to the ravages o time and damage
to the body. When their current Sovereign dies, the player moves on to a new
Sovereign. Troughout the game and across the lives o many Sovereigns,
you will track a variable called Prestige. Tis is the ultimate measure o your
contribution to the game as a player and you should make every attempt
to accumulate more Prestige. Each Sovereign is merely a vessel to u se in
achieving the goal o maximizing your Prestige. We will talk more about
exactly how to do that very shortly.
Tis section will walk you through how to create manage your Sovereigns.
Each one has eight Attributes and seven Measures which serve or the basis
o roleplaying and or interacting with the game mechanics.
Attributes:
Attributes: Attribute ests
ests
Attributes are tested requently
requently during play by rolling a 20-sided die. I the
Attributes dene the abilities o
Attributes Attributes
the Sovereign to accomplis
accomplish
h tasks. die result is lower than the attribute, the test is a success. I the result is lower
Acumen Ability to Manage than the attribute being test, then the test is a ailure.
Tis aspect o the Sovereign is
completelyy random and represents
completel Authority Ability to Inspire
the hand that ate has dealt or you. Fertility Ability to Procreate Many rolls are also aected by several potential modiers. Tese modiers
Do not worry about whether your are applied to the attribute, not the die result. Tus i you are making an
Fortune Te Favor o Fate Authority test with a +2 bonus and you have an Authority o 12, you make
Sovereign is good or bad based on
Grace Ability to Charm the tests as i you had an Authority
Authority o 14 instead.
whether they can succeed or ail
at tasks. Ultimately, you are not Guile Ability to Deceive
rewarded based on your ability to Strategy Ability to Wage War Opposed Rolls
succeed or ail, but i you succeed or An opposed roll is when you are competing against another player or the
Vigilance Ability to Anticipate GM in the action you are undertaking. In these cases, simply succeeding
succeeding is
ail spectacularly.
not enough. You must succeed by a larger margin than your opponent. I you
Each attribute has a value rom 3 to 18, determined by rolling three six-sided needed to roll a 14 or less and you rolled a 10, your margin o success is 4. I
dice and adding the results together. You will need to make seven rolls to get your opponent only succeeded by a margin o 2, you are victorious.
a value to assign to each attribute. Rolls must be assigned to each attribute in
turn as rolled, not assigned by the players to whatever attributes they wish. I you wish to attempt something not covered by the game rules as writte n,
the GM may allow you to test an attribute to determine the action’s success.
Attributes
Attributes (continued):
Acumen Grace
Acumen is the administrative skill o your Sovereign. Tis is a rough measure Grace is the charm and inuence o your Sovereign. Tis is a rough measure
o their ability to make organizations unction properly.
properly. Acumen not only o their ability to get others to see things rom their perspective without
represents good money management skills, but also the ability to eectively resorting to the use o coercion. Grace represents a lightness o social presence
utilize the work o subordinates. Sovereigns
Sovereigns with high Acumen have more as well as a talent
t alent or seduction. Sovereigns with high Grace have more riend
riend
efcient governments, make more money, and keep their armies better and allies, as well as an easier time negotiating peaceul solutions to disputes.
supplied in the eld. Acumen is used or Growth and Decline rolls every year Grace directly aects success at converting the populace to your religion,
and the amount o supplies available
available to your orces on the battleeld. claiming titles, extracting inormation via royal marriages, and increases the
pain a Sovereign endures when reusing generous peace terms that you oer.
Authority
Authority is the social presence o your Sovereign. Tis is a rough measure o Guile
their ability to maintain loyalty even in the ace o disagreement. Authority
Authority Guile is the cunning and treachery o your Sovereign. Tis is a rough measure
represents both the personal charismatic presence o the individual but o their ability to deceive and manipulate others. Guile represents talent or
also the ability to manipulate others so that they are serving your interests manipulating and using others in pursuit o your own ends. Sovereigns with
by pursuing their own. Sovereigns with high Authority have more loyal high Guile have an easier time acquiring secret inormation and enjoy the
ollowers, more political stability, and ewer rebellions against them. Authority company o spies, thieves, and pirates. Guile directly aects your success in
is used or the annual Control roll and in keeping the loyalty o military orces many argeted Actions, such as Inltrate and Piracy.
that might otherwise rebel against your rule, either due to your own nancial
insolvency or the nearious bribes o others. Strategy
Strategy is the military prowess o your Sovereign. Tis is a rough measure
Fertility o their ability to make decisive tactical decisions on the battleeld. Strategy
Strategy
Fertility is the natural strength o your reproductive system. It is only tested represents both tactical and strategic competence in military aairs o every
in one instance, at the death o the Sovereign, to determine i there are eligible kind. Sovereigns with high Strategy have a better chance o winning
w inning battles,
heirs to continue ruling the state. both on land and sea. Strategy directly aects all combat rolls.
Fortune Vigilance
Fortune is the natural luck o your Sovereign. Tis is a rough measure o Vigilance
Vigilance is the awareness and perception o your Sovereign. Tis is a rough
their ability to come out on top when the chances are against them. Fortune measure o their ability to take the initiative and move to deend beore
represents your raw talent or survival in the ace o adversity
adversity.. Sovereigns with they are even attacked. Vigilance represents the ability to anticipate, to put
high Fortune have better luck when exploring the world or new regions to complex data together,
together, and to see the overall picture. Sovereigns with high
colonize, manage
manage to emerge rom the jaws o deeat unscathed, and just tend Vigilance
Vigilance tend to position their armies in advantageous locations on the
to have longer lietimes. Fortune directly aects your rate o Vitality loss over battleeld and succeed when making tactical retreats. Vigilance directly aects
the years and rolls made when personally commanding armies to avoid injury the detection o enemy orces on the march, whether your army can take up
and death on the battleeld. an advantageous Position beore a battle, the ability to retreat rom combat
successully, and deends against argeted Actions.
Measures:
Measures are the changing aspects o the Sovereign’s lie. Tey are uctuating values that change requently as a result o your decisions. In many ways, measures
represent the your Sovereign’s personality and how they are perceived. Measures are not rolled against, however they can be spent to accomplish some actions
and they can be lost or gained as a result o certain behavior.
behavior.
Gold Measures Prestige
Gold represents the total amount Prestige is a measure o the greatness o the player. Prestige accumulates
Gold Te reasury
o money available in liquid orm to rom only one source; the GM. Te GM awards Prestige when you engage
be spend on other expenditures at Honor rust o Your Peers in great roleplaying. Brilliant successes
successes on the battleeld, the signing o great
the Sovereign’s discretion. It is the Manpower Human Resources treaties, the construction o great colonial empires, dramatic betrayals, and
accumulated result o ax Income Prestige Legacy o Greatnes
Greatnesss any other exceptional act should result in the awarding o Prestige, regardless
over time. Wars and diplomacy are o the negative consequences
consequences that might result. A great ailure can be as
Religion Your Faith
two ways to quickly relieve yoursel spectacular as a great success. Prestige
Prestige is ully
ul ly inherited by the player to their
o gold. Te GM will give you a Vitality Lie Remaining next Sovereign. It can sometimes
sometimes be taken away i you cannot pay a price in
starting value or this condition the traditional way and it must be used to uel some diplomatic actions. It It can
based on the scenario design. accumulate to any value without limit. YourYour rst Sovereign begins play with
10 Prestige.
Honor
Honor is a measure o the dignity o the Sovereign. Keeping
Keeping your word, Religion
deending your allies, and living up to your treaty obligations will raise your Religion is a measure o the religion that the Sovereign enorces in their
honor.. Failure to do so will reduce it. Whenever issues o trust arise, such
honor State. All
All Sovereigns inherit the religion o their predecessors when they
as when writing a diplomatic agreement, your honor will be tested. Honor are created. Tere are opportunities or Conversion to bring parts o your
cannot be greater than 20 or less than 0. Your rst Sovereign begins play with nation in line with your aith, just remember to prepare to deal with the
10 Honor to represent the neutrality o opinion on their behavior. consequences i the people reuse. Religion is also aected by special rules,
such as the Papacy. You can change your personal religion at any time, but
When a Sovereign dies, their heir inherits hal o accumulated honor, you will lose 2d6 Stability doing so.
rounded down. Tis is the classic assumption that the apple does not all
ar rom the tree. You may notice that this rule will result in a gradual loss Vitality
o honor over time by your amily i you take
t ake no actions to raise it. Tis is Vitality is a measure o the lie remaining in your physical body. Roll 1d8
because honor is something that must be continually maintained. I the player when creating the Sovereign to get the initial Vitality value. Every year, you
moves to a new State, honor is reset to 10. must make a Fortune test to determine i this measure alls. I you ail the
roll, lower your Vitality by 1. It is possible to lose Vitality in other ways, such
Manpower as deeat on the battleeld. Tis measure cannot be negative. I vitality is
Manpower represents
represents the current pool o available men to recruit into the reduced to zero, the Sovereign dies and a new one must be created.
military. It is the accumulated result o Recruitment over time. It will decrease
when you raise new military orces. Te maximum amount o manpower you Even with a positive Vitality, no Sovereign can cheat death orever. I you are
can have is equal to ve times your Recruitment. lucky enough to survive long enough to experience it, lie will end on your
80th birthday.
Te Conditions o the State:
Te State represents the political entity which is controlled by the Sovereign. It provides all the resources at the Sovereign’s disposal and the means through
which those resources can be used. Te State is managed through a set o Conditions. Initial values are always determined by the scenario design provided by the
GM. As the game unolds, this data will change signicantly
signicantly with the ebb and ow o gameplay
gameplay.. Conditions are transerred seamlessly to new Sovereigns.
Conditions Centralization
Tis condition determines how much autonomy is possessed by lo cal
Capital Location o the Governmen
Governmentt
government ofcials, expressed
expressed as a value rom 0 to 10. A setting o 0
Centralization Degree o Autonomy Delegated to Local Authorities represents perect eudalism where the central government controls nothing
Decay Degree o Economic Decline save the military orces and diplomatic services. A setting o 10 represents
Investment Percentage o ax Income Invested Internally perect absolutism where the central government makes all possible decisions.
Most States lies somewhere between those positions.
Readiness Military Mobilization and Combat Preparedness
Preparedness
Recruitment Annual Military Recruitment Centralized States
States have a stronger role in economic development and can
Stability Degree o Internal Harmony grow economically at a rapid rate. However, this comes at a political cost.
ax Income Annual ax Collection Highly centralized states create dissatisaction in their so cieties and are
vulnerable to political instability.
Capital
Every State has a designated capital g
Positive Modier to Growth rolls
city. It represents a xed point on g
Negative Modier to Control rolls
the map that must be deended to g
You can change by one unit every ten years at a cost o 1d6 Stability
retain control o your State. Even
Even
though combat and land ownership Decay
is abstracted to a great degree in Tis condition is the accumulated result o economic decline. NoNo State
Statecrat, the Capital represents remains on top o the heap orever. Decay is a kind o drag eect that will
one particular piece o land that slowly bring down your State over time. I you are able to grow at a aster rate
you need to monitor. Te territories than you decay, then your State will become strong and prosperous. I you are
around your capital can never be not, your State will all by the wayside.
ceded by a treaty.
g
Accumulates rom Decline rolls over the years
Te capitals o other States may become vital in your eorts to deeat them g
Subtractedd rom ax Income every year during tax collection
Subtracte
militarily or annex them completely. Te mere chance that your Army may be
on the verge o capturing an opponent’s capital can quickly bring them to the
peace table. I your capital alls into enemy hands, your rule can come to an
end rather quickly.
Investment Recruitment
Tis condition determines how much o tax income is invested internally, Recruitment represents the annual addition to the pool o available men or
expressed as a percentage rom 0% to 100% in 10% increments. A setting the military. Every year, this value is added to your Manpower to represent
o 0% represents no investment at all and a setting o 100% represents all the growing population under your control. Some nations have more people
income being spent on investment. Most States lies somewhere between at their disposal than they can aord to put on the battleeld while others
those positions. Tis policy represents a trade-o between money today and have so ew men that they must resort to mercenary orces to make up or the
growth or the uture. shortall. Te degree to which your recruitment value compares with your
ax Income value will determine your capacity in this regard.
g
Positive Modier to Growth rolls
g
You can change by 10% every year at a cost o 1 Stability Stability
Stability represents the current
Readiness condition o State loyalty, expressed
Tis condition determines how much money is being spent on combat as a value rom 0 to 10. A value o 0
preparedness,
preparedne ss, expressed as value rom 1 to 3. Readiness is tracked
tracked separately represents the most chaotic situation
or naval & land units. You can have a high degree o naval readiness while short o complete state collapse.
having a low degree o land readiness. Starting
Starting land and naval readiness is A value o 5 represents average
average
determined by scenario design. loyalty o the population to the
State. A value o 10 represents the
A value o 1 represents minimal preparedness. Your
Your military units exist strongest imaginable loyalty to the
almost exclusively on paper. While at this setting, your military orces cannot State. A large number o diplomatic
engage in combat and will automatically retreat i engaged. However, you only and military outcomes lower your
have to pay hal the normal Upkeep cost o all your units. Stability. Any incurred loss that
would lower Stability below 0 instead
A value o 2 represents average preparedness. roops
roops are engaged in regular triggers a rebellion, as described
training with all o their equipment, ships are on deensive patrols, and under Foment. Every year, there is an
everyone is prepared or war. While at this setting, your military orces annual Control roll that can improve
unction normally. the situation or slide urther down.
A value o 3 represents extreme preparation or war. roops are prepared ax Income
or oensive operations, magazines are in place, supply wagons have been ax Income represents the taxes collected annually. Every year, this value
requisitioned,
requisitioned, ships are in orward
or ward combat positions, and everyone is ready reduced by Decay, then reduced by your Investment condition, and the
to open re at the slightest provocation. While
While at this setting, your military remainder is then added to Gold. Tis process is called tax collection.
orces unction at a +5 bonus to all Combat Rolls. However, you have to pay
double the normal Upkeep cost o all your units. For example, i you have a ax Income o 120, 20 points o Decay, and an
Investment
Investment o 60%, then you will add 40 to your Gold each year.
g
You can change by one unit every season at no cost, however changes require
a ull season to take
t ake eect Ex: 120 - 20 = 100 * (100% - 60%) = 40
Example o Sovereign Creation: Charles I: King o England
Example Attribute Assignment:
Roll 1 : 6 + 5 + 3 = 14 Roll 5 : 5 + 2 + 5 = 12
Roll 2 : 2 + 2 + 6 = 10 Roll 6 : 5 + 6 + 2 = 13
Roll 3 : 4 + 5 + 4 = 15 Roll 7 : 4 + 4 + 2 = 10
Roll 4 : 3 + 2 + 3 = 8 Roll 8 : 2 + 6 + 3 = 11
Example Measures:
Gold : GM gave out 120 based on scenario design
Honor : All rst Sovereigns begin with a value o 10
Manpower : GM gave out 70 based on scenario design
Prestige : All rst Sovereigns begin with a value o 10
Religion : Te English people may be Protestan
Protestant,
t, but Charles is Catholic
Vitality Roll : 5
Example Conditions:
All Determined based on Scenario Design provided by GM
For example, you may eel that England is no longer a State that you want
to play. You still want to play a naval-oriented nation, but England is getting
too complex or you to enjoy. You talk to the GM and decide that Denmark
is a good transition State or you. It has a similar style o play to England,
but it is both militarily weaker and has a smaller economic base. When
your Sovereign dies, you inorm the rest o the group that your cousin has
inherited the throne o Denmark and you are now the King o Denmark
instead o the King o England. From that point on, England would be ruled
by a Sovereign under GM control.
Becoming A General
A nal path beyond death is to take up serv ice under another monarch as a
General. Tis should probably be negotiated beorehand so that there is a
smooth transition.
Economics
Te Flow o ime:
Seasons
Statecrat is a game that is played out over very long periods o history
history.. Te basic unit o game time is the Season, which represents the Spring
natural weather cycles o the year
year.. Te Season is primarily a unit o accounting and perorming actions in the Spring instead o the Fall
Summer
usually does not occur
o ccur any dierently.
dierently. Te one exception to this is Supplies, which can be prooundly impacted by weather. Most actions
that occur during a Season are related to unit
u nit movement and combat. Most economic activity is resolved on an annual basis. O course, Fall
diplomatic activity will occur at all times. Winter
You can repay the loan principle at any time to te rminate the loan.
Order o Annual Activity:
• Resolve the entire Winter Season rst
• Accrue Gold Bankruptcy:
• Accrue Manpower I you eel that you can no longer aord to pay the amount o interest that
• Make a Growth roll you owe, you can deault on all your debts instead o pay. Tis is called
• Make a Conversion roll (optional) Bankruptcy. When you declare bankruptcy, you must make an Authority
• Make a Control roll test with Decay applied as a penalty. I you ail this test, the GM may have
• Make a Decline roll some armies and navies under your control rebel against your command. Te
• Make a Death roll degree to which this happens is based on your margin o ailure. Armies
Armies that
• Pay interest on all Loans rebel in this manner unction as i they have just been created by Foment.
• Begin Spring Season Navies that rebel in this manner become Pirates.
Even i you succeed on your Authority test and retain control o your military,
military,
declaring bankruptcy always causes 2d20 Decay. Bankruptcy is a powerul
blow to even the mightiest o empires and a bellwether o decline.
Annual
Annual Calculations:
Gold: Te Conversion Roll:
At the end o every winter season, a State gains Gold equal to ax Income Each year you have a chance to convert a portion o your populace to your
multiplied by Investment. own religion. Tis process increases control over your populace, but at a steep
nancial cost. Te conversion process involves making a Grace test. I you
Manpower: succeed by a margin o 5 or more, you gain 1 Stability but lose an amount
At the end o every winter season, a State gains Manpower equal to o ax Income equal to the margin o success. I I you succeed, but not by 5
Recruitment. or more, you lose ax Income equal to the margin o success but do not gain
any Stability in the process. I you ail, nothing happens except in the case o
extreme ailure in which the GM may decide that a religious uprising occurs,
Te Growth Roll:
creating an army as described under Foment. Tis roll is entirely optional.
Every year, you make an Acumen test called a Growth roll. For every 10%
spent on Investment that year, you get a +1 bonus to this test. I the test is
Te Control Roll:
successul, raise your ax Income or Recruitment by the margin o success.
Each year,
year, you may gain or lose avor in the eyes o your populace due to the
You may elect to not make a Growth roll, instead using your economic
accumulation o minor slights or kindnesses. Te Control
Control roll is an Authority
growth to create a Colony in an undeveloped part o the world that you have
test to represent this shit. I you succeed on the test by a margin o 5 or more,
already explored.
your Stability improves one step (e.g. rom 3 to 4). I you ail by a margin o
5 or more, you lose one point o Stability. I you are in between these two
For example, i you had an Acumen o 12 and 60% investment, you you would
extremes, nothing o importance really changes.
make a roll as i you had an 18. With a die result o 11, that would be a
margin o success o 7. Tis would raise your ax Income or Recruitment by
Te GM can apply penalties to this roll i you have a large portion o religious
7 or you could have built a Colony in newly discovered Madagascar.
Madagascar.
minorities within your State. For example, the Ottoman Empire should suer
a penalty or controlling lots o Orthodox Christians and not Sunni Muslims.
However, over successive Conversion rolls the GM should reduce this penalty.
Te Decline Roll:
Te Decline roll is an Acumen test you must make a roll every year to
determine the change to your nation’s ortunes that occurs rom the normal
passing o time. For every 10% that was not spent on Investment that year,
you get a -2 penalty to this test. I you succeed on the test, you lose Decay
equal to the margin o ailure. I you ail the test, you gain Decay equal to the
margin o ailure.
Te Death Roll:
Te Death roll is a Fortune test. Failure reduces your Vitality by 1.
Exploration:
All States have access to knowledge about what is called the Known World. Spreading Map Knowledge:
Tis may be an actual map that the GM maintains and updates or the group wenty years ater being discovered, the other Sovereigns are inormed that
as a whole or it may simply be the ability to ask the GM questions about what new land has been ound. Tey are not given the exact lo cation or the ability
is going on in the world at the moment. At the start o the Age o Exploration to build Colonies in the area, but they are aware that the lands exist. Tis
scenario or example, the Known World is limited to the European continent, allows them to make directed attempts to discover them with Explorers
the shoreline o North Arica, and a portion o the Middle East. Everything that should usually succeed, subject to GM judgment. Fity years ater being
beyond this area are considered unexplored. Te players have no inormation discovered, a location is added to the Known World.
about it at all. Te only way to acquire inormation
inormation about the regions beyond
the Known World is through exploration. As States explore these areas over
time, they will become common knowledge and eventually appear in the
Colonies:
Colonies can be built using Growth rolls. Each attempt to build a colony
Known World.
triggers a Fortune roll against a difculty set by the GM based on the
suitability o the terrain. Te presence o land units in the area may result in
Finding New Lands: a bonus rom the GM. I you ail this roll, the colony is lost. Building colonies
A Sovereign who wishes to explore the world beyond their current knowledge in Western Australia is signicantly harder than in Cuba.
can commission an Explorer to venture into the unknown. Te player simply
declares their desire to do so and a rough cardinal direction in which to travel, I this Fortune test succeeds, it is ollowed by a Discovery roll. Te GM will
such as West or Southeast. Te GM will quote them a price in Gold to do so. inorm you o a number o dice to roll based on the inherent wealth o the
area you are colonizing. For example, 3d6 might be a value or a colony in
I the Sovereign is willing to pay the price, the GM will make a secret Virginiaa while a colony in Greenland may only net 1d4. Te result o the
Virgini
Fortune roll on behal o the player.
player. Based on that roll and their judgment, Discovery roll is added to your ax Income. Once a colony is built, the area is
a ew seasons later the GM will provide the player with inormation
inormation on considered a part o your State.
what new lands were discovered by their explorer. Sometimes
Sometimes this may
include knowledge o new oreign states. For now, the player can keep this
inormation to themselves or share it as they wish, however it is the only
record o what lies beyond the Known World. Te GM will not inorm other
players about what has been discovered.
I you do not stand by your word, you will not be trusted. Te GM and other o protect their personal honor, any Sovereign with a Casus Belli should
players will use your Honor as a measure o your truthulness. You You can gain declare War in an attempt to right the wrong that has been done to them.
Honor by taking actions that are expected o you. YouYou can lose Honor by Tis represents a social obligation to redress grievances, thereore a Sovereign
ailing to take those actions. Oten, there is no middle ground to tread. You declaring war with a Casus Belli will receive 2 Honor and all Stability losses
must stand up or yoursel or be viewed as a coward. o o ail is a better ate rom declaring war are ignored. Failure to declare War within a year o
than to have never tried. receiving the Casus Belli will result in the loss o 1 Honor and 1 Stability,
because no one respects a coward. Te Casus Belli is removed immediately
Te Papacy: ater use and rendered unavailable or uture declarations o war.
I appropriate or the time period, the Papal State is a State which is always
under GM control unless annexed by a player. Te Papacy can coner Fidei Annexation:
Deensor status on a single Sovereign at a time. Fidei Deensor is a Latin term I you control a State’s Capital, you may attempt to Annex that state. Tis
meaning Deender
Deender o the Faith. Te Sovereign who has this status gets +2 involves an opposed Authority test against the other Sovereign. You may only
on their Conversion rolls and +1 to all combat values while engaged in battles make one such attempt per year. I successul, you will lose Stability based on
against States o a dierent religion. GM judgement o the relative size o the territory being annexed.
Te Papacy can also Excommunicate Catholic States that are acting against At the time o annexation, any portions o that nation under your control
the expressed will o the Pope. Tis causes the loss o 5 Stability and the are immediately transerred
transerred to your ownership. Any
Any portions that you do not
Papacy
Pap acy will not discourage war against that State until the Sovereign dies. yet control either declare their independence as new States, subject to GM
Further, the Papacy can declare a Crusade against a non-Catholic State o judgment, or also transer
transer to your ownership.
ownership.
their choice. All Catholic nations
nations are considered to have a Casus Belli on that
State while the Crusade lasts. Te Pope can end the Crusade at any time, but For example, you may annex Great Britain, but i you do not control their
it cannot last longer than 10 years. O course, i the targeted State is annexed American colonies
colonies they might reuse to join you, instead choosing to orm
then the Crusade will end naturally. their own new State; the United States o America.
reaties:
reaties are the method o ormalized diplomatic relations. A treaty must be actually written out and ormally signed by all parties involved to be valid. Once
signed, the GM is the sole arbiter o what is a violation o the terms. I a treaty is v iolated, the GM will then reduce both Stability in the State and the Honor o
the Sovereign by the amounts listed in the reaty Conditions chart as a penalty or violating the treaty. I the State lacks the Stability or Honor to pay the ull
price or the violation, excess is taken out o Prestige. Violating
Violating secret treaties is not a public disgrace and thus carries no mechanical costs, however it absolutely
destroys any trust extended rom the parties to the treaty.
Te treaty does not immediately result in war when signed, nor does it
provide a Casus Belli. Each member must declare war separately. Te timing
o these declarations and size o orces committed may be specied in the
treaty. Te coalition automatically dissolves once a Peace treaty is signed.
Members may leave the Coalition at any time, including to avoid signing a
peace treaty that the Coalition Leader has secured, however this is considered
a violation. When the Peace is signed, the coalition members vote on whether
or not the Coalition Leader lived up to their promises. I the majority agrees,
the Coalition Leader is awarded 3 Honor.
Deense Pact: Non-Aggression Pact:
A Deense Pact is a bilateral agreement involving two States. Each State must A Non-Aggression Pact is a bilateral agreement involving two States. Te
make a reasonable attempt
attempt to come to the deense o the other i a third party terms stipulate that each State will rerain rom taking any oensive action
declares war on either o them. Once signed, both parties will always have a toward the other. Certain targeted actions that are exposed can sometimes
Casus Belli to declare war on anyone attacking the other. Stipulations can be be considered violations o these terms (e.g. Destabilize). A Sovereign who
added to limit application (e.g. will not b e orced to ght against France).
France). I upholds the treaty even when greatly tempted, subject to GM judgment, will
violated, the other party to the treaty gains a Casus Belli on the violator. receive 1 Honor. A great temptation might be the other Sovereign suering
major deeats in an ongoing war and presenting an easy target. I v iolated,
Exchange: any other State that also has a Non-Aggression Pact with the violator gains a
An exchange is the immediate transer Casus Belli on them.
o land ownership, money, military
units, or manpower between two Peace:
states. Stipulations may be amended A Peace term in a treaty ends a War. Violation o any other conditions
to the treaty that control the return attached to a Peace treaty are considered violations o the Peace as well and
o these resources. For example, a render the entire agreement void i violated.
State may give another State several
military units to assist in a war with Tere may be times when you are making what you eel are reasonable oers
the stipulation that they are return o peace that are being reused by your opponent out o stubbornness. You
once peace is signed or i the lending can attempt to override the Sovereign and appeal to their population instead.
State is itsel attacked, provided they Inorm the entire gaming group that you are going to make generous terms
survive the war intact. Te exceptions and lay out those terms in public. Te other players then vote by submission
to this is manpower, which can never o a secret ballot to the GM whether they believe you are oering generous
be returned, and mercenary units terms or not. Anyone involved in the war is not given a vote, including
which can never be traded between the player oering the terms. Te GM always gets their own vote as well,
States under any circumstances. regardless o their involvement in the war.
Since the exchange is generally done
immediately, the only way to violate I a majority believe the terms are generous considering the degree o your
this treaty is to ail to l ive up to any victory on the battleeld, the GM inorms the player being oered the terms
stipulations added. Note that you can that they are generous and reusal will carry a penalty.
penalty. Te player being
only exchange land that you own. oered the terms can either accept them or reuse them, however reusal
results in Stability loss equal to hal your Grace attribute. Tis represents
Military Access: the internal dissent against the Sovereign caused by reusing generous oers.
Military Access
Access is the right o one State to move military units through Te GM will also award Prestige and Honor to the generous Sovereign in
regions belonging to another State. Tis may be limited to only naval access proportion to the actual generosity o the act.
to ports or resupply or only land access or armies i desired. Access
Access may also
be urther limited to specic lands, such as allowing another States to only
move troops through Normandy.
Protectorate:
A Protectorate is a bilateral agreement involving the domination o one State
by another. Te dominating state is called the Suzerain and the dominated
state is called the Vassal. Te Vassal is not able to sign reaties without
the consent o their Suzerain. Any Any declaration o War on the Vassal is also
considered a War on the Suzerain. Tis eect does not work in reverse and
the Suzerain may be engaged in a war without involving the Vassal. Tis
treaty condition is almost always attached to some orm o Exchange as well,
such as a regular monetary payment. Te only way to escape rom this status
is via the terms o a treaty or by the Vassal
Vassal declaring war on the Suzerain,
which costs an additional 2 Honor beyond any other Honor loss that occurs
rom the violation
v iolation o related treaty conditions. However,
However, you will probably
gain a lot o Prestige i you can break ree o your vassalage.
A Sovereign may release a piece o land as a new State that begins play as
a Protectorate. Tis costs 1 Prestige, 1 Honor, and 1 Stability per region
released in this manner, since it implies that you lack the power to govern
the territory properly by yoursel. However, it can be useul or managing
religious issues. For example, Austria may eel that Protestantism is hurting
their Stability in the long term, so they release Bohemia as a vassal. Te exact
In come loss or perorming this action is up to the GM.
ax Income
Royal Marriage:
A Royal Marriage is a bilateral agreement to a marriage involving one
inuential member o the ru ling elite rom each nation. Tis provides each
side o the agreement with an advocate inside the other nation to ensure their
views are presented more accurately. Each State receives a +3 bonus to any
attempt to Destabilize, Foment, Inltrate, or Inuence the other. Whenever
a secret treaty or discussion takes place that involves one State, but not the
other, the GM may allow the uninvolved Sovereign to make a Grace test,
perhaps with a penalty or really secret inormation, to learn what happened.
Te only way o violating
v iolating this condition is by declaring war on the other
State. Doing
Doing so is an egregious oense o honor and causes double the Honor
loss rolled instead o the same amount ( Stability loss occurs normally).
Once an agreement has been reached, the Prestige is transerred. I the terms
o the agreement are ever violated, subject to GM judgement, double the
original amount o Prestige is removed rom the violating
v iolating Sovereign and the
amount paid is returned to payor.
Piracy: War:
Piracy is an attempt to cause mayhem in a sea using pirates. You must pay 1 War is the most extreme diplomatic action available. Declare war in ront
Prestige per attempt. You must urther make a monetary payment in Gold to o the entire game group and speciy the target o the declaration. Te GM
outt the pirate eet. Tis is done by declaring your intent to the GM via a will then determine the total Stability and Honor loss rom violating any
secret note. Be sure to list your Guile, the amount o money you are paying applicable
applicab le treaties. I the nal costs cannot be paid, Prestige is paid instead to
on your note, and what general area you wish to cause piracy in (ex. Greater make up the dierence. A Casus Belli may negate these losses.
Antilles in the Caribbean or the Western Mediterranean).
Te GM will then give all States that would be obligated to join the war
Te GM will announce there has been a surge o piracy in this area and ask the chance to do so. I two treaties contradict,
contradict, such as when a State with a
the Sovereigns with regions neighboring that
that area i they are willing to spend Non-Aggression Pact with another State declares war on a third State that
1 Prestige to discover the source o the attempt. I
I so, the GM will then make has a Deense Pact with the other State, the Sovereign must make a choice
a Guile test on your behal against the opposing Sovereign’s Vigilance. I a o which treaty to honor. Penalties or violating the other treaties are then
deending Sovereign’s
Sovereign’s margin o success twice your total or more. Otherwise, applied. Let this serve as a stern warning to avoid signing too many treaties
they learn nothing. that could potentially overlap.
Te GM will construct a eet o pirates using your money and place that Once war is declared, you may move your armies into land controlled by your
eet in the area. While present, the pirate eet reduces the ax Income o enemies and engage in combat. Any opposed navies that meet at sea engage in
all States neighboring that
that area by an amount equal to the number o ships combat. Tis condition remains in eect until ended by a Peace.
in the pirate eet. Any navy can engage the pirates as any other hostile naval
orce and thereby remove the penalty.
Military Units
Military Units:
Wars must be ought with orce o arms. Military units represent these
orces. Tere are two types o units; Land and Naval. Te only real dierence
between the types rom a mechanical perspective is that they operate in
mutually exclusive spheres. Obviously, naval combat can only occur at sea
and land combat can only occur on land. Other than this distinction, the two
types operate identically in the game.
Te number o actual soldiers per unit is let to the GM and may change
over the course o play, usually increasing in size over time. In the early
medieval period, a single unit may represent only a ew hundred men. In the
Napoleonic
Napole onic period, a single unit may number in the thousands. Te exact Mercenaries:
ratio has no real bearing
b earing on the game mechanics and is purely or adding I you lack the manpower to create land units but have excess money to
avor to the game experience
experience.. spend, you can purchase Mercenaries on the international market. Each
mercenary unit costs 5 Gold to recruit. Te number o Mercenari
Mercenarieses that
Recruiting Units: you can purchase and the amount o time it will take or them to relocate to
Units are created by a recruitment process takes two seasons to complete (e.g. your desired location are let to the GM. Mercenaries charge double Upkeep,
units constructed in the Spring will be ready at the start o the Fall season). so be prepared to pay signicant sums to keep them in the eld. Note
Each unit costs 2 Gold and 2 Manpower. Tis price must be paid at the that the doubling eect o Mercena
Mercenary ry status is applied ater the Readiness
beginning o recruitment. modication. Naval units cannot be raised in this manner.
Fall +2
Blockades: Winter -3
A Navy can blockade the ports o an enemy by positioning themselves in the
adjacentt seas and declaring their intent to blockade. Tis is an unmodied
adjacen Plains +2
Strategy test. I successul, the enemy State is temporarily denied ax Income Forests & Lowlands +1
equal to the margin o success or the next tax collection. As with devastation,
the Sovereign o the blockading orce gains hal the amount stolen in Gold Mountains & undra -3
and the GM may also impose a maximum amount to be gained. Any navy Deserts, Islands, & Jungle -5
attemptingg to leave port while under a blockage is automaticall
attemptin automaticallyy detected and
the blockading navy always gets the Weather Gauge in such an engagemen
engagement.t. Surrounded by Enemies -10
Battle Adjudication:
Contact: Retreat:
It is possible that two armies or navies may cross paths during movement. Beore the battle even begins or at the end o each round o combat, either
I the GM eels like contact is likely between two orces, they will have each commander may decide to retreat rom battle. Tey make an opposed
orce make a Vigilance test. Use the below table to determine results. Vigilance test against their opponent (the Position bonus applies to this roll).
I the orce remaining on the eld succeeds on this test by a higher margin
Contact Roll Results Outcome
than the retreating orce, they inict pursuit damage on the retreating orce
Highest margin o success gains equal to the dierence between the two margins.
Both tests succeed:
Position bonus equal to dierence
Each orce notices the other
between the two roll results A retreating orce moves to a nearby location o their choice. I they have been
One test succeeds: I they choose to initiate, successul
successul trapped, such as by pushing them to the tip o a peninsula (or inlet in the case
Successul orce can choose to orce gains Position bonus equal to o naval units), the orce is destroyed and all units are removed rom play.
either initiate or avoid combat margin o success rolled.
Neither test succeeds: An Army that remains ater a battle can keep their Position bonus result as
Nothing occurs
Forces do not notice each other long as it remains in the immediate area. It can use this bonus against any
army that attacks that area in the uture.
One side o the combat may enjoy a Position bonus rom their Contact Roll.
Tis represents making the best tactical choices on where the battle takes
place. Tis bonus applies to all combat rolls made in the coming battle. I a
navy has a Position bonus o +5 or greater
greater,, they have the Weather Gauge.
Having the Weather Gauge means that you are upwind o the enemy Navy
and can choose to engage in battle or not. When you have the Weather
Gauge,, your opponent cannot retreat rom battle and must ght to the death.
Gauge
Combat:
When two or more armies make contact, a battle occurs. Battles are broken
into Rounds o combat. Each round, each commander makes a Strategy
test and adds the number o units in their orce as a bonus, along with any
relevant Position bonus and any other modiers (e.g. Readiness).
Margins o success are compared and the dierence is applied to the army
with the lower result as casualties, meaning
meaning that many units are killed in
action. One ourth o the dierence is applied to the army with the higher
result as casualties. Nobody escapes combat unscathed. Casualties are
removed rom the battle beore moving on to the next round.
Gamemastering
Te Role o the Gamemaster:
Te primary job o the GM is to adjudicate the rules in a air and neutral Representing other Nations:
manner. Tey are responsible or keeping the game moving orward in Te GM is responsible or all Sovereigns and States that are not run by a
time, including
including everything rom calling or movement orders every season player, as well as pirates and rebel armies. Te GM can simply set whatever
to overseeing tax collection.
collection. Te GM is also responsible or maintaining
maintaining Conditions they desire in one o their States, they can create Armies and
the unplayed States and Sovereigns in the game in a believable and realistic Navies in any unit amounts that they w ish, and they can kill Sovereigns
manner. Finally, there are some mechanisms by which the GM can proactively under their control whenever they like. Tey are ree to do essentially
intervene in the game itsel. anything they want within these States, so long as it is realistic and serves the
purpose o the game.
ime Management:
Te GM can conduct their tasks within whatever real time intervals that In general, these entities should be passive and relatively unambitious unless
are appropriate or the group. ypically this involves setting a regular ow o threatened by unusual circumstances. Te game is about the rise and all
time, such as 1 day o real time to turn in your military movement orders or o the States played by the players, not a vehicle or a GM’s power trip. Te
the season via e-mail. Te game is designed to be played over the internet, so GM has an ethical duty to run the game so that it is enjoyable to everyone
i you want a game with a aster or slower pace, make your own adjustments.
adjustments. and thus should rerain rom abusing their power or their own amusement.
Forces under GM control should generally be used as obstacles, boundaries,
A Season can technically be resolved in a matter o seconds, i everyone is at and pawns or the players to interact with, not as serious rivals to their
peace and all military units are in supply. However, you may want to build existence.. Tere can be exceptions i you have the consent o the players.
existence
in some time or people to discuss basic matters and make proposals to one
another. No matter what timetable you are using, a player should have the Te Papacy:
right to ask or a temporary stoppage so that they can conduct emergency Te GM can use the Papacy and its signicant nancial backing to inuence
diplomacy.. Te GM must be careul not to let this right be abused as a
diplomacy player politics and to encourage religious strie between Catholics and other
method o stalling. religions, particularly Islam and Protestantism.
Protestantism. Te GM can use the threat
o Excommunication to discourage Catholic players rom taking actions that
Setting Diculty: the Papacy rowns upon, such as declaring war on peaceul Catholic minor
Te GM is given the task in some instances o imposing a penalty to reect powers. Te GM can also use the declaration o Crusades to encourage
difculty.. In these instances, the range o possibilities is so large that it is
difculty the players to work towards common goals. In general, it should minimize
impossible or us to set a standard in every case. conict among Catholics and encourage it with other religions.
For example,
example, the GM can set a difculty penalty or a piece o secret Beore Protestantism,
Protestantism, the GM should use their power to slightly annoy
inormation to be learned through a Royal Marriage. Te range o potential the players, while being careul not to threaten player autonomy. Ater
secret inormation is massive. Tus, the GM must rely upon their judgment Protestantism,
Protestan tism, the Papacy should become supportive and useul to keep
to determine how likely it would be or someone to get access to the secret Catholicism strong.
inormation that is being discussed.
As with everything
every thing under GM control, exercise appropriate
appropriate restraint.
Giving Out Prestige:
Te goal o every game should be to have un. Te ability o the GM to give out Prestige is the most powerul tool they have to accomplish this goal. You should
give Prestige to players that engage in the kind o play that makes the game more un, even i that play hurts their Sovereign or State. Te guidelines below exist
or you to use when making decisions about your own game.
Introducing Events:
Events: Global Events:
Te GM is ree
ree to introduce an event at any time in the game. Introducing
Introducing an Certain things occur in history that
event in the midst o a moment o extreme uncertainty,
uncertainty, such as a ew seasons instantly change things or everyone,
into a major war, could add an extra layer o tension to the bidding process. not just a single recipient. Tese
Te GM inorms everyone that an event is up or bidding and reads the events are based upon the period o
event description out loud to the group. Players should submit the amount history you are dealing with, but the
o Prestige that they want to bid to the GM. Even i they are bidding zero, clearest example is Protestantism.
players should still submit that to the GM. Martin Luther will nail is 95 theses
on the church door in 1517. Tis
I the event is positive, the players are bidding Prestige to RECEIVE the changes the religious climate in
event. Te event occurs or whichever player bids the most Prestige, with Europe permanently. From that
ties broken by an opposed Fortune test. Only the winner actually loses the point on, a Sovereign could convert
amount o Prestige they bid. to Protestantism, albeit at a social
cost. When these events occur, the
I the event is negative, the players are bidding Prestige to AVOID the event. GM will inorm the entire table
Te event occurs or whichever player bids the least Prestige, with ties broken about the nature o the global event
by an opposed Fortune test. All players lose the amount o Prestige they bid. and what it means or the game
going orward.
Scenarios
Scenario Design:
Te GM is responsible or providing the scenario or the game. A scenario is
the starting point o the game and denes the xed elements rom which the
players to make their early choices.
Starting Date:
Tis is the year in which play begins. For example, 1492 A.D.
Primary States:
Te GM should choose a number o States and present present them as
recommended choices or the players. Placing a player in each o these States
is essential to having a quality game. For example, the Age o Exploration
scenario suggests a choice rom England, Spain, France, and Portugal. Tese
nations exempliy the colonial eorts o Europe during this time rame. In
the scenario design, the GM should provide a listing o all the details or each
State, such as their starting military orces and Conditions.
Alternate States:
Te GM may designate certain States as possible alternative choices to
the primary selections. Tese States may be inuential in the aairs o the
primary states or they may be minor States that present a more challenging
game. I you have additional players who wish to join in the game, they can
choose rom these States.
ypes:
Tere are our types o events; Global, echnologies, Positive, and Negative.
Year:
For most events, this is a recommendation or when to implement the event.
For Global events, this is an exact year in which this event will occur.
Description:
Te GM must read this text aloud to the players when introducing the event.
Efects:
Whoever receives the event (in the case o Global events, everyone) will
experience the listed eects when the event occurs. Te exact eects should
NO be read to the players beore the bidding process.
I IS VERY
VERY IMPOR
IMPORAN O REMEMBER
REMEMBER
HA HE EVENS IN HIS CHAPER
ARE PROVIDED
PROVIDED AS
AS EXAMPLES
EXAMPLES AND HE
GAMEMASER IS SRONGLY ENCOURAGED
O WRIE HEIR OWN EVENS!
Example Global Events: Example echnolog
echnologyy Events:
Te Conquest o Mecca: Heavy Cavalry:
ype: Global ype: echnology
Year: 629 A.D Year: ~ 100 B.C.
Description: Muhammed has conquered Mecca with the armies o Islam. Description: Armorers are developing heavy mail that can be used on horses
Tis is the beginning o a new era o religious ervor. as a orm o barding. When combined with a heavily armorer rider, this
Efects: Any Sovereign can convert to Islam i they are willing to pay the price. allows you to eld a new kind o soldier with unparalleled combat
combat strength.
Islamic religious events can also occur now. Efects: You gain +5 to all Combat rolls. I you do not have a Position bonus,
reduce your opponent’s bonus by 2 to represent the ability to charge through
Te Great Schism: an arrow bombardment. Tis eect remains exclusively yours or 50 years.
ype: Global
Year: 1054 A.D Long Distance Sailing Ships:
Description: Due to growing irreconcilable dierences,
dierences, the Eastern and ype: echnology
Western churchs o Christianity have split into two distinctive groups. Year: ~ 1450 A.D
Efects: All Christian Sovereigns must choose between Catholicism and Description: Shipwrights are beginning to experiment with long-distance
Orthodox. Catholic and Orthodox religious events can also occur now. ocean-crossing ships capable
capable o exploring previously inaccessible
inaccessible parts o the
world. Tis has resulted in new designs such as the Caravel and Carrack.
Te Black Death: Efects: You can send explorers and colonists over considerable distances,
ype: Global such as rom Europe to the Americas or around the tip o Arica. Tis eect
Year: 1348 A.D remains exclusively yours or 40 years.
Description: Te Black Plague has been unleashed on Europe. It will kill
roughly hal o Europe’s population and leave chaos in it’s wake. Gunpowder Weapons:
Efects: All European nations lose a quarter o their ax Income
Income and hal o ype: echnology
their Recruitment. Year: ~ 1500 A.D
Description: Invent
Inventors
ors are beginning to experiment with using gunpowder to
Te Reormation: propel bullets over considerable distances. Although in an inant stage now,
ype: Global this technology will become a centerpiece in the uture o warare.
Year: 1517 A.D Efects: You gain +5 to all Combat rolls. I you have a Position bonus, add
Description: Martin Luther has posted his 95 theses on the church door +2 to that bonus to represent the shock eect o ring into incoming troops.
in Wittenburg, Germany. Tis has triggered an unraveling o Catholic Tis eect remains exclusively yours or 25 years.
intellectual authority.
Efects: Any Sovereign can convert to Protestantism i they are willing to pay
the price. Protestant religious events can also occur now.
Example Positive Events: Example Negative Events:
Rising Prosperity: Economic Contraction:
ype: Positive ype: Negative
Year: Any time Year: Any time
Description: Your land is prospering under your wise leadership. Harvest Description: Your land is suering through hard times. Harvest yields are
yields are increasing, the people are happy, and lie is good. Tere is a alling, the people are unhappy, and the value o coinage is alling. Tere is a
palatable sense that things are going very well and the uture outlook is good. palatable sense that something is wrong and the uture outlook is poor.
Efects: Reduce Decay by 3d20. Efects: Increase Decay by 1d20.