Player's Handbook · Chapter 12

Rival Realms

Other realms are not scenery. They grow, scheme, trade and march, and they do it by the same rules you do, kept lighter. The GM creates rival realms as the story needs them; this chapter is how they act once they exist.

What a rival tracks

Each rival keeps its own Empire file, but only these values matter between seasons:

  • Rank, realm Stability and Legitimacy.
  • Treasury band: Poor, Steady or Rich, instead of an exact figure. A rival's income is its rank's typical income.
  • Field Power: the total Power of its armies.
  • Temperament: one of six, below.
  • Relationship with you, −5 to +5, kept on the Relations tracker.

Which rivals act each season

At the Rivals step, up to four rivals act, chosen in this order: those at war with you; your liege and your vassals; neighbors whose relationship is −2 or worse or +3 or better; then any rival with an open thread involving you.

Temperament moves

Each acting rival rolls d6 on its temperament's table. Add +1 if it is Rich and −1 if it is Poor. Aggressive temperaments (Expansionist, Treacherous) also add +1 if your realm Stability is 3 or lower, or you lost a battle this season. Results below 1 count as 1 and above 6 count as 7.

d6ExpansionistMercantilePious
1consolidates: builds a holdingbuilds a Market or Portbuilds a Temple
2recruits 2d4 companiesoffers you a trade routesends envoys: +1 relationship if you share its faith
3demands a border site or toll from a weaker neighborundercuts your luxury prices (your trade −10% next season)preaches against a rival faith in your land (+5 unrest where it is strong)
4raids your weakest border settlement (a thread at 2)offers a loan or a grain pactasks you to fund a shrine or Work (refusal −1 relationship)
5fabricates a casus belli on you or a neighborfunds a faction inside your realm (that faction +1 loyalty to them)calls a holy cause against a heretic realm
6declares war on the weakest neighbor within reachbuys a vassal's loyalty with gold (your vassal −1 loyalty)founds a great Work (Legitimacy +5 for them)
7declares war on you if its Power exceeds yoursseeks a marriage or alliance with youcrusades: declares holy war if it has a claim
d6CautiousTreacherousHonorable
1hoards (Treasury band up)feigns friendship: +1 relationshipkeeps every pact; +1 relationship
2fortifies a border settlementstarts an intrigue on you (stage 1)trains its armies (veterancy up)
3seeks a defensive pact with you or a neighborbribes one of your officers (loyalty −1)offers to mediate one of your feuds
4builds an Academy or Granarysows dissent in your most restless settlementanswers an ally's muster
5recruits 1d4 companiesbreaks a pact if breaking it payschallenges an insult: demands a duel, an apology or reparations
6asks you for a non-aggression pactbacks a revolt or pretender in your realmdeclares war only with a just cause, and announces it a season ahead
7joins a coalition against the strongest realmstabs: declares war on you while you fight someone elsedefends the weak: joins the defender in the nearest war

The GM resolves each move with the normal rules: costs paid, rolls made, threads opened. When a move makes no sense (raiding with no border), take the next row down.

Coalitions

The great powers watch climbers. If you rise two ranks within 8 seasons, or take three or more settlements within 4 seasons, every rival at relationship 0 or worse rolls d6. On 5–6 it joins a coalition against you: its members share wars and get +2 on joint battle rolls for 8 seasons.

Rival growth (year-tick)

Each rival rolls d20:

  • 1–3 decline: Treasury band down, or it loses a settlement to revolt if its Stability is 2 or lower.
  • 4–15 steady.
  • 16–19 grow: Treasury band up, or it gains a settlement.
  • 20 rise: it climbs one rank, if its Legitimacy allows.
Manual updated Nov 8, 2026.