Player's Handbook · Chapter 9

War and Peace

War is the most expensive thing a realm can do, and it starts and ends by rule, not by mood.

Going to war

Declaring war costs 2 Authority, sets your relationship with the target to −5, and needs a casus belli:

Casus belliHow you get it
Claimyour dynasty holds a claim on the target's title or land
Broken pactthe target broke a pact or truce with you or your vassal
Insulta natural 1 in negotiation, a refused duel, or a relationship of −4
Reconquestthe land was yours within the last 20 years
Defense of a vassal or allythe target attacked someone you are sworn to
Holy cause (Faith and Oaths)the target's faith is outlawed or heretical in your realm

War without a casus belli costs −10 Legitimacy and −1 realm Stability, and every realm that hears of it takes −1 relationship with you. Allies at +4 or +5 answer your muster; allies at +3 roll d6 and come on a 4+.

The war score

Each war keeps a War Score from −100 to +100 (positive favors you) on the War tracker.

EventWar score
Battle won+10 (+20 if you won by 10 or more)
Siege taken+5 × the settlement's size rank
Each season you hold an enemy settlement+2 × size rank
Enemy capital taken+25
Enemy ruler or heir captured+30
Blockade held for a season+5
The same against youthe same, negative

War exhaustion: from the fifth season of a war, each side loses 1 realm Stability per season in which it didn't win a battle or take a siege.

Making peace

Either side may offer terms at the Act step (1 Authority, an envoy). A term costs war score; a side accepts automatically if the score in the offerer's favor is at least the cost. A rival also accepts when its realm Stability is 3 or lower and the score is 10 short or closer.

TermCost
White peace (all occupied land returned)0
Reparations: one season of their Collect15
Tribute: 10% of their Collect for 4 seasons10
Cede one settlement10 + 5 × size rank
Release a vassal or occupied land20
Press a dynasty claim (title passes to your claimant)25
Vassalize (they must be two ranks below you)50
Ransom of captivesbelow

A signed peace is a Pact and brings a truce of 4 seasons. Breaking a truce counts as a broken pact twice over: −6 relationship, −10 Legitimacy.

Ransom: a captured noble is worth 500 gp × their rank's tier; a ruler or heir is worth one season of their realm's Collect. Mercy (releasing captives freely) gives +1 Legitimacy and +1 relationship.

Mercenaries

Any Town or larger with a Market has free companies for hire. Each season the GM rolls the companies available: d6 in a town, 2d6 in a city, 3d6 in a port city or great city. On each 6 rolled, one company is elite.

  • Hire (1 Authority): pay the muster price plus kit, ×2 per company, up front. They arrive within a month, regular grade unless rolled elite (elite cost ×4).
  • Upkeep is ×2, paid monthly while they serve. They use no manpower and draw no pop.
  • Contracts run in whole seasons and are kept as Pacts.
  • Unpaid for a month: d20. 1–8 they desert; 9–14 they plunder where they stand (+10 unrest, and a thread at 2); 15+ they wait one more month.
  • Disbanding in your own land: 1 in 3 become a bandit thread at 1.

Battle

Quick battle: each side rolls d20 + commander rating + morale, plus:

  • +2 if its Power is at least twice the other's (+4 at three times);
  • +1 or +2 for terrain;
  • the defender adds the settlement's Defense when fighting from its walls;
  • −1 per missing kit.

The winner loses 10% of its Power; the loser loses 20% + 5% per point of margin. A loss by 10 or more routs the army: it retreats one settlement and can't fight again this month.

Tactical battle (optional): three rounds. Cohesion = Power × 10, Defense 12 + armor, damage = attacker Power × d6. An army breaks at 0 Cohesion.

After a win, choose one:

  • Pursue: the loser takes +10% losses; you get spoils of 100 gp × its companies lost.
  • Pillage: gold equal to one season of the nearest settlement's tax; it loses one tier of a holding and you take −2 Legitimacy.
  • Mercy: +1 Legitimacy; prisoners become leverage for ransom.

Sieges

  1. Invest: surround the settlement and cut its supply. It eats from its stores, then starves. Each season of siege also adds +20% to the attacker's food requirement.
  2. Batter: once per month, roll d20 + siege Power ÷ 5 (round down) vs DC 10 + the settlement's Defense. Success lowers Defense by 1, or by 2 on a margin of 5 or more. At Defense 0 the walls are breached.
  3. Storm: a battle in which the defender adds its remaining Defense and its garrison's Power. Storming without a breach is −2.

Aftermath

  • Ravaged holdings: a battle on the land costs one holding tier; a pillage costs two. Repair costs 400 gp × the tier lost.
  • War debt: unpaid wages become a debt clock.
  • Veterans: companies that survive a war form a veterans faction (loyalty +1 if paid in full, −2 if not) with a trouble thread at 0.
Manual updated Nov 8, 2026.