The Chronicle of Karguun · Chapter 11
Relations between Kingdoms
Every attack, hostile spell and thieves' raid makes the attacker's kingdom angrier with its victim's. Anger turns to Unfriendly, then Hostile relations, and a kingdom faced with hostility may declare war. Wars end in peace, surrender or withdrawal, and are followed by a ceasefire.
Anger and its measure
- Each kingdom keeps a measure of its anger toward every other. A march or conquest adds 3 points, razing or massacre 3.5, plunder or learn 2, a failed attack 1; spells and operations add less. The points weigh more against a small kingdom.
- At 15 points a kingdom is Unfriendly, at 40 Hostile. After 12 quiet days the anger slowly cools.
- Unfriendly relations allow the harsher spells and operations.
- Hostile relations make the angry kingdom's armies march faster against its victim, and let the victim gain more when it strikes back. Conquest is open to both.
- Both Papers report every change.
War
- Declaring. A kingdom facing a Hostile kingdom may declare war on it, if it is at least Unfriendly in return. Only the monarch may declare. War begins 12 days later, and a kingdom may fight only one war at a time.
- At war, both kingdoms' armies:
- attack and train 25% faster and lose 50% fewer troops
- march to the enemy from any distance
- take 25% more land, from the enemy's uncharted lands, and create honour
- The price: −10% income, exploring twice as dear, science twice as dear and half as plentiful, 1% of your honour a month, and anything done to or by kingdoms outside the war is 75% weaker.
- The War Moot is a forum both kingdoms share while the war lasts.
Ending a war
No war can end before 48 days. Then:
| Ending | Who | What it costs |
|---|---|---|
| Peace | Both monarchs agree | Nothing |
| Surrender | The side behind on land taken, after 3 days without attacking | 5% of its honour, given to the victors |
| Withdrawal | The side ahead, after 48 days | 1% of its honour; it takes 10% of the enemy's uncharted lands |
After any ending, a ceasefire holds for 24 days, and then for 24 days the two may not grow angry with each other at all.
Ceasefires
Outside war, one monarch may offer another a ceasefire. Once accepted, neither may attack, cast hostile spells on or send thieves against the other, and the anger between them is forgotten. Either may end it.
Stances
The monarch may set the kingdom's stance. A new stance takes hold 12 days later, can be changed once a month, and has no effect in war.
| Stance | Effect |
|---|---|
| None | No bonuses and no drawbacks. |
| Peaceful | Better defended against spells and thieves, more children born; but we gain less in battle and our own spells and ops are weaker. |
| Fortified | More income, faster building and a stronger defense; but a weaker offense and slower armies. |
| Aggressive | Faster armies and fewer losses; but lower building efficiency, and others' anger toward us rises twice as fast. |
Dragons
- A monarch may begin a dragon project against another kingdom. It costs 1.75× that kingdom's networth in gold, which the members give from the Dragons page.
- When it is paid for, the dragon takes wing: at full strength against a kingdom at war with you, less against others. While it lies on a kingdom, its members lose 25% of their income and 30% of their food, some of their draftees and homes, and attackers gain more from them.
- Only soldiers can drive a dragon away. Otherwise it leaves after a few months.