Conquest of the New World
Diplomatic edicts are special edicts that allow a kingdom establish an embassy, treaty, or alliance with another realm. There must be an official representative of your kingdom, such as an ambassador or leader, present in the other land to make this edict. Using this edict costs 1d4 BP in travel and other expenses.
The Grand Diplomat must attempt a Stability check with the following modifiers:
|The larger your Kingdom, the more wary others are of you||subtract your kingdom Size/5 (round down)|
|The larger your target, the harder it is to influence||subtract target kingdom Size/5 (round down)|
|Higher fame means more diplomatic influence||add your Fame|
|More infamy means more diplomatic conflict||subtract your Infamy|
|Both parties allied to a third||+8|
|You have a Treaty with an ally of the target kingdom||+4|
|Both parties have Treaties with a third||+2|
|Embassy with target’s enemy||-2|
|Treaty with target’s enemy||-4|
|Allied with target’s enemy||-8|
|Target’s attitude Helpful||+0|
|Target’s attitude Friendly||-5|
|Target’s attitude Indifferent||-10|
|Target’s attitude Unfriendly||-15|
|Target’s attitude Hostile||-20|
|Bribes or gifts sent to target kingdom||+BP spent|
The act of making this Diplomacy check takes place over several days, with the emissary socializing with representatives of the target kingdom, discussing common interests and the benefits and goals of entering a diplomatic agreement with the kingdom. Because this check is not a singular event, abilities that modify a single roll have no effect on this check unless they last at least 24 hours (for example, spells would not affect this check).
You use Diplomatic edicts to establish an embassy, treaty, or alliance; each is a closer relation than the previous one.
You attempt to establish mutual recognition of authority and territory with the target kingdom, represented by granting dominion over embassies in each other’s settlements.
|Critical Success||Embassy agreement established, Fame +1, Target’s attitude increases one step|
|Success||Embassy agreement established|
|Failure||Agreement failed, may not retry for 1 year|
|Critical Failure||Agreement failed, may not retry for 1 year, Fame -1, Target attitude decreases one step|
Alternatively, you may attempt to threaten rather than befriend the other kingdom. In this case, the Grand Diplomat attempts an Stability check, applying your kingdom’s Infamy as a bonus instead of a penalty, and Fame does not apply. You also gain a +1 bonus for every active army your kingdom has. You may spend BP on bribes or gifts to modify the check.
|Critical Success||Embassy agreement established|
|Success||Embassy agreement established, Infamy +1|
|Failure||Agreement failed, may not retry for 1 year, Infamy +1, Target attitude worsens by one step|
|Critical Failure||Agreement failed, may not retry for 1 year, Infamy +2, Target attitude decreases two steps|
With a successful agreement, you may purchase or build a Mansion or Noble Villa in one of the other kingdom’s settlements to use as an embassy (if so, your ambassador uses it as a residence). The target kingdom’s leaders may do the same in one of your settlements. Your embassy is considered your territory (and vice versa). Your embassy grants your kingdom the normal bonuses for a building of its type (they apply to your kingdom’s totals but not to any specific settlement in your kingdom) as well as adding +1 Consumption, +2 Economy, and +2 Stability. If the target kingdom builds an embassy in one of your settlements, that kingdom gains these bonuses, and the settlement in which it is built (usually your capital) increases Society by 2.
An embassy is considered a permanent agreement. Replacing your ambassador does not affect the edict or the embassy. If you want to close your embassy and break the embassy agreement, the Grand Diplomat must attempt a Loyalty check. Success allows you to close the embassy. Failure means your citizens reject the idea of severing ties with the other kingdom and continue to staff the embassy (you may try again next turn)
If you attack a kingdom with which you have an embassy, attempt a Loyalty check. If you succeed, your Infamy increases by 1. If you fail, Infamy and Unrest both increase by 1.
If you have an embassy agreement with another kingdom, you can approach that kingdom’s leaders to establish a treaty that formalizes your economic and social cooperation and understanding. Doing so requires a new Diplomatic edict and requires the Grand Diplomat to attempt a new Stability check with a -2 penalty.
|Critical Success||Treaty established, Fame +1, get +2 bonus on opposed Persuasion check|
|Failure||Agreement failed, may not retry for 1 year, Fame -1|
|Critical Failure||Agreement failed, may not retry for 1 year, Fame -2, Target attitude decreases one step|
Once the Treaty is established, the Grand Diplomats from both kingdoms make an opposed Persuasion check (you get +2 on this check if you got a critical success on the Stability check). Either or both parties may substitute Intimidate for Persuasion (even if this means one party is making a Persuasion check opposed by the other’s Intimidate check). Whichever party wins the opposed check has the advantage in the negotiations and decides whether the treaty is balanced or unbalanced.
For a balanced treaty, increase each kingdom’s Economy by 10% of the other country’s Economy. The Fame of the party with the advantage increases by +1.
For an unbalanced treaty, the advantaged kingdom’s Economy increases by 15% of the disadvantaged kingdom’s Economy, and the disadvantaged kingdom’s Economy increases by 5% of the advantaged kingdom’s Economy. The advantaged kingdom’s Infamy increases by 1. You may use a Diplomatic edict to change a treaty that is unbalanced in your favor into a balanced treaty; doing so does not require a check.
A treaty is considered a permanent agreement. If you want to renegotiate it, attempt a Loyalty check. If you succeed, the Grand Diplomats attempt opposed Persuasion/Intimidate checks as above (this doesn’t guarantee you end up with a more favorable treaty). If you fail, the existing treaty remains in effect and your Unrest increases by 1.
If you withdraw from the treaty, attempt a Loyalty check. Success means Unrest increases by 1; failure means Unrest increases by 2.
If you attack a kingdom with which you have a treaty, attempt a Loyalty check. If you succeed, Infamy and Unrest increase by 1d2 each. If you fail, Infamy and Unrest increase by 1d4 each.
If you have a treaty with another kingdom, you can use a Diplomatic edict to form an alliance – a military agreement of mutual defense and support. This works like the negotiations for a treaty, except the Stability check is at -4 instead of -2.
If successful, negotiations proceed as for a treaty, with opposed Persuasion or Intimidate checks to determine who has the advantage in negotiations. The party with the advantage may decide whether the alliance is balanced or unbalanced, but the bonuses apply to each kingdom’s Stability instead of Economy.
Kingdoms in an alliance can move their armies through each others’ territories and station them in each others’ territories or in unoccupied Forts and Watchtowers, though not inside allied settlements. If an allied kingdom stations an army inside your territory, you must succeed at a Loyalty check or gain 1d2 Unrest; this does not apply if your kingdom has been attacked and you have requested aid from the ally.
If you are attacked by another kingdom, you can call for aid from your allies. Failure to send aid increases an ally’s Infamy by 1d4; the precise nature and amount of aid sent is it the discretion of the rulers of each kingdom, and the GM decides whether this Infamy increase happens.
If you attack a kingdom with which you have an alliance, attempt a Loyalty check. If you succeed, Infamy and Unrest increase by 1d4 each. If you fail, Infamy and Unrest increase by 2d4 each. An attacked ally may end an alliance, treaty, or embassy agreement with the aggressor without penalty.
Relationships with Multiple Kingdoms
A kingdom may have embassies with any number of kingdoms. For each treaty or alliance after the first, the bonus to Economy or Stability is reduced by 1 (minimum +0).