Advanced Rulebook


Each settlement has the following five Production Categories: Food, Magic, Maintenance, Military and Trade Items and three Combined Categories: Morale, Population, Production. These categories represent an overview of the day-to-day running of the settlement. The five Production Categories inter-relate, so a Magic rating can effect all four of the other production categories and so on, although it is more often than not only by a small amount.The Production Categories are set in order of importance by the Officials, which Alliance's can vote on at Rank 3+. There is also an optional priority tag. The priority tag can be set to make sure that as much production as possible will go into the priority category, so it is not something to set unless very important.Each moderation cycle (1month) a settlement report is generated. An Alliance at Rank 3 will receive information from their settlement report; the amount of information is dependent on the Organisation they belong to and the amount of active parties the Alliance has.


Each cycle the amount of population a settlement has will likely change. A settlement has both death and birth rates, which are quite abstract in their implementation for ease of game play.

All the other categories can effect population, for example: -

  • Food shortages can have dramatic effects on the population as people start to starve and the death rate increases.
  • Magical plagues could radically alter the death rating.
  • Poor living conditions can alter the deaths rate slightly, as areas in badly maintained conditions are more likely to have injury causing, and even fatal, problems.

The reverse is also true, a settlement that for example: -

  • Has lots of food can make sure that the majority of citizens are well fed and thus happier and more productive.
  • Good living conditions and any beneficial magical effects in use can give positive effects to a settlements birth and death ratings.
  • Divine Blessing can increase a settlements population by both increasing the birth rating and decreasing the death rating.


A settlements production can vary from cycle to cycle, meaning the Officials cannot accurately predict how much they have to allocate to each of the Production Categories. A settlements production can be effected by a wide variety of things, for example: -

  • Magical enchantments can boost or hamper production.
  • Population death and birth rates are constantly having an effect on a settlements production. Dramatic changes in a population can result in large modifications to a settlements production.
  • Even the Gods themselves (luckily a very rare event).

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This category provides food for the settlement, both citizens and troops. It is a very important area as a settlement having a food shortage is likely to have immediate problems, almost guaranteed in the long term. Food can generally be stored in a settlement for a short while before going off.
Crisis: An underfed population will quickly grow resentful against the rulers, which could result in a rebellion, although this normally takes a while. Generally the rich/powerful are still able to eat well, with the first to be badly effected being the poor/powerless. An additional concern is that if the settlements troops are undernourished they won't perform as well in battle.
Poor: At this level the food is likely a combination of being both in short supply and of low quality, but things are not a major problem yet.
Satisfactory: The population has enough to eat, and possibly a variety of different food and drink available to them. The majority of the time a settlement population that is adequately fed will be happy enough to live their lives, and so for the most part the population is not likely to cause any problem relating to this area.
Good: There is enough food to go about, and some food stored for later use. There is also a variety of quality foods available.
Outstanding: The population not only has enough to eat, but they probably have quite a lot to spare and a wide range of different food and drink as well. Morale is usually the first thing to be effected by a big increase in the standard of food for the population. Another benefit is that a population that is well fed tends to be slightly better at resisting illness and are generally healthier.


This category provides magic for the settlement. It is a strange category in that the Settlement Officials have only partial control over it; the Magic Cyrcle generally controls most of the rest. The Bankers & Merchant Guild and the Thieves Guild do have some magical power but it is quite small in comparison. The Temples gain nearly all of their power from their followers and the Gods.
Magical energy can be used to booster other areas of a settlement, produce magical items such as Power Scrolls, in fact just about anything with enough time and a lot of luck.
The magical rating also effects how safe the portal journeys are.
Crisis: Without a good supply of magical energy a settlement will likely grow short on magical items, and most importantly Powers. Having solid defences is not enough if there are few or no magical wards protecting them.
Possibly on the upside with little magical energy a settlement may have fewer monsters harassing it, as it is speculated that they are drawn to magic sources.
Poor: At this level the settlement could have weak defensive wards or have difficulty empowering items. It is also possible that things are okay, but the Officials are concerned that reserves of magical energy are close to running out.
Satisfactory: A settlement with a reasonable amount of magical energy will generally be able to keep its wards active and to produce most of the Powers, giving it the potential to bolster any of its areas.
Good: The settlement has an abundance of magical energy likely enabling it to increase its level of magical wards and maintain more of them; it is possible that the settlement can spare enough magical energy to build a stockpile of Powers. A settlement with an abundance of magical energy can even use some of the magic for trading.

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Outstanding: There is a negative side to having lots of magical energy; there is a very small but still important chance of magical events, such as magical storms or monster attacks occurring to the settlement. With the potential to produce a large amount of Powers the settlement should be able to make up for many shortages in any of the other categories. More important to some Officials is the wealth of Powers that can be used on both enemies and friends.


This category covers how healthy a settlements infrastructure is. To some Officials this is the least glamourous of the Production categories to consider, but it covers areas such as housing, fortifications and even settlement efficiency and thus should not be dismissed.
Crisis: A settlement with a low rating will have poor housing, likely both in basic buildings and buildings that are in need of overhauls. Even vitally important buildings will eventually suffer if things do not improve, such as warehouses, Official offices, the settlements fortifications and even the grand audience chambers. A run down settlement is an invitation for a visiting diplomat to report back a weak settlement ripe for conquest. Citizens will eventually become a problem for the Officials to deal with, although the settlement might not look good the average citizen is soon likely to be spurred into action if their house starts to fall down. Merchants will not want to run a business in an area that is poorly maintained, and although opportunity for renovating an area can attract some merchants they will more than likely require tax compensations for any investments. Even for many tyrants this situation is not good for their long-term survival; with weak defences and worn statues citizens could decide that they can win their freedom and launch a revolution. Dilapidated areas serve as good hiding places for criminal elements, and if there are a lot of poor areas to patrol then it makes it harder to control and cull the lawbreakers.
Poor: A settlement in this state of affairs can have all sorts of problems, as listed above, but usually things have not descended to badly yet.
Satisfactory: With adequate fortifications, housing, storage and business the settlement is in a healthy enough state for its day-to-day running to proceed without many problems. What normally happens is that some areas of a settlement will likely be run down, whilst others will be in good condition. The different areas can end up shifting from poor to good and vice versa over years, much to the annoyance of some citizens and the amusement of others.
Good: A settlement at this level of maintenance likely has great fortifications, appearance and infrastructure.
Outstanding: When it comes to some citizens a settlement's image is everything, and living in an impressive area is something they just never shut-up about. Visiting diplomats are likely to be awed and intimidated by a settlement that is so healthy it can throw resources into maintaining lavish buildings and constructing huge monuments. Merchants normally flock to settlements that are well maintained, as crime is usually much better controlled.

With better warehouses a settlement can generally store food and trade goods for slightly longer than basic facilities.

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A settlement normally maintains professional troops as well as having lots of well equipped and trained citizens for emergencies. This is due to the cost of maintaining large amounts of professional troops. It is for this reason that Adventurers are able to succeed in many of their actions when carrying out quick precise actions, but Adventurers run the risk of meeting a professional patrol or several proficient citizens.
Apart from the Settlement Officials the other Organisations normally only have small amounts of professional troops on hand at any one time, and often have to make arrangements with the Settlement Officials to loan troops in emergencies.
Crisis: If resources are not continually spent on the military then substandard equipment, low troop morale, deserters and poor quality troops will eventually become the norm. A settlement with this problem has to rely more and more on the average citizen filling in when an emergency occurs; this course will often end up with bad results and high troop deaths. In the long term it is likely the settlement will be over-run by conquerors, or even "concerned" neighbours, and even if no outsiders invade it is likely a rebellious/power-hungry group could take control of the settlement.
Poor: At this stage a settlement could be having problems, as mentioned above, but it likely only has a few of them so with some work things could be brought to a more satisfactory level.
Satisfactory: A settlement with a well-equipped and trained army often has enough troops to send out task forces to attend to situations elsewhere in the world. The streets of the settlement are normally well patrolled resulting in a safer settlement, which has a good effect on business and morale.
Good: At this stage it is likely troop morale is good; equipment is of a reasonable quality with some spares. A settlement with a good military standing is more likely to produce and maintain better troops.
Outstanding: Even with poor fortifications a well-equipped and trained army with good morale can convincingly win battles. It is possible that a settlement with lots of excellent trained and equipped troops can use them as elite mercenaries or go on epic campaigns, but these both demand lots of resources to be continually pumped into maintaining the troops


A settlement can produce lots of different items to trade with. The trade goods can be anything like food, artwork, ornaments, etc. Trade goods are used to keep a settlement's citizens content and pre-occupied, as they are less likely to want to get involved in politics if they are busy having fun. Trade items can be used in the settlement where they are produced or sent to other settlements. Trade items can have an increased effect on a settlement's morale when the items are given to another settlement; this morale bonus increases with distance from the originating settlement.
The longer trade items are in storage or transit the more likely some of it will be damaged, stolen or just lose its value

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The trade rating also covers the Bankers & Merchants Guild involvement in a settlement, the higher the trade rating the more likely that the B&M Guild will boost its interests in the settlement to keep things profitable. The military rating has an affect on how safe trade caravans are. With a good magic rating portal journeys can be purchased in bulk allowing for profitable trade to be carried out. Food can be sent to other Settlements for trade, be it for gold, favours or just out of the kindness of the Officials hearts. The trade rating can affect how profitable and successful any kind of trade deal is, but this does not guarantee profit. Other settlements are less likely to agree to trade deals if they believe that the settlement does not maintain its trade production. Due to the ways of businesses it is likely that even if things are dire some people will be making a profit, and vice versa.
Crisis: A low rating represents few items to trade, and low profits being taken by businesses. The upside to this is that lucrative deals can help boost a settlements trade; it is likely at a reduced profit for the settlement. The B&M Guild will have a low interest, but what interests it does have will likely be more on their terms.
Poor: Confidence in business at this level is likely poor; whilst many businesses will be panicking about the settlements state of affairs a few will see opportunity to make a profit. Production of trade items is likely down, or stocks are running low, or of low quality, still things could improve, or get worse. Trade items are likely of a low quality, and thus some deals could fail if deals require a certain standard of quality.
Satisfactory: The settlement will likely have enough trade items to supply a few other settlements, as well as plenty of items for itself. The B&M Guild has some influence in the settlement but likely not enough to control it without having Settlement Officials in charge that are sympathetic to the B&M Guild interests.
Good: The settlement has either high quality trade items, or possibly lots of standard quality trade items. Overall things are promising, and many businesses will be trying to make a good profit, but of course some businesses could read the market wrong and lose profits. At this level the B&M Guild has gained quite a bit of influence in the settlement.
Outstanding: The B&M Guild has quite a strong power base in the settlement, but still has to be careful not to invoke the wrath of the Settlement Officials. With plenty of trade items available the settlement can trade far and wide without the problem of its trade items spending too long in transit or storage. With its citizens well stocked up on trade items the settlement is likely to have a constantly high morale over a long period.


The following ratings provide an overview of a settlement's financial situation:
Crisis: Large loans or investments are needed to help the Organisation out. Any moment now, the Organisation could end up bankrupt, something that will have dire results for the Officials in charge. Generally, the Organisation has until the next cycle to sort itself out. Other Organisations and individuals are extremely unlikely to approach the Organisation with anything more than crisis loans or almost one-sided deals.
Poor: Gold is lacking and if things continue the way they are, the Organisation and the Officials will be in trouble. This will likely cause other problems for the Organisation, especially if other people find out about it and then try to use the news to their advantage. If the Organisation has gold saved in any investments or savings accounts it can use the gold to get itself out of any long-term debts. Other Organisations and individuals are very unlikely to approach the Organisation with deals.
Satisfactory: There is enough gold to pay all expenses and also to put a bit aside for saving or investment. Things are generally satisfactory. Other Organisations and individuals may approach this Organisation with deals.

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Good: The Organisation has enough gold to pay all its expenses and can also put quite a lot aside for saving or investments. Other Organisations and individuals are quite likely to approach the Organisation with deals.
Outstanding: The Organisation has plenty of gold to pay all its expenses and can put aside loads for saving or investments as well. Other Organisations and individuals are likely to persistently approach the Organisation with various deals.


This is a very important area for the Officials to keep track of, but it is also the most difficult area to control. If a population is unhappy harsh measures may be required to enforce the laws, or drastic compensation may be required to appease the citizens. Unhappy citizens could cause all manner of problems for the Officials, ranging from Production hiccups, riots and even attempting to overthrow the Officials.
Morale has an effect on production that is difficult to take into account. Citizens that are quite happy could be more inclined to work hard, but a population that is too happy could have citizens that are too busy enjoying themselves to do the work that is needed. Ironically a population that is not happy may have citizens that are more likely to work hard in the hope of helping to improve their situation, but is more likely to grudgingly carry on working for a while.
Throughout history numerous debates have resulted between people with different ideas on what is the best approach to governing a settlement. Some people unsurprisingly use different Gods ideologies as an example of what to base a government on: -
Is it better to live in a settlement run in the spirit of Phyloqure or Baldor where it can take time to get anything resolved as numerous debates are held and a low military presence just invites invasion. Citizens may be happy, but they can easily grow complacent.
How about living in a settlement run in the spirit of Fleyshur. Roving bands of Fleyshur followers constantly causing problems for everyone, including themselves, and everything - but then who would want to invade a settlement over-run with so many violent people? The average citizen would live in constant fear of being beaten, or worse, but they might be inclined to get on with their work and keep themselves out of any Official matters, that is until they rise up and attempt a coup.
The main problem with keeping a settlement's citizens happy is that you can not please everyone any of the time, and it seems that many citizens can be happy one minute and miserable the next.
Crisis: A settlement with citizens who are having a morale crisis is likely to suffer greatly in many areas. After a while at this low level the chances of a coup occurring in the settlement is very high and thus the Officials should try and improve morale with all haste.
Poor: At this level the majority of settlement citizens are not happy with their situation. Citizens with low morale tend to make slow workers and they can create problems for every area of a settlement.
Satisfactory: A settlement where the majority of its citizens are content with their situation is normally a settlement that is in a reasonable order.
Good: A settlement where the majority of its citizens are happy is a settlement that is likely gaining bonuses to its other categories like production areas and maintenance.
Outstanding: A settlement that has so many citizens so incredibly happy is a very unusual place to be, and often the situation doesn't last long, whilst the situation does last the affects can be staggering with mammoth projects being completed ahead of schedule with improved efficiency.

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