The following are Nation Traits which can be purchased which modify aspects of the nation in a general sense, and once purchased typically stay with the nation unless it is destroyed or other extraordinary events occur.
Some traits grant benefits to characters created who originate from the nation in question.
Prerequisites: N/A
Price: 5 INF
Description: Troops created by your kingdom when raiding acquire 2 Wealth, this subtracts from the other Kingdom's wealth.
Raiding takes the turn of the Troop. In addition to this, these Viking Troops can travel across rivers and seas freely using boats (without the need to purchase vessels). Troops for war still require vessels to travel.
Raiding is a hostile action which gives the defender not only a valid reason to attack your troops to repel them from their lands, but also grants them a valid Casus Belli to declare war on you to defend their land. Losing this war means any further attempts at raiding them for a number of months equal to 1d4 + their Negotiation score will count as breaking a peace treaty and incur the penalties of doing so. Winning this war however enables you to acquire 35% of their stockpiled Wealth (if any) plus pay 10 Wealth in reparations for a number of months equal to your Military minus half their Negotiation (minimum of 1 month).
Characters raised in a Nation with this trait receive a +2 bonus to Sailing, Sailmaking, and Shipwright, and acquire one of these skills at Trained Rank at character creation.
Prerequisites: Cannot be Warmongering or Genocidal
Price: 3 INF
Description: You cannot declare a war without the following Casus Belli; Defense, Invaders, Infidels, or Rebellions. If you are the one to declare one of the above wars, you gain an additional 2d6 Troops for this war.
Prerequisites: N/A
Price: 2 INF
Description: When spending Piety the cost is halved (minimum of 1 Piety).
Characters raised in a Nation with this trait are able to take Divine Inspiration at any time, not just during character creation.
Prerequisites: N/A
Price: 4 INF
Description: Goods deemed illegal may be procured by this nation, whether these goods are universally illegal, illegal in other nations, or merely illegal in your nation. On its turn the Thieves' Guild can attempt to acquire these illegal goods, granting bonus wealth on behalf of the nation though increasing the crime rate.
Roll a DC 25 Intrigue check and on a success the nation receives 30 Wealth. Regardless of success or failure, doing this increases Crime by 5. Failure also decreases Prestige by 5.
Characters raised in a Nation with this trait receive a +2 bonus to the Lockpicking, Pick Pocket, and Silence, and acquire one of these skills at Trained Rank at character creation.
Prerequisites: N/A
Price: 4 INF
Description: Your kingdom's citizens are naturally predisposed to hedonistic tendencies, being more prone to earthly revelry.
Prerequisites: Cannot be Peaceful
Price: 3 INF
Description: On your turn you can choose to enact a state-wide genocide. This affects either a culture, religious group, ideology, or so on. When doing so you reduce Population by 2,000, decrease Crime by 20, increase Wealth by 40, and decrease Piety by 2. If the ones being subject to the genocide are of a different religious group than the state religion, increase Piety by 1 instead.
Characters from a Kingdom with this trait gain a +5 bonus to Intimidate but take a -5 penalty to Persuasion and Seduction.
Prerequisites: Cannot be Isolationist
Price: 4 INF
Description: When defeating another kingdom in war, rather than annexing them you can choose to create a puppet state controlled by yourself. You can act as the country while appearing as if actions are being taken by their own ruling class.
Taxes, tithes, and the like go to this kingdom rather than your own however its Troops can be called upon to defend you as an "ally", and they can be requested to take actions just like an ally could. Crime, however, is increased by 40 in this puppet state, and Stability is reduced by 1.
Prerequisites: Cannot be a Puppet Master
Price: 1 INF
Description: You take a -1 penalty when negotiating and dealing with other countries, however when dealing with your own vassals and troops you gain a +1 bonus.
Prerequisites: Cannot be Peaceful
Price: 2 INF
Description: On your turn you can choose to sacrifice an infidel, virgin, or important figure to the gods to appease them. Standard sacrifices yield no Piety, infidels add 1 to this, virgins add 1 to this, and important figures add 2 to this. Thus, an important figure (such as a prince) who is a noble, an infidel, and a virgin grants 4 Piety when sacrificed. Doing so costs 15 Wealth, and 10 Prestige.
Prerequisites: Cannot be Peaceful
Price: 3 INF
Description: When starting wars, you gain a bonus +25 Troops to your retinue, and Prestige increases by 20. If you have gone more than 5 in-game years without waging war, you either must sacrifice 1 Piety or 20 Prestige. If this would reduce you to 0 Piety or 0 Prestige your citizens revolt and start a civil war. Half of your Troops turn against you (becoming enemy Troops) and half of your Size is designated as contested.
Prerequisites: Cannot be Anti-Magic
Price: 5 INF
Description: Yours is a culture of magic and magical supremacy. This increases Prestige by 10, and decreases Crime by 20. On your turn you can choose to conduct magical experimentation.
Characters from a Kingdom with this trait receive Arcane Background as a bonus trait.
Prerequisites: Cannot be Isolationist
Price: 3 INF
Description: Increase your starting Size by 1 + Economy bonus (minimum of 1). You only pay half the Wealth cost for annexing land on the first square on your turn.
Prerequisites: Cannot be a Theocracy
Price: 4 INF
Description: The leader of the kingdom is always viewed as the central religious figure of the kingdom as opposed to a god, regardless of their status as a deity or not. Religion is outlawed in the kingdom or heavily restricted. 1 Piety can be spent on your turn to generate 10 Prestige multiplied by the average of your ruler's Charisma sub-ability scores.
Prerequisites: Cannot be Isolationist
Price: 4 INF
Description: You seek conquest wherever you go to bring all land under your banner. Using a Casus Belli to invade land being contested you receive a +2 to all Martial checks for the first two turns of invasion that takes place. This doesn't affect defense, only offense.
Prerequisites: Cannot be Isolationist
Price: 4 INF
Description: Seen as a multi-ethnic land with various cultures, species, and religious groups living in harmony. Choose one; Religion or Dominant Species and choose an additional Religion/Dominant Species for your kingdom. If Religion is chosen, receive an additional 1 Piety on the beginning of your turn. If Species is chosen, Prestige increases by 10. No matter which choice is chosen, Unrest also decreases by 10.
Prerequisites: N/A
Price: 5 INF
Description: Squares owned by your kingdom can have 1 additional building built upon them. This is on top of the terrain's normal limit to the amount of buildings that can be created.
Prerequisites: N/A
Price: 8 INF
Description: You are able to build settlements on shallow water. Buildings can also be built on the ocean but there must be an adjacent settlement (for example, an inter-connected bridge system leading from one ocean city to another). These shallow water squares can only have up to 2 settlements on them similar to a Marsh. Ocean squares can only have a single settlement on them similar to Volcanoes and Mountains.
Prerequisites: N/A
Price: 5 INF
Description: Your kingdom employs privateers, 'licensed pirates' in a sense who find and raid enemy vessels out at sea to prevent supplies from reaching the enemy.
While at war with another nation, you can use the privateers to make a Pirating attempt, attacking an enemy vessel and stealing their supplies. Doing so is a Military check versus 15 + the rival nation's Economy.
Prerequisites: At least 3 base Religion and Government type Theocracy OR founder must be a Crusader occupation
Price: 10 INF
Description: Your kingdom is a beacon of holy might. Crusader Troops have half cost and only one upkeep, in addition start with a special Lord Commander Troop that is free and has no upkeep which acts as a Lord and Commander with Personal Troop bonuses to stats. Any Crusader may be raised to Lord Commander at a cost of 5 Piety but only one may exist at a time.
Gain the unique Building Monastery on your Capital. This functions as a Temple that creates 1 piety per turn and Barracks that spawns a special Crusader instead of special Infantry that does not count against the Temple (or Training Yard) Troop creation limit. Only one may exist in your Kingdom at a time.
Special: Personal Crusaders spawned on the Lord Commander are treated as Personal Troops even when detached so long as you are in a war against infidels or for the greater good.
Prerequisites: N/A
Price: 5 INF
Description: A unique and bizarre cult is the leading faith of the kingdom. Though it is the dominant faith, that does not mean the rulers are happy with it. Or in the case of the rulers being the cult worshipers, the citizens may feel unease due to this. Create a cult which is either a sub-group of the kingdom's existing religion, or a new faith entirely. This new cult may be willing to perform certain...services.
Followers of this cult with a 5 Alignment to the cult receive Divine Inspiration as a trait free. If this alignment is lowered below 5, they lose the trait and the ability to use any Divine spells they've acquired.
This cult can provide the following services; cursing enemies or bestowing a dark blessing on oneself. Both are Religion checks.
Curse: Make a Religion check against DC, and on a successful check the opponent suffers a penalty equal to your Religion attribute to all checks they make for 1 round. On a failure you instead suffer this penalty for 1 round and increase Unrest by 4.
Dark Blessing: Make a Religion check-
Prerequisites: Any Anarchist Government
Price: 4 INF
Description: You have a valid casus belli against other non-anarchist nations called "Free from Oppression", allowing you to declare war in the name of establishing an anarchist nation in its place. So long as you possess this trait however other non-anarchist nations are free to join this war on the defense of other non-anarchist nations if they so choose.
Prerequisites: Fascist Governments
Price: 4 INF
Description: Each leader must pave the way for the fascist nation, being appointed to their position to ensure the greatness of their nation now and forever. For that, they must be prepared and must be capable of moving elements of the government with ease. If an action would cause Unrest or Crime they reduce the consequences of the action by 5 (minimum of 0).