NATIONS

Nations bind towns into a political bloc, fight wars, and forge alliances. Everything is done by writing signed books and placing them on lecterns. The guide below covers forming a nation, integrating Independent Towns, and waging war, with a full book reference at the bottom.

What is a Nation?

A nation is a political collection of towns under a single leader. Nations can wage war, broker peace, form alliances, and pursue the path to becoming the Empire of Blothera.

Nations are made of towns. Join a town in a nation and you are a citizen of that nation. You belong to one town at a time, so never to more than one nation.

If you only want land and protection without political commitments, you might want an Independent Town instead.

Nations

A nation is a collection of towns under a single political leader.

Citizens of any town in a nation are automatically citizens of the nation. You cannot be a citizen of more than one nation.

Towns

Towns hold the citizens and land claims. Players join towns, not nations, and belong to one town at a time. A town's leader can let players from the nation's other towns build and help there.

The nation leader, or a citizen they allow, can found a new town in the nation, and moves into it.

Diplomacy

War, peace, and alliances are how nations interact. All three are conducted through the Diplomacy Lectern.

The nation leader acts on the nation's behalf, and can give diplomacy and war to citizens they trust, in the Nation book's Permissions.

ON LEADERSHIP: The nation leader is a political figurehead. They have no automatic authority over towns they don't personally lead, and can be kicked from any town by that town's leader. Diplomacy is the leader's, and belongs to the citizens they share it with.

Lectern Types

There are three custom lecterns, each handling a different scope of action. Each takes one book, signed with its name: town, nation or diplomacy.

Nation Lectern
NATION

Nation-wide actions: forming, renaming, government, and managing nation leadership.

Town Lectern
TOWN

Town specific actions: forming, info, joining, tax, expansion, and kicks. Used by both Independent Towns and nation towns.

Diplomacy Lectern
DIPLOMACY

Inter-nation relations: war, peace, alliances, integration, and scheduling battles.

To form a Nation

Nations form around an existing town. Lead an Independent Town first; that town will become the capital of your new nation.

  1. 1Lead an Independent Town. Found one first if you don't already.
  2. 2Expand it to at least 10,000 blocks. A smaller town cannot become a nation.
  3. 3Get a Crown. Take the King's quest, A Crown for an Egg, which needs Matters of Record done first and ends with handing him a Dragon Egg from the End. Or steal the Crown of Hythe from beside the King and get it out of Hythe alive, with the whole Watch hunting you.
  4. 4Place a Nation Lectern within your town.
  5. 5Place a Diplomacy Lectern anywhere in the same town.
  6. 6Sign a book titled nation and put it in the Nation Lectern. Wearing the Crown, press Form Nation and type the nation's name. The Crown is used up.

Your Independent Town becomes the capital. From there, additional towns can be founded under your banner.

Integrate Independent Towns

Nations can grow by absorbing Independent Towns with Integrate Town, in the Diplomacy book. Integration is consensual: the target town reviews the offer and chooses whether to accept.

  1. 1Press Integrate Town in your Diplomacy book. It lists the Independent Towns; pick the one you want.
  2. 2Confirm, and take the sealed book it gives you.
  3. 3Any citizen of your nation can carry it to a Town Lectern inside the target town's borders.
  4. 4The Independent Town's leader accepts or turns it down in Join Requests, in their Town book.
  5. 5If accepted, the town joins your nation, adopts your map colour, and gains full access to nation-level mechanics.

You must be the nation leader, or a citizen with the Diplomacy permission. The town must sit within your nation's reach, the same as a town founded there, and accepting costs what founding a new town would cost your nation, paid from the chest beside the accepting town's lectern. Vassalisation is not available for Independent Towns; integration is a one-way merge.

Lectern Books

Right-click a lectern with its book in and it lists everything you can do there, and nothing you can't. Click a line to do it.

The Menu

Each lectern takes one book, signed with its name. The book stays on the lectern for whoever comes next.

town · nation · diplomacy

EXAMPLE

  1. 1.Sign a book titled town and put it in a Town Lectern.
  2. 2.Right-click the lectern. It lists what you can do in that town.
  3. 3.Press Expand Borders, read the cost, then Confirm.
History

Every lectern keeps a History: everything done with it, who did it and when. Anyone at the lectern can read it.

Town: joins, kicks, expansions, tax · Nation: leaders, government, decrees · Diplomacy: treaties and wars, from both sides

Sealed Books

Some actions make a sealed book. Any citizen of your nation can carry it to the other side's lectern and put it in.

e.g. Declare War · Request Alliance · Integrate Town · Move Capital

EXAMPLE

  1. 1.Press Declare War in your Diplomacy book, and pick the nation and the war goal.
  2. 2.Confirm, and take the sealed book.
  3. 3.Right-click the target nation's Diplomacy Lectern with it.

Dynamic Power Transfer

The system is dynamic and persistent. It handles unexpected situations automatically:

  • Disbanding the only town in a nation, or losing it to dormancy, disbands the entire nation.
  • If the nation leader is exiled from their towns, leadership passes to the leader of the capital.
  • If the nation leader is left without a town because one is lost, leadership passes to the leader of the largest remaining town.
  • Nation and town members are automatically exiled from all towns if they become a bandit.
  • If the capital town is disbanded, capital status transfers to the largest remaining town.
  • In an Aristocracy or Democracy, whoever takes over this way leads until the next vote.

Government

Every nation chooses how it picks its leader. Each starts as a Kingdom, and the leader can change that with Government in the Nation book, picking Kingdom, Aristocracy or Democracy from the list.

Kingdom

Led by a King, who rules until they hand the crown to another citizen with Change Leader.

Aristocracy

Led by an Archduke, elected by the nation's Dukes: the leader of each of its towns.

Only Dukes vote, and only Dukes can be elected.

Democracy

Led by a Chancellor, elected by every citizen of the nation.

Any citizen can be elected. Town leaders are Councillors.

Elections

  • An elected leader serves a fixed term, then voting opens for a short window.
  • Vote from Nation Info in the Nation book: there is a vote button beside every name you can vote for.
  • Voting closes early once everyone who can vote has.
  • If nobody votes, or the top of the vote is tied, the leader stays.
  • An elected leader cannot hand the crown on. They can only lose it at a vote.

Changing Government

  • A King can change the government at once, and the first vote opens straight away.
  • An elected leader can only propose a change. It is decided at the next vote and needs two thirds of the votes cast.

Troops

A nation's towns raise armies. Hire soldiers at your town lectern, pay them a wage, and lead them yourself. You place the army and fight in it. The troops fight the battle themselves.

Military power is with the crown: only towns in a nation can hire troops.

Raising an Army

  • Press Troops in your Town book. The leader, or a member trusted with troops, hires and commands them.
  • A town must grow before it hires any, and the bigger it grows, the more companies it can hire.
  • Better troops unlock as your town grows: peasant levy first, then pikemen, archers, men-at-arms and knights, and musketeers last.
  • Every kind beats some and falls to others. Pikes stop horse, horse rides down the shot, shot cuts down armour.
  • Wages are paid every week from the town's chests. A town that cannot pay loses them.

Leading Them

  • Take command and they follow you like wolves: whoever hurts you or them, whatever you hit.
  • Stop, and your army forms up round you: foot in front, archers and muskets behind, knights on the wings.
  • Nobody is teleported. They march on your roads and over your bridges, and they hate water.
  • Ships carry companies in their holds, and soldiers man the guns, at sea and on land.
  • One man in every company carries your nation's banner. Soldiers are knocked out like players, and can be revived.

Types of Troops

  • Peasant Levy: cheap and many, but they break easily. Weak to men-at-arms and archers.
  • Pikemen: good against knights. Weak to men-at-arms and archers.
  • Archers: good against levy and pikemen. Weak to knights and men-at-arms.
  • Men-at-Arms: good against pikemen and levy. Weak to musketeers.
  • Knights: good against archers and musketeers. Weak to pikemen.
  • Musketeers: good against men-at-arms. Weak to knights and pikemen.

Answering for Them

  • You answer for your troops' kills as if they were your own.
  • Start a fight with another nation's troops outside a war, and once blood is drawn it costs you, and hands them a cause for war: Armed Aggression.
  • What troops kill drops nothing. An army is not a mob farm.

War

War is how nations settle what diplomacy cannot. Diplomacy, and so war, is the nation leader's, and belongs to the citizens they share it with. Independent Towns cannot wage war.

Every war is fought for a war goal, chosen when it is declared: to make them your vassal, to plunder them, to collect a debt, to avenge a murder, and more. The goal decides how many battles there are, where they are fought, and what the winner takes.

Battles are either field battles, fought over open country, or sieges, fought over a town. Declarations, schedules and results are broadcast to the server.

Wars and battles are managed from the Diplomacy book, at the diplomacy lectern.

Declare War

  1. 1You must be the leader of your nation, or a citizen with the War permission.
  2. 2Press Declare War in your Diplomacy book.
  3. 3Pick the nation, then the war goal. Only nations you can declare on, and goals open to you, are listed. Hover a goal to see its battles and what each side stands to win and lose.
  4. 4Confirm, take the sealed declaration, and have any citizen of your nation carry it to the target nation's diplomacy lectern.
  5. 5The war begins on delivery. It is broadcast, and the first battle is queued.

You cannot declare war on an ally, on a vassal (its overlord answers for it), or on a nation you are at truce with. A nation can fight several wars at once, but two nations fight one war at a time, allies included, and a nation is never on both sides. One aggressive war at a time, one battle at a time, and no moving the capital while at war.

Aggressive and Justified Wars

  • Aggressive goals can be declared on anyone, but cost whoever signs the declaration alignment, and the nation standing. Lose one and your nation owes the winner a share of its tax.
  • Justified goals need a casus belli, a cause against the target, such as a murder, a broken alliance or one of the Emperor's decrees. No alignment cost, and nothing owed if you lose.
  • When your nation gains a cause, everyone online is told what it opens.
  • A nation in debt cannot declare aggressive wars.

Scheduling Battles

  • Every battle needs a time. The defender picks for the first battle, the attacker for the next, and so on in turn.
  • The picking nation's leader, or a citizen with the War permission, picks from Diplomacy Info in their Diplomacy book. Leave it too long and the battle is scheduled for you.
  • Once scheduled, both nations and their allies are told, with a countdown leading to the start.
  • Field battles take turns near each side's capital. A siege is fought at the town it names.

Battle Compass

  • Once a battle is scheduled, each side's leader, or a citizen with the War permission, can claim a Battle Compass.
  • Press Battle Compass in the Diplomacy book.
  • It lists your nation's coming battles. Pick one and the compass points to it, so your nation and allies can rally.
  • Only the two nations at war can get one. Allies cannot. One per battle per nation. Don't lose it.

Field Battles

  • Fought over a stretch of open country, with town land cut out of it.
  • A tug of war, shown in the boss bar. Pull the rope all the way to your side and the battle is won there and then.
  • The middle of the field is the objective. Whoever has more people on it pulls the rope, and every kill pulls it too.
  • Otherwise, whoever has the rope on their side when time runs out wins. If only one side shows up, they win by default.

Sieges

  • Fought over the besieged town and the ground around it. Towns not in the war are cut out.
  • The objective is the ground around the town's steward, marked by a beacon and ringed in particles: red while the besiegers hold it, blue for the defenders, grey when it is empty.
  • The besiegers take the town by holding it long enough. The clock runs whenever any besieger stands on it, however many defenders are there.
  • The defenders win by holding out. Kills do not decide a siege, and it is never a draw.
  • Siege engines break the town's walls, but never chests, banners, lecterns or anything holding items. When the siege ends, every block goes back as it was.

The Battle Ground

  • The edge of a battle is drawn in smoke, and shown on maps as a red outline.
  • Step off the ground as a fighter and you have a short time to turn back. Run out and you have retreated, which pulls for the enemy as a kill does. Hold the line.
  • A kill only counts if it happens on the ground, or is a fighter killed by someone on it.
  • Bystanders may come and go, but anyone on the ground can kill or be killed, and is flagged as an aggressor (see Bandit rules) while there.

Allies

  • An ally can join your war: their leader, or a citizen with the War permission, presses Join War, picks your nation, then the war if you lead more than one, and delivers the sealed book to your diplomacy lectern.
  • They must already be allied with you, not allied to anyone on the other side, and not at truce with them. Their own vassals join with them. Alliances are formed with Request Alliance.
  • To leave a war, break the alliance with the nation leading it. You leave every war of theirs you joined.
  • Allies fight alongside you but cannot get a battle compass or schedule battles.
  • Vassal nations join their suzerain's wars automatically, except a war for Independence.

Peace

  • Either side's leader, or a citizen with the Diplomacy permission, can press Offer Peace, pick the nation, and deliver the sealed book to their diplomacy lectern.
  • Like all diplomacy requests, it is accepted or turned away in Requests, in the Diplomacy book.
  • If accepted, the war ends at once with no winner and nothing paid, and both nations gain standing.

Ending a War

  • The war goal decides who wins: for most goals, the side that wins the most battles.
  • The winning leader is paid for each battle and for the war. What the loser owes is taken from the chests beside their town lecterns, and what they cannot cover becomes debt.
  • After a war, the two nations are at truce for a while and cannot declare again.
  • The result is broadcast to the server.
  • If a nation in the war is disbanded, the war ends with no winner.

Standing and Debt

  • Every nation has a standing. Alliances, defending, making peace, releasing vassals and paying debts raise it; unprovoked wars, broken alliances, murders and bandits lower it.
  • Fall low enough and a nation goes Rogue: its alliances dissolve, it cannot make peace or friends, and anyone may declare Contain on it.
  • A nation in debt pays it from its chests, after its tax, and cannot expand, found towns or declare aggressive wars until it is clear.

Nation Horns

A goat horn is your nation's voice. Sound one and every citizen of your nation in earshot feels it. Every horn does something different, and some are rarer than others. What each one does is for you to find out.

Everyone hears a horn. Only your nation feels it, and only so often.

Vassalage

A vassal nation is bound to a suzerain. Vassals retain their towns, members, and internal autonomy, but their foreign policy answers to their overlord. Block claims of a vassal nation contribute fully towards the suzerain's empire status.

  • Vassals cannot declare wars, except for Independence, or form their own alliances, and they cannot be declared on: their suzerain answers for them.
  • Vassals join their suzerain's wars on the same side.
  • Vassals render in their suzerain's map colour on the in-game map.
  • A nation may serve only one suzerain, and vassals cannot themselves take vassals (no sub-vassal chains).

Taking a Vassal

  • Vassals are won in war. Declare war with the goal Vassalize.
  • Win its siege of their capital and at least one of its field battles, and they become your vassal.

Releasing a Vassal

  • A suzerain may release a vassal at any time. The vassal returns to sovereignty and regains the right to conduct independent diplomacy.
  • Press Release Vassal in your Diplomacy book, and pick the vassal.
  • Take the sealed book it gives you, and deliver it to the vassal's Diplomacy Lectern.

Declaring Independence

Vassals can rebel against their suzerain by declaring war on them with the war goal Independence. A rebellion is fought between the rebel and the suzerain alone: no vassals join either side.

  • Press Declare War in your Diplomacy book, pick your suzerain, and pick Independence.
  • Deliver the sealed declaration to your suzerain's Diplomacy Lectern.
  • You are free from the moment it is delivered. Third parties can ally with you.
  • Your suzerain fights to take you back, ending in a siege of your capital.
  • If you win or draw the war, you stay sovereign and any new alliances forged during the rebellion stick.
  • If your suzerain wins, you become their vassal again and all rebellion-era ties are wiped clean.

Civil Wars

A nation can be torn apart from inside. Any town leader can start a revolt against their own nation, and if enough of its towns join, they break away as a rebel nation and go to war with the one they left.

  1. 1Press Revolt in your Town book. Pick what you fight for: Overthrow to lead the nation, Reform to change its government, or Secede to leave as a nation of your own.
  2. 2Other towns have two days to join, each with Revolt in its own Town book. Every town pays a week of its tax.
  3. 3If the towns revolting have a third of the nation's citizens, they break away as the rebels, named after the town that started it, and the civil war begins.
  • The capital, and the town the nation's leader lives in, can never revolt.
  • Win, and the rebels get what they fought for: a new leader, a new government, or their freedom as a nation of their own. Every town gets its emeralds back.
  • Lose, draw or make peace, and the rebel towns rejoin the nation. Their emeralds go to its leader.
  • The rebels can make allies and take in players, but fight no other war, and no other nation can declare war on them.

The Emperor

Hold more than half of all claimed land, your vassals' land counting as yours, and rule at least two vassal nations, and your nation is the Empire. Its leader is the Emperor of Blothera, and rules the realm by decree.

  1. 1Press Decree in the Nation book, at a Nation Lectern on your own land.
  2. 2Pick a decree, and the nation, town or player it names if it names one. Confirm it, and it is proclaimed to the server.
  • One decree is in force at a time, and the Emperor can issue a new one once a week. It lasts until it is replaced or repealed, or until the throne changes hands.
  • Everyone is told the decrees in force when they log in, and they are listed in every nation's Nation Info.

More Information

Looking for how towns work? See the Towns guide for founding, joining, tax, and expansion.

The full guide to nations and war is in the game: press Help in any Nation or Diplomacy book. Each lectern's help covers its own part.

BOOK REFERENCE

Every book the plugin recognises. Searchable and filterable by lectern.

CATEGORY
LECTERN

COMMAND

16

Books that perform an action immediately when placed.

Battle Compass
DIPLOMACY LECTERN

also: War Compass / Compass

Gives the nation leader a compass pointing to the next scheduled battle arena.

FIRST LINE-
REQUIREMENTSMust be nation leader of the attacker or defender (not an ally); nation must be at war; battle must be scheduled
Disband Town
TOWN LECTERN

also: Dissolve Town

Permanently dissolves the town and releases its claims.

FIRST LINE-
REQUIREMENTSMust be town leader; town must not be dormant
Exile
TOWN LECTERN

also: Kick

Removes a player from the town.

FIRST LINEChosen from a list
REQUIREMENTSMust be town leader or have Exile members; never the leader; only the leader can exile another member with Exile members; target must be a town member; town must not be dormant
Expand Town
TOWN LECTERN

also: Expand

Starts a 3-hour expansion session that grows the town's borders organically.

FIRST LINE-
REQUIREMENTSMust be town leader or have Expand the town; chest of emeralds adjacent to lectern; town not at max size; town not dormant
Form Nation
NATION LECTERN

also: Found Nation / Make Nation / Create Nation

Establishes a new nation with the player as its leader; the host town becomes the nation's capital.

FIRST LINENew nation's name
REQUIREMENTSMust be wearing an unused Crown; player not already in a nation; must lead an Independent Town of at least 10
Form Town
TOWN LECTERN

also: Found Town / Make Town / Create Town

Founds a new town with a small disk of claimed land around the lectern. Nationless players found an Independent Town; nation members found a town under their nation's banner.

FIRST LINENew town's name
REQUIREMENTSTown Lectern recipe from the quest Matters of Record; chest with 16 emeralds adjacent to the lectern (a nation's later towns cost more); at least 250 blocks from spawn; player must not already lead a town; nation towns must be within their nation's admin range and far enough from foreign towns
Join
TOWN LECTERN

also: Join Town

Requests membership in the town (the leader must accept).

FIRST LINE-
REQUIREMENTSMust not already be a member; must not have a pending request to this town; nation citizens can only join towns in their own nation; nationless players can ask to join any town
Leave Nation
ANY LECTERN

Renounces citizenship of your nation.

FIRST LINE-
REQUIREMENTSMust be in a nation; must not be the nation leader; must not lead any town
Leave Town
TOWN LECTERN

also: Leave

Renounces citizenship of the town.

FIRST LINE-
REQUIREMENTSMust be a town member; must not be the town leader; lectern must be in that town
Rename Nation
NATION LECTERN

Renames your nation.

FIRST LINENew nation name
REQUIREMENTSMust be the nation leader; lectern must be in your own nation's territory; new name unique and 3–24 chars
Rename Town
TOWN LECTERN

Renames the town.

FIRST LINENew town name
REQUIREMENTSMust be the town leader or have Rename the town; new name unique and 3–24 chars; town must not be dormant
Banner
NATION LECTERN

also: Colour / Color

Sets the nation's banner, from your hands, your inventory or a chest beside the lectern. Its base colour becomes the nation's colour on the map; troops carry it, and it shows on the website.

FIRST LINE-
REQUIREMENTSMust be the nation leader; lectern must be in your own nation's territory; a banner that is not white or grey
Town Leader
TOWN LECTERN

Transfers town leadership to another player.

FIRST LINEChosen from a list
REQUIREMENTSMust be the current town leader; target must be a member of the town; target must not already lead another town
Nation Leader
NATION LECTERN

Transfers nation leadership to another player.

FIRST LINEChosen from a list
REQUIREMENTSMust be the current nation leader; Kingdoms only; target must be a nation member; lectern must be in your own nation's territory
Government
NATION LECTERN

Changes how the nation chooses its leader. A Kingdom changes at once and its first vote opens; an Aristocracy or Democracy can only propose a change, decided at its next vote by two thirds of the votes cast.

FIRST LINEChosen from a list
REQUIREMENTSMust be the nation leader; lectern must be in your own nation's territory
Withdraw Join
TOWN LECTERN

also: Stop Join / Cancel Join

Cancels a pending join request.

FIRST LINEChosen from a list
REQUIREMENTSMust have a pending join request to that town

DELIVERY

8

Books that produce a sealed letter you carry to another lectern.

Request Integrate
DIPLOMACY LECTERN

also: Integrate

Creates a sealed letter; placing it in the target Independent Town's Town Lectern proposes integration into your nation.

FIRST LINEChosen from a list
REQUIREMENTSMust be the nation leader; target must be an existing Independent Town within your nation's reach; lectern used to deliver must be inside the target town's borders; accepting costs what founding a town would cost the nation
Break Ally
DIPLOMACY LECTERN

Creates a sealed letter; placing it in the target's Diplomacy Lectern dissolves the alliance.

FIRST LINEChosen from a list
REQUIREMENTSMust be the nation leader; lectern must be in your own nation's territory; alliance with target must exist
Declare War
DIPLOMACY LECTERN

also: War

Pick the target nation and a war goal; creates a sealed letter, and placing it in the target's Diplomacy Lectern declares war.

FIRST LINEChosen from a list
REQUIREMENTSMust be the nation leader; neither nation already at war; target not an ally, not a vassal (declare on its suzerain) and not at truce with you; justified goals need a casus belli; a nation in debt cannot pick aggressive goals; vassals may only declare Independence on their suzerain
Request Ally
DIPLOMACY LECTERN

also: Alliance / Ally / Offer Ally

Creates a sealed letter; placing it in the target's Diplomacy Lectern proposes an alliance.

FIRST LINEChosen from a list
REQUIREMENTSMust be the nation leader; cannot already be allied with target; cannot be at war with target
Request Peace
DIPLOMACY LECTERN

also: Peace / Offer Peace

Creates a sealed letter; placing it in the target's Diplomacy Lectern proposes peace.

FIRST LINEChosen from a list
REQUIREMENTSMust be the nation leader; must currently be at war with target
Join War
DIPLOMACY LECTERN

Creates a sealed letter; placing it in the ally's Diplomacy Lectern asks to join their active war.

FIRST LINEChosen from a list
REQUIREMENTSMust be the nation leader; must be allied with target; target must be the attacker or defender of its war; you must not be allied with the enemy; you must not be a vassal or already at war
Relocate Capital
TOWN LECTERN

also: Move Capital / Change Capital

Creates a sealed letter; placing it in the target town's Town Lectern makes that town the new capital.

FIRST LINEChosen from a list
REQUIREMENTSMust be the nation leader; lectern used to write the letter must be in the current capital; target must be a non-capital town in the same nation
Release Vassal
DIPLOMACY LECTERN

also: Free Vassal

Creates a sealed letter; placing it in the vassal's Diplomacy Lectern releases them from vassalage and restores their sovereignty.

FIRST LINEChosen from a list
REQUIREMENTSMust be the nation leader; target must currently be your vassal; lectern must be in your own nation's territory

INFO

11

Books that display information when read or placed.

Diplomacy Help
DIPLOMACY LECTERN

also: Help Diplomacy / Help

Prints a guide to alliances, war, peace, and battle scheduling.

FIRST LINE-
REQUIREMENTSNone
Diplomacy Info
DIPLOMACY LECTERN

also: Info

Shows current relations, war status, scheduled battles, and (for defenders) the battle-time picker.

FIRST LINE-
REQUIREMENTSLectern must be inside a town claim of your nation
Diplomacy Requests
DIPLOMACY LECTERN

also: Requests

Lists pending diplomacy requests (alliance / peace / join-war) with clickable Accept and Deny buttons.

FIRST LINE-
REQUIREMENTSMust be the nation leader; lectern must be inside a town claim of your nation
Identity Book
ANY LECTERN

also: Who Am I / Whoami / Me

Shows your name, nation, and towns (with leadership status).

FIRST LINE-
REQUIREMENTSNone
Join Requests
TOWN LECTERN

also: Requests

Lists pending join requests for the town with clickable Accept and Deny buttons.

FIRST LINE-
REQUIREMENTSMust be the town leader or have Accept members (integration offers: leader only); lectern must be in the town's territory
Nation Help
NATION LECTERN

also: Help Nation / Help

Prints a guide to founding, leading, and renaming a nation.

FIRST LINE-
REQUIREMENTSNone
Nation Info
NATION LECTERN

also: Info

Shows nation name, founding date, capital range, towns, and members.

FIRST LINE-
REQUIREMENTSLectern must be inside a town claim of your nation
Permissions
TOWN LECTERN

Lists the town's members and what each may do. The leader clicks a member, then a line, to allow it or take it away; New members sets what a newcomer starts with.

FIRST LINE-
REQUIREMENTSMust be a member of the town; only the leader can change anything
Troops
TOWN LECTERN

Lists the town's companies and how many men it keeps. Hire troops, each kind on its own page, and give each company its orders: take command, back to the post, post them here, fill the ranks or disband.

FIRST LINE-
REQUIREMENTSAnyone in the town can read it; hiring and orders need the town leader or the Troops permission; the town must be in a nation and big enough
Town Help
TOWN LECTERN

also: Help Town / Help

Prints a guide to founding towns, membership, expansion, and tax.

FIRST LINE-
REQUIREMENTSNone
Town Info
TOWN LECTERN

also: Info

Shows town name, nation, founding date, tax deadline, dormancy status, block count, and members.

FIRST LINE-
REQUIREMENTSLectern must be inside the town's territory