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.
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. Citizens of any town in a nation are automatically citizens of the nation. You can be a citizen of multiple towns within one nation, but you cannot be a citizen of more than one nation at a time.
If you only want land and protection without political commitments, you might want an Independent Town instead.
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 hold the citizens and land claims. Players join towns individually, not nations. Becoming a citizen of any town in a nation automatically makes you a citizen of that nation, but it does not enroll you in any of its other towns.
Any nation member can found a town. A player can lead one town but be a citizen of several towns within the same nation.
War, peace, and alliances are how nations interact. All three are conducted through the Diplomacy Lectern.
Only the nation leader can act on the nation's behalf.
There are three custom lecterns, each handling a different scope of action. Place the right book in the right lectern.
Nation-wide actions: forming, renaming, and managing nation leadership.

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

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

Nations now form around an existing town. Lead an Independent Town first; that town will become the capital of your new nation.
form nation and place it on the Nation Lectern.Your Independent Town becomes the capital. From there, additional towns can be founded under your banner.
NOTE: Crowns can also be traded between players. If you have a Crown but missed the quest, place a help book into each of the three lectern types to receive the help books.
Nations can grow by absorbing Independent Towns through the integrate book. Integration is consensual: the target town reviews the offer and chooses whether to accept.
integrate with the target town's name on the first line.requests book in their Town Lectern.You must be the nation leader. Vassalisation is not available for Independent Towns; integration is a one-way merge.
Every book in the system falls into one of three categories. The category determines what happens when you place it on a lectern.
Update automatically when placed on, or read from, a lectern. The same book stays in the lectern.
e.g. requests · info · who am i · help
EXAMPLE
who am i and place it on any custom lectern.Instantly execute a command if your requirements are met.
e.g. form nation · form town · join · pay tax
EXAMPLE
pay tax and place it on the town lectern.Place on a lectern to receive a sealed delivery book; carry that book to the target nation or town and place it there.
e.g. declare war · request alliance · integrate · move capital
EXAMPLE
declare war with the target nation's name in the body.The system is dynamic and persistent. It handles unexpected situations automatically:
War is the formal way nations resolve conflict on Blothera. Diplomacy, and so war, is the responsibility of the nation leader. Independent Towns cannot wage war.
A war is a best-of-three series of battles fought in arenas chosen by the system, near the defender's capital. Each battle is a 15-minute PvP fight; most kills wins. The first nation to win two battles wins the war.
Wars are now wars of vassalization. If the attacker wins, the defender becomes the attacker's vassal. Any other outcome (defender wins or a draw) leaves both nations sovereign.
Wars and battles are managed entirely through books and diplomacy lecterns.
declare war or war.info book at their diplomacy lectern.compass and place it in the diplomacy lectern.request join war and follow the standard delivery flow to the relevant diplomacy lectern.request ally book and delivering it to the other nation's diplomacy lectern.request peace book and deliver it to the other nation's diplomacy lectern.requests book in a diplomacy lectern.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.
vassal or offer vassal with the target nation's name on the first line.requests book and chooses to accept or deny.submit vassal or petition vassal with the prospective suzerain's name on the first line.free vassal or release vassal with the vassal's name on the first line.Vassals can rebel against their suzerain by declaring independence. A rebellion is a war fought 1v1 between the rebel and the suzerain. Co-vassals stay neutral and do not auto-join either side.
independence. The body is optional; the suzerain is inferred automatically.Looking for how towns work? See the Towns guide for founding, joining, tax, and expansion.
The canonical guide for nations and war lives in the in-game help books. Sign a book titled help and place it in any custom lectern. The type of help book you receive depends on the lectern.
This works in any area, claimed or unclaimed, in any lectern, by any player.
Insert a who am i or me book into any lectern to receive a personal identification book displaying your nation and town membership.
Every book the plugin recognises. Searchable and filterable by lectern.
Books that perform an action immediately when placed.
also: War Compass / Compass
Gives the nation leader a compass pointing to the next scheduled battle arena.
also: Dissolve Town
Permanently dissolves the town and releases its claims.
also: Kick Town
Removes a player from the town.
also: Expand
Starts a 5-minute expansion session that grows the town's borders organically.
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.
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.
also: Join Town
Requests membership in the town (the leader must accept).
Renounces citizenship of your nation.
Renounces citizenship of the town.
also: Tax
Pays 5 emeralds to extend the town's tax deadline by 7 days and prevent dormancy.
also: Rename
Renames your nation.
also: Rename
Renames the town.
also: Color
Sets the banner colour shown for the nation on the map.
Transfers town leadership to another player.
Transfers nation leadership to another player.
also: Stop Join / Cancel Join
Cancels a pending join request.
Books that produce a sealed letter you carry to another lectern.
also: Integrate Town
Creates a sealed letter; placing it in the target Independent Town's Town Lectern proposes integration into your nation.
Creates a sealed letter; placing it in the target's Diplomacy Lectern dissolves the alliance.
also: War
Creates a sealed letter; placing it in the target's Diplomacy Lectern declares war.
also: Alliance / Ally / Offer Ally
Creates a sealed letter; placing it in the target's Diplomacy Lectern proposes an alliance.
also: Peace / Offer Peace
Creates a sealed letter; placing it in the target's Diplomacy Lectern proposes peace.
Creates a sealed letter; placing it in the ally's Diplomacy Lectern asks to join their active war.
also: Move Capital / Change Capital
Creates a sealed letter; placing it in the target town's Town Lectern makes that town the new capital.
also: Vassal
Creates a sealed letter; placing it in the target's Diplomacy Lectern offers to take them as your vassal.
also: Submit Vassal
Creates a sealed letter; placing it in the target's Diplomacy Lectern petitions to become their vassal.
also: Free Vassal
Creates a sealed letter; placing it in the vassal's Diplomacy Lectern releases them from vassalage and restores their sovereignty.
also: Declare Independence
Creates a sealed letter; placing it in your suzerain's Diplomacy Lectern declares a war of independence (rebellion). The suzerain is inferred automatically.
Books that display information when read or placed.
also: Help Diplomacy / Help
Prints a guide to alliances, war, peace, and battle scheduling.
also: Info
Shows current relations, war status, scheduled battles, and (for defenders) the battle-time picker.
also: Requests
Lists pending diplomacy requests (alliance / peace / join-war) with clickable Accept and Deny buttons.
also: Who Am I / Whoami / Me
Shows your name, nation, and towns (with leadership status).
also: Requests
Lists pending join requests for the town with clickable Accept and Deny buttons.
also: Help Nation / Help
Prints a guide to founding, leading, and renaming a nation.
also: Info
Shows nation name, founding date, capital range, towns, and members.
also: Help Town / Help
Prints a guide to founding towns, membership, expansion, and tax.
also: Info
Shows town name, nation, founding date, tax deadline, dormancy status, block count, and members.