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Capital Relocation (Action)

factionsadministration

Duration: Variable

Trigger: When you try to relocate your base of operations or seat of government to a new Settlement or Location.

You can relocate your Capital to a new Settlement or Location. The old Capital becomes a provincial seat or secondary holding; the new one becomes the administrative heart of your Faction.

If the destination is already a Location you control (a Settlement in your realm), this is a transfer of administration. If it's a new Location (a conquered or claimed site), this is a planting of the flag.

Duration

The Duration is determined by the distance between the old and new Capital, in days. Measure the time taken to travel via the Travel action, and double it. That's how long the relocation takes.

When the Duration elapses, your Capital is established in the new location.

Cost

Relocating a Capital costs $10 per day of the Duration to cover transport, supplies, and the initial establishment of offices and residences.

If the destination is a Location you already control (a Settlement in your realm), halve the costs. The infrastructure exists, you just have to shift personnel and priority.

Save

ResultEffect
Crit (≥12)The transition is seamless. Your administrative apparatus settles in ahead of schedule. The new arrangement may qualify you for Advancement.
Pass (8–11)Success. Your Capital is established in the new location without incident.
Seven (7)Difficult. Your Capital is established, but your Faction suffers -1 to all actions for 1 month while the administration reorganizes.
Failure (3–6)Beset by complications — lost records, defecting officials, local resistance. Your Faction suffers -2 to all actions for 1 month.
Fumble (≤2)Catastrophic breakdown. Your Capital is established, but you lose a number of Families in the new location equal to 10% of your current Families (officials who refused the move, local power structures that undermine you). Roll a Random Faction Event.

No Save is required for a Faction with 0 Families (a solo Leader or small party just moving their base of operations).

If your Faction has at least 1 Family, Save at the end of the Duration. The Save represents the legal, administrative, and diplomatic headaches of untethering your seat of power from one place and re-establishing it in another.

Apply modifiers from the standard Faction Resolution process (Institutional Knowledge, Power, Precedent, Foreign, Opposition), plus:

  • +1 if the destination is already a Location in your realm (you're consolidating, not claiming)
  • -1 for each hostile Faction whose territory your route passes through or whose region contains your destination
  • -1 if your old Capital is more than 100 miles from the new one (distance strains administrative continuity)

Benefits

A well-chosen Capital relocation can open new opportunities — closer access to resources, better defensive position, political legitimacy in a newly-conquered region.

Capital Decay

Your old Capital becomes a Settlement (or Location) in your realm, but it loses the prestige and administrative focus that made it your Capital. It now functions as a regular Location of its type. If another Faction moves in, they may claim it as their Capital.