Antiquity to Modernity

The oldest Risk grand campaign. Guide a nation and its ruling house through the ages.

What is AM?

Antiquity to Modernity (AM for short) is a grand campaign on Discord. You take a nation and its ruling family from the ancient world toward the modern age, one session at a time — building cities, making friends and enemies, arranging marriages, and sometimes marching to war. Staff keep things fair when stories collide.

A character bot helps run the campaign. It builds character sheets with stats, traits, and family lines, keeps track of marriages and bonds, and can draw a family tree for a whole house. Treat everything it generates as a starting point to build your roleplay on.

The rules below were reworked with a few simple goals: less war stalling, faster conflict resolution, smoother sessions, more player-to-player diplomacy before staff gets involved, and wars that feel grounded and consequential.

RP Requirements

Bare minimum

Every piece of RP must carry three things:

Character impacts. Your character has a massive impact on why things happen. If you do something your character wouldn't do or is incapable of doing, and fail to support it in-RP, it will be voided completely.

Advanced

More writing gives you far more detail, and quality detail is rewarded. Strong RP includes:

War RP

Justification

Every war needs a justification: why you are going to war, what your war goal is, and where that goal comes from (your claim). Together these make up your casus belli, and the war is built on them.

Mobilisation

You must RP your mobilisation: how many were mobilised, and how that number connects back to your justification — the reasoning behind your nation's commitment.

Attrition

After an action, each army gives a short summary of its supply situation (two sentences is fine), with a justification for why it is the way it is. If supply is bad, the army must take time to recover or find an action that replenishes it faster. Failing to do so brings a universal debuff at staff discretion — and at breaking point, mutiny or forced surrender.

State exhaustion

States cannot support long wars. To extend a war past initial defeats or settlement captures, you must justify the preparations your state made. If preparations were insufficient, expect a bad event, forced surrender, or rebellion depending on severity.

War commissions are mandatory

Before any war starts — even mid-session — both sides must make a commission post.

The attacker posts: justification (why the war is happening), claims (what regions they want), and advantages/bonuses.

The defender responds with: their opinion on the justification, the claims, and the advantages.

  • Players are expected to negotiate themselves first.
  • Staff only steps in if both sides cannot agree.
  • If staff intervenes: decisions take effect immediately, with no arguing once a verdict is made. Peer review can happen later, but the ruling stands until changed.

If both players agree on terms, a war commission is not forced — army commissions give a baseline for military advantages and disadvantages and remove strain from in-game moderation.

The Warfare System

Results of actions apply once unless stated otherwise. All bonuses are presented in d20. A region is the land surrounding a fortified hold or major city, extending until the land is closer to another hold or city. The Marching Rule is integrated; the roll-and-paint system is gone completely. If there is no army, there is no skirmishing or battling.

You must keep a textbox representing your army's size, general bonus, and location.

Everything below applies to both land and naval warfare — armies and navies are equivalent; simply exclude what obviously doesn't apply at sea.

Minor battles & skirmishes (d20×3)

Smaller engagements between armies, usually involving a small, light force from each side. They damage the enemy or hold them in place while the slower main army maneuvers. The more maneuverable force, or the force with more firepower, has the advantage. Results are stackable if unused and carry into future battles.

ScoreResult
3/0+2 in pitched battles, +4 in major maneuvers, 0% casualties.
2/1+1 in pitched battles, +2 in major maneuvers, 2% casualties.
1/25% casualties.
0/310% casualties.

Major maneuvers (d20×3)

Crossing mountains, passing near fortifications, crossing large rivers, and retreating from or passing by a nearby enemy. Bonuses depend on the terrain and the enemy's ability to intervene.

Versus terrain

ScoreResult
3/0Crossing/passing, no issues.
2/1Crossing/passing; attrition increase / supply decrease.
1/2Failed crossing/passing; attrition increase / supply decrease.
0/3Failed crossing/passing; drastic attrition increase / supply decrease.

Versus fortification

ScoreResult
3/0Passing, no issues.
2/1Passing; attrition increase / supply decrease.
1/2Failed passing, 5% casualties.
0/3Forced skirmish, −2 in the skirmish.

Versus army

ScoreResult
3/0Retreat/passing, no issues.
2/1Retreat/passing, 5% casualties.
1/2Failed retreat/passing, 10% casualties.
0/3Forced battle or skirmish (opposing force's choice); −2 in pitched battles, −4 in minor battles/skirmishes.

Pitched battles (d20×5)

The true battles that decide campaigns. The army that made the most of maneuvering and skirmishing gains bonuses on top of its general and army advantages — better positioning and logistics pay off. The winner runs essentially uncontested while the loser flees for a period matching the severity of the loss; in that downtime the victor can besiege, fortify, recuperate logistics, and more. Losing usually means abandoning the region, and retreating too close risks pursuit penalties.

ScoreResult
5/0Flat +5 (usable for 1 year, once), 5% casualties.
4/1Flat +3 (usable for 8 months, once), 15% casualties.
3/2Flat +2 (usable for 6 months, once), 25% casualties.
2/3Forced retreat to another region for 6 months, 30% casualties.
1/4Forced retreat to another region for 8 months, 40% casualties.
0/5Forced retreat to another region for 1 year, 60%+ casualties.

Sieges (d20×5)

Fortified holds cement control of a region and are essentially the prize — the war goal. If the attacker captures one, a surrender is very likely forced and the surrounding land ceded. Sieges are also the costliest fights: the defender starts with a guaranteed bonus from fortification quality and advancement, which erodes as supplies dwindle, siege weapons are set up, and the walls come down. In practice most sieges end through surrender, intimidation, or negotiation rather than long assaults — and unfortified settlements require good in-session RP to capture.

ScoreResult
5/0Capture, 5% casualties, supplies replenished.
4/1Capture, 10% casualties, supplies replenished.
3/2Capture, 20% casualties, supplies replenished.
2/3Failed capture, 20% casualties, attrition worsens.
1/4Failed capture, 30% casualties, attrition worsens.
0/5Failed capture, 40% casualties, attrition greatly worsens.

Standing advantages

SituationBonus
Fortified settlement against initial attacks+2
Outnumbering 4:3+1
Outnumbering 3:2+2
Outnumbering 2:1+3
Most wars should have limited goals. Total-destruction wars (“deathwars”) require massive justification and are extremely risky.

Fortification Upkeep

Every 100 years (two sessions), a commission detailing the maintenance and/or modernization of a fortification must be completed to keep its bonus. Otherwise it loses 1 point for every 50 years (one session) thereafter, until it becomes a regular +2 fort.

The Commission Channel

The commission request channel is the central hub for campaign requests: roleplay assistance, moderation support, bonus approvals or removals, and anything else you run into.

How to use it

What you can request

Regions, Cities & Alliances

Regions & cities

Alliance commissions

Staff Authority & Arbitration

Staff rulings take effect immediately and following them is mandatory. You're welcome to debate a ruling afterwards, but you follow it first. Disobeying rulings can lead to punishment.

Punishments

OffenseConsequence
Stalling arbitrationMute
Stalling wars after commissionWarnings, debuffs, nation kick, possible ban
Ignoring staff rulingsDebuffs, nation kick, possible ban

The arbitration forum

A staff member opens an arbitration channel when they find lore details that might be fail-roleplay or otherwise objectionable. The accused defends themselves and their lore in a fair setting. Only staff can create posts in this forum, directed at any roleplayer — including other staff. While discussions should stay between relevant parties, everything is publicly visible for the sake of transparency.