Permissions
Two independent permission layers gate a Warring Nations command: an in-fiction nation permission your own nation's leadership grants, and an out-of-fiction server permission node an operator or LuckPerms controls.
Two layers, checked independently
Where a command checks both, the server permission gates whether the command may be attempted at all, and the nation permission then gates whether the acting player's in-nation role allows it.
A NationPermission value, in-fiction and per-nation, delegable: a nation's own leadership grants it to their custom roles (e.g. MANAGE_SETTINGS, DECLARE_WAR). Checked against the acting player's role inside their own nation. A nation's LEADER always passes every nation-permission check. See Nations and Roles.
A WnPermission value, node warringnations.<path>, out-of-fiction and server-operator-tier, checked via NeoForge's PermissionAPI (LuckPerms or equivalent). Defaults to op level 2 for admin capabilities, or wide open for the handful of player actions that carry one. With no permission plugin installed, this behaves exactly like a plain op check.
The 17 nation permissions
Assignable to any custom role, in any combination, from the in-game Roles screen or by command. Full role mechanics (inheritance, supreme roles, temporary assignment) on Nations and Roles.
Server permission node patterns
Each mod namespaces its server-side nodes under its own prefix. Exact per-command nodes are listed on each mod's own command reference page.
warringnations.<path>. Full per-command mapping on Commands: Core.
Staff auto-disable notifications use a real LuckPerms node rather than a raw op-level integer, falling back to vanilla op level 2 with no permission plugin installed.
Access control runs through Discord's own role/permission gate first (staff-only namespaces are hidden from non-staff entirely), not a Minecraft-side node. See Commands: Discord.
