Kingdom events

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Problems to solve and opportunities to seize occur from time to time in your domain. These events may increase or decrease your realm's stats; don't forget to look them up.

All current events are listed at the bottom of the screen. An event may be addressed by the relevant advisor. To assign a task to an advisor, click the frame on the right side of the event card. The character in charge will act based on their own ideology and nature. It takes time to deal with an event, so the advisor will be unavailable for any other official missions.

Types[edit | edit source]

There are two types of events: problems and opportunities, as well as projects. If a problem event ends with a failure or is ignored, it decreases your stats. Succeeding at an opportunity event will increase your stats, and it normally will not affect them if the outcome is a failure or it is ignored.

Outcomes, difficulty and rolls[edit | edit source]

Every event can resolve in one of the four ways: Disaster (the dice roll is 8 points or more below the difficulty level of the event), Failure (the dice roll is up to 7 points below the difficulty level), Success (the dice roll is equal to the difficulty level or up to 6 points above the difficulty level), or Triumph (the dice roll is 7 points or more above the difficulty level of the event). The outcome may affect the realm's stats.

Every event has a difficulty level. To resolve the event successfully, the advisor must roll a number higher than the difficulty level of the event. The advisor's post ability is added to the dice roll. The realm stat the advisor is responsible for adds another 2 points per rank to every roll. This roll occurs when the event is resolved. In rare cases an advisor can lower or increase the difficulty level of an event by some points, for example the Grand Diplomat for the Tragedy At The Mine event. This is represented by the upper left corner of the advisor's card being highlighted with green (for decrease in the difficulty) or red (for increase in the difficulty) at the advisor's selection screen of the event.

Example: Valerie as a Regent (Population stat) grants a +2 bonus for her high Charisma. The Population stat rank is 1, so it gives another +2 bonus. If Valerie is put in charge of an event, her dice roll would have an overall bonus of +4 points.

After succeeding or triumphing at 100 opportunities, the achievement Opportunist is earned, and likewise for solving 100 problems and the achievement Troubleshooter.


Opportunities[edit | edit source]

Event Time DC Issue Advisor Result
Triumph Success Failure Disaster
A Celebrity Visit (R) 7 d 17 One of the most famous Mivoni bards is passing through a region of the barony. Such a chance should not be missed! Regent (Any) Community +5
Loyalty +2
Community +5
Loyalty +2
No change Community -1
Councilor (Any) Community +1
Loyalty +6
Relations +1
Loyalty +6 No change Loyalty -3
Warden (Any) Community +1
Loyalty +2
Relations +2
Stability +3
Loyalty +1
Relations +3
Stability +3
No change Relations -3
A High Society Wedding 7 d 17 Two eminent merchant families are joining in a highly celebrated wedding. The baron{ess} received a request that the splendid ceremony be held in the main square of the capital. Regent (Valerie) Community +4
Military +4
Divine +3
Community +4
Loyalty -1
Military +2
Divine +2
No change Community -1
Loyalty -1
Regent (Octavia) Community +7
Loyalty +4
Community +5
Loyalty +2
Divine -1
No change Community -1
Loyalty -1
A Noble in Trouble (R) 14 d 21 The leisure boat of a noblewoman from Brevoy ran to ground on a sand bank in the river. The foreign guest request aid from the ruler. General (Any) Military +7
Stability +2
Military +6
Stability +1
No change Military -1
Stability -1
A Sign From Above (R) 10 d 14 The locals could use a reminder of the greatness and power of the gods. The High Priest should hold a solemn ritual, to show both the congregation and the doubtful, that the barony enjoys the blessings of the higher powers. High Priest (Harrim) Military +2
Divine +5
Divine +5 No change No change
High Priest (Jhod Kavken) Loyalty +2
Divine +5
Divine +5 No change No change
High Priest (Tsanna)** Economy +2
Divine +5
Divine +5 No change No change
A Temple for the People (R) 14 d 16 Your faithful people have raised a large sum of money to build a sanctuary. Now they only have to handle the funds wisely, and see that the work is done. Treasurer (Any) Economy +3 Economy +3 No change No change
High Priest (Any) Divine +3 Divine +3 No change No change
A True Masterpiece (R) 21 d 16 "Still Life with Lemon Peel", drawn by a local artist, was celebrated by the connoisseurs and art lovers. Such a masterpiece cannot go to waste! Treasurer (Any) Economy +6 Economy +5 Economy +1 No change
Curator (Any) Economy +2
Culture +6
Economy +1
Culture +5
No change No change
An Amazing Discovery (R) 14 d 16 Some foreign treasure hunters found an amazing at a dig site. It would be nice to obtain it, but how? Regent Community +3 Community +3 No change No change
Curator Culture +3 Culture +3 No change No change
Minister Espionage +4 Espionage +4 Espionage +1 Relations -1
Espionage -2
Ancient Tradition (R) 14 d 16 An invitation to a celebrated folk festival was delivered to the castle. Councilor (Any) Community +1
Loyalty +6
Divine +1
Loyalty +6 No change Loyalty -3
Regent (Any) Community +4
Loyalty +3
Divine +2
Community +4
Loyalty +2
No change Community -1
Loyalty -2
Divine -1
High Priest (Any) Loyalty +2
Divine +5
Divine +5 No change No change
Blank Spots (R) 21 d 15 The court cartographer reports that some of the barony's maps appear to be outdated. Which of your advisors could help the scholar update them. Treasurer (Any) (increases opportunity's DC by 2) Economy +7 Economy +5 No change No change
Warden (Any) Stability +5 Stability +5 No change No change
Curator (Any) Relations +4
Culture +3
Relations +3
Culture +3
No change No change
Bumper Harvest (R) 10 d 17 This year, the gods had smiled upon the peasants. The grain crops are doing well, and stalks are bowing to the ground under the weight of the food they bear. Such fortune is rare. - Who will decide what to do with the sudden wealth? Councilor (Any) Loyalty +5
Economy +2
Loyalty +5 Loyalty +1 No change
Treasurer (Any) Economy +6
+10 BP
Economy +3
+5 BP
No change No change
Celebrity (R) 10 d 30 A legendary scholar from Absalom is traveling the River Kingdoms, giving a series of lectures about the circulation of souls in the universe. The famous half-elf should be invited to the capital. - Such a visit would greately benefit the subjects of the Kingdom. Treasurer (Any) Economy +3
Relations +3
Divine +4
Arcane +4
-20 BP
Economy +3
Relations +3
Divine +3
Arcane +3
-20 BP
No change No change
Magister (Any) Relations +3
Divine +4
Arcane +7
-20 BP
Divine +3
Arcane +6
No change No description for this result in the game.
Curator (Any) Relations +3
Divine +4
Arcane +4
Culture +3
-20 BP
Divine +3
Arcane +3
Culture +3
-20 BP
No change No change
Cheap Publicity (R) 14 d 14 A group of bards has offered to praise their ruler - for a modest feel. Their songs will spread the news in the remote villages of Stag Lord's death and the shift in power. Their songs in praise of the new baron{ess} will keep the peasants loyal. Regent (Any) Community +3
Loyalty +1
Culture +1
Community +3
Loyalty +1
Culture +1
No change No change
Councilor (Any) Loyalty +4
Culture +1
Loyalty +4
Culture +1
No change No change
Combat Priests (R) 14 d 19 Several priests of various deities have volunteered to join the army. They are to become combat priests, and use their spells to enhance the soldiers. However, the army's regulations may sometimes contradict the religious obligations of their followers. General (Any) Military +6
Divine +2
Military +6
Divine +2
No change Military -3
Divine -2
High Priest (Any) Military +2
Divine +6
Military +2
Divine +6
No change Military -2
Divine -3
Commercial Advantage 14 d 25 Our merchants are negotiating with the houses of Brevoy, in hopes of winning commercial privileges. Supporting them will increase profits. The river trade grants great power, and the houses of Brevoy will fight fiercely for every corner. Treasurer (Any) Economy +10
Relations +2
Espionage +2
Economy +8
Relations +2
No change Economy -2
Relations -5
Grand Diplomat (Any) Economy +5
Relations +6
Espionage +3
Economy +4
Relations +6
No change Economy -2
Relations -5
Competition 14 d 29 A shooting and close-combat contest will soon take place in the capital. Skillfully announced, the festival would attract visitors and bring fame to the kingdom. The festival might even compete with the Rushlight tournament! - Who knows! Regent (Any) Community +3
Loyalty +4
Military +4
Culture +4
Community +3
Loyalty +1
Military +1
Culture +1
No change Community -2
Loyalty -2
General (Any) Military +8
Relations +4
Culture +2
Military +5
Relations +2
No change Military -2
Relations -2
Curator (Any) Military +2
Relations +3
Culture +7
Military +1
Relations +1
Culture +6
No change Relations -3
Culture -3
Dead Man's Chest 14 d 19 The famous river pirate made an statement before his execution. He claimed he buried his treasure somewhere in the domain of the baron! Adventurers from all over the world are rushing to hunt for the treasure. Perhaps it's worth making sure that it doesn't go to one of the neighboring states. Warden (Any) Loyalty +2
Stability +3
+40 BP
Loyalty +1
Stability +3
+20 BP
No change No change
Curator (Any) Loyalty +1
Culture +6
+20 BP
Loyalty +1
Culture +3
+20 BP
No change No change
Minister (Any) (increases opportunity's DC by 2) Espionage +6
+60 BP
Espionage +3
+60 BP
No change No change
Disrupted Harmony (R) 14 d 19 The druids have noticed that one of the settlements is poorly located, and creates an obstacle to the natural flow of energy through the region. The druids can dix this, and lift the unpleasant atmosphere in the settlement. High Priest (Any) Community +2
Loyalty +2
Divine +6
Loyalty +2
Divine +4
No change Loyalty -2
Divine -1
Enchanted Wind (R) 21 d 16 News has arrived from the largest observatory in the Five Kings Mountains. The enchanted lens of their main telescope broke! The destruction of such a powerful artifact caused a guest of enchanted wind, which is now moving toward a region of the barony. You should seize this opportunity! High Priest (Any) Divine +8 Divine +6 No change Divine -3
Magister (Any) Arcane +8 Arcane +6 No change Arcane -3
Treasurer (Any) Economy +4
Divine +1
Arcane +1
Economy +4
Divine +1
Arcane +1
No change No change
Event of the Month (R) 10 d 13 The locals are bored and don't know what to do with themselves. This is the perfect moment to hold a celebratory event... but what exactly? General (Any) Community +1
Loyalty +1
Military +4
Stability +1
Military +4 No change No change
High Priest (Any) Divine +5 Divine +5 No change No change
Every Little Bit Helps (R) 14 d 14 The citizens are concerned about their safety. They wish to raise funds to build fortifications around their villages. General (Any) Military +3 Military +3 No change Loyalty -1
Treasurer (Any) Economy +3 Economy +3 No change Loyalty -1
Faith and Loyalty (R) 14 d 16 The subjects to the baron{ess} pledge their undying loyalty and support! This opportunity should be seized... Regent (Any) Community +6
Loyalty +2
Community +5 No change No change
Councilor (Any) Loyalty +6 Loyalty +4 No change No change
Warden (Any) Community +1
Loyalty +1
Relations +1
Stability +4
Loyalty +1
Relations +1
Stability +3
Relations +1 No change
Forest Fey (R) 14 d 21 Amazing news: one of the regions' peasants claim that benevolent fey have blessed their crops and help treat their animals – and live with them as neighbors! This is certainly worth investigating. High Priest (Any) Divine +4
Arcane +1
Divine +4 No change Loyalty -1
Divine -1
Warden (Any) Community +1
Stability +4
Stability +4 No change Loyalty -1
Stability -1
Curator (Any) Loyalty +1
Culture +4
Culture +4 No change Loyalty -1
Culture -1
Freed Swords 14 d 18 Several peasants have decided to abandoned the field and become warriors, seeking careers as mercenaries. If they could be persuaded to join the army, they would make excellent soldiers. General (Any) Loyalty +2
Military +7
Military +7 No change Loyalty -1
Military -3
Hands of Gold (R) 14 d 14 Rumor has it that an unknown self-taught master, crafting items of extraordinary beauty and rare quality, has appeard in the region! Such people are rare. - Something should be done to entice her to stay! Councilor (Any) Loyalty +6 Loyalty +4 No change No change
Regent (Any) Community +3
Loyalty +1
Economy +2
+3 BP
Community +3
Loyalty +1
Economy +1
No change No change
General (Any) Military +6 Military +4 No change No change
Herbalists (R) 10 d 15 The region is rich in natural resources, but lacking in manpower. A group of foreign merchants begs permission to gather the local herbs and other rare ingrediants, which they can sell for a hefty price at home. To secure this permission, they would be willing to pay a fee to the treasury. Treasurer (Any) Economy +6
Relations +2
Economy +5 No change Economy -1
Grand Diplomat (Any) (reduces opportunity's DC by 2) Economy +2
Relations +6
Economy +2
Relations +3
No change Relations -1
Honor and Duty 30 d 20 The glory of the noble King has attracted recruiters from Mendev - a land famous for its war against the demons from the Worldwound. Many a young man and woman from our kingdom decided to join these Defenders of Golarion, but this has sown discontent among the people. Many grumble at the influence these strangers have over the minds of our young. A nobler advisor would assist the Mendevian agents, while an advisor indifferent to ideals of chivalry, would be inclined to throw them out. Regent (Any) Community +4
Loyalty +1
Relations +2
Community +4
Loyalty +1
Relations +2
Community -1
Loyalty -3
Military -1
Relations +2
Community -2
Loyalty -4
Military -2
Relations +2
General (Any) Loyalty +3
Military +3
Loyalty +3
Military +3
Community -2
Loyalty +2
Military -2
Relations -2
Community -3
Loyalty +3
Military -3
Relations -3
Hunting Season 7 d 24 A royal elk was spotted in the forest. This is sacred, rarely passed by Erastil himself. The priests say it's a good sign. The patron of hunters invites us to run the gorgeous beast down. Councilor (Any) Community +2
Loyalty +7
Culture +2
Community +1
Loyalty +5
Culture +1
Loyalty +1 Loyalty +1
High Priest (Any) Divine +3 Divine +3 No change. No change.
Warden (Any) Community +1
Relations +6
Divine +2
Stability +3
Community +1
Relations +3
Divine +1
Stability +3
No change. No change.
Hunt the Hunters 14 d 34 Abadar's justiciars are offering to organize a full-scale raid on the assassins hiding in the capital, and bring order to the darkest corners of the city. It's the perfect opportunity to arrest some criminals who have been hiding from justice so long. General (Any) Military +10
Stability +7
Military +6
Stability +7
No change. Community -3
Stability -3
Warden (Any) Stability +16 Stability +12 No change. Stability -8
Minister (Any) Stability +10
Espionage +7
Stability +6
Espionage +5
No change. Espionage -4
In the Name of the Law (R) 14 d 13 A group of volunteers have arrived from Brevoy. They are looking to help bring order to these lands. Their people would make a welcome reinforcement for the guards, if they could be persuaded to join the ranks. Councilor (Any) Loyalty +3
Military +1
Relations +1
Stability +1
Loyalty +3
Stability +1
No change No change
Warden (Any) (reduces opportunity's DC by 2) Military +1
Relations +1
Stability +4
Stability +4 No change No change
Like Livestock 14 d 26 A group of travelling slave traders is looking for "human commodities" to sell in Cheliax. They're offering a good price for any criminals and other prisoners. They're clearly willing to take risks, if they're willing to travel so deeply in the River Kingdoms, where slavery is forbidden. People will be outraged if they find out that their government supports the slave trade... but need not ever learn about this deal. Treasurer (Any) Community +5
Loyalty +5
Economy +3
Community +5
Loyalty +5
Economy +3
-50 BP Community -4
Relations -2
-50 BP
Grand Diplomat (Any) Community +4
Loyalty +5
Relations +3
Community +4
Loyalty +5
Relations +3
-50 BP Community -4
Relations -2
-50 BP
Minister (Any) Community +4
Loyalty +5
Espionage +3
Community +4
Loyalty +5
Espionage +3
Espionage +1
-50 BP
Community -4
Relations -2
-50 BP
Look Into the Future (R) 7 d 20 A talented astrologist and prophet wishes to express his personal gratitude to the ruler for everything she's done for the people. The elf wishes to foretell all troubles and opportunities the kingsom will encounter next year. Magister (Any) Community +1
Loyalty +1
Economy +1
Relations +1
Arcane +4
Arcane +3 No change No change
Man's Best Friend 14 d 15 Some disreputable vendors are offering a litter of puppies found in a troll cave. The whelps may grow into fine hounds... unless they tear their masters to pieces. Treasurer (Any) (increases opportunity's DC by 2) Economy +3
Stability +2
Culture +2
-10 BP
Economy +3
Culture +2
+10 BP
-10 BP Economy -1
-10 BP
Warden (Any) Economy +1
Stability +5
Stability +4 No change No change
Mendev Crusaders 14 d 27 A team of knights was walking along the rivers to Mendev, but became lost and ended up here. There are quite a few experienced mercenaries and daredevils among them, who fight not for faith, but for glory and loot. Some of them can surely be convinced to stay. General (Any) Military +9
Stability +4
Military +6
Stability +2
No change Military -2
Relations -2
Treasurer (Any) Military +6
Economy +3
Stability +6
-50 BP
Military +3
Economy +3
Stability +3
-50 BP
No change Economy -2
Relations -2
Curator (Any) Military +6
Stability +3
Culture +3
Military +4
Culture +4
No change Relations -1
Culture -1
Mineral Spring 14 d 21 The locals speak of healing spring, whose waters cure diseases and grant new powers. This natural phenomenon should surely be investigated. Councilor (Tristian or Shandra Mervey) Loyalty +6
Military +1
Stability +1
Loyalty +5
Military +1
Stability +1
Loyalty +1 No change
Councilor (Tsanna) Loyalty +3
Military +1
Economy +2
Stability +1
Espionage +2
Loyalty +3
Military +1
Economy +2
Stability +1
Espionage +2
Loyalty -1 Loyalty -2
New Settlers 7 d 16 A caravan of settlers has entered the region. These are people dreaming of a better life, seeking a new home. Perhaps they will find happiness in the Stolen Lands. Regent Community +5
Loyalty +1
Relations +2
Community +5
Loyalty +1
No change Community -1
Relations -1
Paper People 21 d 27 Druma is famous for its wealth and prosperity. Their ambassador has reported in secret that the court of Cheliax sometimes invites Druman bureaucrats to audit and organize the chancellery. This sounds tempting – but what could we offer the ambassador of Druma in return for their service? Regent (Any) Community +3
Economy +4
Relations +2
Stability +4
Community +3
Economy +2
Relations +2
Stability +2
No change Relations -4
Treasurer (Any) Economy +7
Relations +2
Stability +2
Economy +3
Relations +2
Stability +2
No change Relations -2
Grand Diplomat (Any) (Reduces opportunity's DC by 4) Economy +3
Relations +6
Stability +3
Economy +2
Relations +5
Stability +2
Relations -2 Relations -6
Penitence 14 d 25 The Order of the Scourge suggests that the King had over all of his prisoners for a small reward. The Hellknights will separate out the worthy and turn them into recruits, while the rest will be guided towards the path of atonement. Warden (Any) Economy +5
Stability +8
Economy +2
Stability +6
No change No change
People From Beyond the Forest (R) 10 d 21 Hunters have found a small village in the woods. Its denizens have lived in isolation from the rest of the world for the dosens of years - they speak strange language, look like brothers to each other, and have never heard of the Stag Lord or the baron. Who will tell them they are not free people occupying no one's land, as they thought only yesterday? Councilor (Tristian) Community +2
Loyalty +3
Economy +2
Community +2
Loyalty +3
Economy +1
No change Community -2
Councilor (Shandra Mervey) Community +2
Loyalty +1
Military +2
Economy +2
Community +2
Loyalty +2
Economy +1
No change No change
Councilor (Tsanna) Community +2
Loyalty +3
Economy +2
Stability +2
Community +2
Loyalty +3
Economy +2
No change Community -1
Loyalty -1
Stability -1
Proposal for Cooperation (R) 7 d 15 Three merchants from Absalom have arrived in the region. They're ready to do business with the barony, if their conditions are met. Regent (Any) Community +3
Economy +3
Build Points +10
Community +3
Economy +2
Build Points +5
No change No change
Treasurer (Any) Economy +7 Economy +5 No change No change
Protector of the Weak 14 d 19 A traveling hero has appeared in the Narlmarches – a paladin of Iomedae. The half-orc kills monsters and rescues lost locals. Such a person cannot fail to attract the attention of the baron{ess}. High Priest (Harrim) Loyalty +2
Divine +7
Loyalty +2
Divine +5
No change No change
High Priest (Jhod Kavken) Military +2
Divine +7
Stability +2
Military +2
Divine +6
No change No change
High Priest (Tsanna) Community -1
Loyalty -2
Military +3
Divine +9
Stability +3
Community -1
Loyalty -2
Military +2
Divine +6
Stability +2
Community -1
Loyalty -2
Community -1
Loyalty -3
Stability -2
Redemption (R) 14 d 20 A wealthy subject is seeking redemtion of his past sins. He wishes to donate a large amount of money to charity. It should be spent on the right things. Councilor (Tristian or Shandra Mervey) Community +2
Loyalty +5
Economy +1
Community +2
Loyalty +5
Economy +1
No change No change
Councilor (Tsanna) Community +2
Loyalty +3
+100 BP
Community +2
Loyalty +3
+100 BP
No change No change
Treasurer (Jubilost) Community +2
Loyalty +1
Economy +5
Community +2
Loyalty +1
Economy +5
No change No change
Treasurer (Bartholomew Delgado or Kanerah) Economy +5
+100 BP
Economy +5
+100 BP
No change Community -1
Loyalty -1
Economy -3
High Priest (Harrim or Jhod Kavken) Community +1
Loyalty +1
Economy +1
Divine +5
Community +1
Loyalty +1
Economy +1
Divine +5
No change No change
High Priest (Tsanna) Divine +5
+100 BP
Divine +5
+100 BP
No change Community -1
Loyalty -1
Divine -3
River Gold (R) 14 d 23 Some locals found gold while panning along the river's sandy banks! However, this part of the waterway is actively used to transport trade goods. Treasurer (Jubilost)** Loyalty -2
Economy +4
Stability +2
Loyalty -2
Economy +4
Stability +2
Loyalty -2
Stability +2
Loyalty -2
Treasurer (Bartholomew Delgado or Kanerah) Loyalty +1
Economy +7
Stability +1
Loyalty +1
Economy +5
Stability +1
No change Loyalty -1
Runaways 10 d 27 Mighty genie-binders from the island of Jalmeray are fleeing their master, Thaksur Kharswan. They seek a quiet place where they can wait for his anger to pass. If given shelter, they might share the secrets of their craft. Grand Diplomat (Any) Relations +6
Arcane +3
Relations +4
Arcane +2
No change No change
Magister (Any) Relations +3
Arcane +8
Relations +2
Arcane +5
No change No change
Rusty Dogs (R) 7 d 15 The Rusty Dogs – a team of mercenaries known for their rust-colored armor – have arrived in the barony. The accountants recommend hiring them, while the officers recommend simply "coming to an understanding" with them. General Military +6 Military +5 No change No change
Treasurer Military +3
Economy +3
BP -5
Military +3
Economy +3
BP -5
Military +2
BP -5
BP -5
Safe Refuge 13 d 29 Brevoy's Great Houses have been fighting a silent war for generations. When their homeland becomes too dangerous, House Orlovsky sends their entire family abroad, along with all their servants. The Great House would surely appreciate it if the King provided them safe refuge. Regent (Any) Community +3
Loyalty +1
Economy +3
Relations +3
Stability +3
Community +3
Loyalty +1
Relations +3
Stability +2
No change Relations -5
Minister (Any) Relations +4
Espionage +8
Relations +2
Espionage +6
No change Relations -2
Espionage -2
Sea Dragons 21 d 24 The Sea Dragons - followers of Abadar who guard ship trade - are planning a raid on the River Kingdoms, to teach the river pirates a lesson. Will any of the barony's advisors be able to use this raid to their advantage? General (Any) Military +9
Economy +6
BP +200
Military +7
Economy +4
Relations -2
Stability -2
Relations -2
Stability -2
Warden (Any) Military +6
Economy +6
Stability +3
BP +200
Military +4
Economy +4
Stability +3
Relations -2
Stability -2
Relations -2
Stability -2
Slum Dwellers (R) 28 d 24 In any region, there are beggars, vagabonds, and paupers that roam the streets and refuse work - but the problem here has grown out of control. They beg for money, commit crimes, and spread disease and filth. The paupers seem to multiply by the day, and threaten our honest citizens. They fill the slums and turn towns into grimy underworlds. This problem must be addressed before the prosperous city turns into a shanty town. Councilor (Tristian) Community +1
Loyalty +4
Divine +4
Stability +4
Community +1
Loyalty +4
Divine +2
Stability +1
No change Divine -2
Stability -1
Councilor (Shandra Mervey) Community +3
Loyalty +6
Economy +3
Stability +3
Community +2
Loyalty +3
Military +3
No change Community -2
Economy -2
Stability -3
Councilor (Tsanna) Community +2
Loyalty +3
Economy +2
Stability +3
Community +2
Loyalty +3
Economy +2
Stability +3
No change Loyalty -3
Stability -2
High Priest (Harrim or Jhod Kavken) Community +1
Loyalty +1
Divine +7
Stability +4
Community +1
Loyalty +1
Divine +5
Stability +1
No change Divine -2
Stability -1
High Priest (Tsanna) Community +2
Economy +2
Divine +3
Stability +3
Community +2
Economy +2
Divine +3
Stability +3
No change Loyalty -3
Stability -2
Warden (Kesten Garess) Community +3
Loyalty +3
Economy +3
Stability +6
Community +2
Military +3
Stability +3
No change Community -2
Economy -2
Stability -3
Warden (Regongar) Community +2
Economy +2
Stability +6
Community +2
Economy +2
Stability +6
No change Loyalty -3
Stability -2
Warden (Ekundayo) Community +1
Loyalty +1
Divine +4
Stability +7
Community +1
Loyalty +1
Divine +2
Stability +4
No change Divine -2
Stability -1
Testimony of Loyalty (R) 10 d 18 The citizens wish to express their appreciation for their ruler and protector. Someone must organize a presentation of gifts! Councilor Loyalty +5
Relations +1
Loyalty +5 No change Community -2
Warden Loyalty +2
Relations +2
Stability +3
Relations +1
Stability +3
No change Relations -1
The Art of Making Friends 14 d 15 A large trade caravan stopped at the capital. Its masters, it is said, are major merchants of Andoran. It's time to show them some hospitality... General (Any) (increases opportunity's DC by 3) Military +4
Economy +2
Relations +2
Military +4
Economy +1
Relations +1
Military -1 Military -1
High Priest (Any) Economy +1
Relations +2
Divine +3
Economy +1
Relations +1
Divine +3
No change No change
Curator (Any) Culture +8 Culture +4 No change No change
The Artisan's Loss (R) 14 d 19 The same talented artisan that had taken up residence in the barony distinguished themselves again with another masterpiece. Alas, some scoundrels robbed the workshop and stole the precious work. The artisan demands justice! Regent (Any) Community +5
Economy +2
Espionage +2
Community +4
Economy +1
Espionage +1
No change No change
Treasurer (Any) Economy +8 Economy +6 No change No change
Warden (Any) Stability +3 Stability +3 No change No change
The Braided Man (R) 14 d 22 A druid from the lands of the Linnorm Kings is offering to perform a bloody ritual called the Braided Man, which involves a human sacrifice. The ritual promises to grant a bountiful harvest. But is it ethical to burn someone to ashes for the sake of an abundant harvest? Councilor (Tristian or Shandra Mervey) Loyalty +7
Divine +4
Loyalty +6
Divine +3
No change Economy -3
Divine -3
Councilor (Tsanna) Community -1
Loyalty +3
Economy +4
Divine +5
Culture +2
Community -1
Loyalty +3
Economy +4
Divine +5
No change Community -2
Loyalty -4
Stability -2
Grand Diplomat (Linzi or Valerie) Loyalty +4
Relations +3
Divine +4
Loyalty +3
Relations +3
Divine +3
No change Economy -3
Divine -3
Grand Diplomat (Bartholomew Delgado) Community -1
Economy +4
Relations +3
Divine +5
Culture +2
Community -1
Economy +4
Relations +3
Divine +5
No change Community -2
Loyalty -4
Stability -2
High Priest (Harrim or Jhod Kavken) Loyalty +4
Divine +7
Loyalty +3
Divine +6
No change Economy -3
Divine -3
High Priest (Tsanna) Community -1
Economy +4
Divine +8
Culture +2
Community -1
Economy +4
Divine +8
No change Community -2
Loyalty -4
Stability -2
The Circus! 21 d 27 A travelling circus arrived from Katapesh, full of performers with amazing skills, and striking freaks. They've been everywhere during their travels, and have much further yet to go. They posess fresh rumors and the most amazing tricks. They could be useful for the kingdom... Treasurer (Any) Loyalty +2
Economy +7
Culture +2
Loyalty +2
Economy +7
Culture +2
No change No change
Curator (Any) (Reduces opportunity's DC by 3) Loyalty +3
Culture +6
Loyalty +3
Culture +6
No change No change
Minister (Any) Espionage +10 Espionage +10 No change No change
The Giants 14 d 22 Several slightly wild giants have wandered into a settlement. They wish to be hired as hands. They are powerful and might be useful, but they frighten people. They are wild and not very intelligent, and their great strength makes them dangerous neighbors. General ? ? ? ?
Councilor ? ? No change ?
Treasurer ? ? ? ?
The Strategist 21 d 23 A wandering master strategist promises teach the art of war to the local officers - provided that they're smart enough to understand the lessons, of course. General (Any) Military +8
Relations +5
Military +8 No change Military -5
The Trail of Daring Loric 14 d 26 Adventurers are gathering an expedition to Loric Fells, to mine some precious quartz and marble. If they survive the troll woods and return with the loot, they'll become rich. - This stone is valued by wizards who create golems. Any who aid them can count on valuable trophies. General (Any) Military +5
Economy +2
Arcane +2
Military +5
Economy +2
Arcane +2
No change No change
Treasurer (Any) Economy +7
Arcane +2
Economy +7
Arcane +2
No change No change
Warden (Any) Economy +3
Relations +3
Stability +3
Economy +3
Relations +3
Stability +3
No change No change
The Wise Man (R) 14 d 16 A promising magician and scientist has arrived in the region from abroad. He is looking for a quiet place where he won't be disturbed. The authorities may benefit from cooperation with him. Councilor (Any) Loyalty +3
Arcane +3
Loyalty +3
Arcane +3
No change No change
Magister (Any) (reduces opportunity's DC by 3) Arcane +6 Arcane +6 No change No change
Curator (Any) (reduces opportunity's DC by 1) Arcane +3
Culture +3
Arcane +3
Culture +3
No change No change
Troubled Lands (R) 17 d 12 This area of the barony is said to be a breeding ground for bandits, brawlers and cutthroats. Perhaps one of your advisors should set aside these rumors, and assure the people that the guard is able to protect them. Councilor (Any) Community +2
Loyalty +4
Community +1
Loyalty +4
No change No change
General (Any) Community +2
Military +5
Military +4 No change No change
Whale Hunt (R) 14 d 21 Some Ulfen seafarers are preparing to go hunting for crimson whales, and have invited everyone willing to join them. The endeavor is dangerous, but those who take part will win much glory, and spread the kingdom's fame far and wide. Grand Diplomat (Any) Loyalty +2
Economy +2
Relations +5
Loyalty +1
Relations +5
No change Relations -2
Wind in the Sails 17 d 12 Two famous Absalom wharfs, the Devil's Own and the Sea King Shipyard, are in all-out trade war. The latter has run out of orders and is desperate to find new customers. It's the perfect time to reinforce our fleet with some state-of-the-art ships! Grand Diplomat (Any) Military +3
Economy +6
Relations +6
-100 BP
Economy +6
Relations +6
-100 BP
No change No change
Minister (Any) Economy +6
Espionage +6
Economy +2
Espionage +4
No change No change

Problems[edit | edit source]

Event Time DC Issue Advisor Result
Triumph Success Failure Disaster
An Artist's Freedoms (R) 21 d 22 A talanted provincial mosaic artist is planning to decorate one of the largest temples in the barony. However, the halfling is notorious for her overly critical attitude towards authority. The Curator should act to keep things calm before it's too late. Curator (Any) Community +1
Loyalty +1
Culture +4
Culture +3 Community -1
Loyalty -1
Culture -1
Community -1
Loyalty -2
Culture -4
Ignored Community -1, Loyalty -1 and Culture -1
A Nasty Rumor (R) 10 d 14 A nasty rumor is spreading, injurious to the baron{ess}'s reputation. It is said that Brevoy wants more territory, and that Lady Jamandi Aldori's people have already been dispatched to get rid of the local population, and free up the lands for the colonizers. Councilor (Any) Loyalty +4 Loyalty +3 Loyalty -1 Loyalty -2
Stability -1
High Priest (Any) (increases problem's DC by 2) Loyalty +1
Divine +3
Divine +3 Loyalty -1 Loyalty -2
Stability -1
Ignored Loyalty -1
A War of Shadows 21 d 26 The region is being torn apart by a war between two criminal clans! What's worse, one or the other warring family has every local guard in their pocket. Only outside intervention can put an end to the bloodshed. Minister (Any) Espionage +3 Espionage +3 Stability -2
Espionage -1
Stability -2
Espionage -5
Ignored Stability -2 and Espionage -1
Accursed Things 7 d 15 Something strange is happening in the region. Residents are complaining of strange misfortunes. Someone must be casting spells to harm the barony's subjects. The reason - and the culprit - must be discovered. High Priest (Any)
Magister (Any)
Warden (Any)
Ignored Plot event. Cannot be ignored?
Arrears 21 d 24 The peasants in one of your regions flatly refuse to pay their taxes. This year the spring came late, and last year's harvest was poor. They barely have enough food for themselves. The citizens of the neighboring regions are watching the situation closely. Who should be put in charge of handling it? Councilor (Tristian) Community +2
Loyalty +7
Economy -4
Loyalty +7
Economy -4
Loyalty +4
Economy -10
Loyalty +2
Economy -10
Councilor (Shandra Mervey or Tsanna) Loyalty +1
Economy +2
Stability +2
Loyalty +1
Economy +2
Loyalty -3
Economy -3
Loyalty -4
Economy -4
Treasurer (Any) Loyalty -2
Economy +9
Loyalty -2
Economy +6
Loyalty -3
Economy -3
Loyalty -4
Economy -4
Grand Diplomat (Linzi) Loyalty +1
Relations +3
Stability +1
Loyalty +1
Economy -2
Relations +3
Stability +1
Loyalty +2
Economy -3
Stability -3
Loyalty +2
Economy -6
Stability -4
Grand Diplomat (Valerie or Bartholomew Delgado) Loyalty -2
Economy +2
Relations +3
Stability +4
Loyalty -2
Economy +2
Relations +3
Stability +2
Loyalty -3
Stability -3
Loyalty -4
Stability -4
Ignored Loyalty -3 and Economy -3
Ashes and Dust (R) 14 d 27 A band of arsonists is on the loose in the city. They're extorting money from the homeowners, threatening to set fire to their property if they refuse to pay. These criminals must be stopped! Magister (Any) Arcane +3 Arcane +3 Arcane -2
Stability -1
Arcane -5
Stability -3
Warden (Any) Stability +3 Stability +3 Community -1
Stability -3
Community -5
Stability -5
Minister (Any) Espionage +3 Espionage +3 Community -1
Espionage -2
Economy -2
Divine -3
Espionage -5
Ignored Community -1 and Stability -3
Bandits' Outrage (R) 7 d 14 Several bandit encampments have emerged in the Narlmarches. They plunder the peasants, rob travelers and merchants, and even attack tax gatherers! These bandits need to be muzzled. General (Any) Military +3
+100 BP
Military +3
+20 BP
No change. Economy -2
Treasurer (Any) Economy +5
+50 BP
Economy +4
+25 BP
+15 BP Community -1
Loyalty -1
Economy -1
Ignored No change.
Black Ravine 21 d 25 These places have had a bad reputation for a while, but they became even more dangerous after a group of grim, quiet travelers visited them. The plants are dying, the animals are fleeing, and the undead have begun to roam the area Councilor (Tristian or Tsanna) Loyalty +11
Divine -2
Arcane -2
Loyalty +7
Divine -2
Arcane -2
Community -1
Divine -4
Arcane -2
Community -1
Loyalty -1
Divine -4
Arcane -3
High Priest (Harrim or Tsanna) Arcane +6 Arcane +3 Community -1
Loyalty -1
Divine -3
Community -3
Loyalty -3
Divine -4
High Priest (Jhod Kavken) Loyalty +8
Divine +1
Arcane -2
Loyalty +4
Divine +1
Arcane -2
Community -1
Divine -4
Arcane -2
Community -1
Loyalty -1
Divine -4
Arcane -3
Magister (Octavia or Storyteller) Divine -3
Arcane +9
Divine -3
Arcane +6
Community -1
Divine -3
Arcane -1
Community -3
Divine -4
Arcane -3
Ignored Community -1, Loyalty -1 and Divine -3
Blighted Disease (R) 28 d 17 There have been cases of a strange disease in the region, spreading concern throughout the resident citizens. Councilor Loyalty +3 Loyalty +3 Community -3
Loyalty -3
Stability -3
Begins Predatory Beasts
Community -3
Loyalty -3
Stability -3
Begins Predatory Beasts
High Priest Divine +3 Divine +3 Community -3
Divine -3
Stability -3
Begins Predatory Beasts
Community -3
Divine -3
Stability -3
Begins Predatory Beasts
Ignored Community -3, Divine -3, Stability -3, begins Predatory Beasts
Bloody Vendetta 14 d 24 Two competing merchant families have moved from insults to shard blades, and a real war has begun. Among the victims of the bloodshed are innocents, who are now afraid to walk the streets of their own city! Regent (Any) Loyalty +1
Military +3
Stability +3
Loyalty +1
Military +1
Stability +2
Community -3
Loyalty -1
Stability -1
Community -4
Loyalty -2
Stability -2
Councilor (Any) Community -3
Loyalty +6
Relations +3
Community -3
Loyalty +4
Relations +2
Community -3
Loyalty -1
Stability -1
Community -4
Loyalty -2
Stability -2
Warden (Any) Community -3
Military +3
Stability +6
Community -3
Military +1
Stability +5
Community -3
Loyalty -1
Stability -1
Community -4
Loyalty -2
Stability -2
Ignored Community -3, Loyalty -1 and Stability -1
Bog Mischief 7 d 21 Mysterious complaints are arising from the region where master Kimo Tavon has recently settled! Water rises in the wells and floods the surrounding homesteads, experienced hunters get lost in the woods, food and wine disapper from cellars, and maidens awaken with their hair woven into impossible knots! The people have asked the barony advisors to step in... Regent (Any)
General (Any)
Treasurer (Any)
Ignored Plot event. Cannot be ignored?
Craftsmen Strike 14 d 22 The local craftsmen refuse to return to their workshops. The workers are demanding more money for their work. Treasurer (Jubilost) Economy +2
Espionage +3
Loyalty -1
Economy +2
Espionage +2
Community -1
Loyalty -1
Economy -2
Community -2
Loyalty -1
Economy -3
Stability -1
Treasurer (Bartholomew Delgado or Kanerah) Loyalty -2
Economy +7
Loyalty -2
Economy +5
Community -1
Loyalty -3
Community -2
Loyalty -3
Ignored For Jubilost: Community -1, Loyalty -1 and Economy -2 and for Bartholomew Delgado or Kanerah: Community -1, Loyalty -3
Cult Sacrifice 28 d 33 Mysterious cultists are bringing human sacrifices to ancient idols around the capital. The bloody offerings terrify the local subjects, and the guards haven't been able to track down the dangerous fanatics. Grand Diplomat (Any) Relations +3 Relations +3 No change. No change.
Minister (Any) Espionage +3 Espionage +3 Espionage +1 No change.
Ignored No change.
Dark Epidemic (R) 28 d 21 The disease is devastating the region. People are dying horribly while monster wreak havoc in the nearby settlements. Your barony will soon fall! To avoid that you have to advance the main plot and complete the following quest: Season of Bloom (This event is triggered by severely ignoring the quest Season of Bloom, multiple copies of this event will quickly pile up in your hand, faster than you can resolve them!) Councilor (impossible) Loyalty +3 Community -5 Loyalty -5 Divine -5 Stability -5 Lowers Unrest levels by 1 Community -5 Loyalty -5 Divine -5 Stability -5 Lowers Unrest levels by 1
High Priest (impossible) Divine +3 Community -5 Loyalty -5 Divine -5 Stability -5 Lowers Unrest levels by 1 Community -5 Loyalty -5 Divine -5 Stability -5 Lowers Unrest levels by 1
Ignored Community -1 Loyalty -1 Divine -1 Stability -1 Lowers Unrest levels by 1
Defender of the Forest 14 d 29 A druid fanatic, and defender of the forests, has appeared in the kingdom. He sends wild animals to attack woodcutters, grows forests over the roads, and destroys sawmills. His actions are damaging the local communities, and those who express outrage have only suffered his wrath. He must be stopped, or the lands will soon turn into a dense forest! High Priest (Any) Loyalty +3
Divine +6
Divine +3 Community -4
Divine -3
Community -6
Divine -6
Minister (Any) Loyalty +3
Espionage +6
Espionage +3 Community -4
Espionage -2
Community -5
Loyalty -2
Espionage -3
Ignored Community -4 and Divine -3
Devastating Raids (R) 25 d 15 People have begun to disappear from the area! Today, one of the missing was found in the forest. She'd escaped from a gang of half-orc slavers from the Hold of Belkzen. Their roving camp must be tracked down and wiped out! General (Any) Military +3 Military +3 Community -1 Community -1
Military -2
Regent (Any) Community +4
Loyalty +1
Community +4
Loyalty -1
Loyalty -1 Community -2
Loyalty -1
Ignored Community -1 and Military -1
Drink 'Til You Drop 7 d 24 The holiday for Cayden Caylean will soon be upon us! Hundreds of inebriated townspeople will flood the streets - to fight, take part in questionable adventures, and generally have a rollicking good time. Appropriate measures should be taken in advance, or there won't be a wall left standing in the whole region. Warden (Any) Stability +3 Stability +3 Arcane -1
Stability -2
Community -2
Loyalty -1
Divine -2
Stability -5
Ignored Arcane -1 and Stability -2
Eight-Legged Plague 1 d 15 The rumors surrounding the Bald Hilltop proved true: the barony has been flooded with monstrous spiders, attacking the locals and slaughtering the cattle. Reports indicate that the huge arachnids spread a ghastly disease that weakens the victim with fever and coats their body with blisters. This invasion has to be stopped before panic and infection ravage the Stolen Lands. High Priest (Any)
  • Success: Plot event. Always success. Progresses An Ancient Curse. Community +1, Loyalty +1 and Divine +4
Regent (Any)
  • Success: Plot event. Always success. Progresses An Ancient Curse. Community +4, Loyalty +1 and Divine +1
Councilor (Any)
  • Success: Plot event. Always success. Progresses An Ancient Curse. Community +1, Loyalty +4 and Divine +1
Ignored Huge eight-legged beasts continue to multiply and flood the barony with their offspring! Community -1 and Loyalty -1
Eclipse 14 d 31 The recent solar eclipse has the people frightened. Many of them took it as a bad omen, referring to the Kellid shamans' calendars, which foretell a bad year. The fear is turning into panic. The people must be made to hear a reason. The dangerous rumors have to be stopped! Regent (Any) Community +5
Divine +1
Stability +2
Community +3 Community -2
Loyalty -2
Divine -2
Stability -2
Community -3
Loyalty -3
Divine -3
Stability -3
High Priest (Any) Divine +6 Divine +3 Divine -6 Divine -10
Stability -4
Curator (Any) Loyalty +2
Culture +5
Culture +3 Divine -3
Stability -2
Culture -2
Divine -5
Stability -3
Culture -5
Ignored Divine -6
Ergot 14 d 20 It's a catastrophe! The entire region's grain harvest is infected with ergot! The local people are suddenly facing famine. Councilor (Tristian) Loyalty +5 Loyalty +5
Economy -1
Community -1
Loyalty +2
Military -1
Economy -1
Divine -1
Arcane -1
Culture -1
Espionage -1
Community -2
Military -1
Economy -2
Divine -1
Arcane -1
Culture -1
Espionage -1
Councilor (Shandra Mervey) Loyalty +3
Economy +2
Loyalty +2
Economy +2
Loyalty -1
Military -1
Economy +1
Divine -1
Arcane -1
Culture -1
Espionage -1
Community -1
Loyalty -1
Military -1
Divine -1
Arcane -1
Stability -1
Culture -1
Espionage -1
Councilor (Tsanna) Community +3
Loyalty +6
Military +3
Economy +1
Stability +3
Culture +1
Espionage +1
Community -1
Loyalty +2
Military +1
Economy -1
Stability +1
Community -1
Loyalty +2
Military -1
Economy -1
Divine -1
Arcane -1
Culture -1
Espionage -1
Unrest rasises 1 lvl
Community -2
Loyalty -2
Military -1
Economy -2
Divine -1
Arcane -1
Stability -1
Culture -1
Espionage -1
Unrest rasises 1 lvl
Ignored For Tristian: Community -1, Loyalty +2, Military -1, Economy -1, Divine -1, Arcane -1, Culture -1 and Espionage -1; for Shandra Mervey: Loyalty -1, Military -1, Economy +1, Divine -1, Arcane -1, Culture -1 and Espionage -1; and for Tsanna: Community -1, Loyalty -1, Military -1, Economy -1, Divine -1, Arcane -1, Culture -1, Espionage -1 and Unrest rasises 1 lvl
Evil Pranksters 1 d 30 The cursed place known as the Bald Hilltop has brought hardship and woe to the lands once more. Fey of all kinds have appeared, marked by the same raging hatred that fueled the magical beasts preceding them. They seem to have declared war on all mortals. Their normal tricks have been replaced with cruel and dangerous jokes, and their pranks, more often than not, now end in death. One could attempt to free the fey from whatever affliction is driving them insane... or simply drive the vicious creatures from the Stolen lands. Grand Diplomat (Any) (Decreases problem's DC by 5) Relations +4
Arcane +1
Stability +1
Progresses An Ancient Curse, Part Four
Impossible Impossible Impossible
Magister (Any) Relations +1
Arcane +4
Stability +1
Progresses An Ancient Curse, Part Four
Impossible Impossible Impossible
Warden (Any) Relations +1
Arcane +1
Stability +4
Progresses An Ancient Curse, Part Four
Impossible Impossible Impossible
Ignored Plot event. Can not be completely ignored. Is stuck in the bottom of the screen, and you get "Fey "pranks" are costing many lives": Relations -4, Arcane -4, Stability -4 every two days until solved.
Exodus to Kyonin ? d ? ? General ? ? ? ?
Warden ? ? ? ?
Curator ? ? ? ?
Ignored ?
Extortionist Guards (R) 14 d 21 Citizens of the region are angry: the local guard demands protection money, and promises trouble to anyone who doesn't pay. General Military +7 Military +5
Economy -1
Loyalty -1
Military -1
Economy -2
Stability -1
Military -3
Economy -2
Stability -2
Ignored Loyalty -1, Military -1, Economy -2 and Stability -1
Fey Magic (R) 14 d 15 A fey magician visited a settlement, and made everyday things come to life! The people seem to be more frightened than amused by the minor and generally harmless anomaly. High Priest (Any) Divine +3 Divine +3 Community -1 Community -1
Loyalty -1
Divine -1
Councilor (Any) Loyalty +3 Loyalty +3 Community -1 Community -1
Loyalty -1
Ignored Community -1
Forest for the Elves 14 d 26 Gangs of elven revolutionaries, the Reclaimers, have been getting into more frequent skirmishes. The fanatics proclaim, first of all, that the world needs to be cleared of non-elves - and the River Kingdoms are first in line. These race-haters need to be put in their place. General (Any) Military +5
Stability +4
Military +1
Stability +2
Military -4
Stability -4
Military -4
Stability -4
Grand Diplomat (Any) Relations +5
Stability +2
Relations +3 Relations -3
Stability -3
Relations -5
Stability -5
Warden (Any) Military +2
Stability +7
Military -2
Stability +5
Military -4
Stability -4
Military -4
Stability -4
Ignored Relations -3 and Stability -3
Forgotten Knowledge (R) 14 d 30 An ancient hermit's cabin, which used to belong to an old elven mage, has been discovered in the marshes. The dusty library contains fascinating books in an ancient language, now forgotten. A competent decryptor would be able to decipher the knowledge contained in the books. Councilor (Any) Loyalty +3
Divine +4
Arcane +4
Espionage +2
Loyalty +3
Divine +2
Arcane +2
Espionage +1
No change. Divine -1
Arcane -3
Espionage -1
Grand Diplomat (Any) Relations +5
Divine +3
Arcane +3
Espionage +2
Relations +4
Arcane +3
Espionage +1
No change. Relations -1
Arcane -3
Espionage -1
Magister (Any) Divine +3
Arcane +9
Espionage +1
Arcane +7
Espionage +1
No change. Arcane -4
Espionage -1
Ignored No change.
Freedom at Any Cost 14 d 23 A famous Galtan half-orc rebel has just crossed the border! She's stirring up trouble, instigating the peasants to overthrow the baron{ess} and rob the nobility – and some are listening to her... General ? ? ? ?
Regent Community +4
Military +1
Culture +1
Community +3 ? ?
Curator ? ? ? ?
Ignored Community -1, Military -3, and Relations -1
Free Thinkers 14 d 20 One of the villages refuses to recognize the authorities. They wish to live on their own, as they did under the Stag Lord's rule. If they get away with this, their neighbors will surely follow their example and deny their oaths to the baron. The state would collapse without its subjects. Regent (Valerie) Community +4
Stability +2
Community +3 No change No change
Regent (Octavia) Community +4
Loyalty +2
Espionage +1
Community +3 No change No change
Councilor (Tristian) Community +1
Loyalty +5
Espionage +1
Loyalty +3 No change No change
Councilor (Tsanna or Shandra Mervey) Community +1
Loyalty +3
Stability +2
Loyalty +3 No change No change
General (Amiri or Regongar) Community +1
Military +3
Stability +2
Military +3 No change No change
Ignored No change
Fugitive from Pitax (R) 10 d 17 A runaway prisoner from Pitax, an elf, convicted as the leader of a dangerous gang, is hiding in the barony! Irovetti's courts are not known to be beacons of justice... General (Amiri or Regongar) Military +6
Relations +2
Military +5
Relations +2
Military -2 Military -2
Grand Diplomat (Linzi) Relations +5
Stability +3
Relations +5
Stability +2
Stability -1 Stability -1
Grand Diplomat (Valerie or Bartholomew Delgado) Relations +3
Stability +5
Relations +3
Stability +4
Stability -1 Stability -1
Ignored Military -2
Gardeners of Faith 21 d 25 Adepts of bizarre cult insist that the forests are disappearing, and that Erastil demands a human sacrifice. Apparently, the trees will return to life if the soil is fertilized with blood. The cultists have armed themselves with bows and set out for the forest, murdering every passer-by for the glory of Erastil. The people are terrified, and now avoid woods and thickets. Councilor Loyalty +7
Divine +4
Stability +4
Loyalty +5
Divine +2
Community -4
Divine -3
Stability -3
Community -8
Divine -5
Stability -5
General Loyalty +3
Military +3
Divine +5
Stability +3
Loyalty +3
Military +3
Military -3
Stability -3
Community -3
Loyalty -3
Military -3
Divine -3
Stability -3
Treasurer Economy +8
Divine +3
Stability +5
-60 BP
Economy +6
Divine +3
-60 BP
Community -2
Divine -3
Stability -3
Community -5
Loyalty -3
Economy -3
Divine -5
Stability -3
Ignored Community -4, Divine -3 and Stability -3
Good Neighbors 14 d 20 Rumor has it that conflicts between members of different races have intensified in the region. More and more complaints have been received, but the local guards deny everything. The situation demands action before it becomes violent. Curator (Any) Culture +3 Culture +3 Culture -1 Loyalty -2
Stability -2
Ignored Culture -1
Greedy Tax Collector (R) 14 d 20 Craftsmen submitted a complaint against a tax collector. According to the craftsmen, the tax collector demanded double payment this month! The collector admitted that he'd taken some of the taxes he'd collected, then tried to collect the tax again to hide his crime! Treasurer (Jubilost) Loyalty -3
Economy +11
+3 Build Points
Loyalty -3
Economy +9
+3 Build Points
Loyalty -1
Economy -1
-3 Build Points
Loyalty -2
Economy -2
-3 Build Points
Treasurer (Bartholomew Delgado or Kanerah) Loyalty -2
Economy +7
Stability +3
+5 Build Points
Loyalty -1
Economy +6
Stability +1
+3 Build Points
Loyalty -1
Economy -1
-3 Build Points
Loyalty -2
Economy -2
-3 Build Points
Ignored Loyalty -1, Economy -1, and Build Points -3
Illicit Hunters (R) 14 d 17 Poachers are hunting animals illegally, and their traps are snaring the locals. This must be brought to an end. Regent (Any) Community +4
Stability +1
Community +3 Community -1
Loyalty -1
Stability -2
Community -1
Loyalty -2
Stability -2
Warden (Any) Stability +6 Stability +3 Loyalty -1
Stability -2
Community -1
Loyalty -2
Stability -3
Ignored Community -1, Loyalty -1 and Stability -2
Justice of the Crowd 14 d 21 A crowd of enraged peasants is trying to lynch a young aasimar girl. The people feel certain that she casts hexes and steals children, though there is no real proof of this. Regent (Valerie) Community +3
Arcane +1
Stability +1
Community +3
Loyalty -2
Arcane +1
Stability +1
Community -1
Arcane -2
Community -2
Loyalty -2
Arcane -2
Regent (Octavia) Community +3
Relations +1
Arcane +2
Community +3
Loyalty -2
Relations +1
Arcane +1
Community -1
Loyalty -1
Arcane -2
Stability -1
Community -2
Loyalty -2
Arcane -2
Stability -2
Ignored For Valerie: Community -1 and Arcane -2 and for Octavia: Community -1, Loyalty -1, Arcane -2 and Stability -1
Kellid Scouts (R) 14 d 21 The locals have sighted small bands of barbarians scouting the area. The people are worried that these intruders are only forerunners to an impending invasion. Someone should investigate further. General (Any) Military +3 Military +3 Loyalty -4
Stability -4
Loyalty -4
Stability -4
Warden (Any) Stability +3 Stability +3 Loyalty -4
Stability -4
Loyalty -4
Stability -4
Ignored Loyalty -4 and Stability -4
Lastwall's Cavalry 10 d 26 A light-fingered administrator in Lastwall is prepared to sell a herd of excellent war horses - but not through official channels. Can the Minister make such a deal? Minister (Any) Military +6
Economy +3
Espionage +6
-50 BP
Military +6
Espionage +3
-50 BP
No change. No change.
Ignored No change.
Livestock Deaths (R) 14 d 20 Livestock is mysteriously dying off throughout the region! Ulcers appear on the animals' muzzles, their hides grow damp with sweat, and they die within the week. Whole herds are dying – the local people are facing famine! Councilor (Any) Loyalty +3 Loyalty +3 Loyalty -3 Loyalty -4
High Priest (Any) Divine +3 Divine +3 Divine -3 Divine -4
Magister (Any) Arcane +3 Arcane +3 Arcane -3 Arcane -4
Ignored Loyalty -3
Local Plague (R) 28 d 19 The strange disease keeps spreading, claiming new lives and bringing forth new monsters. Panic is rising in the region. Your barony will soon fall! To avoid that you have to advance the main plot! Councilor (Any) Loyalty +3 Loyalty +3 Community -3
Loyalty -3
Divine -1
Stability -3
Begins Predatory Beasts
Community -5
Loyalty -5
Divine -5
Stability -5
Begins Predatory Beasts x2
High Priest (Any) Divine +3 Divine +3 Community -3
Loyalty -1
Divine -3
Stability -3
Community -5
Loyalty -5
Divine -5
Stability -5
Begins Predatory Beasts x2
Ignored Community -3, Loyalty -1, Divine -3 and Stability -3
Magical Anomaly ? d ? ? Treasurer ? ? ? ?
High Priest ? ? ? ?
Ignored ?
Mental Dexterity 14 d 20 There's a gang of petty illusionists in the lands of the baron. They're passing off copper coins as golden ones! This fraud must be stopped! Treasurer (Any) (increases problem's DC by 2) Economy +3 Economy +3 Economy -4 Economy -5
Magister (Any) Arcane +3 Arcane +3 Economy -3
Arcane -1
Economy -3
Arcane -2
Minister (Any) Espionage +3 Espionage +3 Economy -2 Economy -3
Espionage -3
Ignored Economy -3 and Arcane -1
Merchant Conspiracy 25 d 35 The merchants are conspiring against the King. Through their wealth and influence, they can both hire mercenaries and bribe His Highness's servants. A preemptive, cautionary strike is in order. Regent (Any) (reduces problem's DC by 3) Community +8
Economy +3
Stability +5
Community +8
Economy +3
Stability +5
No change. Community -5
Stability -5
Espionage -5
Treasurer (Any) Community +5
Economy +8
Stability +10
-100 BP
Community +5
Economy +8
Stability +10
-100 BP
Stability -5 Loyalty -5
Stability -5
Minister (Any) Community +2
Economy +2
Stability +5
Espionage +8
Community +2
Economy +2
Stability +5
Espionage +8
Espionage -4 Stability -5
Espionage -10
Ignored Unrest worsens 1 lvl
Military Outrage (R) 14 d 24 Some soldiers on leave have been bullying the peasants. Regular clashes have been occuring in the streets and taverns. Such brutality gives the army a bad name, and these fights will end up in a massacre sooner or later. The peasants have been forming gangs to catch and punish the drunken soldiers one by one. It's time to put an end to this. Councilor (Tristian or Shandra Mervey) Loyalty +6
Military +1
Stability +2
Loyalty +3 Community -2
Military -2
Stability -3
Community -2
Military -2
Stability -3
Councilor (Tsanna) Loyalty +3
Military +2
Stability +1
Loyalty +3 Community -2
Loyalty -2
Stability -2
Community -2
Loyalty -2
Stability -2
General (Amiri) Loyalty +2
Military +4
Stability +3
Military +3 Community -2
Military -2
Stability -3
Community -2
Military -2
Stability -3
General (Regongar) Military +5
Stability +1
Military +3 Community -2
Loyalty -2
Stability -2
Community -2
Loyalty -2
Stability -2
Curator (Linzi or Storyteller) Loyalty +2
Military +1
Stability +3
Culture +3
Culture +3 Community -2
Military -2
Stability -3
Community -2
Military -2
Stability -3
Curator (Jaethal) Military +2
Stability +1
Culture +3
Culture +3 Community -2
Loyalty -2
Stability -2
Community -2
Loyalty -2
Stability -2
Ignored For Amiri: Community -2, Military -2, Stability -3 and for Regongar: Community -2, Loyalty -2, Stability -2
Missing Ambassador 14 d 27 A foreign ambassador arrived in out lands, but went missing on the way to the capital, together with their entire cortege. The gurards have discovered evidence of an assault, and an investigation is in order. Whoever commited this crime must be found and punished, or the King himself will be held responsible. Regent (Any) Community +3 Community +3 No change. No change.
Minister (Any) Espionage +5 Espionage +3 Economy -1
Relations -2
Stability -1
Espionage -1
Economy -2
Relations -2
Stability -2
Espionage -2
Ignored No change.
Monster Sightings (R) 14 d 15 The local are terrified. Their lands have become a beacon for all varieties of monsters! There have been multiple owlbear and wyvern sightings in the area. General Military +3 Military +3 Military -1
Stability -2
Military -4
Stability -4
Warden Stability +3 Stability +3 Military -1
Stability -2
Military -4
Stability -4
Ignored Military -1 and Stability -2
Monstrous Gathering (R) 14 d 20 Hordes of monsters are ravaging the region, destroying settlements and tearing our people to pieces. The locals need help from their ruler! Your barony will soon fall! To avoid that you have to advance the main plot and complete the following quest: Season of Bloom (This event is triggered by severely ignoring the quest Season of Bloom, multiple copies of this event will quickly pile up in your hand, faster than you can resolve them!) General Military +3 Military +3 Community -3 Military -7 Stability -7 ?
Warden Stability +3 Stability +3 Community -3 Military -7 Stability -7 ?
Ignored Community -3 Military -7 Stability -7
Munguk's Drunken Rage 25 d 25 We have to deal with Munguk and get him out of the barony by whatever means possible - ideally without killing the melancholy giant. Councilor (Any) (Decreases problem's DC by 3) Community +3
Loyalty +6
Stability +3
-5 BP
Loyalty +3
-5 BP
Can not fail Can not fail
General (Any) Community +3
Loyalty +3
Military +3
Stability +3
Military +3 Can not fail Can not fail
Warden (Any) Community +3
Loyalty +3
Stability +6
Stability +3 Can not fail Can not fail
Ignored Plot event. Cannot be ignored?
Mysterious Cult (R) 18 d 13 A mysterious cult, promoting idleness and debauchery, has emerged in this region. This depravation must be stopped! Regent (Any) Community +3 Community +3 Community -1
Divine -1
Community -1
Divine -2
High Priest (Any) Divine +3 Divine +3 Community -1
Loyalty -1
Divine -3
Community -2
Loyalty -2
Divine -4
Ignored Community -1, Loyalty -1 and Divine -3
Mysterious Weed (R) 20 d 15 A giant weed is taking over more and more farmland. Someone must persuade the peasants to start fighting this pest! High Priest (Any) Divine +3 Divine +3 Loyalty -1 Loyalty -2
Councilor (Any) Loyalty +3 Loyalty +3 Loyalty -2 Loyalty -2
Ignored Loyalty -2
Mystic Circles 21 d 18 Mysterious news! The local citizens are complaining of gigantic multi-colored mushrooms. First, circles of such mushrooms were found far away from dwellings, but now they've begun to grow on the walls and roofs of local houses! High Priest (Any) Divine +8 Divine +3 Divine -2 Divine -5
Magister (Any) Arcane +3 Arcane +3 Arcane -2 Arcane -6
Ignored Divine -2
Nature's Rage (R) 28 d 19 Animals are flying into inexplicable rages. Wild beasts emerge from the woods to attack people, livestock try to kick their owners, and even loyal dogs bite the hands that feed them. Someone must find the cause of these strange events – and put a stop to them! Councilor (Any) Loyalty +3
Divine +3
Arcane +3
Loyalty +3
Divine +2
Arcane +2
Community -1
Loyalty -1
Divine -1
Stability -1
Community -2
Loyalty -2
Military -2
Economy -2
Divine -1
Stability -2
High Priest (Any) Divine +6
Arcane +3
Divine +5
Arcane +2
No change. Divine -1
Magister (Any) Divine +3
Arcane +6
Divine +2
Arcane +5
No change. Arcane -1
Ignored No change.
Omen (R) 14 d 17 A white deer with bloody antlers was seen in the forest. Could it be a sign sent by Erastil himself? Whatever lies behind these stories must be uncovered. High Priest (Any) Divine +4 Divine +4 Community -1
Divine -2
Community -2
Divine -4
Magister** (Any) Arcane +3 Arcane +3 Community -1
Arcane -1
Community -2
Arcane -2
Curator** (Any) Culture +3 Culture +3 Community -1
Culture -1
Community -2
Culture -2
Ignored Community -1 and Divine -2
Peasants' Revolt ? d ? ? Treasurer Community +5
Loyalty +5
Economy +3
Stability +5
BP -40
? ? ?
Warden Community +5
Stability +8
? ? ?
Minister Community +4
Stability +5
Espionage +6
? ? ?
Ignored ?
Poltergeist in the Temple (R) 14 d 21 A poltergeist has appeared in the local temple, terrifying the area. It is rumored to be a wayward soul seeking revenge for an injustice. High Priest (Harrim) Military +1
Divine +4
Loyalty +2
Divine +3
Divine -3 Military -2
Divine -3
High Priest (Jhod Kavken) Loyalty +2
Divine +3
Divine +3 Divine -3 Community -2
Divine -3
High Priest (Tsanna) Loyalty -2
Divine +8
Loyalty -2
Divine +6
Loyalty -2
Divine -3
Loyalty -2
Divine -5
Ignored For Harrim and Jhod Kavken: Divine -3 and for Tsanna: Loyalty -2, Divine -3
Portal Beasts ? d ? ? Magister ? ? ? ?
Warden ? ? ? ?
Ignored ?
Praise Zyphus! (R) 21 d 28 Several accidental deaths have plagued the region. Wizards say that a mystic system can be traced in these incidents - one not readily apparent at first glance. It is a ritual of followers of Zyphus, the god of accidental death. His fanatics must be stopped! High Priest (Harrim) Divine +5
Arcane +2
Stability +2
Divine +3
Arcane +1
Stability +1
Community -2
Divine -2
Arcane -4
Stability -2
Community -2
Divine -2
Arcane -4
Stability -2
High Priest (Jhod Kavken) Divine +3
Arcane +3
Divine +3 Community -1
Arcane -3
Stability -1
Community -2
Loyalty -1
Arcane -5
Stability -3
High Priest (Tsanna) Divine +5
Arcane +4
Divine +3
Arcane +1
Arcane -4
Stability -2
Loyalty -2
Arcane -8
Stability -4
Magister (Octavia) Arcane +6 Arcane +3 Community -1
Arcane -3
Stability -1
Community -2
Loyalty -1
Arcane -5
Stability -3
Magister (Storyteller) Divine +2
Arcane +5
Stability +2
Arcane +4
Stability +1
Community -2
Divine -2
Arcane -4
Stability -2
Community -2
Divine -2
Arcane -4
Stability -2
Ignored For Octavia: Community -1, Arcane -3, Stability -1 and for Storyteller: Community -2, Divine -2, Arcane -4, Stability -2
Predatory Beasts 14 d 17 Fearsome monsters are hunting the local inhabitants, leaving our people too afraid to even leave their own houses! Your barony will soon fall! To avoid that you have to advance the main plot! General Military +3 Military +3 Military -4
Stability -4
Military -7
Stability -7
Warden Stability +3 Stability +3 Military -4
Stability -4
Military -7
Stability -7
Ignored Military -4 and Stability -4
Purge the Ranks 21 d 30 There are too many spies in the kingdom's intelligence service. While the Minister with a meaningless quarrel with the neighboring lands, someone infiltrated our intelligence service with their own agents. To catch every mole will require outside assistance. The High Priest recommends negotiating with the oracles of Irori, the Treasurer has spoken with to the Sleepless Agency, and the Grand Diplomat has contacted the Twilight Talons. Treasurer (Any) (decreases problem's DC by 5) Economy +3
Espionage +2
-100 BP
Economy +3
Espionage +2
-100 BP
Espionage -10 Espionage -10
Grand Diplomat (Any) Relations +5
Espionage +2
Relations +5
Espionage +2
Espionage -10 Espionage -10
High Priest (Any) Divine +5
Espionage +2
Divine +5
Espionage +2
Espionage -10 Espionage -10
Ignored Espionage -10
Rats, Rats Everywhere! 14 d 24 The capital is swarming with rats! Rumors describe creatures the size of dogs, and hunched figures, roaming the catacombs. What is the reason behind this invasion? The situation must be taken under control before the capital granaries are emptied and plague sweeps the streets. Treasurer (Any) Community +1
Loyalty +1
Economy +1
Relations +2
Stability +2
Community +1
Loyalty +1
Economy +1
Economy -2 Economy -4
Stability -2
Warden (Any) Stability +7 Stability +3 Stability -4 Stability -6
Minister (Any) Espionage +5 Espionage +4 Espionage -2 Espionage -4
Ignored Espionage -2
Red Light (R) 14 d 20 A brothel was opened under the protection of Calistria's temple in the region. It has more and more customers by the day. Erastil's followers are enraged: these despicable fallen women are destroying families! Grand Diplomat (Linzi) Relations +3 Relations +3 Community -1
Loyalty -1
Divine -1
Community -1
Loyalty -1
Divine -1
Grand Diplomat (Valerie or Bartholomew Delgado) Economy +1
Relations +4
Economy +1
Relations +4
Relations -1
Divine -4
Relations -1
Divine -4
Curator (Any) Culture +3 Culture +3 Loyalty -1
Divine -1
Stability -2
Loyalty -1
Divine -1
Stability -2
Ignored Loyalty -1, Divine -1 and Stability -2
Refugees 14 d 16 Some of our dissatisfied subjects are packing their belongings and leave for more peaceful lands. But the young barony needs these people. They will have to be stopped. Regent (Any) Community +4
Loyalty +1
Community +3 Community -3 Community -3
Warden (Any) (reduces problem's DC by 2) Community +2
Stability +5
Stability +3 Community -1
Loyalty -1
Stability -1
Community -2
Loyalty -2
Stability -1
Curator (Any) Loyalty +1
Culture +3
Culture +3 Community -2 Community -2
Ignored Community -3
Rest in Peace 14 d 21 A local leader and a loyal servant to the crown has died. He was a pillar of the community and the embodiment of stability. His death stirred the community and raised questions about the future. Councilor (Any) Community +1
Loyalty +4
Stability +2
Loyalty +3 Community -2
Loyalty -2
Stability -2
Community -2
Loyalty -2
Stability -2
Curator (Any) Loyalty +1
Stability +1
Culture +5
Culture +3 Community -1
Loyalty -1
Culture -3
Community -1
Loyalty -1
Culture -3
Ignored Community -2, Loyalty -2 and Stability -2
River Tricksters 10 d 23 Nixies and nereids have come to live in one of the rivers of the barony! They claim that now these waters belong to them, and have started sinking all the boats and ships that pass by. General (Any) Military +6
Stability +1
Military +3 Community -1
Military -3
Economy -1
Relations -1
Community -2
Military -4
Economy -2
Relations -2
Treasurer (Any) Economy +3
Relations +2
Espionage +2
Economy +2 Community -1
Loyalty -1
Economy -3
Community -2
Loyalty -2
Economy -4
Grand Diplomat (Any) Loyalty +2
Relations +6
Stability +2
Economy -1
Relations +4
Community -1
Economy -1
Relations -3
Community -3
Economy -3
Relations -5
Ignored Community -1, Military -3, Economy -1 and Relations -1
Rotten Beasts 1 d 20 The cursed Bald Hilltop makes its presence felt once more. Maddened forest beasts, horribly warped by magical putrescence, are emerging from the forests and attacking our peasants and travelers. These attacks have already disrupted trade and damaged the harvest. – If they are allowed to continue, the consequences will be dire. General (Any)
Regent (Any)
Treasurer (Any)
Ignored Community -2, Military -2and Economy -2
Silent Death 21 d 33 A toxic gas leak spread from the mages quarters during the night. Dozens of people have been injured, and something must be done to help them! Treasurer (Any) Community +4
Loyalty +5
Economy +7
Stability +3
-100 BP
Community +2
Loyalty +3
Economy +5
Arcane -3
Stability +2
-100 BP
Community -2
Loyalty -2
Economy -2
Arcane -3
-100 BP
Community -4
Loyalty -2
Economy -2
Arcane -5
Stability -3
-100 BP
High Priest (Any) Loyalty +3
Divine +8
Community -2
Loyalty +2
Divine +6
Arcane -3
Community -2
Loyalty -2
Economy -1
Divine -3
Arcane -5
Community -4
Loyalty -4
Economy -2
Divine -5
Arcane -5
Ignored Community -2, Loyalty -2, Economy -1, Divine -3 and
Arcane -5
Spider Invasion (R) 14 d 24 The forests are filled with horrible giant spiders. Many woodcutters and hunters have died in their webs. There are rumors that the way things are going, soon it will become impossible to even walk near the edge of the woods. It's time to clear the thicket of this predators. Regent (Any) Community +3 Community +3 Community -2
Loyalty -2
Stability -2
Community -3
Loyalty -3
Stability -3
Councilor (Any) Loyalty +3 Loyalty +3 Community -2
Loyalty -2
Stability -2
Community -3
Loyalty -3
Stability -3
General (Any) Military +3 Military +3 Military -3
Stability -2
Military -8
Stability -2
Ignored Military -3 and Stability -2
The Disease Continues to Spread (R) - d - More and more subjects are killed daily by the mysterious disease. Your barony will soon fall! To avoid that you have to advance the main plot and complete the following quest: Season of Bloom (This event is triggered by severely ignoring the quest Season of Bloom, multiple copies of this event will quickly pile up in your hand, faster than you can resolve them!) Informational event, meaning that in N time this epidemic will completely destroy the barony. - - -
Ignored Can not be ignored
The Fire (R) 14 d 19 A terrible fire struck the settlement, consuming many buildings. The people need immediate help! Regent Community +4
Loyalty +1
Community +3 Community -2
Economy -2
?
Treasurer Community +1
Loyalty +1
Economy +3
Economy +3 ? ?
Ignored Community -2 and Economy -2
The Full-Blooded 21 d 32 Many of those at court are surprisingly pale as of late. Eerie shadows dance along the palace's halls, and servants vanish every night without a trace. They say this is all the doings of vampires, who are hiding among the capital's aristocracy. But can such rumors be trusted? High Priest (Any) Community +1
Loyalty +1
Divine +3
Stability +1
Divine +3 Community -2
Loyalty -3
Divine -2
Community -2
Loyalty -3
Divine -5
Warden (Any) Community +1
Stability +4
Stability +3 Community -2
Loyalty -2
Stability -3
Community -3
Loyalty -2
Stability -4
Minister (Any) Community +1
Loyalty +1
Stability +1
Espionage +3
Espionage +3 Community -3
Loyalty -3
Community -3
Loyalty -3
Espionage -6
Ignored Community -2, Loyalty -3 and Divine -2
The Gambler (R) 14 d 17 A fey came to visit the region. He seems to love gambling more than life itself. He tempts people into playing with him, and then squeezes them dry. The fey is already dragging around a cart full of gold he's won. It's time someone stopped him, before he bankrupts the whole region. Treasurer (Any) Economy +3
+50 BP
Economy +3 Economy -2
Stability -1
Community -1
Loyalty -1
Economy -3
Stability -1
Minister (Any) Espionage +3
+50 BP
Espionage +3 Economy -2
Stability -1
Espionage +1
Community -1
Loyalty -1
Economy -3
Stability -1
Ignored Economy -2 and Stability -1
The Grey Rebellion 21 d 27 Davor the Grey is rasing a rebellion in the Narlmarches. He intends to overthrow the baron and seize power. Councilor (increases problem's DC by 3) Community +8
Loyalty +5
Relations +2
Stability +5
Unrest drops 1 lvl
Community +8
Loyalty +5
Relations +2
Stability +5
Unrest drops 1 lvl
Community +5
Loyalty -5
Relations -2
Stability -3
Community +5
Loyalty -5
Relations -2
Stability -3
General Community +9
Military +3
Stability +3
Unrest drops 1 lvl
Community +7
Loyalty -3
Military +3
Stability +3
Unrest drops 1 lvl
Community +4
Loyalty -2
Military -3
Stability -5
Community +4
Loyalty -2
Military -3
Stability -5
Treasurer Community +7
Economy +3
Stability +5
-50 BP
Unrest drops 1 lvl
Community +6
Economy +3
Stability +2
-50 BP
Unrest drops 1 lvl
Community +5
Loyalty -2
Relations -2
Stability -2
-50 BP
Community +5
Loyalty -2
Relations -2
Stability -2
-50 BP
Ignored Community +5, Loyalty -5, Relations -2 and Stability -3
The Grim Prophetess 14 d 21 A fey prophetess has made camp at a crossroad. She reveals the future to all who come past, but only the dark side of the future. She may not by lying, but her stories are making the people miserable, and they look to the future with a sense of doom. It's time to put an end to this. High Priest (Any) Divine +6 Divine +3 Divine -5 Divine -5
Curator (Any) (reduces problem's DC by 2) Loyalty +1
Culture +5
Culture +3 Loyalty -2
Culture -2
Loyalty -4
Culture -4
Minister (Any) Espionage +5 Espionage +3 Loyalty -2 Community -3
Loyalty -3
Divine -3
Espionage +2
Ignored Divine -5
The Hero's Reward (R) 14 d 27 One of the army's commanders, a member of a respectful local family, has performed an outstanding feat. The heroine deserves a reward, but it mustn't cause argument or envy. Regent (Any) Community +7
Military +4
Stability +3
Community +6
Military +3
No change. Community -5
Councilor (Any) Community +3
Loyalty +5
Military +3
Stability +3
Community +2
Loyalty +5
Military +2
No change. Community -3
Loyalty -2
Ignored No change.
The Howling Wolves (R) 10 d 15 Wolves are breeding at a surprising rate. The local forests are full of the ravenous beasts, and there's not enough quarry to feed them all. The starving wolves howl at night, to gather into packs and attack the villages. General Military +5 Military +3 Loyalty -1 Community -1
Loyalty -1
Military -3
Regent Community +5
Military +1
Community +3 Community -1
Military -1
Community -1
Loyalty -1
Military -2
Ignored Loyalty -1
The Intruder (R) 7 d 21 Some peasants captured an intruder who entered their village in the middle of the night. They charge him with being a Galtan spy, and are threatening to hang him. The captured half-elf claims that he's just an ordinary wanderer, and he begs for mercy. Minister (Any) Stability +2
Espionage +4
Stability +1
Espionage +3
Stability -1
Espionage -1
Stability -1
Espionage -2
Ignored Stability -1 and Espionage -1
The Joys of Life (R) 14 d 17 Strange, hedonistic teachings are spreading among the citizens. Adherents refuse to work, and consider it normal to steal, cheat, and live at the expense of others. Production in the region is in decline. The population is growing poor. High Priest (Any) Divine +4 Divine +4 Community -2
Loyalty -1
Community -2
Loyalty -1
Divine -2
Curator (Any) Culture +3 Culture +3 Culture -1 Community -1
Culture -2
Minister (Any) Espionage +4 Espionage +4 Community -1 Community -1
Loyalty -1
Espionage -2
Ignored Culture -1
The Law of the Pike 14 d 29 Hellknights from Fort Inevitable, which is ruled by the Order of the Pike, are invading the region to bring it to heel. They're conducting judgments and executing people however they see fit. This is absolutely unacceptable! Councilor (Any) Loyalty +3 Loyalty +3 No change. No change.
Warden (Any) Stability +9 Stability +6 Community -2
Loyalty -2
Stability -4
Community -2
Loyalty -2
Stability -4
Ignored Community -2, Loyalty -2 and Stability -4
The Legendary Scourge 1 d 25 The Bald Hilltop has awakened again - and this time the locals are being assaulted not by common beasts, but by legendary magical monsters! Wyverns, owlbears and manticores, in a fit of fury, are ravaging the barony, led by a small number of particularly large and vicious beasts. Perhaps the invasion can be ended if their leaders are slain. Councilor (Any)
High Priest (Any)
Curator (Any) (reduces problem's DC by 5)
Ignored Loyalty -3, Divine -3 and Culture -3
The Master of Pain 10 d 20 A traveling interrogator and executioner, priestess of Zon-Kuthon, is offering her services to the baron. The half-elf is certain that there is much to learn from the barony's prisoners, once they're in her hands. Grand Diplomat (Any) Loyalty -2
Relations +3
Stability +6
Espionage +3
-25 BP
Loyalty -2
Relations +3
Stability +5
-25 BP
No change No change
Warden (Any) Loyalty +3
Stability +5
Loyalty +2
Stability +4
Community -1
Stability -2
Community -1
Stability -2
Ignored Community -1 and Stability -2
The Osprey's Claws 30 d 20 There's a mysterious hero in the area, championing the plight of the poor and oppressed. His face remains hidden behind the visor of his helmet. He calls himself Osprey, but nobody knows his real name. The locals are happy to have this new protector, but the rich merchants have accused him of robbing their caravans dressed as a hero. The Regent will slide with the locals, while the Warden will drive the mysterious hero away. Councilor (Any) Community +1
Loyalty +5
Economy -2
Stability +1
Community +1
Loyalty +5
Economy -2
Stability +1
Community -1
Economy -3
Stability -1
Community -2
Economy -4
Stability -2
Warden (Any) Community +1
Loyalty +1
Economy +2
Stability +1
Community +1
Loyalty +1
Economy +2
Stability +1
Community -1
Economy -1
Stability -3
Community -2
Economy -2
Stability -4
Ignored Community -1, Economy -3 and Stability -1
The People's Wrath 21 d 25 There has been a riot in the region - people rebelling against a corrupt mayor. Their accusations may be justified, or they may be nothing but baseless defamation. This must be decided and dealt with; the region requires a stable administration, or the rioting will soon spread. Councilor (Any) Loyalty +4
Stability +1
Loyalty +3 Community -2
Loyalty -2
Stability -2
Community -2
Loyalty -2
Stability -2
General (Any) Loyalty +1
Military +3
Stability +1
Military +3 Community -2
Loyalty -2
Stability -2
Community -2
Loyalty -2
Stability -2
Warden (Any) Loyalty +1
Stability +4
Stability +3 Community -2
Loyalty -2
Stability -2
Community -2
Loyalty -2
Stability -2
Ignored Community -2, Loyalty -2 and Stability -2
The River Maiden (R) 14 d 11 - 14 There is a mermaid in a river where trade ships operate. She's begun to sink passing vessels. She must be chased away from there before she scares off all the merchants. Councilor (Any) Loyalty +4
Economy +2
Loyalty +3 Economy -2 Loyalty -2
Economy -2
General (Any) Military +3
Economy +2
Military +3 Economy -2 Military -2
Economy -2
High Priest (Any) Economy +1
Divine +4
Divine +3 Economy -2 Economy -2
Divine -1
Ignored Military -1
Economy -2
The Walls Have Ears 14 d 25 Daggermark spies have infiltrated the palace and are trading in its secrets. Fortunately, all information about camps and troop formations has so far been kept safe. However, rumor has it that information about the palace's secret passages and court politics will soon be available to the highest bidder. The whole country will be at risk unless this leaking is stopped. Treasurer (Any) Economy +3
Relations +1
Espionage +3
Economy +3 Relations -2
Espionage -5
Relations -2
Espionage -5
Grand Diplomat (Any) Relations +4
Espionage +3
Relations +3 Relations -2
Espionage -5
Relations -2
Espionage -5
Minister (Any) Relations +1
Espionage +6
Espionage +3 Relations -2
Espionage -5
Relations -2
Espionage -5
Ignored Relations -2 and Espionage -5
The Wrath of Sevenarches 20 d 33 Sevenarches has cut off our food supply, and their druids are spoiling the harvest in our own kingdom. In the face of approaching famine, the people are panicking and stockpiling food. General (Any) Military +7
Economy +2
Relations +2
Military +6 Community -5
Espionage -5
Community -8
Military -8
High Priest (Any) Loyalty +2
Relations +2
Divine +7
Divine +5 Community -5
Relations -2
Divine -3
Community -7
Relations -3
Divine -5
Warden (Any) Loyalty +2
Stability +6
Loyalty -3
Stability +6
Community -4
Loyalty -4
Stability -4
Community -5
Loyalty -5
Stability -10
Ignored Community -5 and Espionage -5
They're All in This Together! 45 d 25 A strange theory is spreading through the capital - that the King is secretly a lycanthrope! During the day he pretends to be a gracious ruler, and at night he roams the city in the shape of a wolf - devouring children! Regent (Any) Community +3
Loyalty +1
Community +3
Loyalty +1
Community -1 Community -1, Loyalty -2, Military -1, Economy -1, Relations -1, Divine -1, Arcane -1, Stability -2, Culture -1 and Espionage -1
Councilor (Any) Loyalty +3 Loyalty +3 Loyalty -1 Community -1, Loyalty -2, Military -1, Economy -1, Relations -1, Divine -1, Arcane -1, Stability -2, Culture -1 and Espionage -1
Curator (Any) Culture +3 Culture +3 Culture -1 Community -1, Loyalty -2, Military -1, Economy -1, Relations -1, Divine -1, Arcane -1, Stability -2, Culture -1 and Espionage -1
Ignored Community -1
Tracking the Path of the Wild Hunt 21 d 27 Wild horsemen, howling and riding huge stallions, emerged from the fog in the night. The Wild Hunt has arrived in the local lands, pursuing a mysterious traveler. Their blades, magic, and deadly arrows have killed most witnesses, but the few who lived say that the Wild Hunt's prey fought back fiercely and he battle raged hot. The fog had lifted by morning, along with the fey. But they left behind a trail of destruction and heaps of dead bodies. Regent (Any) Community +7
Loyalty +5
-100 BP
Community +7
Loyalty +5
-100 BP
Community +2
Loyalty +2
-250 BP
Community -4
Loyalty -4
Economy -4
Stability -4
Treasurer (Any) Community +4
Loyalty +4
Economy +3
-100 BP
Community +4
Loyalty +4
Economy +3
-100 BP
Community +2
Loyalty +2
-250 BP
Community -4
Loyalty -4
Economy -4
Stability -4
Ignored Community +2, Loyalty +2 and -250 BP
Trade Taxes (R) 14 d 13 Some half-elf, trading fabric in the capital, discovered a loophole in the law, which made it possible to avoid paying most taxes. The news spread quickly through the merchants' guild. Measures should be taken immediately, or the treasury will take a loss. Councilor (Any) Loyalty +3 Loyalty +3 Loyalty -1 Loyalty -2
Treasurer (Any) Economy +3 Economy +3 Economy -1 Economy -2
Ignored Economy -1
Tragedy at the Mine (R) 21 d 17 The local Mine had a rockslide! The stone merchants have jacked up the prices, and construction materials are running short. Regent (Any) Community +4
Economy +2
Community +4
Economy +1
No change. No change.
Treasurer (Any) Economy +6 Economy +5 Economy +1 No change.
Grand Diplomat (Any) (reduces problem's DC by 2) Economy +2
Relations +4
Economy +1
Relations +4
No change. No change.
Ignored Economy +1
Troll Raids 28 d 14 Troll bands are rampaging in the region. Somebody must stop them! General Military +3 Military +3 Military -3 and Stability -3 ?
Ignored Military -3 and Stability -3
Troll Sightings 28 d 11 Bands of marauding trolls have been seen throughout the region. The people are frightened and beg for protection. General Military +3 Military +3 Stability -2 ?
Ignored Stability -2
Troubled Minds (R) 14 d 22 Some troublemaking bards found an easy way to win fame among the ordinary people. They've taken to singing insulting songs about the baron, painting things over his portraits, and vandalizing his statues. The rabble love it, and foreigners snort on the sight. But it's more than just a joke. The one who gets laughed at doesn't get any respect. They're one step away from a riot. Councilor (Any) Loyalty +4
Stability +1
Culture +1
Loyalty +3 Loyalty -1
Stability -1
Culture -3
Loyalty -2
Stability -2
Culture -3
Warden (Any) Loyalty +2
Stability +6
Culture +1
Stability +3 Loyalty -2
Stability -2
Culture -2
Loyalty -2
Stability -4
Culture -2
Curator (Any) Loyalty +1
Stability +1
Culture +5
Culture +3 Loyalty -2

Culture -3
Loyalty -3

Culture -4
Ignored Loyalty -1, Stability -1 and Culture -3
Troublemakers (R) 12 d 15 Unknown troublemakers are spurring the people to rebel against their ruler. Grumblings of popular discontent can be heard in the capital. Advisors should either answer to the rabble-rousers or nip the rebellion in the bud. General Military +3 Military +3 Community -2 ?
Regent Community +3 Community +3 Community -1 Community -3
Curator Culture +3 Culture +3 Culture -1 Community -1
Culture -1
Ignored Community -1
Undead Cyclopes Attack 28 d 23 The region is under attack! Undead cyclopes are ravaging settlements in the area; the locals are begging for help! Your barony will soon fall! To avoid that you have to advance the main plot and complete the following quest: The Varnhold Vanishing (This event is triggered by severely ignoring the quest The Varnhold Vanishing, multiple copies of this event will quickly pile up in your hand, faster than you can resolve them!) General (Any) Military +3 Military +3 Community -3
Military -3
Divine -3
Stability -3
Community -7
Military -7
Divine -7
Stability -7
High Priest (Any) Divine +3 Divine +3 Community -3
Military -3
Divine -3
Stability -3
Community -7
Military -7
Divine -7
Stability -7
Warden (Any) Stability +3 Stability +3 Community -3
Military -3
Divine -3
Stability -3
Community -7
Military -7
Divine -7
Stability -7
Ignored Community -3, Military -3, Divine -3 and Stability -3
Undead Rising (R) 14 d 20 An old priestess of Pharasma has died in the region... and the dead have risen from the graves! The nearby cemeteries grow emptier by the day, and the forest wind is no long fresh, but carries upon it the smell of wet soil and rot. General (Any) Military +3 Military +3 Military -3 Military -7
High Priest (Any) Divine +5 Divine +4 Divine -3 Divine -10
Ignored Military -3
Undead Sightinigs (R) 28 d 21 A band of hulking undead creatures was seen in the region. The locals are terrified of the dark of night - and of the strange sounds they hear coming from the shadows. General (Any) Military +3 Military +3 Military -2
Divine -2
Stability -2
Military -3
Divine -3
Stability -3
High Priest (Any) Divine +3 Divine +3 Military -2
Divine -2
Stability -2
Military -3
Divine -3
Stability -3
Warden (Any) Stability +3 Stability +3 Military -2
Divine -2
Stability -2
Military -3
Divine -3
Stability -3
Ignored Military -2, Divine -2 and Stability -2
Varnhold Besieged 7 d 24 Varnhold has descended into mayhem. A bandit leader has risen to power in the woods, and keeps gathering gangs under his iron command. Chasing him is like chasing the wind, but he keeps busy striking the remote settlements in the region. The guards and militia are holding fast, but they need reinforcements. Councilor (Any) Loyalty +3
Stability +1
Finishes The Varnhold Militia
Loyalty +3
Finishes The Varnhold Militia
(impossible) (impossible)
Warden (Any) Stability +4
Finishes The Varnhold Militia
Stability +3
Finishes The Varnhold Militia
(impossible) (impossible)
Minister (Any) Stability +1
Espionage +3
Finishes The Varnhold Militia
Espionage +3
Finishes The Varnhold Militia
(impossible) (impossible)
Ignored Plot event. Cannot be ignored?
Veterans 14 d 23 Crippled and wounded soldiers discharged from the army aren't willing to return to their farms, and instead form gangs and resort to highway robbery. There's no use arresting them, as new gangs will just take their place. Regent (Any) Community +5
Economy +2
Stability +3
Community +3 Community -2
Economy -2
Stability -3
Community -2
Economy -2
Stability -3
General (Any) Military +5 Military +5 Loyalty -1
Military -3
Stability -2
Military -5
Economy -2
Stability -3
Treasurer (Any) Military +2
Economy +5
Economy +3 Community -2
Economy -2
Stability -2
Community -2
Economy -2
Stability -2
Ignored Loyalty -1, Military -3 and Stability -2
Wandering Monsters 14 d 21 A mob of monsters invaded the region, then dispersed into the woods and wilds. The lands must be cleared of them before they cause great harm. General (Any) Military +6 Military +3 Community -1
Military -3
Economy -1
Community -3
Military -5
Warden (Any) (reduces problem's DC by 2) Stability +6 Stability +3 Community -1
Economy -1
Stability -3
Community -3
Stability -5
Ignored Community -1, Military -3 and Economy -1

Projects[edit | edit source]

Event Cost Time Advisor Result
A New Phase in the Life of Your Capital 100 BP 7 d Councilor / Regent / Treasurer Rebuild your capital into a lively town. It's time to grow and evolve.
Success: Your capital is now a lively town.
A New Phase in the Life of Your Capital 200 BP 7 d Regent Rebuild your capital into a magnificent city. It's time to grow and evolve.
Success: Your capital is now a busy city.
A Way into Nyrissa's Dream 75 BP 30 d High Priest / Magister It is wise to know one's enemy. Our masters of arcane and divine arts are joining forces with Linzi and the Storyteller to look into the possibility of entering Nyrissa's dream. Nyrissa's lock of hair, which she granted to the King, could help them establish a bond with treacherous nymph and complete their research more quickly.
Success: We've discovered a way to enter Nyrissa's dream. Linzi and the Storyteller are ready to perform the ritual. Divine +1, Arcane +1
Aggressive Expansion 100 BP 14 d Regent / Councilor / Grand Diplomat Allows for faster region claims and upgrades, reducing the time required by half.
Success: It now takes less time to claim and upgrade regions.
Alkenstar Manufactory 250 BP 14 d General / Treasurer Provides a lucrative trade agreement that brings in BP based on the kingdom's Relations rank. A Relations rank of 1-3 will provide 1 BP per week; 4-5 provides 2 BP per week; 6-7 provides 3 BP per week; 8-9 provides 4 BP per week, and the 10th rank provides 5 BP per week.
Success: The project is complete. Economy +7, Relations +7
Ambitious Recruits 75 BP 14 d General +2 bonus to solve events with the General. However, every time this results in Failure or Disaster, lose 1 military point.
Success: The project is complete.
Arcanamirium Sanctuary 250 BP 14 d General / Magister +1 bonus to solving problems with the Warden and Magister.
Success: The project is complete. Arcane +7, Stability +7
Arcane Lobby 130 BP 14 d Magister Cost of buildings with static Arcane bonus (Academy, Alchemist Laboratory, Exotic Garden, Library, Mage's Tower, Magic Shop, Magical Academy, Nethys' Academy, Nethys' Library, Pathfinder Lodge, University) is reduced by 10%.
Success: The project is complete.
Arcane Mastery 230 BP 14 d General / Magister Provides the General with a bonus for resolving any situation. The amount of bonus depends on the kingdom's Arcane rank. There is no bonus for ranks 1-4; ranks 5-7 get a +1 bonus; ranks 8-9 get a +2 bonus; and rank 10 gives a bonus of +3.
Success: The project is complete.
Arcane Protection from Compulsions 200 BP 20 d Magister Magic protection with a state-wide area of effect. Provides immunity to compulsion spells while fighting within claimed regions.
Success: The project is complete.
Blue Blood Community 175 BP 14 d Regent The cost of buildings with a static Community bonus (Bardic College, City Hall, Courthouse, Dwarven Bastion, Granary, Longhouse, Luxury Store, Mansion, Monument, Lighthouse, Noble's Villa, Pathfinder's Lodge, Temple of Abadar, Town Hall, Trade Shop, Waterfront) is reduced by 10%.
Success: The project is complete
Border Training Camps 125 BP 14 d General Military camps at the border allows for immediate solutions to military problems. Provides the Genaral a +2 bonus when resolving problems.
Success: The project is complete
Build A Town 100 BP 7 d Councilor / Regent / Treasurer Rebuild one of your villages into a lively town.
Success: The village has developed into a town.
Community of Loyalists 175 BP 14 d Regent / Councilor The Regent has a +2 bonus when resolving situations.
Success: The project is complete.
Crimefighters 100 BP 14 d Warden Provides +2 bonus to resolve any problem with the Warden.
Success: The project is complete.
Customs 130 BP 14 d Treasurer Allows easier resolution of economic problems, providing +2 bonus to solving any problem with Treasurer.
Success: The project is complete.
Defenders of the Land 100 BP 14 d General +1 morale bonus to attack and damage rolls while fighting within claimed regions.
Success: The project is complete.
Defenders of the Land II 200 BP 14 d General +1 morale bonus to attack and damage rolls while fighting within claimed regions.
Success: The project is complete.
Divine Protection from Fear 200 BP 20 d High Priest Provides immunity to fear effects in the claimed regions.
Success: The project is complete.
Divine Protection from Poison 100 BP 20 d High Priest Provides immunity to poisons in the claimed regions.
Success: The project is complete.
Easier Claim 150 BP 20 d Treasurer / Grand Diplomat Region claims and upgrades cost 15% less.
Success: The project is complete.
Easier Upgrades 250 BP 30 d Treasurer / Grand Diplomat Region claims and upgrades cost 25% less.
Success: The project is complete.
Enchanced Border Control 175 BP 30 d Regent / Grand Diplomat We've managed to mantain good relations with both Surtova and Aldori, and can now put this partnership to good use. Effect: provides +2 bonus to resolve any situation that develops in the regions along the Brevan border. Improves relations by 10.
Success: Our Brevan partners are help use with any problems and opportunities that arise in the border regions. Relations +10
Enchanced Trade with New Stetven 650 BP 30 d Regent / Treasurer / Grand Diplomat Our alliance with House Surtova allows us to conduct trade with New Stetven on favorable terms. Effect: increases each settlement's income by +1 when trading with Surtova.
Success: Trade with New Stetven is flourishing.
Eternal Guardians 300 BP 30 d High Priest / Magister / Warden For a reasonable fee, wizards from Nex can provide us with extremely loyal golems to use as guards for the capital.
Success: The golems stand ready to protect the capital. Arcane +7, Stability +7
Expert Mountaineering 200 BP 20 d General / Treasurer / Warden Kalikke is an expert in mountaineering. Her knowledge could be useful for us while traversing mountain ranges. Doubles movement speed on mountainous terrain.
Success: Kalikke's trainig has proven invaluable. Our speed over the mountain ranges has increased. Doubles movement speed on mountainous terrain.
Ezvanki's Offer 0 BP 7 d High Priest / Treasurer Ezvanki Keegh, High Priest of Erastil from Restov, has a strong interest in spreading the Stag God's faith across the region. He is eager to build a shrine dedicated to Erastil on your lands - but at his own expense. Accept his offer if you wish to gain a useful ally and a place of worship for Erastil.
Success: The first Shrine in your capital will be built free of charge
Faster Development 100 BP 14 d Regent / Councilor / Treasurer Allows faster rank ups, reducing time required by half.
Success: It now takes less time to raise a rank
Find Any Hint on the Location of Armag's Tomb 250 BP 30 d General / Warden / Minister Send your best scouts to search for the Armag's Tomb. It's a difficult task - the barbarians have already been searching for months. But we can pick up their trail and catch up with them!
Success: Our scouts report that most of the barbarian parties focused their search around the central part of Glenebon, west of the East Sellen River bend. Perhaps we should explore these lands as well. Military +2, Stability +2, Espionage +2
Fortifying the Foundation 225 BP 20 d Warden The cost of buildings with a static Stability bonus (Castle, Cistern, Courthouse, Dwarven Bastion, Everflowing Spring, Fort, Hellknights' Castle, Jail, Justiciaries' Garrison, Lighthouse, Military Academy, Swordlords' Academy, Temple of Asmodeus) is reduced by 15%.
Success: The project is complete.
Find Mention of Armag's Tomb 350 BP 30 d High Priest / Magister / Curator Specialists in the divine and arcane arts joined with lore collectors and bards to attempt to discover the location of Armag's Tomb. The library of the Abandoned Keep could provide some useful information.
Success: While studying some manuscripts from the library, our specialists found some useful pieces of lore. They suspect that the tomb is located somewhere in central Glenebon, to the south of Flintlock Grassland. Divine +3, Arcane +3, Culture +3
Heeding the Poor and Weak 50 BP 14 d Regent Paying attention to the community and heeding every call of distress, the Regent resolves problems with a +1 bonus.
Success: The project is complete.


Hunting for Morhalan 80 BP 20 d Councilor / General / Warden Carry out the investigation of the mysterious disappearance of a craftsman from the capital, accused of murdering intelligent lizardfolk for money. The guard sent after him will discover Morhalan's whereabouts, and then let the Baron{ess} personally confront the villian.
Success: Morhalan's current location has been discovered! Community +1
Improved Diplomacy 65 BP 14 d Grand Diplomat +3 BP each time the Grand Diplomat successfully resolves a situation.
Success: The project is complete.
Improving Economic Status 160 BP 14 d Treasurer The cost of buildings with a static Economy bonus (Andoran Bank, Bank, College, Festival, Forge, Foundry, Inn, Lumberyard, Luxury Store, Marina, Mint, Piers, Shop, Tavern, Trade Shop, Waterfront) is reduced by 15%.
Success: The project is complete.
Improving Cultural Development 125 BP 14 d Curator The cost of buildings with a static Culture bonus (Barbarian Arena, Bard College, City Hall, Festival, Longhouse, Mansion, Museum, Pathfinder's Lodge, Royal Museum, Theater, Town Hall, University, Waterfront) is reduced by 15%.
Success: The project was a success.
Kingdom Defense 150 BP 20 d Warden Reduces the chance of random encounters in claimed regions by 40%.
Success: The project is complete.
Kingdom Protection 250 BP 20 d Warden Reduces the chance of random encounters in claimed regions by 60%. Together with Kingdom Defense, completely eliminates random encounters in claimed regions.
Success: The project is complete.
Laying the Foundation 125 BP 14 d Warden The cost of buildings with a static Loyalty bonus (Castle, Cistern, Courthouse, Dwarven Bastion, Everflowing Spring, Fort, Hellknights' Castle, Jail, Justiciaries' Garrison, Lighthouse, Military Academy, Swordlords' Academy, Temple of Asmodeus) is reduced by 10%.
Success: Your capital is now a lively town.
Legal Contraband 135 BP 14 d Treasurer Increases the chances of better results from economic opportunities. +2 bonus to resolve any opportunity with the Treasurer.
Success: The project is complete.
Lost Dwarven Knowledge 150 BP 45 d General / Warden / Curator We've found a secret section of the library in the Abandoned Keep. What secrets does it hide?
Success: We've found a unique dwarven engineering treatise that should help greatly in the restoration of dwarven buildings! You get Dwarven Engineering kingdom trait
Love of the People 75 BP 14 d Councilor The cost of buildings with a static Loyalty bonus (Alchemist, Bardic College, City Hall, Everflowing Spring, Exotic Garden, Herbalist, Magic Shop, Monument, Park, Swordlords' Academy, Temple of Cayden Cailean, Town Hall) is reduced by 10%.
Success: The project is complete.
Loyal Spies 75 BP 14 d Minister Receive +1 to Espionage every time the Minister fails to resolve a situation.**
Success: The project is complete.
Loyalty of the Masses 175 BP 14 d Regent / Councilor Increase Loyalty by +1 whenever the Regent has Success or Triumph
Success: The project is complete.
Minting Coin 500 BP 45 d Treasurer Provides +1 BP per day for each 1000 BP in the treasury, up to 5 BP per day.
Success: The project is successful.
Minting Half-Weight Coins 500 BP 45 d Treasurer Provides +2 BP per day for each 1000 BP in the treasury, up to 10 BP per day. Roll an espionage DC 25 check with the current Minister each week, and on any fail, reduce Economy, Loyalty, Community and Relations by 3.
Success: No description
Open Guards Headquarter 75 BP 20 d General / Regent / Treasurer Kesten Garess fought valliantly holding back the monster invasion. Honor his actions by naming the new Guard Headquarters after him.
Success: With the Guards Headquarter, the streets of the capital are safer than ever. Military +3 and Stability +4
Open a Hospital 75 BP 20 d Councilor / Regent / High Priest Jhod Kavken fought valliantly protecting the people of the capital from monsters. Honor him by opening a new hospital in his name.
Success: The hospital opened its doors to its first patients. Jhod's name and dedication will never be forgotten. Community +3 and Loyalty +4
Phantom Road 15 BP 60 d Regent Constructing a road is expensive and difficult. Somebody should create an illusion of progress until Aldori loses interest in watching over the project.
Success: Community +1, Loyalty +1 and Relations -1
Pillage the Temple of the Elk 10 BP 14 d General /
Treasurer
Plunder the Temple of the Elk and rob it of all remaining treasure. +150 BP. Prevents future restoration of the Temple.
Success: +150 BP and prevents Rebuild the Temple of the Elk.
Protectors of the Land 125 BP 14 d Regent/General/Warden Provides +1 Moral bonus to Armor Class and Saving Throws while fighting in claimed regions.
Success: The project is complete.
Rebuild the Temple of the Elk 100 BP 60 d High Priest Restore the Temple of the Elk to its former glory, making it the center for Erastil's worship in all the surrounding areas. Unlocks a special region upgrade. Prevents pillaging the Temple.
Success: The Temple of the Elk has been restored! Erastil's faithful flock to the sacred place, to pay their respects to their god and patron. Divine +2 and prevents Pillage the Temple of the Elk.
Reforging the Sword 100 BP 45 d General / Magister / Curator After duel with Armag, Amiri's sword has become unstable and unusable. It must be repaired.
Success: Amiri's sword was successfully reforged. Progresses Reforged Blade quest.
Repopulate Varnhold 300 BP 90 d Regent / Councilor / Grand Diplomat Varnhold is a ghost town now. We need to somehow encourage people to return to a land that they now consider haunted and cursed. It could be helpful to provide financial assistance for the settlers, and offer them whatever resources they need.
Success: The people have returned to the town. Varnhold lives once again! Your kingdom loses the Ghost Town trait
Research into the Nature of Curses: Armag 150 BP 60 d High Priest After entering the tomb of his legendary predecessor, Armag clearly went mad, but in the end overcame the burden of the ancient curse. What could have transpired inside?
Success: Divine +5
Research into the Nature of Curses: Bald Hilltop 100 BP 60 d High Priest The Bald Hilltop has been the source of much strife for the young barony. The locals say that there's some kind of ancient curse behind it all. We should learn if there's any truth to the belief.
Success: Divine +2 and Arcane +2
Research into the Nature of Curses: Briar 500 BP 120 d Magister Briar is truly a unique and astonishing artifact, filled with the awesome power of The First World. Or perhaps it is even more than just powerful artifact? By studying Irovetti's attempts to use Briar, we could possibly discover something ourselves.
Success: Arcane +10
Research into the Nature of Curses: Candlemere 100 BP 60 d High Priest The villagers believe that the lake is cursed. Or the island in the center of it is, at least. Or, at the very least, the tower on the island. – Surely, if nothing else, the tower must be cursed...
Success: Divine +2 and Arcane +2
Research into the Nature of Curses: Davik Nettle 50 BP 45 d High Priest Now that the undead engineer's curse has been lifted, it might be prudent to study it and be more prepared next time.
Success: Divine +2
Research into the Nature of Curses: Ivar 65 BP 60 d High Priest According to his own words, the werewold Ivar has learned to control his curse. This might be worth looking into...
Success: Divine +3
Research into the Nature of Curses: Jenna Tannersen 125 BP 45 d High Priest Could a mother have cursed her own child? Even unwittingly?
Success: Divine +2 and Arcane +2
Research into the Nature of Curses: The Defaced Sisters 275 BP 45 d High Priest / Magister The misterious Defaced Sisters, beautiful nymphs whose beauty was stolen by some unnatural force... but who are they really, and what is their sad tale.
Success: Now we know for sure that the Defaced Sisters' affliction was the result of a curse, which affected both their faces and their souls, corrupting and ruining them. And yet this curse affected each of the Sisters differently. While some succumbed to evil without hesitation, others managed to retain some parts of their souls, and kept them safe from the curse's power. This leads us to the interesting conclusion that the power of curses is not absolute. There is some way to fight it, although we don't know yet how at least, not yet. This research has increased our understanding of arcane and divine magic. We have acquired a deeper understanding of the nature of curses. Divine +3 and Arcane +3
Research into the Nature of Curses: The Everblooming Flower 200 BP 90 d High Priest / Magister Some of our druids have suggested that the Everblooming Flower was the result of a curse. Our experts disagree, but it may be worth looking into.
Success: Community -3 and Loyalty-3 and Divine +5 and Arcane +5 and Stability -3
Research into the Nature of Curses: The Hanvaki Family 175 BP 45 d High Priest / Magister Some believe that the misfortune that beset the Hanvakis was the result of a curse. This might prove worth looking into.
Success: Divine +3 and Arcane +3
Research into the Nature of Curses: The Scythe Tree 50 BP 45 d Magister The Scythe Tree came about as the result of a curse. Perhaps by studying what's left of it we might learn something...
Success: No changes
Research into the Nature of Curses: Tartuk 65 BP 60 d Magister Tartuccio's transformation into the kobold shaman Tartuk was truly remarkable. Could it have been the result of a curse?
Success: ?
Research into the Nature of Curses: Tristian 300 BP 90 d High Priest The story of Tristian's fall and enslavement to Nyrissa is strange and mysterious. Could a curse be somehow involved in it?
Success: Although there is no evidence that Nyrissa actually cursed Tristian, it seems that the nymph has some special power over creatures that have lost something vital to them. This could be a clue to the nature of Nyrissa's own curse. This research has increased our understanding of arcane and divine magic. We have acquired a deeper understanding of the nature of curses. Divine +7
Research into the Nature of Curses: Village on the Marches 50 BP 45 d High Priest Some believe the misfortune that plagued the Village on the Marches was the result of a curse. It might be worth looking into...
Success: Divine +1 and Arcane +1
Research into the Nature of Curses: Vordakai 150 BP 75 d Magister It was a curse that ripped the Oculus of Abaddon from Vordakai's eye. Surely, if we understood how that happened, we would learn a lot about curses.
Success: Many forces were at play during the battle for the Oculus of Abaddon. But we learned that in order to curse someone, one has to know their true essense, the thing that defines their being. - Without this, the curse will have much less power over its victim. This research has increased our understanding of arcane magic...Arcane +5
Restoration of Bronzeshield Fortress 100 BP 30 d General / Treasurer Pay tribute to the land's long-gone dwarven settlers. – Begin restoration of the old Bronzeshield Fortress and that section of the Road of Shields.
Success: You've made progress in the restoration work. A region upgrade featuring this fortress is now available. Military +1 and Stability +2
Restoration of the Silvershield Fortress 100 BP 30 d General / Treasurer / Warden Long ago, the Abandoned Keep was a glorious dwarven outpost that protected travelers and merchants in the region. It's time to restore it to it proper name - the Silvershield Fortress - and commence reconstructing it, along with that section of the Road of Shields.
Success: You've made progress in the restoration work. A region upgrade featuring this fortress is now available. Military +1 and Stability +2
Restoration of The Road of Shields 1000 BP 90 d General / Treasurer A bold and daring creation of the region's dwarven settlers, the Road of Shields has still idle for centuries, waiting for someone to revive its glory.
Success: The newly restored Road of Shields welcomes its first merchants and travelers. Economy +20, Relations +10, Stability +10 and +5 BP per week
Restoration of The Taldan Mine 100 BP 25 d Regent The ancient Taldan Mine discovered in Sorrowflow could still be of use to us. Once restored it would provide the barony with a stable ore income.
Success: The mine has been restored, and is now ready to produce ore for our barony. Community +3, Economy +3 and +1 BP per week
Road to Oleg's Trading Post 80 BP 30 d Regent /
Treasurer
According to the agreement with Jamandi Aldori, a safe and reliable road to Oleg's trading post must be built by the barony. Someone must be appointed to look into it.
Success: We have honored our agreement with Jamandi Aldori to build a proper road to Oleg's trading post. Economy +3 and Relations +2
Scouting the Central Regions 50 BP 15 d General / Warden / Minister Send scouts to the Shrike Hills and the South Narlmarches to uncover potential threats and points of interest.
Success: Our scouts have returned with news. Leads to Secret Cache in the Central Regions
Scouting the Eastern Regions 50 BP 15 d General / Warden / Minister Send scouts to the Kamelands and Silverstep to uncover potential threats and points of interest.
Success: Our scouts have returned with news. Leads to Secret Cache in the Eastern Regions
Sell the Soul Jar (R) 0 BP 30 d Treasurer / Magister It's a difficult task to sell something as evil as Vordakai's Soul Jars. There are plenty of powerful entities, such as Pharasma's church, who would be unhappy to learn of such acts, so it would be wise to proceed as discretely as possible.
Success: Soul Jar sold on the foreign Black Market. We can sell the next one in 2 months, otherwise we can gain unwanted attention. +250 BP
Spell Resistance Discovery 250 BP 20 d Magister Groundbreaking research has uncovered new secrets in spell resistance. Provides a spell resistance of 16 to the King and his companions while fighting in claimed regions.
Success: -**
Stability by Nobility 175 BP 14 d Regent / Warden Increase Stability by +1 whenever the Regent has a Success or Triumph.
Success: The project is complete.


Strategic Partnership with Brevoy 300 BP 30 d Regent / Treasurer / Grand Diplomat Now when the kingdom is strong and prosperous we can discuss strategic partners with Brevoy. Effect: increases Economy and Relations by +7 and provides 1 BP per week for each Relation Rank above 6.
Success: Our partnership with Brevoy has bourne fruit. Economy +7, Relations +7
Strength in Numbers 50 BP 14 d General Gives the General a +1 bonus for taking advantage of an opportunity.
Success: Project is complete.
Strengthen Jhod's Skills as an Advisor 100 BP 20 d Treasurer / High Priest The advisor learns new nuances of their craft and becomes more efficient in their post.
Success: ?
Strengthen Lebeda's Skills as an Advisor 100 BP 20 d Regent / Treasurer The advisor learns new nuances of their craft and becomes more efficient in their post.
Success: ?
Strong Nation 75 BP 14 d Regent The cost of buildings with static Community bonus (Bard College, City Hall, Courthouse, Dwarven Bastion, Granary, Longhouse, Luxury Store, Mansion, Monument, Noble's Villa, Pathfinder's Lodge, Temple of Abadar, Town Hall, Trade Shop, Waterfront) is reduced by 10%.
Success: The project is complete
Swordplay Mastery 230 BP 14 d General / Grand Diplomat Provides the General with a bonus for resolving any situation. The amount of bonus depends on the kingdom's Relations rank. There is no bonus for ranks 1-4; ranks 5-7 get a +1 bonus; ranks 8-9 get a +2 bonus; and rank 10 gives a bonus of +3.
Success: The project is complete.
Talented Recruits 50 BP 14 d General +1 to resolving any problem with the General.
Success: The project is complete.
Temple of Kurgess 250 BP 14 d General / High Priest +1 bonus to Community for any problems handled by the Regent which result in Failure or Disaster. If the Warden suffers Failure or Disaster, then the kingdom receives +1 bonus to Stability.
Success: The project is complete. Community +7, Divine +7
The Helping Hand 150 BP 14 d Councilor Provides the Councilor a +2 bonus when resolving situation.
Success: The project is complete.
Tracking the Throne Thief 50 BP 60 d Minister A ruler without a throne is but a fool. The thief must be found at any cost! The Minister can track down the hideout of this infamous bandit.
Success: The Minister was able to trace the thief's hideout to a ravine in the Thousand Voices. Surely the King will want to have a word with the infamous bandit.
Trade Agreement with Daggermark 100 BP 15 d Treasurer / Grand Diplomat Provides +10 BP per week, but reduces income by 1 for each rank of Stability and Espionage below 10.
Success: The agreement signed.
Trade Agreement with Galt 400 BP 30 d Treasurer / Grand Diplomat Speculation allows the cunning and experienced to turn a profit even during times of strife. Brings in up to 2 BP per week in times of Unrest. The worse the Unrest, the more BP this agreement provides.
Success: The agreement has been signed!
Trade Agreement with Gralton 75 BP 15 d Treasurer / Grand Diplomat By abolishing all trade tariffs on imported goods from Gralton, we will forego all immediate profits. However, this will provide a solid foundation for stable long-term growth. Economy +5.
Success: The agreement has been signed! Economy +5
Trade Agreement with Maegar Varn 75 BP 15 d Treasurer A heavily-guarded caravan will now carry goods between our capital and Varnhold. +2 BP per week.
Success: The agreement has been signed! +2 BP per week.
Trade Agreement with Mivon 100 BP 15 d Treasurer Mivon will dispatch troops to watch the trade routes that connect it with our capital. +1 BP per week.
Success: The agreement has been signed! +1 BP per week.
Trade Agreement with Pitax 500 BP 30 d Treasurer Pitax will allow our merchants to pay significantly lower trade tariffs. +4 BP per week.
Success: The agreement has been signed! +4 BP per week.


Trade Agreement with Razmiran 50 BP 15 d Treasurer / Grand Diplomat One of our merchant guilds will become the main supplier of Razmiran's army. Increases Economy and Relations by +5 and provides +4 BP per week.
Success: The agreement has been signed! Economy +5, Relations +5, +4 BP per week.
Trade Agreement with Surtova 1,500 BP 60 d Treasurer Our merchants will receive rights to establish a sizable trading post in the heart of New Stetven. Each city in the barony gains an extra +5 BP per week; +2 BP for each Town; and +1 BP for each village.
Success: The agreement has been signed!
Trading with Brineheart 200 BP 30 d Regent / Treasurer You proved yourself a trustworthy ally to the young kingdom of Brineheart. Trade betweeen your nations will benefit both sides. Effect: increases Economy by 7 and provides 5 BP per week.
Success: Your merchants have begun to trade with Brineheart. Economy +7, +5 BP per week.
Training Camps near the Capital 125 BP 14 d General Military camps near the capital allow for easier deployment of the military should the need arise. Gives the General a +2 bonus for taking advantage of opportunities.
Success: The project is complete.
Undead Builders 250 BP 30 d Magister Undead workers are tireless and precise. They construct buildings 20% faster.
Success: The project is complete.
Varnhold Militia 80 BP 20 d General / Warden Tirval has asked for help in creating Varnhold's own militia - an independent force that would help protect Varnhold from bandits and keep peace in the region.
Success: The Varnhold militia is ready for duty! Tirval is grateful, and ready to start working as a leatherworker - if we can provide her with a suitable workshop. Community +1, Stability +1. Later begins The Varnhold Militia.
Wigmold's Prevention System 350 BP 30 d Magister / Warden / Minister On the lawful-chaotic axis: +3 to resolve situations with the Warden for a kingdom with a Lawful alignment;
+3 to resolve situations with the General for a kingdom with a Neutral alignment;
+3 to resolve situations with the Minister for a kingdom with a Chaotic alignment;

On the good-evil axis: +3 to resolve situations with the Regent for a kingdom with a Good alignment;
+3 to resolve situations with the Treasurer for a kingdom with a Neutral alignment;
+3 to resolve situations with the Councilor for a kingdom with an Evil alignment;

Success: The project is complete.

Throne Room Events[edit | edit source]

This section was moved to the Throne Room Events page to lighten this one.

Bugs[edit | edit source]

Bug icon.png The consequences for ignoring the Devastating Raids event is a large bonus to community. (Fixed Version: as of 2.0.8)
Bug icon.png In the Omen event, the descriptions of the results of Curator's and Magister's efforts are mutually mixed up. It doesn't affect gained/lost stats, though. (Last Version:2.0.8)
Bug icon.png Despite what the advisor tells you, there is no item given in this event for the first choice, weather and luck. (Fixed Version: 1.1.2e)
Bug icon.png Despite what the advisor tells you, there is no item given in this event for the second and third choices. (Last Version:1.1.1e)
Bug icon.png The results of Jubilost's efforts as the Treasurer in River Gold just make no sense for the Treasurer. The results of Bartholomew Delgado or Kanerah look more conclusively. (Last Version:2.0.8)
Bug icon.png In the descriptions of the results of the event, Tsanna is addressed as Jaethal (Last Version:2.0.8)
Bug icon.png Ingame description of the results of the event is blank (Last Version:2.0.8)
Bug icon.png Despite the description of the results in Loyal Spies, Disaster grants Espionage +1, but Failure seems to grant Espionage +2 (Last Version:2.0.8)