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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

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

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.

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

Event Time DC Issue Advisor Result
Triumph Success Failure Disaster
A Celebrity Visit 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 ? ? ? ?
Councilor Community +1
Loyalty +6
Relations +1
? No change. ?
Warden Community +1
Loyalty +2
Relations +2
Stability +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 Community +7
Loyalty +4
? No change. ?
A Noble in Trouble 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 ? ? No change. ?
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 Loyalty +2
Divine +5
Divine +5 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 Economy +6 Economy +5 Economy +1 No change.
Curator Economy +2
Culture +6
Economy +1
Culture +5
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 ? ? ?
Ancient Tradition (R) 14 d 16 An invitation to a celebrated folk festival was delivered to the castle. Councilor ? Loyalty +6 No change. ?
Regent ? Community +4
Loyalty +2
No change. ?
High Priest ? Divine +5 No change. ?
Blank Spots 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 Economy +7 Economy +5 ? No change.
Curator Relations +4
Culture +3
? ? ?
Warden Stability +5 ? ? ?
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 Loyalty +5
Economy +2
Loyalty +5 Loyalty +1 ?
Treasurer ? ? ? ?
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 Community +3
Loyalty +1
Culture +1
Community +3
Loyalty +1
Culture +1
No change. ?
Councilor Loyalty +4
Culture +1
Loyalty +4
Culture +1
? ?
Combat Priests 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 ? Military +6
Divine +2
? ?
High Priest ? ? ? Military -2
Divine -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. ? Loyalty +1
Culture +6
+20 BP
Loyalty +1
Culture +3
+20 BP
No change. ?
Disrupted Harmony 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 ? Loyalty +2
Divine +4
? ?
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 Divine +8 Divine +6 No change. Divine -3
Magister Arcane +8 Arcane +6 ? ?
Treasurer Economy +4
Divine +1
Arcane +1
? ? 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 Community +1
Loyalty +1
Military +4
Stability +1
Military +4 No change. ?
High Priest Divine +5 Divine +5 ? ?
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 / Treasurer Military +3 OR
Economy +3
Military +3 OR
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... Councilor ? ? ? ?
Regent Community +6
Loyalty +2
Community +5 No change. ?
Warden Community +1
Loyalty +1
Relations +1
Stability +4
? Relations +1 ?
Forest Fey 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 ? Divine +4 No change. Loyalty -1
Divine -1
Curator ? Culture +4 ? ?
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 Loyalty +2
Military +7
? No change. Loyalty -1
Military -3
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 Economy +6
Relations +2
Economy +5 No change. Economy -1
Diplomat Economy +2
Relations +5
? ? ?
In the Name of the Law ? ? 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 Loyalty +3
Military +1
Relations +1
Stability +1
? ? ?
Warden Military +1
Relations +1
Stability +4
? ? ?
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 Economy +3
Stability +2
Culture +2
Build Points -10
Economy +3
Culture +2
Build Points +10
Build Points -10 ?
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
? 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 ? ? ? ?
Treasurer ? ? ? Relations -2
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 Community +3
Economy +3
Build Points +10
Community +3
Economy +2
Build Points +5
No change. No change.
Treasurer 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 Military +2
Divine +6
Stability +2
Military +2
Divine +6
No change. No change.
River Gold 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 Loyalty +1
Economy +7
Stability +1
Loyalty +1
Economy +5
Stability +1
No change ?
Rusty Dogs 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. ?
Treasurer Military +3
Economy +4
BP -5
? ? ?
Testimony of Loyalty 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
? ? ?
Treasurer ? Economy +5 ? ?
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 Military +4
Economy +2
Relations +2
Military +4
Economy +1
Relations +1
? ?
High Priest Economy +1
Relations +2
Divine +3
Economy +1
Relations +1
Divine +3
? ?
The Artisan's Loss 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 ? ? ? ?
Treasurer ? Economy +6 ? ?
Warden Stability +3 Stability +3 ? 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 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. Warden Loyalty +3
Stability +5
Loyalty +2
Stability +4
Community -1
Stability -2
Community -1
Stability -2
The Wise Man 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 Loyalty +3
Arcane +3
? ? ?
Curator Arcane +3
Culture +3
Arcane +3
Culture +3
No change ?

Problems

Event Time DC Issue Advisor Result
Triumph Success Failure Disaster
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 Loyalty +4 ? ? ?
High Priest Loyalty +1
Divine +3
Divine +3 Loyalty -1 ?
Ignored ?
Accursed Things 14 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. Curator ? Arcane +3 ? ?
Ignored ?
Bandits' Outrage 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 Military +4
+100 BP
? ? ?
Treasurer Economy +5 Economy +4
-25 BP
? ?
Ignored ?
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 ? ?
High Priest Divine +3 ? ? ?
Ignored ?
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 ? Military +3 ? ?
Regent Community +4
Loyalty +1
Community +4
Loyalty -1
Loyalty -1 ?
Ignored Community +9**
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 Loyalty +3
Economy +2
? Loyalty -1
Military -1
Economy +1
Divine -1
Arcane -1
Culture -1
Espionage -1
?
Ignored ?
Extortionist Guards 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
? ?
Ignored Loyalty -1
Military -1
Economy -2
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 ? ? ? ?
Councilor Loyalty +3 ? ? ?
Ignored Community -1
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
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 Military +6
Relations +2
Military +5
Relations +2
Military -2 Military -2
Ignored Military -2
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 ? ? ? ?
Ignored Culture -1
Greedy Tax Collector 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 ? Loyalty -3
Economy +9
+3 Build Points
Loyalty -1
Economy -1
-3 Build Points
?
Ignored Loyalty -1, Economy -1, and Build Points -3
Illicit Hunters 14 d 17 Poachers are hunting animals illegally, and their traps are snaring the locals. This must be brought to an end. Regent Community +3
Stability +1
Community +3 ? ?
Warden Stability +6 Stability +3 ? ?
Ignored ?
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 ? ? ? ?
Ignored Community -1, Loyalty -1, Arcane -2, and Stability -1
Livestock Deaths 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 ? ? ? ?
High Priest ? Divine +3 Divine -3 Divine +4
Ignored Loyalty -3
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 -1
Stability -2
?
Ignored Military -1 and Stability -2
Mysterious Weed 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 Divine +3 ? ? ?
Councilor Loyalty +3 ? Loyalty -2 ?
Ignored Loyalty -2
Nature's Rage 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 Loyalty +3
Divine +3
Arcane +3
Loyalty +3
Divine +2
Arcane +2
? ?
High Priest Divine +6
Arcane +3
? Divine -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 ? Divine +4 ? ?
Curator** Arcane +3 Culture +3 ? ?
Ignored Community -1 and Divine -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. Warden ? ? ? ?
Regent ? ? ? ?
Curator ? ? ? ?
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 ? ? ? ?
Curator ? ? ? ?
Ignored Community -2, Loyalty -2, and Stability -2
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 ? Community +1
Military +4
Economy +1
? ?
Regent ? Community +4
Military +1
Economy +1
? ?
Treasurer ? ? ? ?
Ignored ?
The Fire (R) 14 d 19 A terrible fire struck the settlement, consuming many buildings. The people need immediate help! Regent ? ? Community -2
Economy -2
?
Treasurer ? ? ? ?
Ignored Community -2 and Economy -2
The Gambler 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 Economy +3
+50 BP
Economy +3 ? ?
Ignored ?
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 ? ? ? ?
Curator Loyalty +1
Culture +5
Culture +3 Loyalty -2
Culture -2
?
Ignored Divine -5
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 ? ? ? ?
Regent Community +5
Military +1
Community +3 ? ?
Ignored Loyalty -1
The Joys of Life 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 Divine +4 Divine +4 Community -2
Loyalty -1
?
Curator Culture +3 Culture +3 Culture -1 ?
Ignored Culture -1
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 ? Loyalty +4 Divine +1 Culture +1 ? ?
High Priest ? Loyalty +1 Divine +4 Culture +1 ? ?
Curator ? Loyalty +1, Divine +1, Culture +4 ? ?
Ignored Loyalty -3, Divine -3 and Culture -3
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. General Military +3
Economy +2
? ? ?
Councillor Loyalty +4
Economy +2
Loyalty +3 Economy -2 ?
High Priest ? ? Economy -2 ?
Ignored Economy -2
Trade Taxes 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 ? ? ? ?
Treasurer ? ? ? ?
Ignored Economy -1
Tragedy at the Mine ? ? The local Mine had a rockslide! The stone merchants have jacked up the prices, and construction materials are running short Regent Community +4 Economy +2 ? ? ?
Ignored ?
Troll Raids 28 d 14 Troll bands are rampaging in the region. Somebody must stop them! General ? ? Military -3 and Stability -3 ?
Ignored Military -3 and Stability -3
Troll Sightings ? 11 Bands of marauding trolls have been seen throughout the region. The people are frightened and beg for protection. General Military +3 ? ? ?
Ignored ?
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 Community +2
Loyalty +4
? ? ?
General Community +2
Military +5
Military +4 No change. ?
Ignored ?
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 ? ? ?
Regent Community +3 Community +3 Community -1 ?
Curator Culture +3 ? ? ?
Ignored ?
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 Military +3 ? Military -3 ?
High Priest ? ? ? ?
Ignored Military -3

Projects

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.
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.
Blue Blood Community 175 BP 14 d Warden 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: Your capital is now a lively town.
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.
Customs 130 BP 14 d Treasurer Allows easier resolution of economic problems, providing +2 bonus to solving any problem with Treasurer.
Success: ?
Defenders of the Land 100 BP 14 d General +1 morale bonus to attack and damage rolls while fighting within claimed regions.
Success: ?
Divine Protection from Poison 100 BP 20 d High Priest Provides immunity to poisons in the claimed regions.
Success: The Project is complete.
Ezvanki's Offer ? ? High Priest 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: ?
Heeding to the Poor and the 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: 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.
Love of the Folk 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: Project is complete.
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
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: ?
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: ?
Research into the Nature of Curses: Bald Hilltop ? ? 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: <Spoilers hidden> Divine +2 and Arcane +2
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: 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 / Warden 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: 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 / Warden 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: 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
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 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
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
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 / 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.
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 turn.
Success: The agreement has been signed! +2 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: ?
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!
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: ?

Throne Room Events

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

Bugs

Bug icon The consequences for ignoring the Devastating Raids event is a large bonus to community. (Last Version:1.1.1c)
Bug icon In the Omen event, the success of the Curator's efforts is said to be that of the Magister. (Last Version:1.1.1c)
Bug icon 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 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)
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