A type of kingdom event, characterized by not having expiration dates and often requiring build points.
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A
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
A New Phase in the Life of Your Capital | 100 BP | 7 d | Regent Councilor 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 | 150 BP | 60 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. |
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. | ||||
A Way into Nyrissa's Dream (The Nymph's Gift) | 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/Queen}, 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. | ||||
Agreement with Ioseph Sellemius | 0 BP | 7 d | Treasurer | The Lord Mayor of Restov has offered 500 BP in "financial assistance" in exchange for your promise to work exclusively with Restov's builders guild. It's a generous offer, but who knows what consequences this would have for the {barony/kingdom}? |
Success: We've made a deal and received "financial assistance". +500 BP, Unfair Prices kingdom effect | ||||
Aldori Fighting School | ? | ? | ? | Jamandi Aldori is eager to send Swordlord mentors to your lands as a token of support and friendship. Effect: All Military Academies in the {barony/kingdom} provide an additional bonus of +3 to Loyalty and +2 to Stability and Military. All Sworldlord Academies in the kingdom provide an additional bonus of +3 to Loyalty, Community, Military and Stability. |
Success: Aldori mentors have arrived in the {barony/kingdom}. They use their knowledge and techniques to improve military education in your lands. | ||||
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 | ||||
Alliance with Linxia | 1000 BP | 45 d | Regent General Warden |
It seems you have pleased the merciless hellknight. Linxia is prepared to establish an Order of the Rack embassy in your kingdom. The Order will help in fighting outlaws and rebels. Effect: increases Stability by 1 per week. Each week, if the kingdom's Unrest is lower than Worried, there is a chance that it will improve. The more unrest there is, the greater the chance of relief. Also, when the Last Resort event is successfully resolved, if the kingdom's Unrest is Worried or worse, then the situation will improve by one step. |
Success: The kingdom has allied with Linxia's Hellknights. Alliance with Linxia kingdom buff. | ||||
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. | ||||
Amiri's Tribe Serves the Kingdom | ? | ? | ? | As a new chieftain, Amiri orders her tribe to defend your kingdom. |
Success: The barbarian defense of the kingdom has increased its stability and lessened its Unrest. Unrest Improves | ||||
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 compulsions while fighting in the claimed regions. |
Success: The project is complete. |
B
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
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 Guards | 150 BP | 30 d | General Grand Diplomat Warden |
Reinforce your border with a special perimeter guard unit. +1 to Military and Stability for each region along the Brevan border that has a Garrison or Fort. +2 if it has both. |
Success: Garrisons and Forts near the Brevan border are reinforced with members of a special guard unit. | ||||
Border Training Camps | 125 BP | 14 d | General | Military camps at the border allow for immediate solutions to military problems. Provides the General a +2 bonus when resolving problems. |
Success: The project is complete | ||||
Break the Agreement with Sellemius | ? | ? | ? | The time has come to break the agreement with Sellemius and end the building cost inflation. |
Success: The barony has been freed from its unconscionable agreement with Sellemius! | ||||
Build A Town | 100 BP | 7 d | Regent Councilor |
Rebuild one of your villages into a lively town. |
Success: The village has developed into a town. | ||||
Build A Town | 100 BP | 7 d | Regent | Rebuild one of your villages into a lively town. |
Success: The village has developed into a town. |
C
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
Claim Dunsward | 300 BP | 14 d | Regent Councilor Grand Diplomat |
Decalre Dunsward a part of your kingdom. |
Success: Your {barony/kingdom} has expanded. It now includes Dunsward. Military +3, Relations +4, Espionage +7 | ||||
Claim Glenebon | 325 BP | 14 d | General High Priest |
Decalre Glenebon a part of your kingdom. |
Success: Your {barony/kingdom} has expanded. It now includes Glenebon. Community +2, Loyalty +2, Military +4, Relations +2, Divine +4 | ||||
Claim Silverstep | 375 BP | 14 d | Regent Councilor Grand Diplomat |
Decalre Silverstep a part of your kingdom. |
Success: Your {barony/kingdom} has expanded. It now includes Silverstep. Community +6, Divine +6, Arcane +6 | ||||
Claim the Dire Narlmarches | 200 BP | 14 d | High Priest Magister Warden |
Decalre the Dire Narlmarches a part of your kingdom. |
Success: Your {barony/kingdom} has expanded. It now includes the Dire Narlmarches. Divine +3, Stability +7 | ||||
Claim the Kamelands | 275 BP | 14 d | Regent Grand Diplomat Curator |
Decalre the Kamelands a part of your kingdom. |
Success: Your {barony/kingdom} has expanded. It now includes the Kamelands. Economy +7, Culture +5 | ||||
Claim the North Narlmarches | 225 BP | 14 d | Regent Grand Diplomat High Priest |
Decalre the North Narlmarches a part of your kingdom. |
Success: Your {barony/kingdom} has expanded. It now includes the North Narlmarches. Divine +4, Culture +3, Espionage +4 | ||||
Claim Outskirts | 150 BP | 14 d | Regent Councilor Treasurer |
Decalre the Outskirts a part of your kingdom. |
Success: Your {barony/kingdom} has expanded. It now includes the Outskirts. Loyalty +5, Military +2, Economy +3, Relations +3, Stability +2 | ||||
Claim the South Narlmarches | 400 BP | 14 d | Regent General Warden |
Decalre the South Narlmarches a part of your kingdom. |
Success: Your {barony/kingdom} has expanded. It now includes the South Narlmarches. Military +6, Economy +4, Arcane +4, Stability +6 | ||||
Claim the Tors of Levenies | 350 BP | 14 d | Magister Curator |
Decalre the Tors of Levenies a part of your kingdom. |
Success: Your {barony/kingdom} has expanded. It now includes the Tors of Levenies. Arcane +5, Stability +5, Culture +5 | ||||
Community of Loyalists | 175 BP | 14 d | Regent Councilor |
The Regent has a +2 bonus when resolving situations. |
Success: The project is complete. | ||||
Crime Prevention | 100 BP | 14 d | Warden | Provides +2 bonus to resolve any opportunity with the Warden. |
Success: No text. | ||||
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. |
D
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
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. | ||||
Desna's Wayside Shrines | 50 BP | 30 d | Councilor High Priest |
These shrines provide weary travelers with a safe place to rest and pray. +2 to Loyalty and Divine. |
Success: The shrines have been built! Loyalty +2, Divine +2, progresses By Desna's Paths quest. | ||||
Diplomatic Crisis | 65 BP | 15 d | Regent Treasurer Grand Diplomat |
Jamandi Aldori is displeased Oleg stopped paying taxes to Restov. It's time to make amends before relations with Restov become worse. |
Success: The Aldori have accepted our apologies, and officially allowed Oleg to join our {barony/kingdom}. Relations +3 | ||||
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. | ||||
Dri Stinvag's Miners | ? | ? | ? | A group of dwarven miners offer to increase the output of mines throughout the whole {barony/kingdom}. +1 BP per week. |
Success: The dwarves have improved the mines. +1 BP per week |
E
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
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. | ||||
Enhanced Border Control | 175 BP | 30 d | Regent Grand Diplomat |
We've managed to maintain 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 | ||||
Enhanced 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. | ||||
Extraordinary Goods from the Black Market (R) | 650 BP | 7 d | Regent Treasurer Minister |
Completing this project allows you to receive a random item from one of your Black Markets. This project is available once every 3 months for each Black Market building in one of your settlements. Only one such project can be active at a time. |
Success: You've acquired a new item! Check your treasury to see what it is. Espionage +1 and a magic item (see Black Market for details). | ||||
Ezvanki's Offer | 0 BP | 7 d | High Priest Treasurer |
Ezvanki Keeg, 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 |
F
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
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. | ||||
Favored by the People | 75 BP | 14 d | Regent | Community receives an additional +1** whenever the Regent achieves a Triumph in any event. |
Success: The project is complete. | ||||
Feast for the Afflicted (R) | 200+ BP | 5 d | Treasurer | The people of the {barony/kingdom} are unhappy, and wish for their pleas to be heard. The Treasurer could distract the citizens from their troubles by throwing a glorious festival, with entertainment and a feast for everyone. If these measures are taken within five days and the treasury allocates an incredible amount of resources, the riots will surely subside. The price rises by 200 BP for each iteration of this event. |
Success: The Treasurer arranged a fancy festival, which was attended by {hundreds/thousands} of citizens! The people forgot all about their troubles while they drank wine and had some fun. Unrest improves | ||||
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, Reduces Perception DC of finding Armag's Tomb | ||||
Finding Ivar | 30 BP | 14 d | General | Order your trackers to start looking for the hunter Ivar. |
Success: Your trackers have discovered where Ivar is hiding! Reveal Silverstep Grove. | ||||
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 Flintrock Grassland. Divine +3, Arcane +3, Culture +3, Reduces Perception DC of finding Armag's Tomb | ||||
Fixing the Consequences of the Agreement with Ioseph Sellemius | ? | ? | ? | Ioseph Sellemius' offer seems less profitable than we initially thought. The payment that Restov's building guild is demanding for their services is unduly high. It will require time and resources to resolve this situation peacefully. |
Success: Our merchants and diplomats settled the problem. There will be no more unfair pricing, and our Economy will continue to develop! |
G
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
Garrison at Nivakta's Crossing | 250 BP | 60 d | Regent General Grand Diplomat |
As a part of your agreement with Natala Surtova, you've established a special garrison at Nivakta's crossing. This is mostly just a public gesture to remind the rebellious Aldori Swordlords that House of Surtova has powerful allies in the region. Surtova will surely be grateful for the solidarity. Effect: increase Military and Stability by +4; further increase Military by +2 and Stability by +1 for each region along the Brevan border which has a military upgrade. |
Success: You have established a special garrison at Nivakta's crossing, and received the support of House Surtova. Special Garrison at Nivakta's Crossing kingdom buff. | ||||
Goods from the Black Market (R) | 250 BP | 7 d | Regent Treasurer Minister |
Completing this project allows you to receive a random item from one of your Black Markets. This project is available once every 3 months for each Black Market building in one of your settlements. Only one such project can be active at a time. |
Success: You've acquired a new item! Check your treasury to see what it is. Espionage +1 and a magic item (see Black Market for details). |
H
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
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 guards sent after him will discover Morhalan's whereabouts, and then let the {baron/baroness/King/Queen} personally confront the villain. Time limit: 120 days. |
Success: Morhalan's current location has been discovered! Community +1 |
I
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
Independence | ? | ? | ? | You chose to be independent of any Brevan factions and turned your lands into one of the truly free River Kingdoms. Effect: increases Loyalty by 10 and Espionage by 5; also provides 3 BP per week for each Espionage Rank above 8. |
Success: Our country has been recognized as one of the independent River Kingdoms! | ||||
Improved Diplomacy | 65 BP | 14 d | Grand Diplomat | +3 BP each time the Grand Diplomat successfully resolves a situation. |
Success: In the future, diplomats will bring in additional resources. | ||||
Improving Economic Status | 160 BP | 14 d | Treasurer | The cost of buildings with a static Economy bonus (Andoran Bank, Bank, Bard 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. |
K
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
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. |
L
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
Lander's Last Gift | ? | ? | ? | Lander Lebeda, the unfortunate little traitor, planted spies in your realm. We should find them or suffer the consequences of their plots. With spies in the {barony/kingdom}, all events that could be solved by the Grand Diplomat or Minister roll 2 checks with a penalty of -2, and pick the worse result. |
Success: We've found most of Lebeda's agents, and the others have scattered in fear. We'll have no more trouble from those spies. | ||||
Laying the Foundation | 125 BP | 14 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 10%. |
Success: The project is successful. | ||||
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. | ||||
Lighter Border Control | ? | ? | ? | As a part of our agreement with Jamandi Aldori, we've halted our patrols along our shared border. This is the kind of confidence-building gesture that our Aldori allies appreciate. Effect: +2 bonus when pursuing any opportunities in the regions along the Brevan border; also improves Relations by 5. |
Success: Our Brevan partners aid us in the border regions whenever we ask. | ||||
Lighter Customs Control | 100 BP | 20 d | Regent Grand Diplomat |
As a part of our agreement with Natala Surtova, we should soften customs controls along our common border. Our Brevan allies would appreciate this confidence-building gesture. Provides +2 bonus to resolve any situation that arises in regions along the Brevan border; also improves Relations by 5. |
Success: Our Brevan partners are happy to assist our endeavors in the border regions, should the need arise. Relations +5 | ||||
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 Laboratory, Bard 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. |
M
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
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 |
O
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
On the Trail of Monsters | 100 BP | 45 d | Magister Minister |
Monsters sent by Irovetti are attacking the kingdom, appearing literally from out of nowhere. This threat must have some source, and a group of rangers has offered their services in finding it. |
Success: The rangers report that all the monsters are being teleported into your kingdom from a place they call "The Menagerie". Arcane +2, Espionage +3, reveals The Menagerie. | ||||
Open Guard Headquarters | 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 |
P
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
Pacify Pitax | ? | ? | ? | Pitaxians are not very fond of you after certain events. Still, a big helping of propaganda and some lavish displays could improve their attitude towards you. |
Success: The Pitaxians have forgotten all about those unfortunate events. Or they pretended to forget. But it's something, at least. | ||||
Phantom Road | 15 BP | 60 d | Regent Curator Minister |
Constructing a road is expensive and difficult. Somebody should create the illusion of progress until Aldori loses interest in watching over the project. |
Success: We successfully created the illusion progress in building the road, until the Aldori lost interest in watching over the project. 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. |
R
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
Rare Goods from the Black Market (R) | 400 BP | 7 d | Regent Treasurer Minister |
Completing this project allows you to receive a random item from one of your Black Markets. This project is available once every 3 months for each Black Market building in one of your settlements. Only one such project can be active at a time. |
Success: You've acquired a new item! Check your treasury to see what it is. Espionage +1 and a magic item (see Black Market for details). | ||||
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 Origins of Magic | ? | ? | ? | Materials from the Library of Nethys allowed research that will advance the understanding of magic. +2 bonus to Divine and Arcane. |
Success: Research completed! Divine +2, Arcane +2 | ||||
Restoration of Bronzeshield Fortress | 100 BP | 30 d | General Treasurer Warden |
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 its 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. Effect: provides +20 Economy and +10 Stability and Relations. Increases income by 5 BP per week. Situations resolved by the Warden or Treasurer in all Narlmaches regions have a +3 bonus. |
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 Treasurer Magister |
The ancient Taldan Mine discovered in Sorrowflow could still be of use to us. Once restored, it would provide the {barony/kingdom} with a stable ore income. |
Success: The mine has been restored, and is now ready to produce ore for our {barony/kingdom}. Community +3, Economy +3, +1 BP per week | ||||
Return of the Past Glory | 125 BP | 30 d | Regent General Warden |
Oleg uses an old fort as his trading post. By restoring the fortification, the barony will gain a reliable northern outpost. |
Success: We've fortified Oleg's trading post. Military +12, Economy -3, Relations -3 | ||||
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, Relations +2 | ||||
Road to Oleg's Trading Post | 35 BP | 30 d | Regent Grand Diplomat |
Oleg will pay taxes to Restov. In return, the barony deserves a safe and reliable road to the trading post on its northern border. Somebody should make sure Aldori keeps the promise to build one. |
Success: Under our watch, the Aldori have built a proper road to Oleg's trading post. Economy +5, Relations -2 |
S
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
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. | ||||
Scouting the Dire Narlmarches | 75 BP | 15 d | General Warden Minister |
Send scouts to the Dire Narlmarches to uncover potential threats and points of interest. |
Success: Our scouts have returned with news. | ||||
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. | ||||
Scouting Glenebon | 75 BP | 15 d | General Warden Minister |
Send scouts to the Glenebon Uplands to uncover potential threats and points of interest. |
Success: Our scouts have returned with news. | ||||
Scouting the Northeastern Regions | 75 BP | 15 d | General Warden Minister |
Send scouts to Dunsward, the Tors of Levenies and Varnhold to uncover potential threats and points of interest. |
Success: Our scouts have returned with news. | ||||
Scouting the Northern Regions | 50 BP | 15 d | General Warden Minister |
Send scouts to the Outskirts and North Narlmarches to uncover potential threats and points of interest. |
Success: Our scouts have returned with news. | ||||
Scouting Pitax | 100 BP | 15 d | General Warden Minister |
Send scouts to Pitax to uncover potential threats and points of interest. |
Success: Our scouts have returned with news. | ||||
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, +2500 gold | ||||
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/Queen} and {his/her} 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 borne 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. | ||||
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. |
T
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
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/Queen} will want to have a word with the infamous bandit. Reveals Inconspicuous Ravine | ||||
Trade Agreement with Cheliax | ? | ? | ? | Provides 4 BP per 30 days; for each consecutive 30 days this value increases by +4 if at that time Community Rank is 10, Stability rank is greater than 7 and Unrest state is at least Worried. Maximum value is 40 BP per month. |
Success: Trade agreement signed. | ||||
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 Irrisen (Areena) | 100 BP | 30 d | Treasurer Grand Diplomat |
Working out the details of a trade agreement with Areena Korvosh and signing it. +1 BP per week. |
Success: The agreement has been signed! +1 BP per week | ||||
Trade Agreement with Irrisen (Kaleena) | 150 BP | 14 d | Treasurer Grand Diplomat |
Working out the details of a trade agreement with Kaleena Korvosh and signing it. +2 BP per week. |
Success: The agreement has been signed! +2 BP per week | ||||
Trade Agreement with Irrisen (Kaleena 2) | ? | ? | ? | Working out the details of a trade agreement with Kaleena Korvosh and signing it. +3 BP per week. |
Success: The agreement has been signed! +3 BP per week | ||||
Trade Agreement with Maegar Varn | 75 BP | 15 d | Treasurer Grand Diplomat |
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 Mivon | ? | ? | ? | 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 | ? | ? | Treasurer Grand Diplomat |
Pitax will allow our merchants to pay significantly lower trade tariffs. +3 BP per week. |
Success: The agreement has been signed! +3 BP per week | ||||
Trade Agreement with Pitax | 500 BP | 30 d | Treasurer Grand Diplomat |
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 Grand Diplomat |
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! | ||||
Trade in Wine | 100 BP | 30 d | Treasurer Grand Diplomat |
Selling goods that please Cayden and his followers brings a decent income. Provides 1d10 BP per 30 days. Provides additional 1d10 BP per 30 days for 8th and 10th rank of Loyalty. Provides additional 1d10 BP per 30 days for 6th and 8th and 10th rank of Relations. Provides additional 1d10 BP per 50 stat value of combined Loyalty and Relations above 400, but not more than 5d10 BP. |
Success: Trade agreement signed. | ||||
Trade with the Outer Planes (R) | 650 BP | 7 d | Treasurer Magister |
Completing this project allows you to receive a random item from the Outer Planes. This project becomes available one more time, one month after its completion, so long as Kanerah reamins Treasurer. |
Success: You've acquired a new item! Check your treasury to see what it is. Economy +1, Arcane +1 and a magic item (see Black Market for details). | ||||
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 | ||||
Trading with Restov | ? | ? | ? | Our good relations with Aldori allows us to commence trading with Restov on favorable terms. Effect: every region along the Brevan border with a non-military upgrade provides 2 BP per week. |
Success: Trade with Restov is flourishing. | ||||
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. |
U
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
Undead Builders | 250 BP | 30 d | Magister | Undead workers are tireless and precise. They construct buildings 20% faster. |
Success: The project is complete. | ||||
Undead Guards | 300 BP | 30 d | High Priest Magister |
For a reasonable fee, skilled necromancers can provide us with extremely loyal undead guards. |
Success: The undead guards are ready to protect the capital. Divine +5, Arcane +5, Stability +5 | ||||
Union with Restov | 50 BP | 20 d | Regent Grand Diplomat |
The peaceful solution to Oleg's tax crisis laid the groundwork for future improved relations with Restov. We should take advantage of the situation. |
Success: The Aldori were pleased with our decision concerning Oleg's trading post. Loyalty +1, Economy +1, Relations +5 |
V
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
Varisian Patrols | 125 BP | 30 d | Treasurer Warden |
Varisian forces will patrol the roads to protect travelers and wayside shrines from monsters and thugs. +3 to Economy and Stability. |
Success: Varisian forces have started patrolling the roads. Economy +3, Stability +3 | ||||
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. Unlocks Tirval's Leatherwork Shop building. |
W
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
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; |
Success: The project is complete. |
Research into the Nature of Curses
Event | Issue | Cost | Time | Advisor | Unlock | Result |
---|---|---|---|---|---|---|
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? | ? | |
Divine +5 | ||||||
We are now sure: Armag was affected by the cursed sword Ovinrbaane. The curse was the source of his madness, but somehow it also showed him the truth, and in it he found the strength to fight against the lies that surrounded him. The nature of curses is truly amazing and rewards careful study. This research has increased our understanding of arcane and divine magic. We have acquired a deeper understanding of the nature of curses. | ||||||
Research into the Nature of Curses: Bald Hilltop | 100 BP | 60 d | High Priest Magister |
The Bald Hilltop has been the source of much strife for the young {barony/kingdom}. 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. | Optionally given during Dialogue (An Ancient Curse) | |
Divine +2, Arcane +2 | ||||||
It seems the Bald Hilltop is indeed cursed from ancient times. This happened when dark rituals and the powers whose names are long forgotten held sway over this domain. The curse remains active even today. It withers any plant that would grow into the soil, and makes the very air around the place heavy and full of sorrow. However, the curse's target is just a small patch of land on top of the hill. It is unlikely that the curse caused any of the attacks on the {barony/kingdom}. We have acquired a deeper understanding of the nature of curses. | ||||||
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. | ? | |
Arcane +10 | ||||||
All evidence suggests that Briar is strongly connected with Nyrissa — and with strong feelings, like love, passion and affection. It's not just magical charm, but something more, which effects different creatures differently. It could even twist one's mind, but isn't it what love often does? Our research supposes that the subject's willingness could be the key to the riddle. Only when given and accepted willingly does Briar show its true potential. This research has increased our understanding of arcane and divine magic. We have acquired a deeper understanding of the nature of curses. | ||||||
Research into the Nature of Curses: Candlemere | 100 BP | 60 d | High Priest Magister |
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... | ? | |
Divine +2, Arcane +2 | ||||||
Curses are mysterious, to be sure, but there is no curse at play in Candlemere. Its reputation stems from the strange portal located on the island and the will-o'-wisps that once lived around it. This research has increased our understanding of arcane and divine magic. We have acquired a deeper understanding of the nature of curses. | ||||||
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. | Complete Riverbed Nightmare | |
Divine +2 | ||||||
It appears that curses are a mysterious, little-understood magical phenomenon. They can have devastating effects on their victims, but the source of their power is virtually unknown. Perhaps it would be well to keep an eye open for any other curses we might encounter: this research has increased our understanding of divine magic. We have acquired a deeper understanding of the nature of curses. | ||||||
Research into the Nature of Curses: Ivar | 65 BP | 60 d | High Priest | According to his own words, the werewolf Ivar has learned to control his curse. This might be worth looking into… | ? | |
Divine +3 | ||||||
Ivar denies undergoing any magic ritual, and he bears no traces of any known spells. It seems the only thing that's changed is his own attitude towards his condition. — He's discovered that it can be a source of good as well as evil. In any case, this research has increased our understanding of divine magic. We have acquired a deeper understanding of the nature of curses. | ||||||
Research into the Nature of Curses: Jenna Tannersen | 125 BP | 45 d | High Priest Magister |
Could a mother have cursed her own child? Even unwittingly? | Complete Lost Child | |
Divine +2, Arcane +2 | ||||||
This case proves beyond any reasonable doubt that words possess true power: even a person with no magical ability at all can place a curse upon someone – even without knowing what they're doing. This research has increased our understanding of arcane and divine magic. We have acquired a deeper understanding of the nature of curses. | ||||||
Research into the Nature of Curses: The Defaced Sisters | 275 BP | 45 d | High Priest Magister |
The mysterious Defaced Sisters, beautiful nymphs whose beauty was stolen by some unnatural force... But who are they really, and what is their sad tale? | ? | |
Divine +3, Arcane +3 | ||||||
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. | ||||||
Research into the Nature of Curses: The First Crown | 165 BP | 45 d | High Priest Magister |
With the First Crown in your hands, you can look into the nature of this artifact and the spirit trapped within. | In the end of The First Crown quest keep The First Crown (Item) to yourself. | |
Divine +2, Arcane +2 | ||||||
There is no trace of the elven king having been cursed. And yet the First Crown itself seems to be mystically connected to Nyrissa and her curse. Its creation helped Nyrissa destroy her first kingdom, and gain the first grain of dust for the accursed cup known as the Apology. This research has increased our understanding of arcane and divine magic. We have acquired a deeper understanding of the nature of curses. | ||||||
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. | ? | |
Community -3, Loyalty-3, Divine +5, Arcane +5, Stability -3, unlocks Exotic Garden building. | ||||||
We found no evidence that the Everblooming Flower came into being as the result of a curse. However, we do know that the mysterious woman who created the Flower was herself cursed, and that this curse demanded that she "make ruins of kingdoms". Perhaps the Flower was not the direct result of curse, but an instrument designed to fulfill its demands. As for the Flower itself, it is a most exceptional species. It comes from the First World and is infused with magic. Thanks to this research, it is now possible to cultivate plants from the First World in the Exotic Garden. We have acquired a deeper understanding of the nature of curses. | ||||||
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… | ? | |
Divine +3, Arcane +3 | ||||||
It is unclear whether anyone ever actually cursed the Hanvakis. Even if so, it must have been a very old familial curse — so old that all traces of the original magic have long faded in time. Still, this research has increased our understanding of arcane and divine magic. We have acquired a deeper understanding of the nature of curses. | ||||||
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... | Complete Gnarled Branches | |
No changes | ||||||
It appears that this curse warped the very essence of its victim, turning a benevolent dryad into a ruthless monster, and trapping what was once good within an evil, twisted form. It is not clear, however, whether it might have been possible to release the one trapped inside. This research has increased our understanding of arcane magic. We have acquired a deeper understanding of the nature of curses. | ||||||
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? | Complete Troll Trouble | |
Arcane +3 | ||||||
It appears that Tartuk truly has been cursed. As usual, very little actual magic seems to have been put into the curse. How such a meager magical force could have such binding and dramatic results is beyond comprehension. Still, this research has advanced our knowledge of arcane magic. We have acquired a deeper understanding of the nature of curses. | ||||||
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? | ? | |
Divine +7 | ||||||
Although there's 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. | ||||||
Research into the Nature of Curses: Village on the Marches | 50 BP | 45 d | High Priest Magister |
Some believe that the misfortune that plagued the Village on the Marches was the result of a curse. It might be worth looking into… | Complete Coins for a Dead Man's Eyes | |
Divine +1, Arcane +1 | ||||||
Our investigation found that the "cursed wishing well", which the locals believed was the source of their misfortune, is totally harmless and is not troubled by any magic. Dorsy, the rejected fiancee of a local girl, tried to use the well to curse the fey who he thought had bewitched his bride. The girl, Nyta, also used the well to curse her own father. Both of these curses bore fruit, but the well was clearly not the reason. Some other power may have intervened, to give the curses their power. Other theories are more complex: perhaps the curses don't require and binding power at all. – Perhaps Nyta and Dorsy somehow managed to bring them to life of their own will, though neither of them was a mage. That's all we know for now. Perhaps we shall learn more as our research continues. This research has increased our understanding of arcane and divine magic. We have acquired a deeper understanding of the nature of curses. | ||||||
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. | ? | |
Arcane +5 | ||||||
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 essence, 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. We have acquired a deeper understanding of the nature of curses. |
Advisor Training
Event | Issue | Cost | Time | Advisor | Unlock | Result |
---|---|---|---|---|---|---|
Strengthen Bartholomew's Skills as a Diplomat | 100 BP | 20 d | Regent Treasurer Grand Diplomat |
The advisor learns new nuances of their craft and becomes more efficient in their post. | Relations Rank III, V, VII, IX | |
Increase Bartholomew Delgado Grand Diplomat Bonus by 1 | ||||||
Bartholomew's training is complete. | ||||||
Strengthen Bartholomew's Skills as a Treasurer | 100 BP | 20 d | Treasurer Grand Diplomat Minister |
The advisor learns new nuances of their craft and becomes more efficient in their post. | Economy Rank III, V, VII, IX | |
Increase Bartholomew Delgado Treasurer Bonus by 1 | ||||||
Bartholomew's training is complete. | ||||||
Strengthen Jhod's Skills as an Advisor | 100 BP | 20 d | Treasurer High Priest Magister |
The advisor learns new nuances of their craft and becomes more efficient in their post. | Divine III, V, VII, IX | |
Increase Jhod Kavken High Priest Bonus by 1 | ||||||
? | ||||||
Strengthen Kesten's Skills as a Warden | 100 BP | 20 d | Regent Grand Diplomat Warden |
The advisor learns new nuances of their craft and becomes more efficient in their post. | Stability Rank III, V, VII, IX | |
Increase Kesten Garess Warden Bonus by 1 | ||||||
Kesten's training is complete. | ||||||
Strengthen Lebeda's Skills as an Advisor | 100 BP | 20 d | Regent Treasurer Minister |
The advisor learns new nuances of their craft and becomes more efficient in their post. | Community III, V | |
Increase Lander Lebeda Regent Bonus by 1 | ||||||
? | ||||||
Strengthen Maegar's Skills as a Treasurer | 100 BP | 20 d | Treasurer Grand Diplomat Minister |
The advisor learns new nuances of their craft and becomes more efficient in their post. | Economy Rank III, V, VII, IX | |
Increase Maegar Varn Treasurer Bonus by 1 | ||||||
Maegar's training is complete. | ||||||
Strengthen Shandra's Skills as a Councilor | 100 BP | 20 d | Councilor Grand Diplomat Minister |
The advisor learns new nuances of their craft and becomes more efficient in their post. | Loyalty Rank III, V, VII, IX | |
Increase Shandra Mervey Councilor Bonus by 1 | ||||||
Shandra's training is complete. | ||||||
Strengthen the Storyteller's Skills as a Curator | 100 BP | 20 d | Treasurer Magister Curator |
The advisor learns new nuances of their craft and becomes more efficient in their post. | Culture Rank III, V, VII, IX | |
Increase Storyteller Curator Bonus by 1 | ||||||
The Storyteller's training is complete. | ||||||
Strengthen the Storyteller's Skills as a Magister | 100 BP | 20 d | Treasurer Magister Curator |
The advisor learns new nuances of their craft and becomes more efficient in their post. | Arcane Rank III, V, VII, IX | |
Increase Storyteller Magister Bonus by 1 | ||||||
The Storyteller's training is complete. | ||||||
Strengthen Tsanna's Skills as a Councilor | 100 BP | 20 d | Councilor High Priest Magister |
The advisor learns new nuances of their craft and becomes more efficient in their post. | Loyalty Rank III, V, VII, IX | |
Increase Tsanna Councilor Bonus by 1 | ||||||
Tsanna's training is complete. | ||||||
Strengthen Tsanna's Skills as a High Priestess | 100 BP | 20 d | High Priest Magister Minister |
The advisor learns new nuances of their craft and becomes more efficient in their post. | Divine Rank III, V, VII, IX | |
Increase Tsanna High Priest Bonus by 1 | ||||||
Tsanna's training is complete. |
Scouting Location Discoveries
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
Arbor Rock Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Shrike Hills. A cave hides within a flaky rock, which travelers call "the Arbor". It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Central regions. Reveals Arbor Rock location. | ||||
Bald Stones Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Kamelands – a rocky river bank with little vegetation aside from a few bushes. Its shores are overwhelmed whenever the Little Sellen River floods, which preventing any trees from taking root there. Our scouts report that they've seen a strange horse-like shadow moving among the stones. It might be worth investigating. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Eastern regions. Reveals Bald Stones location. | ||||
Baneful Bog Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Dire Narlmarches. Numerous travelers have gone missing while passing through this area. Survivors speak of hissing shadows that rise from the mire and attack with incredible speed and ruthlessness. It might be worth investigating. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Dire Narlmarches. Reveals Baneful Bog location. | ||||
Carnival Glade Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the forest west of Pitax. A gloomy thicket in the Thousand Voices forest is bursting with the vivid colors of the Bloom. This place might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the region of Pitax. Reveals Carnival Glade location. | ||||
Charred Ruins Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in Glenebon. A dark and silent old building has almost entirely collapsed in ruin, apparently after suffering a fire. However, part of it seems to be hidden underground, and is likely better preserved. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring Glenebon. Reveals Charred Ruins location. | ||||
Collapsed Passage Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Tors of Levenies — a narrow underground passage, long ago collapsed. It still seems possible to squeeze through it, but who knows what awaits inside… |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northeastern regions. Reveals Collapsed Passage location. | ||||
Country Road Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in Glenebon, a road used by travelers wending their way from Pitax to Brevoy or Numeria. People are reported to have gone missing while traveling along this road. It might be worth investigating the cause. |
Success: After a short respite, the scouts could return to their duties and continue exploring Glenebon. Reveals Country Road location. | ||||
Crooked Teeth Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the rolling hills of Varnhold. It's a crumbling rock formation reminiscent of a giant jaw with most of its teeth missing — and the rest terribly rotten. The place would make the perfect lair for a dangerous creature. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northeastern regions. Reveals Crooked Teeth location. | ||||
Dappled Quagmire Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Dire Narlmarches. It's a pond in the bog, with many reeds and bushes lying bent or broken, crushed into the mud and murk. Some dangerous creature might reside there. The place could be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Dire Narlmarches. Reveals Dappled Quagmire location. | ||||
Desecrated Cairn Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the crags of Glenebon. Long ago, in times immemorial, the Numerian barbarians buried their dead here. Now, abandoned and forsaken, the place serves as a refuge for travelers and beasts alike. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring Glenebon. Reveals Desecrated Cairn location. | ||||
Empty Skull Rock Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Kamelands – a rock resembling the skull of a bizarre creature, half buried in the ground. The two eyes are dark cave entrances, gaping downwards. The place is ill spoken of, and seldom visited. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Eastern regions. Reveals Empty Skull Rock location. | ||||
Dragonleaf Gulch Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the hills by Silverstep Lake. The Little Sellen River narrows there, as it passes between two rocky hillsides and flows around an oblong island. A few travelers have gone missing in the area. Perhaps someone should discover the cause... |
Success: After a short respite, the scouts could return to their duties and continue exploring the Eastern regions. Reveals Dragonleaf Gulch location. | ||||
Gnawed Rocks Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Glenebon Uplands. Boulders scattered around the place bear the marks of some creature's fangs and claws — some old, and some very recent. It might be worth investigating. |
Success: After a short respite, the scouts could return to their duties and continue exploring Glenebon. Reveals Gnawed Rocks location. | ||||
Forest Ballroom Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the forest west of Pitax. That glade seems unremarkable, but travelers swear to have witnessed graceful young women dancing there in the moonlight, then disappearing when strangers approached. It might be worth investigating. |
Success: After a short respite, the scouts could return to their duties and continue exploring the region of Pitax. Reveals Forest Ballroom location. | ||||
Fossil Fields Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in Glenebon. People keep finding natural curiosities in the area: petrified birds, smashed on the rocks, broken fragments of petrified animals, and even people. Archaeologists from Brevoy once came to study the phenomenon, but they disappeared without a trace. It might be worth investigating. |
Success: After a short respite, the scouts could return to their duties and continue exploring Glenebon. Reveals Fossil Fields location. | ||||
Giant's Palm Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in Glenebon. A chain of stone pillars that vaguely resemble giant, wrinkled fingers emerge from the ground. The place might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring Glenebon. Reveals Giant's Palm location. | ||||
Giggling Hill Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the region of Pitax. Voices and laughter – or screams of pain – can sometimes be heard from the muddy holes under this hill. Some of the nearby villagers have disappeared. It might be worth investigating. |
Success: After a short respite, the scouts could return to their duties and continue exploring the region of Pitax. Reveals Giggling Hill location. | ||||
Glade in the Wilderness Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the North Narlmarches. Wildlife thrives in this part of the marshes, and a wide variety of beasts can be found there. This attracts many hunters, but it scares off other travelers — and beast attacks are fairly common in the area. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northern regions. Reveals Glade in the Wilderness location. | ||||
Grocery Stalls Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the forest west of Pitax – a seemingly unremarkable glade. But on a recent night, a local huntress saw it crowded with numerous tiny shadows, fussing about the area. The huntress dared not approach, but claimed that the mysterious creatures had a strange scent, reminiscent of a grocery stall packed with fresh vegetables. The place might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the region of Pitax. Reveals Grocery Stalls location. | ||||
Hodag Lair Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the swamps of the South Narlmarches. It's the lair of a hodag — a huge and dangerous flesh-eating lizard. The fame of the bloodthirsty hodag has spread rapidly among the merchants, who started taking the road around the woods to avoid this place. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Central regions. Reveals Hodag Lair location. | ||||
Lonely Barrow Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the hills by Silverstep Lake. For ages, a mysterious burial ground has lain hidden and untouched. But a recent landslide has revealed the entrance to the underground complex. In fact, someone has already entered the barrow — the massive door that once barred access is ajar even now, and the darkness beyond smells damp and cool. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Eastern regions. Reveals Lonely Barrow location. | ||||
Old Mesa Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Shrike Hills: a huge, flat-topped rock which serves as a landmark in the area. It might be worth visiting. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Central regions. Reveals Old Mesa location. | ||||
Oak-That-Strayed Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Outskirts. A lonely oak tree in the heart of a pine grove has the look of a wandering stranger in a foreign land. The place bears the hallmarks of fey magic. It might be worth visiting. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northern regions. Reveals Oak-That-Strayed location. | ||||
Old Oak Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Outskirts. A great old tree dominates the area, rising from the remains of a waterlogged pine forest. The place might be worth visiting. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northern regions. Reveals Old Oak location. | ||||
Ornate Ruins Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the region of Pitax – a mansion upon a hill, that once stood proudly upon its crest. But as the centuries passed, it has slowly sunk into the soil. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the region of Pitax. Reveals Ornate Ruins location. | ||||
Overgrown Cavern Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location not far from Varnhold – an old, partly-collapsed cave can barely be seen through the heavy vegetation. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northeastern regions. Reveals Overgrown Cavern location. | ||||
Overgrown Pool Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the North Narlmarches. The river makes a sharp bend, widening into a deep pool. There were several freshly-felled trees along the shore, and traces of both humans and fey in the area. It might be worth visiting. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northern regions. Reveals Overgrown Pool location. | ||||
Precipice Trail Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the hills by Silverstep Lake. A narrow path runs along the edge of a cliff – a perfect place for ambushes. It might attract bandits, or other more dangerous creatures. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Eastern regions. Reveals Precipice Trail location. | ||||
Ratnook Hill Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Shrike Hills. That place got its name – and its nasty reputation – when rats swarmed it in vast numbers. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Central regions. Reveals Ratnook Hill location. | ||||
Rill-and-Spill Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the region of Pitax. The place seems to attract water. Travelers swear that even the rain falls harder there than in any nearby area. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the region of Pitax. Reveals Rill-and-Spill location. | ||||
Rinderpest Burial Ground Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location on the plains of Dunsward. Decades ago, during a cattle pestilence, the locals buried dozens of infected carcasses there. Since then, grass has grown upon the site, but something sickly still lingers in the air. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northeastern regions. Reveals Rinderpest Burial Ground location. | ||||
Riverine Rise Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Shrike Hills. A prominent landmark, Riverine Rise, can be seen from afar. The bank of the river rises to a quaint, picturesque hill. The place might be worth visiting. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Central regions. Reveals Riverine Rise location. | ||||
Rotten Cave Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the region of Varnhold. Sulfuric gas rises there, filling the vicinity with an unbearable stench. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northeastern regions. Reveals Rotten Cave location. | ||||
Saint Galvan's Gullet Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Dire Narlmarches. In the old times, this deep and dangerous cave was called the "Devil's Gullet", but a traveling cleric of Sarenrae told the local populace that the name was blasphemous and could bring great misfortune. Grateful, the people renamed the cave in the cleric's honor. The place might be worth visiting. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Dire Narlmarches. Reveals Saint Galvan's Gullet location. | ||||
Serpent Trail Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in Glenebon: a strange trail, which looks almost as if a giant snake had slithered through the hills. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring Glenebon. Reveals Serpent Trail location. | ||||
Shivering Glade Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Tors of Levenies. Even in warm weather, a traveler passing through this place will feel a supernatural chill crawl across their skin. On top of that, an eerie silence dominates the area. — No bird songs or even buzzing insects can be. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northeastern regions. Reveals Shivering Glade location. | ||||
Source of the Little Sellen Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Tors of Levenies. A strange building, gloomy and abandoned, was found tucked away near a spring, which is itself the headstream of the Little Sellen River. Unlike most of the ruins in the Tors of Levenies, this structure seems to have been built by humans — or at least creatures of human size. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northeastern regions. Reveals Little Sellen Source location. | ||||
Spider Lair Discovered | 0 BP | 0 d | - | Our scouts discovered a peculiar location on the outskirts of Dunsward, inhabited by giant spiders — dangerous monsters the size of a pony. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northeastern regions. Reveals Spider Lair location. | ||||
Swamp Ruins Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Dire Narlmarches. The ruins rising from the mire could not possibly appear more perilous, but brave adventurers were seen entering them. None have returned. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Dire Narlmarches. Reveals Swamp Ruins location. | ||||
Tenacious Marsh Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Dire Narlmarches, an area where the marshy mud becomes unnaturally viscous and slimy. It might be worth investigating. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Dire Narlmarches. Reveals Tenacious Marsh location. | ||||
Three-Pine Islet Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the North Narlmarches – a small islet in the middle of the Skunk River, topped by three pine trees, one of which is diseased and dying. Local fisherman are fighting over the name. Some think it should be called "Two-and-a-Half Pine Islet". The place might be worth visiting. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northern regions. Reveals Three-Pine Islet location. | ||||
Trail in the Hills Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Shrike Hills. It is a formerly well-worn trail, now all but overtaken by the surrounding wilderness. Travelers passed through on the way to Nettle's Crossing, but with its destruction, the trail has been abandoned. It could be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Central regions. Reveals Trail in the Hills location. | ||||
Tuskgutter's Lair Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the North Narlmarches. All the hunters in the Greenbelt know the name of the great boar "Tuskgutter", as well as the location of its lair. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northern regions. Reveals Tuskgutter's Lair location. | ||||
Two-Faced Hill Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in Glenebon. The hilltop cave looks like the perfect place to camp — not to mention the perfect place for a wild beast to make its lair. It might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring Glenebon. Reveals Two-Faced Hill location. | ||||
Two-Rivers Field Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Outskirts. A quiet and unremarkable area not far from where the Crooked River joins the Shrike, where no trails or roads cross. However, smoke from bonfire was seen rising there. It might be worth investigating. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northern regions. Reveals Two-Rivers Field location. | ||||
Unfinished Clearing Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the region of Varnhold. Many years ago, the locals were clearing the wood here, in hopes of laying a road. Nobody remembers what suddenly halted their efforts. Some say bandits, while others say wolves, but traces of the abandoned clearing are still barely visible among the undergrowth. The place might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Northeastern regions. Reveals Unfinished Clearing location. | ||||
Waterlogged Lowland Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Shrike Hills – a gloomy, soggy lowland leading into a swamp. Travelers avoid the place. The swamp is dangerous on its own, but it also tends to attract monsters and other unpleasant creatures. The area might be worth exploring. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Central regions. Reveals Waterlogged Lowlands location. | ||||
Wicked Field Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in Glenebon. Glenebon is a harsh and unfriendly region, but this place seems grimmer yet. It radiates fear and evil, though none can say what causes this feeling. It could indicate the presence of evil magic – or a dangerous creature. |
Success: After a short respite, the scouts could return to their duties and continue exploring Glenebon. Reveals Wicked Field location. | ||||
Wicked Hill Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the region of Pitax. This hill looks just like all the others in the area, but it exudes a sinister and frightening feeling. That might indicate the presence of evil magic – or a dangerous creature. |
Success: After a short respite, the scouts could return to their duties and continue exploring the region of Pitax. Reveals Wicked Hill location. | ||||
Wolf Lair Discovered | 0 BP | 0 d | - | Our scouts discovered a notable location in the Kamelands — a wolf lair. The pack, led by a powerful alpha, terrorizes even distant settlements, and is a curse to lonely travelers. |
Success: After a short respite, the scouts could return to their duties and continue exploring the Eastern regions. Reveals Wolf Lair location. | ||||
Secret Cache in the Central Regions | 0 BP | 0 d | - | Our scouts found a treasure in the Central Regions. They're sure they've covered the area, and there no more points of interest in the South Narlmarches and Shrike Hills. |
Success: Exploration of the Central regions complete! Receive ? (Personal Chest) | ||||
Secret Cache in the Dire Narlmarches | 0 BP | 0 d | - | Our scouts found a treasure in the Dire Narlmarches. They're sure they've covered the area, and there are no more points of interest in the region. |
Success: Exploration of the Dire Narlmarches complete! Receive Dark Forest (Personal Chest) | ||||
Secret Cache in the Eastern Regions | 0 BP | 0 d | - | Our scouts found a treasure in the Eastern Regions. They're sure they've covered the area, and there are no more points of interest in the region of the Kamelands and Silverstep Lake. |
Success: Exploration of the Eastern Regions complete! Receive Greatsword +3 (Personal Chest) | ||||
Secret Cache in Glenebon | 0 BP | 0 d | - | Our scouts found a treasure in Glenebon. They're sure they've covered the area, and there are no more points of interest in the region. |
Success: Exploration of Glenebon complete! Receive Patchwork Hide (Personal Chest) | ||||
Secret Cache in the Northeastern Regions | 0 BP | 0 d | - | Our scouts found a treasure in the Northeastern Regions. They're sure they've covered the area, and there are no more points of interest in Varnhold, Dunsward and the Tors of Levenies. |
Success: Exploration of the Northeastern Regions complete! Receive Breastplate +4 (Personal Chest) | ||||
Secret Cache in the North Regions | 0 BP | 0 d | - | Our scouts found a treasure in the North regions. They're sure they've covered the area, and there are no more points of interest in the Outskirts and North Narlmarches. |
Success: Exploration of the North regions complete! Receive Heavy Shield +3 (Personal Chest) | ||||
Secret Cache in the Pitax Region | 0 BP | 0 d | - | Our scouts found a treasure near Pitax. They're sure they've covered the area, and there are no more points of interest in the region of Pitax and the Thousand Voices forest to its west. |
Success: Exploration of the region of Pitax complete! Receive Malice (Personal Chest) |
Companion Level Training
Event | Cost | Time | Advisor | Result |
---|---|---|---|---|
Amiri's Training | ? | ? | ? | Intensive training and expeditions into the wilderness improve your companion's proficiency. This increases your companion's level, making them suitable to join your current party. |
Success: Your companion has leveled up. | ||||
Ekundayo's Training | ? | ? | ? | Intensive training and expeditions into the wilderness improve your companion's proficiency. This increases your companion's level, making them suitable to join your current party. |
Success: Your companion has leveled up. | ||||
Harrim's Training | ? | ? | ? | Intensive training and expeditions into the wilderness improve your companion's proficiency. This increases your companion's level, making them suitable to join your current party. |
Success: Your companion has leveled up. | ||||
Jaethal's Training | ? | ? | ? | Intensive training and expeditions into the wilderness improve your companion's proficiency. This increases your companion's level, making them suitable to join your current party. |
Success: Your companion has leveled up. | ||||
Jubilost's Training | ? | ? | ? | Intensive training and expeditions into the wilderness improve your companion's proficiency. This increases your companion's level, making them suitable to join your current party. |
Success: Your companion has leveled up. | ||||
Kanerah's and Kalikke's Training | ? | ? | ? | Intensive training and expeditions into the wilderness improve your companion's proficiency. This increases your companion's level, making them suitable to join your current party. |
Success: Your companion has leveled up. | ||||
Linzi's Training | ? | ? | ? | Intensive training and expeditions into the wilderness improve your companion's proficiency. This increases your companion's level, making them suitable to join your current party. |
Success: Your companion has leveled up. | ||||
Nok-Nok's Training | ? | ? | ? | Intensive training and expeditions into the wilderness improve your companion's proficiency. This increases your companion's level, making them suitable to join your current party. |
Success: Your companion has leveled up. | ||||
Octavia's Training | ? | ? | ? | Intensive training and expeditions into the wilderness improve your companion's proficiency. This increases your companion's level, making them suitable to join your current party. |
Success: Your companion has leveled up. | ||||
Regongar's Training | ? | ? | ? | Intensive training and expeditions into the wilderness improve your companion's proficiency. This increases your companion's level, making them suitable to join your current party. |
Success: Your companion has leveled up. | ||||
Tristian's Training | ? | ? | ? | Intensive training and expeditions into the wilderness improve your companion's proficiency. This increases your companion's level, making them suitable to join your current party. |
Success: Your companion has leveled up. | ||||
Valerie's Training | ? | ? | ? | Intensive training and expeditions into the wilderness improve your companion's proficiency. This increases your companion's level, making them suitable to join your current party. |
Success: Your companion has leveled up. |
Unrest Prevention Projects
Event | Time | DC | Issue | Advisor | Result | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
Address the {Barony/Kingdom} (R) | 28 d | 25 | The riots spreading across the {barony/kingdom} must be addressed at once. One of the advisors can speak to the enraged people and ask for their support, which the state so badly needs in these dark times. Cost: 25 BP |
Regent | Unrest improves | Unrest improves | No change | No change |
Grand Diplomat | Unrest improves | Unrest improves | No change | No change | ||||
Curator | ? | Unrest improves | No change | No change | ||||
The Last Resort (R) | 14 d | 21 | There's rioting in the towns and villages. The people are taking to the streets to unite against their common enemy — the {baron/baroness/King/Queen} and {his/her} supporters! It's time to act firmly! An advisor must solve the problem through force of arms. Cost: 50 BP |
General | ? | Unrest improves | ? | ? |
Warden | ? | ? | ? | ? | ||||
Minister | ? | ? | ? | ? |