Projects List
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 | 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. | ||||
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. | ||||
Divine Protection from Poison | 100 BP | 20 d | High Priest | Provides immunity to poisons in the claimed regions. |
Success: ? | ||||
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. | ||||
Land Defenders | 100 BP | 14 d | General | +1 morale bonus to attack and damage rolls while fighting within claimed regions. |
Success: ? | ||||
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 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: ? | ||||
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 | 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 | Warden | 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 | ? | 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: ? | ||||
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: ? | ||||
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: ? |