Advisor Rank Up Events - Pathfinder: Kingmaker Walkthrough & Guide (2022)

Table of Contents

  1. Introduction
  2. Kingdom Basics
  3. Advisors
    1. Advisor Rank Up Events
    2. Events
  4. Projects
    1. List of Projects
  5. Regions and the Map
    1. Region Upgrades
  6. Settlements
    1. Settlement Layout
    2. One Example of a Lawful Good Capital
  7. Artisans
    1. Artisan Gifts by Artisan
    2. Artisan Quests
  8. Recommended Kingdom Stat Development Path
  9. Version Information

Advisors

Advisor Rank Up Events

NOTE: This page contains spoiler tags. The text can be seen by highlighting the greyed-out text.

Once you’ve assigned an Advisor to a position, you will get a special throne room event each time you unlock the next Rank Up Project for the associated kingdom stat. This happens when the stat Value reaches multiples of 20 (20 points to reach Rank 2, 40 points to reach Rank 3, etc...). You will not be able to get the throne room event for Rank 6 for any stat (and the associated Rank Up Project) until after you complete the Quest: Coronation in Act 5.

Advisor Rank Up Events - Pathfinder: Kingmaker Walkthrough & Guide (1)

The Rank Up events for each kingdom stat and your options are fixed. Your Advisors will give you different takes on the situations and different advice based on their alignments and personal beliefs. While your Advisors will generally give you the same options, certain Advisors will give you options that the others will not. For example, Kanerah gives some unique options as Treasurer, and Jaethal is the only Curator who gives you the options that can lead to the best results on the opera.

Your choices will usually have an impact on your kingdom, in the form of increased or decreased kingdom stats, BP, and money, or by unlocking Projects and Events. Most of the time, the results of your choices can be seen by mouseing over the text “[Choice effects]” when it appears by an option; however, that isn’t always the case and the mouseover is occasionally slightly wrong (due to typos).

I've included a summary of Rank Up events below. These contain spoilers, so be warned. A couple of notes:

  • I've listed the possible choices with lower case letters to avoid confusion. I did not include the number of the choices, since the ordering can change depending on the Advisor and it's too confusing to try to list the choice numbers by Advisor.
  • You will always get a +1 to the respective kingdom stat after the throne room event, that’s in addition to the listed result, just for meeting with the Advisor. I haven’t included this point in the summary below, since it's generally not included in the event text.
    • I made positive numbers green and negative numbers red for readability. I'm still not sure I like it.
  • Each set of Rank Up events for each kingdom stat is associated with a pair of opposing hidden variables that affect the events you get at specific ranks and the ending slides regarding the fate of your kingdom. I made them pink and purpleso they can easily be distinguished. This color scheme isn't intended to suggest any choice is more "right" than another--that's generally between you and your character. A few of the Rank Up event chains keep track of a third variable, which I made brown.
    • Ranadiel did a bunch of research with the Kingdom Resolution mod and posted his findings in a great reddit post, that's available at: https://www.reddit.com/r/Pathfinder_Kingmaker/comments/ptjnls/kingmaker_breaking_down_rankup_events_and_their/. This is an absolutely fantastic post and appears to be the general source for this information (which also appears on the wiki).
    • These variable names will be taken from the names listed on this post, which are based on the variable names in the code (under slight protest, since I feel like the variable names could be more accurate).
    • Don't worry too much about the ending slides (if that's something you'd do). They're basically binary options without much nuance or ties to anything else in the game. For example, you can end the game with over 1 million gold and a ton of BP but still be told that your treasury's empty since you didn't sufficiently grind down the proletariat with oppressive taxes. So yeah, don't really worry about it and just have fun with the journey.
  • If you have a custom NPC handle these events, they’ll select a predesignated option and give you a generic report. You won't be given any choices or the related Achievement.
    • The NPC advisors are like training wheels on a bike, and their choice is fixed, regardless of the class/alignment of the NPC, and largely mirrors another advisor.
    • The in-game text description of the results for a custom NPC will generally list 1 more point in the relevant kingdom stat than other Advisors. However, this listing appears to include the +1 point that is reported on the Event card, and the actual rewards are largely the same as if you had made the choice yourself (with minor exceptions that appear to be bugs). I have removed the additional stat point from the summaries to standardize the results.
    • Honestly, don't leave it to a custom NPC. That sucks all the fun out of it.
  • Many of the Advisor Rank Up tracks have an associated Event/Problem that triggers in lieu of a choice at specific ranks. Your kingdom will get a stat penalty when they first appear, but the reward for resolving it should more than make up for it on Success or Triumph.
  • Some of these choices have exp values listed by them. The exp awarded may be level-dependent, and you may get different amounts in your game.

The following is a summary of all of the Rank Up throne room events and the results. The Rank number reflects the Rank of your kingdom when you get the event—not the rank of the associated Rank Up Project. This stands in contrast to the descriptions in the Gamerguide walkthrough, which are based on the Rank Up Project unlocked by the event. Needless to say, these summaries have spoilers.

Community - Regent

Community Rank 1: A gang leader has shown up to offer tribute. The choice here determines which event you get at the Community Rank 4 throne room event.

  1. “Drive this bandit from my lands….” - Community +3. Banditism -1. (Octavia's choice).
  2. “[Gain 50 BP] Arrest this bandit and clap him in irons. …” - +50 BP. Banditism -1. (Valerie's choice).
  3. “I will accept this tribute. …” Loyalty -2, Economy -5. Banditism +1. This establishes the Kingdom trait: Bandits’ Dues (+1d4 BP/week). (Valerie and Octavia disapprove, Lander's choice).
  4. NPC auto - +50 BP. Banditism -1.

Community Rank 2: A shepherd has a dispute with his neighbor over a cow. This throne room event unlocks the Project: Heeding the Poor and Weak (+1 to Regent’s rolls to solve Problems).

  1. “Return the cow to the shepherd.” - People_C +1. (Valerie’s choice).
  2. “Give the cow to the neighbor.” - People_C +1. (Octavia’s choice, Valerie disapproves).
  3. “I will not deal with such trifles! ...” - People_C -1. (Octavia disapproves, Valerie approves, Lander's choice).
  4. NPC auto - People_C +1.

Community Rank 3: The Regent asks you to appoint a Grand Diplomat and also offers you the chance to establish a consulate in Brevoy (60 exp).

  1. “[Pay 75 BP] I like this idea. …” - Relations +5, -75 BP. Globalism (Relations) +1 (Octavia and Valerie’s choice).
  2. “We can do without a consulate in Brevoy.” - Isolationism (Relations) +1 (Octavia and Valerie disapprove, Lander's choice).
  3. NPC auto - Relations +1, -75 BP. Globalism (Relations) +1.

Community Rank 4a: A noble from Brevoy wants to open up tanneries. This throne room event unlocks the Project: Strong Nation (-10% to the cost of buildings with a static Community bonus). This occurs if you did not accept the tribute during the Rank 1 throne room event.

  1. “We need money and that means business. …” - Relations +2, unlocks the Building: Tannery (+1 BP/week, Community -1, Loyalty -1), and you can build a free Tannery. People_C -1. (Valerie and Lander’s choice, Octavia disapproves).
  2. “We’re not Brevoy’s dump. …” - Relations -2. People_C +1. (Octavia’s choice, Valerie disapproves).
  3. NPC auto - Relations +2, unlocks the Building: Tannery, and you can build a free Tannery.

Community Rank 4b: A merchant was attacked by Davor the Grey. This event occurs if you accepted tribute from the bandits during the Rank 1 throne room event.

  1. "[Pay 100 BP] Send guards to search for Davor. Take care of the merchant and reimburse him for the stolen goods." (LG moral choice) - Relations +3, Stability +2, -100 BP. People_C +1. (Octavia's choice). The [choice effects] text says "Relations +3, Stability +3" on mouseover, but that appears to be a typo.
  2. "Send guards to search for Davor. Regarding reimbursement... the Brevan will have to do without it." - Stability +2. People_C +1. (Valerie's choice).
  3. "Let him deal with his problem himself." (CN moral choice) - Loyalty +3, Economy -10. Banditism +1. (Lander's choice).
  4. "[Pay 100 BP] Give him some money and let him go in peace. ..." - Loyalty +3, Economy -10, Relations +3, -100 BP. Gain a Falchion +3. Banditism +1.
  5. NPC auto - Stability +2. People_C +1.

Community Rank 5: Davor the Grey has sparked a riot in the Narlmarches to try to overthrow you (Community -10 and the unrest state worsens by 1 step [i.e., stable -> worried]). This triggers the Event: The Grey Rebellion [Councilor (disadvantage), General, Treasurer].

You gain strong benefits and the unrest state improves by 1 step on Success or Triumph and suffer harsh penalties on Failure or Disaster, so it’s worth spending Crisis Points if necessary or reloading if you fail. Completing the Event unlocks the next Rank Up Project, regardless of whether you succeed or fail.

Community Rank 6: Two clans are fighting over a marshland meadow. They want to fight over it to the death. This throne room event unlocks the Project: Protectors of the Land (+1 morale bonus to AC and saves in kingdom).

  1. “Deny the fight.” (CN moral choice) - People_C -1. (Octavia’s choice, Valerie disapproves).
  2. “Let them fight ….” (LN moral choice) - People_C +1. (Valerie’s choice, Octavia disapproves).
  3. NPC auto - People_C +1.

Community Rank 7: Rich bandits want to go straight and are asking for pardons.

  1. “Anyone who starts working for an honest living will be pardoned for their crimes” (CN moral choice) - Economy +5, Stability -5. Banditism +1. (Octavia’s choice, Valerie disapproves).
  2. “They must be held accountable for their crimes. …” (LN moral choice) - Economy -5, Stability +5. Banditism -1. (Valerie’s choice, Octavia disapproves).
  3. NPC auto - Economy -5, Stability +5. Banditism -1.

Community Rank 8: The people need leaders.

  1. “My kingdom is in need of a noble class” (LN moral choice) - This enables the Projects: a) Stability by Nobility (Stability +1 whenever the Regent has a Success or Triumph on Events) and b) Blue Blood Community (-15% cost of buildings with a static Community bonus). People_C -1. (Valerie’s choice, Octavia disapproves).
  2. “... Let the people decide who they want as governors.” (LN moral choice) - This enables the Projects: a) Loyalty of the Masses (Loyalty +1 whenever the Regent has a Success or Triumph on Events) and b) Community of Loyalists (+2 to Regent’s rolls to resolve Events). People_C +1. (Octavia’s choice, Valerie disapproves).
  3. NPC auto - This enables the Projects: a) Stability by Nobility and b) Blue Blood Community.

Community Rank 9A: If People_C < Banditism. Several major bandit leaders recognize you as a leader and ask how they can thank you.

  1. "... Let them tend to the roads and guard foreign caravans with their lives!" - Relations +15.
  2. "Their crimes are serious. But I expect they will be forgiven, if each chief sacrifices a part of their wealth to the temple of one of the gods." - Divine +15.
  3. "... Let the bandits organize volunteer militia and to safeguard the citizens' security." - Stability +15.

Community Rank 9B: If People_C > Banditism. A guild of river shipbuilders want to give you a gift.

  1. “The kingdom requires developed trade. …” - Economy +15.
  2. “Let them remember their less fortunate neighbors. …” - Loyalty +15.
  3. “Let them hold a celebration in my honor. …” - Culture +15.
  4. NPC auto - Loyalty +15.

Loyalty - Councilor

Loyalty Rank 1: The Councilor asks if you want to hold a small celebration.

  1. “We shall hold a fair for the common people. …” - Community +2, Culture +2. People_L +1. (Tristian and Tsanna’s choice).
  2. “We will hold a luxurious dinner party for the merchants. …” - Economy +2, Relations +2. Traders +1. (Shandra's choice, Tristian disapproves).
  3. “I don’t care to arrange anything. …” - +20 BP.
  4. NPC auto - Economy +2, Relations +2. Traders +1.

Loyalty Rank 2: A trader was discovered to have previously sold goods for the Stag Lord. This throne room event unlocks the Project: Love of the People (-10% to cost of buildings with a static Loyalty bonus).

  1. “[Gain 30 BP] Arrest that shifty merchant immediately! …” - Community +2, Economy -3, +30 BP. People_L +1. (Tristian’s choice, Shandra disapproves).
  2. “I’d prefer to forget about this minor matter.” - Traders +1. (Tristian disapproves).
  3. (Shandra Mervey only) "I will issue an order for free pardons." - Loyalty -2, Economy +4. Traders +1. (Shandra's choice).
  4. (Tsanna only) "Turn him over to the people. ..." (CN moral choice) - Loyalty +5, Economy -4. People_L +1. (Tsanna's choice).
  5. NPC auto - Traders +1.

Loyalty Rank 3: A newspaper publisher has escaped from Galt to your lands and wants to found a printing house.

  1. “[Pay 100 BP] It would be well to open a printing house in the capital.” - Culture +5, -100 BP, unlocks the Building: Printing House, and you can build a free printing house. Dependent Art (Culture) +1. (Tristan and Shandra’s choice). This unlocks an option in the Culture Rank 5 throne room event.
  2. “We won’t be opening a printing house in the capital.” - Independent Art (Culture) +1. (Tsanna's choice, Tristian disapproves).
  3. NPC auto - Culture +5, -100 BP, unlocks the Building: Printing House, and you can build a free printing house. Dependent Art (Culture) +1.

Loyalty Rank 4: A local merchant wants to avoid taxes in exchange for saying nice things about you.

  1. “Exempt this merchant from taxes.” - Traders +1. (Shandra's choice, Tristian disapproves).
  2. “Tell him that the law in my domain applies equally to all.” - People_L +1. (Tristian's choice).
  3. “[Gain 5000 gold and 40 BP] This corrupt tradesman will pay for his insolence. …” (LE moral choice) - Economy -5, +5,000 gold, +40 BP. People_L +1. (Tsanna's choice, Tristian disapproves).
  4. NPC auto - Traders +1.

Loyalty Rank 5: A dispute has broken out between mercenaries hired by the merchants and the peasants.

  1. “Throw the mercenaries out of the capital. …” - Economy -5, Stability +2. People_L +1.
  2. [Pay 100 BP] “Finance more guards from the treasury. …” - Economy +3, Stability +2, -100 BP. Traders +1. (Tristian and Tsanna’s choice).
  3. “Send our citizens the message that the mercenaries are under our protection.” - Economy +2, Stability -5. Traders +1. (Shandra's choice, Tristian disapproves).
  4. NPC auto - Economy +2, Stability -5. Traders +1.

Loyalty Rank 6: Traveling merchants are selling low-priced goods to peasants and avoiding the official fees. This throne room event unlocks the project: the Helping Hand (+2 to Councilor’s rolls to resolve Events).

  1. “Let the merchants know that their efforts are not required. …” - Community +1, Loyalty +2. People_L +1. (Tristian’s choice).
  2. “Let the merchants and their mercenaries do as they will.” - Economy +2, Stability +1. Traders +1. (Shandra's choice, Tristian disapproves).
  3. (Tsanna only) "Tell the guards stay away from the dispute. ..." - Loyalty +2, Economy +2, Stability -2. (Tsanna's choice).
  4. NPC auto - Economy +2, Stability +1.

Loyalty Rank 7A: The people want to clear and plow oak groves. (If People_L > Traders).

  1. “The land must bear fruit and feed the people ….” - People_L +1. (Tristian’s choice).
  2. “I don’t want any problems with the merchants.” - Traders +1. (Shandra's choice, Tristian disapproves).
  3. (Tsanna only) Give Tsanna the grove. - no changes. (Tsanna's choice).
  4. NPC auto - Traders +1.

Loyalty Rank 7B: The merchants want all trade to go through the trade guild. (If Traders > People_L ).

  1. "The free market isn't going anywhere...." - People_L +1. (Tristian and Tsanna's choice).
  2. "I like the merchants' idea. ..." - Traders +1. (Shandra's choice, Tristian disapproves).
  3. NPC auto - Traders +1.

Loyalty Rank 8: This throne room event depends on your prior Loyalty decisions.

  1. If People_L > Traders: the merchants are conspiring against you. (Community -5, Economy -5, Stability -10). This triggers the Event: Merchant Conspiracy [Regent (advantage), Treasurer, Minister]. You gain strong benefits on Success or Triumph and suffer harsh penalties on Failure or Disaster, so it may be worth spending Crisis Points if necessary.
  2. If Traders > People_L: the peasants are rioting. (Community -5, Loyalty -5, Stability -5, the unrest state worsens by 1 step). This triggers the Event: Peasants’ Revolt [Councilor, General, Warden]. The unrest state improves by 1 step and you get strong benefits on Success or Triumph and suffer harsh penalties on Failure or Disaster, so it's worth spending Crisis Points if necessary.

You unlock the Rank Up Project once you complete the Event, regardless of whether you succeed or fail.

Loyalty Rank 9A: If the merchants rebelled, the guards have arrested the plotters.

  1. “Our gallows cannot wait to meet them. …” - Community +3, Loyalty +7, Economy -5. (Tsanna's choice).
  2. "Let them go. …” - Community +5, Economy +5. (Shandra's choice).
  3. [Gain 10000 gold and 200 BP] “Free them from their chains. ...” - Community +2, Loyalty +2, Economy -3, +10,000 gold, +200 BP. (Tristan’s choice).
  4. NPC auto - Community +5, Economy +5, Relations +15. (This includes the relations bonus listed in part 2 below).

Part 2: The leader of the druids will arrive and ask what to tell the people:

  1. “The merchants became wealthy because they know how to read and write….” - Culture +15.
  2. “I want the people to become the kingdom’s ears. …” - Espionage +15.
  3. “Tell everyone you meet that I’m a just ruler. …” - Relations +15.

Loyalty Rank 9B: If the peasants rioted, the guards have arrested the organizers of the riots.

  1. “Off with their heads!” - Community +4, Stability +4. (Shandra approves). According to Ranadiel, there's a bug that makes this Tristan's choice if you auto.
  2. “I will grant pardon to them ….” - Community +3, Loyalty +3, Divine +2. (Tristian approves). According to Ranadiel, there's a bug that makes this Shandra Mervey's choice if you auto.
  3. “I’ll spare their lives ….” Community +2, Loyalty +3, Military +3. (Tsanna's choice).
  4. NPC auto - Community +3, Loyalty +3, Divine +2, +50,000 gold. (This includes the gold bonus listed in part 2 below).

Part 2: A merchant will arrive and asks what they can do for you:

  1. “Open public schools at the cost of your profits. ...” - Culture +15.
  2. “I love magic trinkets.” - gain Lawbringer (Light Crossbow +5, axiomatic, remove rage) - this will appear in your stash. Lawbringer is one of the best light crossbows in the game against the Fey.
  3. “You’re wealthy, so reward me with gold.” - +50,000 gold.

Military - General

Military Rank 1: The general asks about what kind of soldiers to recruit.

  1. “Open unrestricted recruitment. …” - unlocks the Project: Strength in Numbers (+1 to the General’s rolls to take advantage of Opportunities). (Kassil’s choice, Amiri disapproves).
  2. “Select the strongest and most skilled recruits. …” - unlocks the Project: Talented Recruits (+1 to the General’s rolls to solve Problems). (Amiri’s choice, Regongar disapproves).
  3. “Select those who have ambition. …” - unlocks the Project: Ambitious Recruits (+2 to General’s rolls to resolve Events; Military -1 when General gets a Failure or Disaster). (Regongar’s choice, Kassil disapproves).
  4. NPC auto - unlocks the Project: Strength in Numbers.

Military Rank 2: The General asks you to pick between hiring swordlords and spellcasters as officers.

  1. “Hire Swordlords as officers.” - Relations +2. Military Skill +1. (Kassil and Amiri’s choice, Regongar disapproves).
  2. “Hire spellcasters as officers.” - Arcane +2. Military Magic +1. (Regongar’s choice, Kassil and Amiri disapprove).
  3. NPC auto - Relations +2. Military Skill +1.

Military Rank 3: The General asks you to appoint a Warden and asks you where to build barracks (60 exp). This throne room event unlocks the Project: Defenders of the Land (+1 morale bonus to attack and damage rolls in claimed regions).

  1. “We will place training camps nearby the capital.” - unlocks the Project: Training Camps near the Capital (+2 to the General' rolls to take advantage of Opportunities). (Kassil’s choice, Amiri disapproves).
  2. “We will place the barracks at the borders.” - unlocks the Project: Border Training Camps (+2 to the General’s rolls to solve Problems). (Amiri’s and Regongar’s choice, Kassil disapproves).
  3. NPC auto - unlocks the Project: Training Camps near the Capital.

Military Rank 4: Soldiers have been using potions that make them more aggressive.

  1. “You must immediately prohibit this home-made booze….” - Military +3, Arcane -2, Stability +3. Military Skill +1. (Kassil’s choice, Regongar disapproves).
  2. “… I won't make anyone drink, but I'm not prohibiting these potions either.” - Military Magic +1. This imposes the Kingdom trait: Alchemical Homebrew (Military +1 for each Triumph, Military -1 for each Disaster). (Amiri’s choice).
  3. “I like the idea of these potions. ...” - Arcane +2. Military Magic +1. This imposes the Kingdom trait: Alchemical Additive (Military +1 for each Success or Triumph on Events, Military -1 for each Failure or Disaster). (Regongar’s choice, Kassil and Amiri disapprove).
  4. NPC auto - Military +3, Arcane -2, Stability +3.

Military Rank 5: A border patrol got buried under an avalanche. You could send troops to rescue them, but that will likely lead to more deaths. (Military -3).

  1. “We don’t leave our men behind. …” - Loyalty +3, Military -6. (Kassil’s choice, Regongar and Amiri disapprove).
  2. “It’s dangerous and foolish. …” - Loyalty -3. (Regongar and Amiri’s choice, Kassil disapproves).
  3. NPC auto - Loyalty +3, Military -6.

Military Rank 6: The kingdom needs additional troops after fighting Numeria. This throne room event unlocks the Project: Defenders of the Land II (+1 morale bonus to attack and damage rolls in kingdom).

  1. “[Pay 250 BP] … We have plenty of gold to hire mercenaries.” - Military +10, Economy -5, -250 BP. (Regongar’s choice, Amiri and Kassil disapprove).
  2. “... Let us begin a period of mandatory military service.” - Loyalty -5, Military +5, Stability -2, the unrest state worsens by 1 step. (Amiri and Kassil’s choice, Regongar disapproves).
  3. “... Let’s just leave everything as it is.” - Military -5, Stability -5. (Regongar, Kassil, and Amiri disapprove).
  4. NPC auto - Loyalty -5, Military +5, Stability -2.

Military Rank 7: Representatives of three military groups have come to offer their services, you must select one. You can choose after talking with all three representatives. This choice determines the result of the Military Rank 9 throne room event (so you might want to take a look at the benefits from that event).

  1. “[Pay 3 BP each week] I trust Alkenstar’s engineers. …” - Military +5, -3 BP/week. (Kassil’s choice, Regongar and Amiri disapprove).
  2. “[Pay 3 BP each week] I am impressed with Arcanamirium’s power. …” - Military +5, -3 BP/week. (Regongar’s choice, Kassil and Amiri disapprove).
  3. “[Pay 3 BP each week] May Kurgess bless our warriors with strength and agility.” - Military +5, -3 BP/week. (Amiri’s choice, Kassil disapproves).
  4. NPC auto - Military +5, -3 BP/week. Chooses Alkenstar.

Military Rank 8: There’s unrest between the mages and the infantry. The General asks you to appoint a second general. This throne room event unlocks the Building: Military Academy.

  1. “Appoint a warrior to the post.” - Relations +5, unlocks the Project: Swordplay Mastery (+0 to +3 bonus to the General’s rolls to resolve Events, based on the Relations rank). Military Skill +1. (Kassil and Amiri’s choice, Regongar disapproves).
  2. “I want a mage to serve as general.” Arcane +5, unlocks the Project: Arcane Mastery (+0 to +3 bonus to the General’s rolls to resolve Events, based on the Arcane rank). Military Magic +1. (Regongar’s choice, Kassil and Amiri disapprove).
  3. NPC auto - Relations +5, unlocks the Project: Swordplay Mastery.

Military Rank 9: The Swordlords wish to build an academy. This throne room event unlocks the Building: Swordlord Academy (if Military Skill > Military Magic) or the Building: Nethys' Academy (If Military Skill < Military Magic) and you can build a free one of the buildings. This throne room event also unlocks one of three Projects based on your choice during the Rank 7 event:

  1. Alkenstar Manufactory (Economy +7, Relations +7, and gain +1 to +5 BP/week based on the Relations rank).
  2. Arcanamirium Sanctuary (Arcane +7, Stability +7, and +1 to the Warden and Magister’s rolls to solve Problems).
  3. Temple of Kurgess (Community +7, Divine +7, and Community +1 if a Regent suffers a Failure or Disaster on a Problem, and Stability +1 if the Warden suffers a Failure or Disaster on a Problem).
  4. NPC auto - unlock Project: Alkenstar Manufactory.

Economy - Treasurer

Economy Rank 1: The Treasurer asks you how to deal with treasures left in the Stag Lord’s cellars:

  1. “... Order them returned to the people.” - Loyalty +3. Everyman +1. (Maegar's choice).
  2. “... We will use them to revive the villages that suffered the most under the Stag Lord’s reign.” - Community +3. Everyman +1. (Jubilost and Kanerah’s choice).
  3. “[Gain 60 BP] Take these riches to the treasury.” - +60 BP. (Bartholomew's choice, Kanerah, Jubilost, and Maegar disapprove).
  4. NPC auto - Community +3.

Economy Rank 2: The Treasurer asks you about taxes. This decision impacts your BP income for the rest of the game and impacts the result of the Kingdom trait you can obtain at the Rank 8 throne room event with Kanerah.

  1. “[Pay 2 BP each week] I have another proposal. ...” - the unrest state improves by 1 step, -2 BP/week and establishes the Kingdom trait: Low Taxes (Economy +1 when the Treasurer succeeds on an Opportunity). Everyman +1. (Kanerah disapproves).
  2. “We will raise the taxes by one third.” - Community -1, Loyalty -2, Economy +3. (Jubilost’s choice).
  3. “[Gain 2 BP each week] Let us double the taxes.” - the unrest state worsens by 1 step, +2 BP/week and establishes the Kingdom trait: High Taxes (Economy -1 when the Treasurer fails on a Problem). (Kanerah and Bartholomew’s choice, Jubilost disapproves). Clerks +1. The unrest effects of High Taxes are not worth the extra BP if you ask me.
  4. (Maegar Varn only): Implements a work initiative. - the unrest state improves by 1 step, -3 BP/week, and establishes the Kingdom trait: Public Works (+1 Community when the Treasurer has a Success on an Event and +1 Stability when the Treasurer has a Triumph). Everyman +1. (Maegar's choice).
  5. NPC auto - Community -1, Loyalty -2, Economy +3.

Economy Rank 3: A halfling wants to open a brewery.

  1. “[Pay 100 BP] I will take the risk. ...” - Economy +2, Relations +2, -100 BP (Kanerah’s choice). This throne room event unlocks the Building: Halflings Brewery (Relations +2, 10% chance to earn 3 BP/week, 10% chance to earn 1 BP/week), and you can build 1 free brewery. Personally, I don’t think they’re worth the cost or investment.
  2. “I don’t care for this risk. …” - (Jubilost, Maegar, and Bartholomew's choice).
  3. NPC auto - no change.

Economy Rank 4: Citizens are unhappy about the Taxmasters, who are a group that punish tax evaders.

  1. “Order these ‘Taxmasters’ to stop oppressing our people.” - Loyalty +5, Economy -3, Stability -3. (Kanerah and Jubilost disapprove).
  2. “Let these Taxmasters do their job. …” - Loyalty -5, Economy +3, Stability +3. (Kanerah and Bartholomew’s choice).
  3. (Jubilost only) “Denounce these Taxmasters… in word, but not in act. …” - Loyalty -1, Economy +2, Stability +2. (Jubilost’s choice).
  4. NPC auto - Loyalty -1, Economy +2, Stability +2.

Economy Rank 5: The Treasurer talks to you about placing customs houses in the ports to end the black market. This throne room event unlocks the Project: Improving Economic Status (-15% to the cost of buildings with a static Economic bonus).

  1. “... I command the establishment of proper customs.” - Community +2, Relations +2, Stability +2, unlocks the Project: Customs (+2 to the Treasurer’s rolls to solve Problems). (Kanerah, Jubilost, and Maegar’s choice).
  2. “Let’s leave things as they are. …” - Community -2, Economy +4, Stability -2, unlocks the Project: Legal Contraband (+2 to the Treasurer’s rolls to take advantage of Opportunities). (Bartholomew's choice, Kanerah, Jubilost, and Maegar disapprove).
  3. NPC auto - Community +2, Relations +2, Stability +2, unlocks the Project: Customs.

Economy Rank 6: The Treasurer asks you to decide on import tax policy. Although the “Choice effects” for each option state that you gain a fixed amount of BP/region and BP/upgraded region with each choice, but you don't actually get those BP as best as I can tell, so I included them in brackets. Upgraded regions are regions with a Region Upgrade.

  1. (Kanerah only) “A trade guild is a great idea! …” - [supposedly +1 BP/region, +2 BP/upgraded region]. This establishes the Kingdom trait: Trade Guild (+3 BP/week for every 50 economy points to a max of +30 BP/week. Also gain +1 BP/week per region and +3 BP/week per upgraded region). (Kanerah’s choice). This will probably earn you less BP than the comparable tax on luxury goods and materials, throughout all points in the game. Telling Kanerah to do what she wants results in getting the effects of this and taxes on everything/the Import Taxes Kingdom trait (option d below). I really wouldn't recommend it, given how bad that option is for your stability.
  2. “Let the merchants pay fees only when importing luxury goods.” - Loyalty +5, Economy +5, the unrest state improves by 1 step, [supposedly +1 BP/region, +2 BP/upgraded region]. This establishes the Kingdom trait: Wealth Taxes (1 random kingdom stat increases by 1 each week; also gain +1 BP/week for each region and +3 BP/week for each upgraded region). (Maegar’s choice, Kanerah disapproves).
  3. “Let the merchants pay fees on luxury goods and materials for craftsmen.” - Community -2, Loyalty -5, [supposedly +2 BP/region, +4 BP/upgraded region]. This establishes the Kingdom trait: Material Taxes (+2 BP/week for each region and +5 BP/week for each upgraded region). (Jubilost’s choice, Kanerah disapproves).
  4. “Everything, every single item to the last apple, will be taxed.” - Community -5, Loyalty -10, Stability -5, the unrest state worsens by 1 step, [supposedly +3 BP/region, +6 BP/upgraded region]. This establishes the Kingdom trait: Import Taxes (+3 BP/week for each region and +7 BP/week for each upgraded region; each week there’s a 7.5% chance the kingdom’s state of unrest will worsen). This choice is very dangerous since the worsening unrest states can destroy you. (Bartholomew's choice, Maegar and Jubilost disapprove).
  5. “There will be no taxes. …” (CN moral choice) - Loyalty +5, Economy +5, the unrest state improves by 1 step. This establishes the Kingdom trait: No Import Taxes (each month the unrest state improves by 1 step each month; each week Loyalty +1 and Economy +5; +1 BP/week for every 20 Economy points above 200, max +10/week). (Maegar, Jubilost, and Kanerah strongly disapprove). I wouldn’t recommend this choice unless you are playing a game with significant degrees of unrest, as it will cripple your BP production.
  6. NPC auto - Community -2, Loyalty -5, this establishes the Kingdom trait: Material Taxes.

Economy Rank 7: The Daggermark trading houses are requesting permission to trade in your lands.

  1. “I’d be happy to enter a trade agreement with the citizens of wealthy Daggermark.” - Community -2, Loyalty -5, Stability -3, unlocks the Project: Trade Agreement with Daggermark (+10 BP/week, income reduced by each rank of Stability and Espionage below 10). Clerks +1. (Jubilost and Bartholomew’s choice, Kanerah and Maegar disapprove).
  2. “... We’ve no interest in the offer.” - Community +2, Loyalty +5. Everyman +1. (Kanerah and Maegar’s choice, Jubilost and Bartholomew disapprove).
  3. NPC auto - Community -2, Loyalty -5, Stability -3, unlocks the Project: Trade Agreement with Daggermark. Clerks +1.

Economy Rank 8: The Treasurer proposes minting your own coins.

  1. (Kanerah only) “... Let’s start minting coins, and order that taxes can only be paid using them.” - unlocks Project: Minting Coins (+1 BP/day for each 1,000 BP in the treasury, up to 5 BP/day) and establishes the Kingdom trait: Tax Collection in State Currency (Provides BP/week based on the taxation level set at the Economy Rank 2 throne room event, when minting projects are completed and the mint is built in the capital). (Kanerah’s choice).
  2. “Start producing these coins.” - unlocks Project: Minting Coins. (Jubilost and Maegar’s choice).
  3. “Let’s avoid the expense.” (Kanerah, Jubilost, and Maegar disapprove).
  4. (Bartholomew only) Mint coins that are 10% copper - unlocks Project: Minting Coins and establishes the Kingdom trait: Minting Half Weight Coins (Gain +2 BP/day for every 1,000 BP in the treasury, up to 10 BP/day. Roll Espionage DC 25 check every week; on failure, Economy -3, Loyalty -3, Community -3, Relations -3). (Bartholomew's choice).
  5. NPC auto - unlocks the Project: Mining Coin.

Economy Rank 9: The Treasurer asks how to spend some idle funds. For any advisor but Kanerah: if Clerks < Everyman, gain Loyalty +3, Relations +3. If Clerks > Everyman, gain Community +3, Stability +3. I guess this is because Kanerah is a DLC character. So if you had Kanerah as your Treasurer, swap her out before this throne room event!

  1. “Invite a weather mage.” - Loyalty +5, Arcane +5.
  2. “Pay tuition for our young people in foreign lands.” - Relations +5, Culture +5.
  3. “Invest our gold in trade points. …” - Economy +5, Espionage +5.
  4. NPC auto - Economy +5, Espionage +5.

Divine - High Priest

Divine Rank 1: The priests of the mainstream gods wish to demolish the idols of the ancient faiths. The choice here determines which event you get at the Divine Rank 7 throne room event.

  1. “Grind these strange idols to dust. …” - Divine +3. Divine Control +1. (Jhod’s choice, Harrim and Tsanna disapproves).
  2. “Leave the idols where they stand. …” - Community +1, Loyalty +2. Divine Freedom +1. (Harrim and Tsanna’s choice, Jhod disapproves).
  3. NPC auto - Divine +3. Divine Control +1.

Divine Rank 2: A priest of the Speakers of the Depths has come. Your High Priest doesn’t know anything about these gods. The Speakers of the Depths are dualistic creator-gods of the protean race and a lot like the elder gods of the Cthulhu mythos. This throne room event unlocks the Project: Divine Protection from Poison (immunity to poison in kingdom).

  1. “I allow this preacher to profess his faith in my lands.” - Loyalty -1, Divine +3, Stability -1. Divine Freedom +1 (Harrim and Tsanna’s choice).
  2. “I forbid this preacher to fill my subjects’ heads with his rubbish. …” - Loyalty +2, Stability +2. Divine Control +1. (Jhod’s choice).
  3. “I demand the preacher be executed. …” (NE moral choice) - Community +1, Stability +3. Divine Control +1. (Harrim, Tsanna, and Jhod disapprove).
  4. NPC auto - Loyalty +2, Stability +2. Divine Control +1.

Divine Rank 3: The High Priest asks you to appoint a Magister and says that Nethys' worshippers want to build a magical library (60 exp). Nethys is the Neutral god of magic.

  1. “[Pay 100 BP] We shall build this library of magic. …” - Relations +2, Arcane +2, -100 BP, unlocks the Building: Nethys’ Library, and you can build a free Nethys’ Library. Lamashtu Worship +1. (Harrim and Tsanna’s choice, Jhod disapproves).
  2. “We can do without a magic library. ...” - (Jhod’s choice, Harrim disapproves).
  3. NPC auto - No library.

Divine Rank 4: There is a cult of Erastil that is engaged in blood sacrifices (Community -3, Loyalty -3, Divine -7, Stability -3). Erastil is the Lawful Good god of the hunt. This triggers the Event: Gardeners of Faith. You gain strong benefits on Success or Triumph, while Failure or Disaster imposes harsh penalties and can cause the unrest state to worsen by 1 step (depending on the Advisor), so it's worth spending Crisis Points if necessary. You unlock the Rank Up Project once you complete the Event, regardless of whether you succeed or fail.

Divine Rank 5: There was a clash between villagers and a peaceful, silent cult.

  1. “Let these cultists find a new home for themselves beyond our borders.” - Community -2, Loyalty +2, Divine -3, Stability +3. Divine Control +1. (Jhod’s choice, Harrim disapproves).
  2. “... The followers of this strange religion have nothing to fear from me.” - Community +2, Loyalty -5, Divine +3. Divine Freedom +1. (Harrim’s choice, Jhod disapproves).
  3. (Tsanna only) Tsanna wants them for Lamashtu (NE moral choice). - Loyalty +2, Stability -3, Espionage +1. Lamashtu Worship +1, Divine Control +1. (Tsanna's choice).
  4. NPC auto - Community -2, Loyalty +2, Divine -3, Stability +3. Divine Control +1.

Divine Rank 6: Four priests have arrived and ask to be allowed to build a temple to honor their gods. You can pick one of the four. This throne room event also unlocks the Project: Divine Protection from Fear (immunity to fear in the claimed regions).

  1. “I prefer Cayden." [CG god of freedom and wine] (CG moral choice) - unlocks the Building: Temple of Cayden Cailean. Lamashtu Worship +1. (Harrim disapproves).
  2. “Let them build Gorum’s temple." [CN god of strength and battle] (CN moral choice) - unlocks the Building: Temple of Gorum. Lamashtu Worship +1. (Harrim and Tsanna’s choice, Jhod disapproves).
  3. “I will allow Abadar’s followers to erect a temple in his honor." [LN god of law and wealth] (LN moral choice) - this is supposed to unlock the Building: Temple of Abadar; however, this appears to be bugged, and I don’t believe you can actually build this building—unlike with the other three temples. (Jhod’s choice).
  4. “We shall allow the servants of Asmodeus to set up a temple….” [LE god of tyranny and contracts] (LE moral choice) - unlocks the Building: Temple of Asmodeus.
  5. NPC auto - No change. This option does not unlock any buildings (or it may be the choice to unlock the Temple of Abadar, considering that that building appears to be bugged).

These temples are buildings that can only be built in towns or cities and not villages. These are basically modified temples that cannot be upgraded, and I wouldn't recommend building them in your cities since they’re not as good as the Grand Temple building.

Divine Rank 7A: This event occurs if you destroyed the idols in the Rank 1 event. The idols around the capital were part of a seal keeping away monsters. This triggers the Event: Portal Beasts [Magister, Warden].

Divine Rank 7B: This event occurs if you did not destroy the idols in the Rank 1 event. Cultists are bringing human sacrifices to the idols. This triggers the Event: Cult Sacrifice [Grand Diplomat, Minister]. Completing this with the Minister gives Lamashtu Worship +1.

You gain strong benefits on Success or Triumph and suffer harsh penalties on Failure or Disaster, so you may want to use Crisis Points as necessary. You unlock the Rank Up Project once you complete the Event, regardless of whether you succeed or fail.

Divine Rank 8: The guards have arrested preachers of atheism from Touvette.

  1. “Declare their teachings prohibited, and drive them to the border.” - Loyalty -1, Relations -1, Divine +3, Arcane -1. Divine Control +1. (Jhod’s choice).
  2. “… Leave them be.” - Loyalty +2, Relations +2, Divine -6, Arcane +2. Divine Freedom +1. (Harrim’s choice, Jhod disapproves).
  3. “Execute them publicly.” (CE moral choice) - Loyalty -3, Relations -2, Divine +4, Arcane -2, Stability +3. Divine Control +1. (Tsanna's choice, Jhod and Harrim disapprove).
  4. NPC auto - Loyalty -1, Relations -1, Divine +3, Arcane -1. Divine Control +1.

Divine Rank 9: The priests of the kingdom’s gods are protecting your domain. If Divine Control > Divine Freedom, Stability +5. If Divine Freedom > Divine Control, Arcane +5.

  1. (Tsanna only, if Lamashtu Worship = 4) "... Lamashtu shall take her place among the kingdom's patron gods." - enables the Kingdom trait: Blessing of Lamashtu (-5 penalty to Grand Diplomat when resolving Events; Divine +1, Arcane +1, and Espionage +1 after every Success by the High Priest, Magister, or Minister; Every 75 combined points of Divine, Arcane, and Espionage provide 3 BP/week to a max of 30 BP/week and increase your chance of improving unrest up to Worried. Community -2 if unrest worsens). The wiki reports that the blessing only increases kingdom stats on Successes and not Triumphs.
  2. (Tsanna only, if Lamashtu Worship = 4) "It's not the right time." - patronage of the god chosen at Rank 6.
  3. (Harrim and Jhod or Tsanna if Lamashtu Worship < 4) - gain a Kingdom trait based on the god chosen at Rank 6:
    • Cayden: enables the Kingdom trait Blessing of Cayden (+1 to Councilor's rolls on Events, Loyalty +1 when the Councilor resolves an Event unless you get a Disaster, 10% chance for unrest state to improve each week for each 20 Loyalty) and unlocks the Project: Trade in Wine (1d10 BP per 30 days +1d10 BP per 30 days for each of: Loyalty Ranks 8 and 10; Relations Ranks 6, 8, and 10; and every 50 points of Loyalty + Relations over 400 (up to a max of +5d10 BP)).
    • Gorum: enables the Kingdom trait Blessing of Gorum (+2 to General's rolls on Events; +2 bonus to General's rolls to solve Problems for every 20 points of Military above 200, up to a max of +20; receive 5 BP each time an Event is successfully resolved by the General).
    • Abadar: enables the Kingdom trait Blessing of Abadar (+2 to Regent and Treasurer's rolls in resolving Problems; Community +1 for each Success or Triumph with the Regent and Treasurer; +2 BP/week for every 20 points of Community above 200, up to 20 BP/week).
    • Asmodeus: enables the Kingdom trait Blessing of Asmodeus (+2 bonus to resolve any Problem for every 20 points of Stability above 200, up to a max of +10) and unlocks the Project: Trade Agreement with Cheliax (4 BP per 30 days; this increases by +4 BP per 30 days for each consecutive 30-day period Community is Rank 10, Stability is Rank 7+, and unrest state is Worried or better).

Relations - Grand Diplomat

Relations Rank 1: Hunters from Pitax are crossing the border.

  1. “Let’s just look the other way. …” Community -2, Loyalty +1, Relations +2, Stability -2. Globalism +1. (Linzi’s choice, Valerie disapproves).
  2. “We will immediately increase border control. …” - Community +1, Relations -3, Stability +3. Isolationism +1. (Valerie’s choice, Linzi disapproves).
  3. (Bartholomew Delgado only) "... Set the fines as you see fit." - Loyalty +1, Relations -1, +78 BP in 13 weeks, Isolationism +1. (Bartholomew's choice).
  4. NPC auto - Community +1, Relations -3, Stability +3. Isolationism +1.

Relations Rank 2: There’s an offer for a trade agreement from Razmiran. None of your advisors will give an opinion on this. This throne room event unlocks the Projects: a) Trade Agreement with Galt and b) Trade Agreement with Gralton. Your choice here determines which room event you get for Relations Rank 6. You cannot make Valerie auuto-choose.

  1. “I support the trade agreement with Razmiran.” - This throne room event unlocks the Project: Trade Agreement with Razmiran (Economy +5, Relations +5, +4 BP/week). Globalism +1. (Bartholomew's choice).
  2. “Reject this proposal.” Isolationism +1. (Linzi's choice). This is the better option.
  3. NPC auto - no change. Isolationism +1.

Relations Rank 3: A guard detail from Sevenarches is hunting an elf and wants support. This throne room event unlocks the Project: Easier Claim (region claims and upgrades cost 15% less).

  1. “Help the guards find and arrest the runaway elf.” - Relations +3, Divine +3. Globalism +1. (Bartholomew's choice, Linzi and Valerie disapprove).
  2. “Make sure the elf reaches Kyonin.” - Relations +3, Arcane +3. Globalism +1. (Linzi’s choice, Valerie disapproves).
  3. “We aren’t going to interfere in this matter.” - Community +2, Loyalty +2, Stability +2. Isolationism +1. (Valerie’s choice).
  4. NPC auto - Community +2, Loyalty +2, Stability +2. Isolationism +1.

Relations Rank 4: Your guards captured a suspicious man serving the Black Marquis. None of these choices have long-term consequences.

  1. “Show him how strong our army is. …” - Military +3. Isolationism +1. (Valerie’s choice).
  2. “Show him we’re rich....” - Economy +3. Globalism +1. (Linzi’s choice, Valerie disapproves).
  3. “Deceive him. …” - Espionage +3. Isolationism +1. (Bartholomew's choice, Linzi disapproves).
  4. NPC auto - Military +3. Isolationism +1.

Relations Rank 5: Sevenarches wants to bring its fleet to Novoboro and both it and Kyonin are asking for diplomatic support. Your decision here affects the throne room event for Relations Rank 7. This throne room event unlocks the Project: Easier Upgrades (Region claims and upgrades cost 25% less).

  1. “Let’s help Sevenarches.” - Relations +3, Divine +3. Globalism +1. (Bartholomew's choice, Linzi disapproves).
  2. “Let’s stand up for Kyonin.” - Relations +3, Arcane +3. Globalism +1. (Linzi’s choice).
  3. “[Gain 2 BP each week] Bring in our troops to keep peace in Novoboro.” - Relations -7, +2 BP/week. Globalism +1. (Valerie’s choice).
  4. “[Gain 2 BP each week] We will buy wares from those who bring them. …” - Community +2, Loyalty +2, Stability +2, +2 BP/week. Isolationism +1.
  5. NPC auto - Relations -7, +2 BP/week. Globalism +1.

Relations Rank 6A: If you accepted the trade agreement in the Rank 2 event, Razmiran’s spies have gotten some of your powerful and influential subjects addicted to drugs. If you rejected the trade agreement in the Rank 2 event, you don’t get this portion of the event. This cancels the Trade Agreement with Razmiran (Economy +5, Relations +5, 4 BP/week) and you lose its benefits,if you completed the Project. The following also happens:

  1. “Place all the drug addicts in health institutions.” (NG moral choice) - Loyalty +3, Economy -5. (Linzi approves, Valerie disapproves).
  2. “Remove all the addicts from their stations.” (LN moral choice) - Community +3, Economy -5. (Valerie approves).
  3. “Hang the drug addicts. …” (NE moral choice) - Economy -5, Stability +3. (Bartholomew's choice, Linzi disapproves).
  4. NPC auto - Community +3, Economy -5.

Relations Rank 6B: If you rejected the trade agreement in the Rank 2 event, Razmiran spies fail to get your people addicted to drugs. Fearing retaliation, they offer you reparations. I haven't verified 6B, but it seems legit. Thanks Plainoldcookies, for this info!

  1. "We could make use of Razmir's gold." - +500 BP (Valerie's choice).
  2. "I'd prefer a payment in the form of a magical artifact." - Ruin (+5 quarterstaff, +2d6 additional force damage on hit, bonuses based on wielder's alignment: +6 to concentration if Lawful, +2 to spell penetration and +3 to concentration if Neutral, +4 to spell penetration if Chaotic). (Linzi's choice).
  3. "Execute all of Razmir's servants in the country." - imposes the Kingdom trait: Butcher (Grand Diplomat and Minister make two rolls on Problems and pick the best result) (CE moral choice). (Bartholomew's choice).

Relations Rank 7A: If you chose to support Sevenarches in the Rank 5 event, Kyonin denounces you. This triggers the Event: Exodus to Kyonin [General, Warden, Curator].

Relations Rank 7B: If you did not choose to support Sevenarches in Relations Rank 5, they cut off your food supply. This triggers the Event: The Wrath of Sevenarches [General, High Priest, Warden].

You gain strong benefits on Success or Triumph and suffer harsh penalties on Failure or Disaster, so you may want to use Crisis Points as necessary. You unlock the Rank Up Project once you complete the Event, regardless of whether you succeed or fail.

Relations Rank 8: Razmir is threatening its neighbors. The Grand Diplomat asks if you wish to unite the River Kingdoms against them.

  1. “Send messengers to announce that all those unwilling to become a slave to Razmir must unite.” - Loyalty +3, Relations +3, the unrest state improves by 1 step. Globalism +1. (Valerie and Linzi’s choice, bartholomew disapproves).
  2. “We aren’t meddling in the domestic affairs of other countries.” - Relations -3, +250 BP. Isolationism +1. (Bartholomew's choice, Valerie and Linzi disapprove).
  3. NPC auto - Loyalty +3, Relations +3.

Relations Rank 9A: The Grand Diplomat asks for guidance on the future. If Isolationism > Globalism.

  1. "Start accepting reports about foreign spies in our lands." - Loyalty -5, Stability +10, Espionage +10. (Bartholomew's choice).
  2. "Assemble a censorship board." - Loyalty +10, Stability +10, Culture -5. (Valerie's choice).
  3. "Support our native merchants with special privileges ...." - Community +10, Loyalty +10, Economy -5. (Linzi's choice).

Relations Rank 9B: The Grand Diplomat asks for guidance on the future. If Globalism > Isolationism.

  1. “Open publishing houses to print newspapers for our subjects abroad.” - Loyalty +5, Culture +10. (Linzi’s choice).
  2. “Let the General establish a regiment for foreigners who will serve in the military in exchange for citizenship.” - Community +5, Military +10. (Bartholomew's choice).
  3. “Our domain will accept every oppressed fugitive from foreign lands.” - Community +10, Loyalty +5. (Valerie’s choice).
  4. NPC auto - Community +10, Loyalty +5.

Arcane - Magister

Arcane Rank 1: An appraiser of magical items is offering you a gift.

  1. “I wish to control weather and luck.” - Community +1, Loyalty +1, Divine +1, Arcane +1.
  2. “I wish to dominate animals.” - gain a Wand of Dominate Animal (Alchemist/Bard/Druid/Magus 3, 50 charges, sells for 4,500 gold), which appears in your Stash.
  3. I wish to influence the minds of my subjects.” - gain a Headband of Alluring Charisma +4, which appears in your Stash.
  4. NPC auto - Community +1, Loyalty +1, Divine +1, Arcane +1.

Arcane Rank 2: A villager discovered a magical charm that has caused problems.

  1. “Leave the charm to the one who found it.” - Loyalty +3, Arcane -2. (Octavia’s choice, the Storyteller disapproves).
  2. “[Pay 500 gold] Buy the charm and give it to the appraiser.” - Arcane +3, -500 gold. (The Storyteller’s choice).
  3. “Seize the charm by force and give it to the appraiser.” - Loyalty -2, Arcane +3. (Vordakai's choice, Octavia disapproves).
  4. NPC auto - Arcane +3.

Arcane Rank 3: A master necromancer wants a license to hire out undead laborers. He only works with “willingly donated” bodies, but the spell requires use of a piece of the soul. This throne room event unlocks the Project: Arcane Lobby (-10% to the cost of buildings with a static Arcane bonus). The choice here determines which event you get at the Arcane Rank 5 throne room event.

  1. “I forbid this necromancer from practicing his dark arts in my realm.” - Community +2, Loyalty +2, Divine +3, Arcane -3. Arcane Control +1. (the Storyteller and Octavia’s choice).
  2. “His offer sounds promising. …” - Community -3, Divine -3, unlocks the Project: Undead Builders. Arcane Amoral +1. (Vordakai's choice, the Storyteller and Octavia disapprove).
  3. NPC auto - Community +2, Loyalty +2, Divine +3, Arcane -3.

Arcane Rank 4: The people are complaining about experiments in the mage quarter. This throne room event unlocks the Project: Arcane Protection from Compulsions (immunity to compulsion spells within claimed territories).

  1. “From now on there will be no more magical experiments within the city walls. …” - Community +2, Arcane -4, Stability +2, and establishes the Kingdom trait: Banning Arcane Experiments (the Magister rolls twice for any Problems in the Shrike Hills, and picks the better result). Arcane Control +1. (The Storyteller’s choice, Octavia is sad).
  2. “The experiments must continue. …” - Community -2, Arcane +4, Stability -2, and establishes the Kingdom trait: Arcane Experiments in the Capital (+1 to Magister’s rolls for solving Events, +3 in the Shrike Hills). Arcane Amoral +1. (Octavia and Vordakai’s choice, the Storyteller disapproves).
  3. NPC auto - Community +2, Arcane -4, Stability +2.

Arcane Rank 5A: A wizard has offered to create golems from rubbish. This event occurs if you banned necromancy during the Rank 3 Event.

  1. “We shall not employ his services.” - Community +1, Loyalty +1, Economy +1, Arcane -4. Arcane Control +1. (Octavia’s choice, the Storyteller disapproves).
  2. “He has my permission. …” - Arcane +4, unlocks the Project: Eternal Guardians (Arcane +7, Stability +7). Arcane Amoral +1. (The Storyteller and Vordakai’s choice, Octavia disapproves).
  3. NPC auto - unlocks the Project: Eternal Guardians.

Arcane Rank 5B: A delegation of Pharasmites has arrived and demanded you ban necromancy. This event occurs if you did not ban necromancy during the Rank 3 Event. Thanks VolpeRosso, for the info and saves!

  1. "From this day forth, the creation of undead ... is forbidden...." - Community +2, Loyalty +2, Relations +2, Divine +4, Arcane -4. Arcane Control +1. (The Storyteller and Octavia's choice).
  2. "... Any subject who has received a necromancer's license may carry on with their work as before." - Relations -3, Divine -3, Arcane +4. Arcane Amoral +1. This enables the Undead Guards Project (Divine +5, Arcane +5, Stability +5). (Vordakai's choice, the Storyteller and Octavia disapprove).

Arcane Rank 6: A barbarian shaman wishes to serve you. This throne room event unlocks the Project: Spell Resistance Discovery (the party gets spell resistance 16 while in claimed regions).

  1. “I won’t be their new ‘chief’. …” - Community +2, Loyalty +2, Divine -2, Arcane -2. Arcane Control +1. (Octavia’s choice, the Storyteller disapproves).
  2. They may remain in my lands….” - Community -2, Loyalty -2, Divine +2, Arcane +2. Arcane Amoral +1. (The Storyteller’s choice, Octavia disapproves).
  3. “... Arrest and execute every one of them.” (LE moral choice) - Community +2, Divine -2, Arcane -2, Stability +2. Arcane Control +1. (Vordakai's choice, Octavia and the Storyteller strongly disapprove).
  4. NPC auto - Community -2, Loyalty -2, Divine +2, Arcane +2.

Arcane Rank 7A: If Arcane Amoral < Arcane Control: a group of mages has lost control over their magic, causing unpredictable magical effects. Your kingdom lacks sufficient knowledge to combat it. This triggers the Event: Magical Anomaly [Treasurer, High Priest].

Arcane Rank 7B: If Arcane Amoral > Arcane Control: there was a poisonous gas leak during an experiment in the mage’s quarter that has led to deaths. This triggers the Event: Silent Death [Treasurer, High Priest].

You gain strong benefits on Success or Triumph and suffer harsh penalties on Failure or Disaster, so you may want to use Crisis Points as necessary. You unlock the Rank Up Project once you complete the Event, regardless of whether you succeed or fail.

Arcane Rank 8A: If Arcane Amoral > Arcane Control: The artifact appraiser from the Arcane Rank 2 throne room event wants no restrictions on the sale of material components for spells. The chode suggests that this choice has some effect. Allowing all reagents may affect the magic items available for purchase.

  1. "The limitations stand." - Community +3, Loyalty +3, Relations +3, Arcane -7. Arcane Control +1. (Octavia's choice).
  2. "... Henceforth, any and all magical components may be traded in my domain." - Community -3, Loyalty -3, Economy +5, Relations -3, Arcane +7. Arcane Amoral +1. (The Storyteller and Vordakai's choice, Octavia disapproves).

Arcane Rank 8B: If Arcane Amoral < Arcane Control. The people are petitioning for restrictions on the use of magic in densely inhabited places.

  1. “... We shall not set needless limits on the freedoms of spellcasters.” - Loyalty -3, Arcane +5. Arcane Amoral +1. (Octavia and Vordakai's choice, the Storyteller disapproves).
  2. “... I order you to issue a decree, and set out to regulate the use of magic in the settlements.” - Community +4, Loyalty +4, Arcane -10, Stability +4, the unrest state improves by 1 step. Arcane Control +1. This imposes the Kingdom effect: Arcane Restrictions (-2 to Magister when attempting to resolve any scenario). (The Storyteller's choice, Octavia disapproves).
  3. NPC auto - Loyalty -3, Arcane +5.

Arcane Rank 9: The kingdom’s successes allow for an ambitious project.

  1. “... We shall exchange our arcane knowledge with other states.” - Relations +15.
  2. “I wish to improve the education and training of our priests.” - Divine +15.
  3. “I command the construction of a great workshop….” - Military +15.
  4. NPC auto - Divine +15.

Stability - Warden

Stability Rank 1: The Warden asks for advice on how to deal with threats to settlements. This throne room event unlocks the Project: Laying the Foundation (-10% cost of buildings with a static Stability bonus).

  1. “I order a curfew.” - Loyalty -2, Stability +3. Prevention +1. (Ekundayo’s choice, Kesten disapproves). The game lists this choice as Military -2, Stability +3 in the mouseover text, but that seems to be a typo.
  2. “I order the guard doubled in all settlements.” - Military -2, Stability +3. Defense +1. (Kesten’s choice, Regongar disapproves). The game lists this choice as Loyalty -2, Stability +3 in the mouseover text, but that seems to be a typo.
  3. “Let them get used to taking care of themselves.” - Stability -2. (Regongar’s choice, Ekundayo disapproves).
  4. NPC auto - Military -2, Stability +3. Defense +1.

Stability Rank 2: A group of fairies has started causing problems for a settlement, saying they’re pushing back invaders.

  1. “... Help the locals pull up their roots and take them to another area.” - Community -1, Loyalty -1, Stability +2. Prevention +1. (Ekundayo’s choice, Kesten and Regongar disapprove).
  2. “Set up additional guard posts….” - Military -2, Stability +2. Defense +1. (Kesten’s choice, Ekundayo disagrees).
  3. (Regongar only) “Wipe them out, Regongar. …” - Community +1, Loyalty +1, Relations -3, Stability +1. Defense +1. (Regongar’s choice).
  4. NPC auto - Military -2, Stability +2.

Stability Rank 3A: If Defense > Prevention. The daughter of a well-known merchant has gone missing. This throne room event unlocks the Project: Crimefighters (+2 to Warden’s rolls to solve Problems).

  1. “[Gain 4000 gold] … The search for the merchant’s daughter shall be the guards’ top priority.” - Military -3, +4,000 gold. Traders (Loyalty) +1. (Kesten and Ekundayo’s choice).
  2. “... This case shall be dealt with like any other.” - Traders (Loyalty) -1. (Regongar’s choice, Kesten disapproves).
  3. NPC auto - Military -3, +4,000 gold.

Stability Rank 3B: If Defense < Prevention. Your guards caught a swindler trying to spike a merchant's daughter's drink with a love potion. You need to decide his punishment. This throne room event unlocks the Project: Crime Prevention (+2 to Warden's rolls to take advantage of Opportunities). Information on this event 3B comes courtesy of Runetooth. Thanks!

  1. "... Throw the villain in jail." (LG moral choice) - Loyalty -2, Stability +4. (Ekundayo's choice).
  2. "... The miscreant shall be fined." (LN moral choice) - Community +1, Stability +1. (Kesten's choice).
  3. "Execute the fool." (CE moral choice) - Community -1, Loyalty -2, Stability +5. (Regongar's choice, Kesten disapproves.).

Stability Rank 4: The guards and a local hunting club wish to kill bulettes in a region, the scholarly community has objected. This throne room event unlocks the Project: Kingdom Defense (reduces the chance of random encounters in claimed regions by 40%). I wouldn’t recommend completing this Project if you are aiming to get the Achievement for 100 random encounters.

  1. “We should strive to live in harmony with nature….” - the unrest state worsens by 1 step. Bulettes = 1. (Kesten and Ekundayo disapprove).
  2. “... They must be eradicated.” - Community +2, Relations -5, Stability +4. (Kesten and Ekundayo’s choice, Regongar disapproves).
  3. Regongar only: “A bulette hunt? …” - the unrest state worsens by 1 step. Bulettes = 2.(Regongar’s choice).
  4. NPC auto - Community +2, Relations -5, Stability +4.

Stability Rank 5: If you killed the bulettes, removing the bulettes has led to increases in attacks from other dangerous beasts and bandits. If you let them live, there’s new sightings of bulettes, including one as big as a house.

If Bulettes = 1, or Bulettes = 2 and Regongar isn't the Warden, the Event: Culling the Herd [General, Warden] triggers. This is a DC 27 Problem [General, Warden] that takes 10 days to resolve. The rewards aren't worth the worsened unrest state.

If Bulettes = 2 and Regongar is the Warden, the Event: Tracking the Great White Bulette [Warden] triggers. This is a DC 30 Problem that can only be resolved by the Warden and that takes 10 days to resolve. The meager rewards are very much not worth it (though Regongar's excitement at the thought of hunting bulettes is pretty funny and its own reward.

Separately, the situation in the slums has gotten worse.

  1. “[Pay 200 BP] … I command you to begin renovating the slums.” - Community +3, Stability +4, -200 BP. Prevention +1. (Ekundayo’s choice, Kesten and Regongar disapprove).
  2. “Order your men to patrol the slums more frequently. … - Loyalty -3, Military -2, Stability +5. Defense +1. (Kesten’s choice).
  3. “[Pay 50 BP] … The slums must be removed.” - Community -2, Stability +4, -50 BP. Prevention +1.(Regongar’s choice, Ekundayo disapproves).
  4. “... It can’t be helped, so we shouldn’t agonize over it.” - Loyalty +4, Economy +4. (Kesten and Ekundayo disapprove). The wiki claims this can result in Stability -5 depending on the Banditism level in the kingdom, but I found no difference when I tested it out.
  5. NPC auto - Loyalty -3, Military -2, Stability +5.

Stability Rank 6: Remnant groups of barbarians are carrying out raids. This throne room event unlocks the Project: Fortifying the Foundation (-15% to the cost of buildings with a static Stability bonus).

  1. “... Gather your troops and drive the barbarians from my lands.” - Loyalty +2. Prevention +1. (Regongar and Ekundayo’s choice, Kesten disapproves).
  2. “... Double the guard in all the raided regions. We shall defend ourselves.” - Community +2. Defense +1.(Kesten’s choice, Regongar and Ekundayo disapprove).
  3. NPC auto - Community +2, Stability +1.

Stability Rank 7A: If Defense > Prevention. The guards refuse to go out on patrol after everything that’s happened. (The dialogue options for this event show +1 Stability; however, this appears to be the additional point in the kingdom stat that you always get from throne room events).

  1. “... They deserve a raise.” - Loyalty +3, -2 BP/week. (Ekundayo’s choice).
  2. “... Let our guardsmen enjoy the rest they so deserve.” - Loyalty +3, Stability -6. Defense -1. (Kesten’s choice, Regongar disapproves).
  3. “... Every man and woman who shirks their duties will be shamefully discharged, and replaced with a mercenary.” - Loyalty -3, Stability +3, -1 BP/week. Defense +1. (Regongar’s choice, Kesten and Ekundayo disapprove).
  4. NPC auto - Loyalty +3, Stability -6.

Stability Rank 7B: If Defense < Prevention. The people are flooding the streets, upset about the government's intrusion on their freedoms.

  1. "[Pay 2 BP each week] ... We'll pacify the people by lowering the taxes." - Loyalty +3, -2 BP/week. (Ekundayo's choice, Regongar disapproves).
  2. "... Certain security measures will simply have to be let go." - Loyalty +3, Stability -6. Prevention -1. (Kesten's choice, Regongar disapproves).
  3. "... Scatter the rebels and outlaw such gatherings...." - Loyalty -3. Prevention +1. (Regongar's choice, Kesten and Ekundayo disapprove).

Stability Rank 8: Kellid barbarians are trying to poison the land. There are two potential solutions; your reward at the Stability Rank 9 throne room event depends on whether your kingdom's stat matches your choice. The advisor's dialogue and recommendation will indicate whether Defense or Prevention is higher.

  1. “Let the Golden Shields take up their duties immediately.” - (Defense and ties) resolved at the Stability Rank 9 throne room event. This choice unlocks the Building: Justicars' Garrison at the Rank 9 event.
  2. “We shall accept Wigmold’s proposal. His magical surveillance system sounds most promising.” - (Prevention) resolved at the Stability Rank 9 throne room event. This choice unlocks the Project: Wigmold’s Prevention System (+3 to specific Advisors to resolve Problems based on the kingdom’s alignment) at the Rank 9 event.
  3. NPC auto - accept Wigmold’s proposal.

This throne room event also unlocks the Project: Kingdom Protection (reduces the chance of a random encounter in claimed regions by 60%). I wouldn’t recommend completing this Project if you are aiming to get the Achievement: Survivor (for living through 100 random encounters in the wild). Your choice here determines what result you get in the Stability Rank 9 throne room event.

Stability Rank 9: The results depend on your choices during the Rank 8 throne room event.

  1. If your choice matched the higher variable: unrest state improves by 1 step, Stability +15. The Building: Justicars’ Garrison is unlocked if you chose the Golden Shields. The Project: Wigmold's Prevention System is unlocked if you chose Wigmold.
  2. If you selected the Golden Shields while Defense < Prevention: some grain was poisoned but it was destroyed before it harmed anyone. - Economy -5, Stability +15.
  3. If you selected Wigmold Defense > Prevention: they found the shamans but there were some witnesses to your spying. - Loyalty -5, Stability +15.

Culture - Curator

Culture Rank 1: The Curator asks about building schools. This affects your choice at the Culture Rank 7 throne room event.

  1. “[Pay 100 BP] We will open schools. …” - Loyalty +2, -100 BP, unlocks the Building: School, and you can build a free School. (Linzi and the Storyteller’s choice, Jaethal disapproves).
  2. (Linzi and Storyteller only): “Forget about schools. …” - no change. (Linzi and the Storyteller disapprove).
  3. (Jaethal only) “[Pay 100 BP] … Spend the money on opening new pubs and inns. - Loyalty +2, -100 BP, and you can build 2 free Taverns. (Jaethal’s choice).
  4. NPC auto - Loyalty +2, -100 BP, unlocks the Building: School, and you can build a free School.

Culture Rank 2: An aasimar asks for funds to found a society for the appreciation of the fine arts.

  1. “[Pay 75 BP] I wish to support this art society financially.” - Culture +3, -75 BP. Dependent Art +1. (Linzi and Jaethal’s choice).
  2. “[Pay 50 BP] We shall help them found and promote this society.” - Community +1, Culture +1, -50 BP. Dependent Art +1. (The Storyteller’s choice).
  3. “We will not be participating.” - Independent Art +1. (Linzi, the Storyteller, and Jaethal disapprove).
  4. NPC auto - Culture +3, BP -75.

Culture Rank 3: The kingdom can support one of three projects.

  1. “… We’ll help the musician.” - Relations +3, Culture +5. (Linzi’s choice).
  2. “… We’ll support the provincial teacher.” - Community +3, Loyalty +3, Culture +2. (The Storyteller’s choice, Jaethal disapproves).
  3. “… Let’s order the series of etchings from the artist.” - Military +3, Stability +3, Culture +2. (Jaethal’s choice, Linzi disapproves).
  4. NPC auto - Relations +3, Culture +5.

Culture Rank 4: The Curator offers you the chance to support a young composer, Larzio. This is the first of multiple decisions related to Larzio’s opera, and your decisions determine the results of the Culture Rank 9 throne room event and are summed up there in a table. The throne room event also unlocks the Project: Improving Cultural Development (-15% to the cost of buildings with a static Culture bonus).

  1. (Jaethal only) “… Assist the composer and see how he’s progressing!” - -3 BP/week. Dependent Art +1. (Jaethal’s choice).
  2. (Linzi/the Storyteller only) “We shall grant this young composer what he asks.” - -1BP/week. Dependent Art +1. (Linzi’s choice, the Storyteller disapproves).
  3. “... Larzio won’t live in my castle.” - Independent Art +1. (The Storyteller’s choice, Linzi and Jaethal disapprove).
  4. NPC auto - -1 BP/week.

Culture Rank 5: A newspaper is engaged in yellow journalism and printing lies about you.

  1. “[Pay 2 BP each week] We’ll meet all their accusations by issuing our own newspaper. …” - Community +2, Loyalty +2, Stability +2, -2 BP/week. (Linzi approves, the Storyteller disapproves). This option is only available if you opened up a printing house in the Loyalty Rank 3 throne room event.
  2. “The River Freedoms guarantee their freedom of speech. …” - Community -2, Loyalty +2, Stability -2. (Linzi and the Storyteller’s choice, Jaethal disapproves).
  3. “... I demand this newspaper be shut down, and all political media banned.” - Loyalty -2. (Jaethal’s choice, Linzi and the Storyteller disapprove).
  4. “... Execute the slanderers! Now!” (CE moral choice) - Community -3, Loyalty -3, Stability +3. (Linzi and the Storyteller strongly disapprove).
  5. NPC auto - Community -2, Loyalty +2, Stability -2.

Culture Rank 6: Larzio is asking for financial support. He will need support even if you gave him 3 BP/week before. This is the second of the decisions related to Larzio’s opera.

  1. (Jaethal only) “... The Treasurer shall provide you with whatever you require.” - -1 BP/week. Dependent Art +1. (Jaethal’s choice).
  2. (Linzi and the Storyteller only) “... Larzio Messus shall receive a monthly stipend.” - -1 BP/week. Dependent Art +1. (Linzi's choice, the Storyteller disapproves).
  3. “We shall not sponsor Larzio.” - Independent Art +1. This will lead to the opera not having a theme (ultimate bonus to Community Loyalty, Economy, Divine, Stability, and Espionage). (The Storyteller’s choice, Linzi and Jaethal disapprove).
  4. NPC auto - -1 BP/week.

Part 2: If you agree to support him, the Curator asks if there’s a specific lesson you’d like to share with the audience.

  1. “Larzio should write of commitment to duty. …” - (opera bonus is to Community and Loyalty).
  2. “... Hard work and perseverance lead to success and prosperity.” - (opera bonus is to Economy and Stability).
  3. “His work should tackle the all-important questions of faith and piety.” - (opera bonus is to Divine and Arcane).

Culture Rank 7A: the Curator suggests founding a university. You only get this option if you built a school in the Culture Rank 1 throne room event.

  1. “[Pay 200 BP] … I order the treasury to release the necessary funds….” - Loyalty -3, Economy +2, Relations +2, Culture +2, -200 BP, unlocks the Building: University, and you can build 1 free University. (Linzi and the Storyteller’s choice, Jaethal disapproves).
  2. “... We won’t be opening a university.” - no change. (Jaethal’s choice, Linzi and the Storyteller disapprove).
  3. NPC auto - no university.

Culture Rank 7B: Your citizens have built a school. You only get this option if you refused to build a school in the Culture Rank 1 throne room event.

  1. (Storyteller only) "I will heed your advice." - Community +2, Loyalty +2, Culture +2. (Storyteller's choice).
  2. "I order the Treasurer to provide everything necessary for the development of a school of enlightenment." - Community +2, Relations +2, Stability -2, Culture +2, -2 BP/week. (Linzi's choice).
  3. "... The school will be closed on my authority." - Loyalty -3, Stability +3.
  4. "Shut down the school immediately. And execute the organizers." (CE moral choice) - Loyalty -5, Divine -5, Stability +3, the unrest state worsens by 1 step, and imposes the Kingdom trait: Reign of Terror (Councilor and Curator roll twice on and take the best roll). (Jaethal's choice).

Culture Rank 8: Larzio has finished his opera and needs funding to stage it. This it the last of the decisions related to Larzio's opera.

  1. (Jaethal only) “[Pay 200 BP] ... Give Lorzio a sense of just how much he owes us.” - -200 BP. Dependent Art +1. (Jaethal’s choice).
  2. (Linzi and the Storyteller only) “[Pay 100 BP] Larzio may build his stage upon the main square. And his production should be funded as well." - -100 BP. Dependent Art +1. (Linzi’s choice, the Storyteller disapproves).
  3. “[Pay 50 BP] The composer is free to use the main square as he pleases. …” - -50 BP. Dependent Art +1.
  4. “... We shall not help him.” - Independent Art +1. (The Storyteller’s choice, Linzi and Jaethal disapprove).
  5. NPC auto - -100 BP.

Culture Rank 9: Larzio’s opera premiered. The results depend on your choices during the throne room events for Ranks 4, 6, and 8. You will stop supporting Larzio after this event and gain +0 to +4 BP/week, depending on the total amount of support you previously gave. You will gain bonuses or penalties to “Stats” depend on your choice for the theme of the opera during the Rank 6 event.

Theme:

  1. Commitment to duty: Stats (2) - Community and Loyalty.
  2. Hard work and perseverance: Stats (2) - Economy and Stability.
  3. Faith and piety: Stats (2) - Divine and Arcane.
  4. If you denied support (no theme): Stats (6) - Community, Loyalty, Economy, Divine, Stability, and Espionage.

I've summed up the results below. To figure out the outcome, find the amount of support you gave during the Rank 4 and Rank 6 events in column 1 (which establishes your row) and match that up to the support you give during the Rank 8 event (columns 2-5). The affected kingdom stats are based on the theme (or lack of a theme).

Support at Rank 4, Rank 6

Rank 8: 200 BP (Jaethal only)

Rank 8: 100 BP (Linzi/Storyteller)

Rank 8: 50 BP

Rank 8: 0 BP

3 BP (Jaethal), 1 BP

Stats (2) +15

Stats (2) +15

Stats (2) +4

Stats (2) +4

3 BP (Jaethal), 0 BP

Stats (6) +5

Stats (6) +1

Stats (6) +1

Culture -3

1 BP (Linzi, Storyteller), 1 BP

Stats (2) +15

Stats (2) +4

Stats (2) +4

Stats (2) -2, Culture -3

1 BP (Linzi, Storyteller), 0 BP

Stats (6) +1

Stats (6) +1

Culture -3

Culture -3

0 BP, 1 BP

Stats (2) +4

Stats (2) +4

Stats (2) -2, Culture -3

Stats (2) -2, Culture -3

0 BP, 0 BP

Stats (6) +1

no change

no change

Larzio dies, Community +3, Loyalty -3, Relations +10, Stability -3, Culture +5


Espionage - Minister

Espionage Rank 1: Guards found spy equipment in a crowded caravan. This throne room event unlocks the Projects: Scouting the Central Regions and Scouting the Northern Regions.

  1. “Let the guards watch those who arrived by the caravan.” - Community -1, Stability -1. Concealment +1. (Ekundayo’s choice, Jubilost disapproves).
  2. “Tell the merchants that if they fail to hand over the stranger, we’ll seize their gold and goods.” - Economy -2. Fear +1. (Jubilost’s choice, Jaethal disapproves).
  3. “Put all the merchants on the rack.” - Loyalty -1, Economy -1. Fear +1. (Jaethal’s choice, Ekundayo disapproves).
  4. NPC auto - Economy -2. Fear +1.

Espionage Rank 2: They arrested a spy from Daggermark. This throne room event unlocks the Project: Loyal Spies (Espionage +1 every time the Minister fails to resolve a situation).

  1. “Take her friends and family hostage.” - Military +2, Espionage +1. Fear +1. (Jaethal’s choice, Jubilost disapproves).
  2. “Spellbind her.” - Arcane +2, Espionage +1. Concealment +1. (Jubilost’s choice, Jaethal approves, Ekundayo disapproves). This choice makes Jaethal impressed about your lack of scruples.
  3. “Send her in the wrong direction and follow her.” - Espionage +3. Concealment +1. (Ekundayo’s choice, Jaethal disapproves).
  4. NPC auto - Arcane +2, Espionage +1. Concealment +1.

Espionage Rank 3: The Minister has obtained a list of all of Gralton’s spies in Litran. Your decision determines what event you get for the Rank 4 and Rank 5 throne room events. This throne room event unlocks the Project: Scouting the Eastern Regions.

  1. “Deliver the list of agents to Galt.” - Relations +2, Espionage +2. Fear +1. (Jaethal’s choice, Ekundayo and Jubilost disapprove).
  2. “Report the treachery to Gralton.” - Relations +2, Espionage +2. Concealment +1. (Ekundayo’s choice, Jaethal and Jubilost disapprove).
  3. “[Gain 2,000 gold] Sell the information in Daggermark.” - +2,000 gold. (Jubilost’s choice, Ekundayo and Jaethal disapprove).
  4. NPC auto - +2,000 gold.

Espionage Rank 4A: This event occurs if you delivered the list to Galt or sold the information in Daggermark under the Rank 3 event. Gralton has kidnapped your people and thrown them into prison.

  1. “... You must plot their escape.” - Relations -2, Espionage +4. Fear +1. (Ekundayo’s choice, Jubilost disapproves).
  2. “[Pay 100 BP] Ransom our people.” - Espionage +4, -100 BP. Concealment +1. (Jubilost’s choice, Jaethal disapproves).
  3. “[Pay 50 BP] Let them be silenced forever.” - Espionage +2, -50 BP. Fear +1. (Jaethal’s choice, Ekundayo disapproves).
  4. NPC auto - no change.

Espionage Rank 4B: This event occurs if you reported the treachery to Gralton under the Rank 3 event. Litran executed the kingdom’s agents in revenge.

  1. “... We shall openly honor the dead.” (NG moral choice) - Relations -2, Espionage +4. Fear +1. (Jubilost disapproves).
  2. “Take care of their families without attracting undue attention.” - Espionage +4, -1 BP/week. Concealment +1. (Ekundayo’s choice, Jaethal disapproves).
  3. “We have nothing to do with them. ... “ (NE moral choice) - Loyalty -2, Espionage +4. Concealment +1. (Jubilost’s choice, Ekundayo and Jaethal disapprove).
  4. (Jaethal only) “Let’s execute travelers from Galt and then raise them as undead. …” (NE moral choice) - Loyalty -2, Economy +3, Relations -5, Stability +3, Espionage +3. Fear +1. (Jaethal’s choice).
  5. “Hang ten citizens of Galt in our territories for every victim among our people.” (CE moral choice). - Loyalty +3, Relations -5, Stability +2, Espionage +2. Fear +1. (Ekundayo and Jubilost strongly disapprove).
  6. NPC auto - no change.

Espionage Rank 5A: This event occurs if you delivered the list to Galt under the Rank 3 event. The Minister wants out of the fight between Galt and Gralton. One option is setting the head of Gralton’s guards against the army’s commander.

  1. “Help Casal Tarne face his cousin.” - Relations +2, Espionage +2. Concealment +1. (Ekundayo’s choice).
  2. “Dispatch soldiers to the Grey Gardeners.” - Relations +2, Espionage +2. Fear +1. (Jaethal’s choice, Ekundayo and Jubilost disapprove).
  3. “Arrange peaceful negotiations with Gralton.” - Relations +4. Concealment +1. (Jubilost’s choice, Jaethal disapproves).
  4. NPC auto - Relations +4, Espionage +1. Concealment +1.

Espionage Rank 5B: This event occurs if you reported the treachery to Gralton under the Rank 3 event. The Minister wants out of the fight between Galt and Gralton. There are a number of options to stir internal conflict in Galt.

  1. “Pass the information about the Gardeners to the leader of the Revolutionary Council of Galt.” - Relations +2, Espionage +2. Concealment +1. (Ekundayo’s choice, Jubilost disapproves).
  2. “Help the Order of Vengeance achieve their revenge.” - Relations +2, Espionage +2. Fear +1. (Jaethal’s choice, Ekundayo disapproves).
  3. “Organize peace negotiations with Litran.” - Relations +4. Concealment +1. (Jubilost’s choice, Jaethal disapproves).
  4. NPC auto - Relations +4. Concealment +1.

The Rank 5 throne room event also unlocks the Project: Scouting the Northeastern Regions.

Espionage Rank 6: The problems with Galt and Gralton were a setup. You need to investigate your people to discover the spies. This throne room event unlocks the Event: Purge the Ranks [Treasurer, Grand Diplomat, High Priest]. This throne room event also unlocks the Project: Scouting the Dire Narlmarches.

Espionage Rank 7: The traitors have revealed that they were hired by someone in Daggermark. This throne room event unlocks the Project: Scouting Glenebon.

  1. We’re going to hit them right in their fat purses. - Economy -3. Concealment +1. (Ekundayo and Jubilost’s choice, Jaethal disapproves).
  2. “We’re going to hunt down Daggermark’s agents.” - Relations -3. Fear +1. (Jaethal’s choice, Ekundayo and Jubilost disapprove).
  3. NPC auto - Economy -3.

Espionage Rank 8: The enemy is the Poisoners guild or Assassins guild in Daggermark. If Fear > Concealment, Poisoners. If Concealment > Fear, Assassins. This throne room event unlocks the Project: Scouting Pitax.

  1. “Destroy her reputation. …” - Concealment +1. (Jubilost’s choice).
  2. “Let everyone believe that she was planning to overturn Daggermark’s government.” Concealment +1.
  3. “Offer her to make peace, join forces, and attack the other Guild.” - Relations +2, Espionage +2. Fear +1. (Jaethal’s choice). This appears to trigger a guild allliance flag in the code. I'm not sure what that does.
  4. “Blow up her headquarters.” (CE moral choice) - Fear +1. (Ekundayo’s choice). You can get this choice without the moral choice point by telling Ekun to choose, if you want.
  5. NPC auto - no change.

Espionage Rank 9: The kingdom’s counterattack was successful. You'll get some kingdom stats based on your prior choices. If Fear > Concealment, Stability +5. If Concealment > Fear, Relations +5. Where do you want your spies?

  1. “... Spies can do the most good for the army.” - Military +10. (Ekundayo’s choice).
  2. “Spies in embassies and consulates bring in the most valuable information.” - Relations +10. (Jubilost’s choice).
  3. “I want spies placed in the guilds and magic schools.” - Arcane +10. (Jaethal’s choice).
  4. NPC auto - Relations +10.

References

This is mostly my own work, but I've updated it with some additional information from two great resources:

  • The wiki: https://pathfinderkingmaker.fandom.com/wiki/Throne_room_events. As a note, I would've added some of the updated info to the wiki, but I honestly can't figure out how to make edits in pages with tables.
  • Ranadiel's reddit post: https://www.reddit.com/r/Pathfinder_Kingmaker/comments/ptjnls/kingmaker_breaking_down_rankup_events_and_their/

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Author: Francesca Jacobs Ret

Last Updated: 08/31/2022

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Name: Francesca Jacobs Ret

Birthday: 1996-12-09

Address: Apt. 141 1406 Mitch Summit, New Teganshire, UT 82655-0699

Phone: +2296092334654

Job: Technology Architect

Hobby: Snowboarding, Scouting, Foreign language learning, Dowsing, Baton twirling, Sculpting, Cabaret

Introduction: My name is Francesca Jacobs Ret, I am a innocent, super, beautiful, charming, lucky, gentle, clever person who loves writing and wants to share my knowledge and understanding with you.