Kingdom Creation & Growth (PW)

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Kingdom Creation & Growth

Patron Faction

Your kingdom was sponsored by one of the many factions of Princess World. They are your patron. See the Factions section (page 48) for details. (And if you want a lot more information on the various factions of Princess World, see Sourcebook #1: Frontier Society.) Choose one and mark them as +1 relations. However, one of the other factions was opposed to the creation of your frontier kingdom. Mark them as -1. If you choose to, you may be particularly favoured by your patron faction. Raise relations to +2. However, members of another faction are not happy about this attention. Choose which faction this is and reduce relations by -1. If you're having trouble choosing a patron, think about what focus you want your kingdom to have. Monster Hunters could be aligned with the Hunter Guild, Exploration Unlimited, or maybe Speculation Wildhearts or even the Silver Masks. Treasure Hunters could be with the Noble Traders or the Luxury Seekers. Of course, you don't have to have a patron that exactly meshes with your kingdom's focus. You could be Magic Researchers aligned with the Silver Masks, expected to make discoveries that could aid in their elite elemental hunting activities. You could be Wild Claimers aligned with Afternoon Tea Time, expected to provide treats and possibly even facilities for their legendary parties. Or maybe you want to be independent, just a group of princesses striking it out on their own without interest in faction politics, in which case the casual freedom (and almost complete lack of resources and influence) of the Sparkle Union might be suitable. Your chosen patron could also hint at the kind of things you'll encounter in the nearby wild lands. If you've been sponsored by the Universal Librarians you might expect there to be a few rogue libraries in the area. If the Hunter Guild is backing your kingdom, expect monsters and elementals. As for the opposing faction, choose whichever you feel clashes most with your kingdom's focus—or just one that rubs you the wrong way. For more details on the factions of Princess World, see the first Frontier Kingdoms sourcebook, Frontier Society.

Kingdom Focus

A kingdom's focus is its founding intent, and will determine its direction and bonus XP trigger:

  • Monster Hunters: The kingdom is focused on fighting elementals and

monsters. Earn bonus XP if a significant threat is defeated or a worthy prey hunted.

  • Treasure Guardians: The kingdom is focused on exploring and looting the

wild lands. Earn bonus XP if a new location is explored, and if something valuable is acquired.

  • Magic Researchers: The kingdom is focused on acquiring relics for the purpose of study, as well as researching magical phenomenon. Earn bonus

XP if a magical relic is acquired and if a report is submitted.

  • Wild Claimers: The kingdom is focused on becoming solid, stable, and

prosperous. Earn bonus XP if the border shields are strong, and if significant progress is made towards expanding the borders or developing the kingdom.

  • Social Climbers: The kingdom is focused on building its reputation via social

interactions and parties. Earn bonus XP if you have +3 relations with at least one faction, and if relations with a faction or kingdom are improved.

Players can discuss what kind of kingdom they want to be, what activities they're most interested in, and how they see the kingdom expanding in the future. It's best if everyone's excited about the kingdom, so pick a focus that you all feel good about.

Focus may be changed later, if all princesses agree, at the cost of 4 Standing.

Kingdom Terrain & Castle

Newly claimed frontier kingdoms occupy a relatively small area, around four hectares in size, claimed and solidified from the wild lands. The terrain can be just about anything. Is your kingdom mostly forests, grassy plains, crystals, candy? Is it fantasy-cliché pretty, volcanic, floating on clouds, really really spiky? Is there a reason it's like this? How about the established kingdom it borders? Is there a stark divide between your kingdom and the nearby wild lands, or more of a gradual change? You'll also have a modest starting castle. It's not going to be very impressive, but it's yours. Princess World is full of echoes of ideas and shapes and forms from other worlds, so go ahead and make it the (tiny, janky) castle of your dreams. Alternately, it could be a newly built basic castle of a standard design. Ask questions like, do you all have your own rooms or do you have to share? Is there a common area? Where do you gather to plan things? Is there a place for your subjects to come see you? What does it look like from the outside? What can you see when you look out the highest window? Does it have any special features?

Kingdom Attributes

Generally, the kingdom a group of princesses begin with will be newly stabilised, tiny, and undeveloped. At the GM's discretion the princesses may begin with a larger more developed kingdom, or they may begin by helping out with an already established kingdom, perhaps hoping to eventually be given responsibility over one of their own. In any case a basic starting kingdom will have the following attributes:

Tier: 0
Treasure: 2
Chaos: 0
Land: 1
Standing: 0
Wild: 1
Shield: 1 (stable) XP: 0

Tier represents the overall strength and influence of the kingdom and its princesses. It's used when making action rolls against threats, representatives of factions, other kingdoms, and so on.

Land represents the size of the kingdom; the amount of wild land that has been claimed, stabilised, and enclosed by the kingdom's border shields. Kingdoms may have four improvements per point of Land, and a number of subject groups equal to Land +1.

Shield represents the strength and quality of the kingdom's protective border shields. If Shield is equal to Land, the kingdom's shields are 'stable'. If Shield is higher than Land, the kingdom's shields are 'strong'. If Shield is half that of Land, the kingdom's shields are 'weak'. Shield strength influences Chaos Sets The Stage rolls (see pg 67 for details). If Shield ever falls below half of the kingdom's Land then the border shields are in critical danger of failing. Unless immediate action is taken the kingdom will fall.

Treasure represents the valuables and tradeable resources the kingdom holds in its vault. Without improvements, a kingdom can hold a maximum of eight Treasure.

Standing represents the kingdom's reputation and political capital. It's important for advancing Tier, and can be useful at parties or for social actions. Standing cannot rise higher than 12. XP represents the ongoing progression of the kingdom, both internally due to the everyday improvements and maintenances made by its princesses, and externally as factions take notice and contribute to its development. When a kingdom's XP reaches ten it resets to zero, and two points worth of improvements, a new boon, or a new subject group may be added to the kingdom.

Chaos represents the amount of uncontrolled wild magic within and around the kingdom. Many things can raise this. If Chaos reaches ten then it resets to zero and Wild is raised by one.

Wild represents how dangerous and chaotic the wild lands near the kingdom have become. It's a measure of how dangerous and weird things are out there. Elementals and groups of monsters in the wild lands will use this value as their Tier, by default.

Know Your Neighbours

Your kingdom will have two slightly more established frontier kingdoms nearby, both Tier 1. Write down the names of your neighbouring kingdoms, marking +1 relations for one and -1 for the other. Ask questions like, what are their kingdoms like? Are their focuses the same as yours, or different? Who are the princesses in these kingdoms? Why did you get on with one of the kingdoms? What did you do to make the other kingdom mad at you? Have you even met them yet, or are they just biased towards or against you? What factions are they aligned with? Is one of them aligned with your opposing faction?

There's also the controlled land kingdom you share a border with; your connection with more stable and civilised lands. Write down the kingdom's name, note it as Tier 2, and roll fortune. 1-3: -1 relations, 4/5: 0 relations, 6: +1 relations. Ask questions like, how does this kingdom feel about your presence? Do they like having you there, as a sort of shield against the wild lands? What faction supports them? Did they freely give permission for your kingdom to be founded, or did they have to be coerced in some way? What kind of support could they offer your kingdom? Is there anything they need or want? What struck you as odd about them? What aspect of their kingdom are you jealous of? Do your frontier kingdom neighbours also share a border with this kingdom?

Finally, there's the interest of elementals and monsters in your kingdom— mostly as a tasty source of delicious refined princess magic. Write down Elementals & Monsters and put 0 beside it. To begin with, your kingdom is small and unpowerful, not of especial interest.

Relations

The general mood between the player princesses' kingdom and other groups, mostly factions and other kingdoms. If it's a positive number then that group views your kingdom favourably. If it's a negative number then that group has a problem with you. Otherwise you're either not on that group's radar or they don't have any opinion about you one way or the other.

Relations often affect social actions. Increase or decrease effect by your relations with the group. For example, if your kingdom is Tier 0 and you're asking for help from a Tier 1 faction then you'll be at limited effect to begin with. If you have +1 relations with that faction then you increase effect by one level, bringing you up to standard effect. If you have -1 relations then decrease effect by one level, taking you down to no effect.

Relations Clocks

For each faction or kingdom with an interest in this area, create a six segment clock. Ticks may be added to this clock by social actions such as Reaching Out (see the Free Time section on page 89 for details), doing favours for that group, making a good impression at parties, and so forth. If the clock is filled, increase relations with that group by +1 and reset the clock to zero. It's up to the GM to decide when relations decrease. It might be via a competing clock, or it might just be an immediate consequence of your actions. Damaging relations tends to be easier than building them, unfortunately.

For Elementals & Monsters, create a ten segment clock with five segments filled in. See the Elementals & Monsters section in Ending The Session (pg 100) for more details on this special relations clock.

Kingdom Improvements

Each new frontier kingdom begins with two improvements. If the princesses and GM agree then a faction (other than your patron) helped you get one of the improvements. Write down which faction it was and add +1 to relations, because they like you. However, the other improvement was at the expense of one of your neighbouring kingdoms, or otherwise displeases them. Reduce relations with either that kingdom or their patron faction by -1.

Kingdoms may have four points worth of improvements per Land. Improvement slots earned via kingdom XP may be reserved until enough Land has been secured to use them.

Unless specifically noted, each improvement may only be taken once.

Example Buildings & Facilities

Fitness: Gym, sports shop, dojo, athletic field. Wit: Library, planetarium, bookshop, school. Charm: Bakery, tailor, dance hall, café. Whimsy: Gardens, zoo, atelier, circus.

Custom Improvements & Boons

It's up to the GM as to what is allowed. Often an existing improvement or boon can be modified to fit what the princesses want. For example, if the princesses want to be monster hunting experts then the GM could modify the 'Elemental Experts' boon to be 'Monster Experts' instead, giving the princesses +1d and increased effect on all actions regarding or involving monsters.

Kingdom Boons

Each new frontier kingdom begins with one boon. Kingdoms may have any number of boons, unrestricted by Land or other factors. Each boon may only be taken once, unless otherwise specified.

Aesthetics Are Also Important

When choosing an improvement or boon take a little time to talk about what form it takes and how your kingdom built or acquired it. In Princess World there's often an overlap between mundane and magical construction, and princesses are usually happy to add their own cosmetic flair to buildings and such. Maybe a group ventured into the wild lands, hunting and capturing a rogue building and dragging it back to the kingdom, where the princesses stabilised it into something usable. Maybe it was delivered from the kingdom's patron as a gift box that explodes into the improvement when opened. Or maybe the subjects and princesses just worked together to build it out of what materials were at hand.

If the princesses want something in their kingdom to give them a mechanical benefit, for example if they have a bakery and feel like it could be earning Treasure, see if a boon or improvement could represent this. Maybe they could take the Trade Freedom boon, which represents not just the profit from the bakery but also the contacts made and gossip heard through customers.

List Of Kingdom Improvements

Special Supplies: Each PC can use one quality item per kingdom affair, without paying prep. The quality of the item is equal to the kingdom's Tier. Once Per Day: Each PC can use one quality magic per kingdom affair, without paying prep.

Skilled Subjects: Choose Fitness, Wit, Charm, or Whimsy. All of your subjects with this trait are especially skilled and have facilities and equipment to match, adding +1 quality. You may take this improvement once for each trait.

Mastery: Your kingdom has facilities that allow princesses to increase their aspects to master level (four dots). Each core trait requires a separate improvement to unlock master level for its aspects.

Local Expert: Your kingdom is home to an expert, with facilities to match. Choose the area of expertise (Healer, Merchant, Scientist, Spy, Elementalist, Wild Land Scholar etc). The expert has quality equal to the kingdom's Tier+1. When the expert is available to consult or help with an action that is within their area of expertise, add dice equal to the expert's quality to the roll.

Improved Training: Your kingdom has facilities or resources that allow princesses to more effectively train. Choose Fitness, Wit, Charm, Whimsy, or Heart. When a free time action is used to train that core trait, or Heart, mark an extra XP. This improvement may be taken once for each core trait, and once for Heart.

Park: Your kingdom has a park, playground, fountain, square, or other area that is calming and aesthetic. After each free time phase reduce Chaos by one. This improvement may be taken more than once.

Quality Gear: Your kingdom either produces or has access to particular items of fine quality. Choose from [weapons and armour], [tools and magic tools], or [adventuring supplies]. When you use prep during an affair to gain an item in this category it is automatically of fine quality at no extra cost. This improvement may be taken once for each category.

Village: Your kingdom has a small village rather than the collection of tents and temporary buildings usual for beginning frontier kingdoms. Subjects are more centralised and secure, gaining +1 scale.

Township: Only available if the kingdom has the Village improvement. Your kingdom has an actual cute little town with buildings and shops and everything. Subjects gain an additional +1 scale (+2 in total), and your kingdom gains one Treasure during each Rewards Earned phase from trade and taxes.

Amenities: Only available if the kingdom has the Village improvement. Choose one subject strength. All subject groups in your kingdom may take this strength for free. This improvement may be taken more than once.

Workshop: Your kingdom has a workshop equipped with tools and resources. Add +1d to any action spent working on a long term project that involves creating, repairing, upgrading or modifying something.

Library: Your kingdom has a wealth of research materials and resources. Add +1d to any action spent working on a long term project that involves research or writing (including reports), and to Investigation actions.

Tea Room: Your kingdom has an area dedicated to having a nice cup of tea, perhaps shared with company, as well as some lovely stationery and writing supplies. Add +1d to any free time action spent improving relations with a group, including inviting a faction or kingdom to a party you're hosting. When anyone in the kingdom takes the Take A Break free time action they may clear an additional Weight.

Party Plaza: Your kingdom has an area dedicated to hosting parties. Add one filled Planning and Decoration clock to every party you host. The party plaza counts as an unused improvement slot for the purposes of parties. (See the first Frontier Kingdoms sourcebook, Frontier Society, for details.) This improvement may be taken more than once.

Border Defences: More than just a shield, your borders are equipped with alarms and active defensive measures. If an elemental or anything else attempts to break through the border, roll the kingdom's Tier against the invader's Tier to determine how effectively it is repelled. Action rolls on long term projects to upgrade the kingdom's shields have increased effect. At the end of each session, remove one tick from the Elementals & Monsters relation clock. This improvement doesn't count towards your limit. Improved Border Defences: Only available if the kingdom has Border Defences. When rolling against attacks add +1d and increased effect. Action rolls on long term projects to upgrade the kingdom's shields gain +1d. You may safely ignore one problem with your kingdom's shields during Chaos Sets The Stage (ie disregard the first one rolled). These bonuses are in addition to those gained from Border Defences. This improvement doesn't count towards your limit.

Castle: That tiny little castle isn't exactly impressive. Every level of this improvement will make your kingdom's castle a little bigger, a little fancier, and reduce the amount of both Standing and Treasure required to improve your Tier by one each. You can take this improvement up to four times. This improvement doesn't count towards your limit.

Vault: Your kingdom has a secure storage area for valuables. Each level of this improvement increases the maximum amount of Treasure that may be stored by 8. You can take this improvement up to three times. This improvement doesn't count towards your limit.

List Of Kingdom Boons

Fighting Fierce: Each PC may add +1 to Sporty, Tough, Earthy or Bossy (up to a maximum of 3).

Creatively Inspired: Each PC may add +1 to Artsy, Tinker, Graceful or Weird (up to a maximum of 3). Social Butterflies: Each PC may add +1 to Chatty, Airy, Nosy or Stylish (up to a maximum of 3).

Books & Capes: Each PC may add +1 to Bookworm, Sensible, Foxy or Sneaky (up to a maximum of 3).

Elemental Experts: All PCs gain +1d and increased effect on any action involving or regarding elementals, including attempts to reduce Chaos from an elemental's destruction.

Hurtful: Each PC can take an additional heart scar before retiring. Heartful: Each PC can bear two more Weight before gaining a heart scar. Noble Resilience: Each PC gains +1d to resistance rolls.

Hardened: When the kingdom is at war, free time actions are not reduced. Friends To All: PCs from this kingdom can communicate at a very basic level with animals, elementals and monsters that normally cannot talk. Increased effect on social actions.

Wild Connection: All PCs gain +1d and increased effect when dealing with wild lands obstacles, traps and phenomenon, and when attempting to avoid conflict with elementals.

Trade Freedom: Add one Treasure to the kingdom's vault after every successful kingdom affair. When selling wild land valuables such as treasure palace cores increase the Tier of the item by one. This boon may be taken more than once.

Friends Like These: For every group with which you have +3 relations, reduce the Standing and Treasure cost for Tier advancement by one each. If you have +3 relations with three or more groups, also reduce the Land requirement for Tier advancement by one.

Conflict Bloom: For each group with which you have -3 relations, gain one kingdom XP at the end of each session. You may ignore Tier as a factor when dealing with a faction or kingdom with which you have -3 relations. Healing Breeze: Everyone in the kingdom gains +1d and increased effect to all Recover rolls.

Unusually Stable: Your kingdom is stable enough to support more land than usual. You may have one extra subject group and one extra improvement per Land.

Just Build Up: The Land requirement for Tier advancement is reduced by one, but the Treasure cost is increased to the new Tier x 4.

Compact Kingdom: Only available if the kingdom has the Just Build Up boon. The Land requirement for Tier advancement is negated, but the Treasure cost is increased to the new Tier x 5 and shields must be strong (Shield greater than Land) to advance.

XP For GP: For every four Treasure in your kingdom's vault during the advancement phase gain one bonus Kingdom XP.

Chaos Engine: If Chaos is four or higher, the kingdom's Tier is treated as one higher when dealing with wild lands threats. If Chaos is eight or higher, the Tier of all wild lands threats is treated as one lower, to a minimum of zero. If at least one wild surge is triggered due to the Chaos Sets The Stage roll, all princesses mark one Heart XP. Whenever Wild increases for this kingdom, all princesses mark four Heart XP.

On The Edge: If Chaos is five or higher during the advancement phase, mark a bonus Kingdom XP. If Chaos is seven or higher during the advancement phase, every princess in the kingdom marks Heart XP. If Chaos is at exactly nine during the advancement phase, mark an extra Kingdom XP and Heart XP.

Fairy Circles: Your kingdom is home to fairies. Treat them as a subject group that has a scale of 0 and a quality of 1, unaffected by your kingdom's Land or Tier. Pick a core trait for the fairies and subject strengths and weaknesses as normal. The fairies do not count towards your subject limit and gain no advantage from the Village or Township improvements. When using the Borrow Something Special free time action, increase the result level of your roll by one (so a miss becomes partial success, partial success becomes a full success, and a full success becomes a crit). When using Nosy or Bookworm to learn about something, add +1d/quality if a fairy could offer advice. You may take this boon more than once; every time after the first add +1 to both the scale and quality of your fairies. Calm & Orderly: Reduce Chaos by 1 at the end of each free time phase. Good Publicity: Whenever the kingdom gains Standing, it gains one additional Standing.

Small Comforts: Indulgence rolls made by princesses in this kingdom may be adjusted up or down by one.

Highly Placed Friend: Gain +1 Standing after every successful kingdom affair. Once per session, when using the Borrow Something Special or Reach Out free time actions, add +1d or potency. This boon may be taken more than once.

Uncomplicated: When the GM rolls complications you may increase or decrease the roll by one. You may pay 2 Standing to suffer no negative consequences from a complication (although it still happens). You cannot negate the consequences from a destructive surge.

Self-Sufficiency: The amount of Treasure that must be paid to increase this kingdom's Tier is reduced by four, after all other factors are considered. This boon may be taken more than once.

Overprotective: Magic shields cost only one prep point to use. Magic Pockets: Storage magic holds up to Tier+5 items or Treasure. Illusionists: When you use prep for Illusion magic it gains +quality. Speedsters: When you use prep for Movement magic it gains +quality. Scry The Planet: When you use prep for Divination magic it gains +quality. Elementally Attuned: When you use prep for Elemental magic it gains +quality.

To The Point: This kingdom is particularly suited for Direct approaches. When using this approach on a kingdom affair you may reroll one of the engagement roll dice once.

Tactical Espionage Tricksters: This kingdom is particularly suited for Tricky approaches. When using this approach on a kingdom affair you may reroll one of the engagement roll dice once.

Shadows Whisper: This kingdom is particularly suited for Stealthy approaches. When using this approach on a kingdom affair you may reroll one of the engagement roll dice once.

Twice Measured: This kingdom is particularly suited for Careful approaches. When using this approach on a kingdom affair you may reroll one of the engagement roll dice once.

Smooth Operators: This kingdom is particularly suited for Social approaches. When using this approach on a kingdom affair you may reroll one of the engagement roll dice once.

Honest Hearts: This kingdom is particularly suited for Noble approaches. When using this approach on a kingdom affair you may reroll one of the engagement roll dice once.

Subjects

Your kingdom begins with one group of subjects, and can gain more through Kingdom XP or long term projects. Your kingdom's terrain, focus and patron faction could all influence the subjects it attracts. Maybe your kingdom has a forest, so you've attracted woodcutters, animal hunters, or naturalists. If your kingdom is mountainous with strange crystal formations you might attract miners or researchers or jewellers. Wild Claimers might attract farmers, Magic Researchers might attract scientists, Treasure Guardians might attract adventurers or merchants. As a starting kingdom you'll likely have less than a dozen subjects, and they're probably just in tents or other temporary structures. Improving their standard of living might be an early priority. When you choose a subject group, assign them an appropriate trait and type.

Some examples:

Fitness: Adventurers, Hunters, Miners, Woodcutters, Explorers. Wit: Scientists, Teachers, Naturalists, Librarians, Booksellers. Charm: Bakers, Merchants, Dancers, Diplomats, Party Planners. Whimsy: Farmers, Artists, Rangers, Clowns, Botanists. Subjects aren't improvements, so they don't count towards your kingdom's improvement limit. You may have a number of subject groups equal to your kingdom's Land+1.

Subject Strengths & Weaknesses

For each subject group, the princesses and GM may choose from zero to two strengths and an equal number of weaknesses. As well as the listed effects, strengths and weaknesses should be considered when the subject group is making or helping with an action roll. See page 43 for a list of strengths, and page 44 for a list of weaknesses.

Subject Quality

Each subject group has a quality equal to your kingdom's Tier; 0 for a starting kingdom. Quality represents the overall skill and experience of the subjects, along with equipment, tools and facilities they have access to. You'll usually be rolling dice equal to the group's quality when they perform an action. For a quality of 0, roll two dice and take the lowest.

Subject Scale

Subject groups have a scale equal to your kingdom's Land -1; 0 for a starting kingdom. Scale can be a factor when assessing effect. At a scale of 0, a subject group is maybe just three or four people (or just one really big subject), certainly no more than a dozen. At a scale of one, you probably have between ten and twenty subjects of that type in the kingdom. At a scale of two, anywhere from twenty to fifty people. At a scale of three, from fifty to a hundred people. At a scale of four or more, hundreds of people, almost too many to count! Who can keep track of all these subjects? When did this place get so crowded?

Subject Usefulness

Subjects aren't just there to fill up your kingdom. They can accompany you into the wild lands, be told to go deal with complications, help with long term projects, or anything else you bossy little princesses order them to do. Keep in mind that while subjects are generally loyal and eager to help out around the kingdom, they're not princesses. They have no magical powers and will likely be limited in their effect on anything more challenging than baking some nice cupcakes or dealing with a couple of slimes.

Subject Harm And Healing

Subjects suffer harm similarly to PCs. A subject group can suffer four levels of harm:

  1. Weakened: The subjects have reduced effect.
  2. Impaired: The subjects operate with reduced quality (-1d).
  3. Broken: The subjects can't do anything until they recover.
  4. Fed Up: The subjects are done with your kingdom and leave for less

dangerous places. (Or they could die, it's up to the GM.)

All subject groups may heal at the start of the free time phase. If circumstances are amenable for recovery, each group removes one level of harm (or two levels of harm instead, if a princess spends a free time activity helping them recuperate). If a subject group is lost they may be replaced. Spend Treasure equal to your Tier+2 and use a free time action to petition for new subjects.

Commanding & Leading Subjects

When dealing with subjects you'll generally either be commanding or leading them. Commanding subjects does not take up a free time action; the princess is just telling them what to do and trusting them to go do it. Leading subjects is generally part of a free time action the princess is taking; she's bringing along the subjects to help her.

Subjects cannot escalate or push themselves. Those are princess things. They can trade position for effect, though.

Command: When you make a request of your subjects roll their quality to see how it goes. If a princess is directing, instructing, or otherwise telling the subjects what to do then roll Bossy or Chatty or another appropriate aspect. On a success (partial or full), add increased effect or improved position to the subjects' roll. On a crit, add both and +1d. On a failure or partial success mark Weight. Dealing with subjects can be so stressful.

Lead: If a group of subjects are accompanying a princess and in a position to help, roll a set up action for the subjects. If it's not a failure add either increased effect or improved position to the princess's action. If the subjects manage to get a crit then the princess enjoys both increased effect and improved position, and maybe the subjects even took care of part of the problem themselves. Miracles do happen. If the GM agrees, subjects could instead help with a princess's action, adding +1d to her roll.

List Of Subject Strengths

Tough: These subjects are particularly resistant to injury and bounce back quickly. They recover an extra level of harm during free time. Crafty: These subjects can get a lot from a little. When they would have no effect in a task, they have a limited effect instead. Numerous: You gotta give it to these subjects, they got quantity! This subject group's scale is equal to the kingdom's Land. Relaxed: These subjects are a breeze to deal with. Don't mark Weight on a failure or partial success when commanding them.

Smart: These subjects can be trusted to make good life choices. When they're handling a task they've been commanded to perform, add +1d to their roll.

Tenacious: These subjects just don't give up. If they fail a roll they can try again by marking one level of harm.

Independent: These are strong independent subjects who don't need no princess. They can't be led and don't get any bonus from being commanded, but they do have +1 quality.

Versatile: These subjects have diverse interests. Pick an additional trait for this group, from Fitness, Wit, Charm, and Whimsy.

Skilled: These subjects are broadly skilled. Pick another type for this group, appropriate to their trait. (For example, your bakers might also be dancers, or your woodcutters might also be skilled hunters.)

Supportive: These subjects are always ready to support their princesses. Acting on set up actions from this group gives +1d.

Attentive: These subjects listen to orders and take good notes. Add +1d to a princess's roll to command them.

Smitten: These subjects love their princesses so much and just want to make them happy. When being led add +1d to the subject group's rolls.

Happy: This subject group is very easy to please. Unless something terrible happens they always count as 'happy' when calculating Kingdom XP.

Perfectionists: Given the right conditions these subjects can excel. When they achieve a full success or better, increase the level of effect by one.

Polite: These subjects are well-versed in etiquette and can be trusted to behave properly in social situations. When dealing with social or partyrelated matters, add +1d to their rolls.

Comforting: These subjects just make you feel good to have around. If this subject group doesn't do anything during the session, all princesses may clear one Weight due to their comforting presence.

List Of Subject Weaknesses

Cowardly: These subjects are not enthusiastic about fighting or monsters or danger generally. Reduce quality by -1 when in a dangerous situation.

Scarce: These subjects are lacking in numbers. Their scale is equal to the kingdom's Land -2, to a minimum of 0. When they have a scale of zero, there's just one or two of them.

Dense: It's really hard to get anything into these subjects' heads. -1d to a princess's roll to command them.

Frail: These subjects bruise like peaches. When they roll a partial success or failure they take one level of harm as an additional consequence.

Panicky: These subjects are no good under pressure. Reduce quality by -1 when in a risky or desperate position.

Difficult: These subjects are such a nuisance to deal with. They refuse to be led, and can only be commanded by Bossy actions.

Stubborn: These subjects know what they're here for and refuse to do anything else. If they're bakers, they will only bake. If they're researchers, they will only research. No compromise! No deviation!

Comfy: These subjects are just so comfy. They will not leave the kingdom. Chaotic: These are messy subjects who love drama. During the Chaos Grows phase, increase Chaos by one.

Nervous: These subjects are risk-averse. They cannot trade position for effect.

Stressful: These subjects are just a lot. Mark one Weight when commanding or leading them.

Fussy: These subjects are very hard to please. They will never count as 'happy' for the purpose of calculating Kingdom XP, unless something extraordinary happens.

Unlucky: These subjects can't catch a break. When rolling fortune for them, roll two dice and take the lowest.

Complicated: These subjects always seem to be in the middle of something. Every session, roll an extra complication just for them.

Uncouth: These subjects are noisy, rude, and a bit smelly. Unless you can get them out of sight (and downwind), parties in your kingdom suffer a -1 quality penalty. If they're around when a princess is taking a social action, the princess suffers reduced effect equal to the subject group's scale.

Unreliable: These subjects are never around when you need them. Roll fortune whenever a princess wants them to do something. On a 1-3 they're tangled up in some ridiculous nonsense, or they're all fast asleep and can't be roused, or they're just nowhere to be found. In any case they won't be any help this time.

Clumsy: These subjects are good for slapstick antics but not much else. They have reduced effect on every roll they make.

Wild: These subjects are a bunch of absolute mad lads. They will always trade position to desperate on every roll they make.

Useless: These subjects are, not to put too fine a point on it, utterly useless. They can neither be commanded nor led, and can never have a quality higher than zero.

War Is Not Healthy

War Is Not Healthy For Princesses And Other Living Things.

If your kingdom's relations with a group drops to -3, you are at war with them. This doesn't necessarily mean that they're attacking your kingdom, but they're definitely making life harder for you. If it's a faction, they're blocking measures that might help you and actively opposing your kingdom's development, even its existence. If it's another kingdom, they're badmouthing you to others and taking every opportunity to mess with your princess biz. If it's elementals & monsters, well, in that case they actually probably are attacking your kingdom. Free time actions are reduced by one for all princesses in a kingdom at war. This will last until relations are improved to -2 or higher. Having relations of -3 or lower with multiple entities does not further reduce free time actions.

For each group the kingdom has -3 relations with, increase Chaos by one during the Aftermath phase.

Kingdom Reputations

New kingdoms have no reputations. Nobody cares enough about this fledgling little frontier kingdom to have any strong feelings one way or the other. However, as the princesses strike out into the wild lands, attend parties, clash with rivals, and build their little slice of this Princess World into something strong and stable they'll likely cause others to view them in certain ways. For better or worse.

Reputations are most often gained by interacting with NPCs, such as the princesses of other kingdoms or faction representatives. It's up to the GM to decide when a reputation is earned. If the princesses really want to, they can start a long term project to try to give themselves a new reputation. This could backfire, though. It's like that one guy who insists everyone call him Maverick.

Reputations represent the general sentiment felt by a certain group, and as such are usually defined by a single word or a short phrase, such as 'helpful' or 'well-meaning but clumsy' or 'oh no, these girls again'.

If a princess is using a reputation in a social roll, she gains increased effect or improved position. If the GM decides that a reputation works against a princess in a social roll, they could suffer reduced effect or a riskier position. The princess's kingdom can only have one reputation with each other kingdom or faction. This reputation can change, though.

When the princesses of a kingdom develop a new reputation, live up to a reputation, or subvert or change a reputation, they gain one Kingdom XP.

Borders And Shields

The border of a kingdom isn't just an invisible line marking What Is Ours. It's a shield protecting the kingdom from the influence and dangers of the wild lands. Generally border shields will be anchored to physical objects such as giant crystals or trees covered in charms or stone pillars inscribed with glowing runes, or similarly impressive and magical things. Ask questions like, what do the border shields look like? How are they powered? Do they need any kind of resource to keep functioning? What does maintenance involve?

Expanding the kingdom's borders makes them harder to defend. The wild lands are a chaotic, shifting, dangerous area of raw magic. Without magical shielding a kingdom cannot stand; its terrain will warp, its subjects will be exposed to both chaotic magic and dangerous monsters, it's just not a good time. When a kingdom's Shield is equal to that of its Land, its protection is stable. When a kingdom's Shield is higher than its Land, its protection is strong, and the princesses may request for any of the dice in the start of session Chaos Sets The Stage check to be rerolled, once. When a kingdom's Shield is less than that of its Land, its protection is weak, and all 6s in the start of session Chaos check must be rerolled once.

A kingdom cannot expand its Land to more than twice its Shield. Doing so would result in the shields failing and the kingdom falling to the wild lands. Maintaining border shields is routine, but still has a cost. If the border shields are damaged by a wild magic surge or other event then Treasure must be paid equal to Shield, and a free time action must be used to perform upkeep if it's not the focus of the kingdom affair. If the shields are not maintained by the end of the session, reduce Shield by 1.

Upgrading border shields is an involved and expensive affair. Start a new long term project with eight ticks, the cost being two Treasure multiplied by the new level. Once the project is complete, increase the kingdom's Shield by 1.

Claiming New Land

Expanding a frontier kingdom isn't a casual thing. It requires dedicated effort and constant vigilance, as well as Treasure to pay for necessary resources. Elementals must be removed, monster lairs must be destroyed, strange wild land structures, phenomenon and creatures must be investigated and dealt with, land must be stabilised—and that's before the border shields are moved. As a suggestion, an initial four segment planning and logistics clock, which will reveal at least two further four to six segment clocks to represent problems that must be dealt with, then a final six to eight segment clock to represent the movement of the border shields and stabilisation of the land. The cost of this could range from no Treasure at all to 1-4 per clock. It might also involve a kingdom affair or two, which could, at the GM's whim, replace or fill a clock.

However, hard work comes with reward. Expanding the kingdom awards four Standing (six if the kingdom's focus is Wild Claimers), and the opportunity for improvement; every Land allows four improvements and another subject group, as well as counting towards Tier advancement.

Kingdom Tier Advancement

Advancing in Tier requires space, stability, Standing, and Treasure.

First, your Land must be at least equal to the new Tier.

Second, your protection must be at least stable (ie your Shield is equal to or greater than your Land).

Third, you must pay twelve Standing.

Fourth, you must pay Treasure equal to the new Tier x 3.

If all of those conditions are fulfilled then pay the Treasure and Standing cost and increase your kingdom's Tier by 1. There will probably be a party celebrating your kingdom's new status, with representatives from your patron faction and of course a whole bunch of rival princesses and hostile factions just there to yuck your yum. It might be up to your kingdom to host this party.

If the kingdom is Tier 4 and successfully advances then it is established and stable enough to be considered part of the controlled lands. It is no longer a frontier kingdom. The princesses have succeeded in their task and have earned a big party and possibly a rest.

Where To Next?

Of course, just because a kingdom is tamed doesn't mean the story is over. There might be mysteries left unsolved, questions left unanswered, threads left hanging. The player princesses might be assigned to a new frontier kingdom, or they might be employed as veteran frontier troubleshooters, sent to troubled kingdoms in need of help. Maybe one of the factions approaches them with an offer of membership, or maybe they set out by themselves as an independent party of princesses, determined to get to the bottom of some oddness that arose while they were developing their kingdom. It could also be that some or all of them stick around, to rule over their newly stabilised kingdom.

Meanwhile, elsewhere in Princess World, another group of freshly graduated young hopefuls are assigned to a burgeoning frontier kingdom...

Faction

Factions There are numerous different groups and organisations in Princess World. They represent different areas of control, ideals, and spheres of influence. For more information on these factions please refer to the first PW:FK sourcebook, Frontier Society. Note that having a high Tier patron faction can be a double-edged sword. While it means the faction has more influence over things it also makes swaying them in the direction you want far more difficult, especially when you're just another powerless little Tier 0 frontier kingdom.

Faction & Big Picture Clocks

These can affect frontier kingdoms in various ways, both positively and negatively. It's fun to have a mixture of big picture clocks ticking away in the background, with the locally relevant factions taking positive, negative, or neutral positions on each.

Generally speaking, frontier princesses cannot directly affect these clocks, but they can take social actions at parties or use Reach Out free time actions to sway factions one way or another. Parties are a good place to create new faction clocks, or to add ticks to existing clocks as conversations go one way or the other.

Not all factions will have interests in the player princesses' local area. Starting with four or five factions is about right. You can always introduce more later. Generally you'll start with your patron faction, the patron factions of your neighbours, and maybe one or two more that you princesses are interested in.

Aside from the suggested clocks, factions might have more specific goals locally, or clocks leading up to a dramatic event. For example, Speculation Wildhearts might Discover Shocking Secrets, or the Wandering Stars might Stabilise An Impossibly Chaotic Area.

Faction Keyword Suggestions

Expeditions are extended forays into the wild lands, often lasting for an eight or ten segment clock. To the kingdom hosting their base camp they provide Standing, increased relations with the faction, and possibly Treasure or Kingdom XP or other rewards. They take up improvement slots while they're ongoing, so a kingdom without enough Land won't be in the running to host one. They might also increase Chaos or bring trouble to the kingdom's doorstep.

Hunts and Excursions are shorter than expeditions, generally taking place within the timeframe of a session. They might result in an increase of Chaos in the area, but could increase relations or have other rewards.

Funding decreases the cost of projects in a specific area (such as research, shields, or kingdom development), or gives Treasure for the purpose of performing specific actions (such as using a free time action for research or training). It generally doesn't come with any drawbacks, but might be at the cost of something else. For example, if there are competing clocks for research and party funding then once one is filled the other will be cancelled.

Taxes will cost frontier kingdoms Treasure every session (or with specific triggers), possibly in return for some benefit such as Standing or Kingdom XP.

Studies and Inquiries have varying effects, depending heavily on context. For example, a study into border shields might reveal superior but expensive techniques to improve shields, allowing frontier kingdoms to increase effect when upgrading shields at the cost of Treasure.

Blocks will forbid specific activities. It might still be possible for princesses to perform them, but with an extra layer of red tape or subterfuge necessary.

Tours generally mean a widespread inspection or assessment of some aspect of frontier kingdoms. It probably means a few project clocks to get that aspect up to standard. Tours might award some Standing and increased relations if you're up to spec, but expect to lose relations and possibly pay penalties of Treasure or Standing if you fail to meet expectations.

Contests are run similarly to those held at parties, and will generally take up a free time action if a princess wants to participate. They could also be the focus of a kingdom affair.

Petitions are usually for change or recognition. The effects will vary greatly depending on context.

Factions

[SCI] Scientific Promotion Society (T4)

acquire artefacts, study phenomenon quite a lot of explosions

Example Clocks

  • Increased Research Funding
  • Scientific Expedition
  • Science Fair Contest
  • Commission Magic Study

The smartest girls in the room, the nerdy brainy curious princesses. Very interested in investigating the many mysteries of this Princess World, although their critics might point out that these investigations often involve quite a lot of explosions. All part of the price of progress, say the SCI girls.

[KDEF] Kingdom Defenders (T4)

protect the weak, punish the guilty so serious

Example Clocks

  • Petition For Greater Investigative Authority
  • Petition For Wild Lands Jurisdiction
  • Kingdom Corruption Inquiry

The overprotective big sister princesses, the bossy nosy caring girls. KDEF princesses have a tough and often thankless job, defending kingdoms from whatever threatens them, so you could maybe forgive them for being a bit uptight and strict about things. They do care. Their hearts are in the right place. They could just stand to be a teensy bit more relaxed about things.

[RARC] Royal Architects (T4)

design stuff, build stuff, repair stuff this whole place would collapse without them

Example Clocks

  • Increased Construction Funding
  • Study Into Alternate Construction Techniques
  • Frontier Kingdom Inspection Tour

The construction princesses, the calm capable builder girls. Mostly responsible for the creation and maintenance of buildings within the known kingdoms. Very big on doing things once and doing them right. Get a bit tetchy about makeshift work, or rushed jobs, or temporary jury-rigged okay-for-now solutions that become permanent because it's just easier not to think about that particular thing, when we've got a dozen other more important things to think about right at the minute, and also always.

Buildings

Sometimes made of solidified magic, sometimes made of physical materials, and quite often modified from buildings found beyond the borders, in the wild lands. There's no set architectural style in Princess World, and aesthetics vary wildly between (and even within) kingdoms.

[NOT] Noble Traders (T4)

they have what you want but oh will you pay for it

Example Clocks

  • New Frontier Kingdom Tax
  • Block On Funding Increases
  • Petition For Freedom Of Trade

The profit princesses, the savvy merchant girls. NOT is made up of financially-minded princesses who put themselves in charge of most of the trading in this Princess World. The Noble Traders don't have a monopoly on economic matters, but wherever there's profit to be made you're likely to find them. Despite their reputation for hard-nosed deals and profit-aboveall short sightedness, the Noble Traders are still princesses and generally have good intentions. They just get really excited about money, is all.

Fortunes

Copper, silver, and gold coins formed of solidified luck; the standard currency of Princess World. The exchange rate goes three copper fortunes to a silver fortune, three silver fortunes to a gold fortune. One Treasure is roughly equivalent to ten gold fortunes.

[WALL] Strongwall Group (T3)

control expansion, strengthen borders zero chill

Example Clocks

  • Block Border Expansion
  • Block Frontier Kingdom Founding
  • Border Expansion Tax
  • Increased Development Funding

Very serious princesses who just can't be having with all the nonsense going on in this Princess World. They advocate for consolidation rather than expansion and believe that tighter regulations would help curb all of these wild surges and collapsing kingdoms and so forth, out on the border. They often make valid points, but have absolutely no sense of humour.

[EXU] Exploration Unlimited (T2)

explore the wilds, prod things with sticks kind of fun but not so responsible

Example Clocks

  • Deep Wild Lands Expedition
  • Excursion To Interesting Spot

Bold princesses who thirst for adventure, living for the thrill of discovery and poking things with sticks to see what happens. If it involves going somewhere new or uncovering lost mysteries then EXU will likely already be tangled up in it before the other factions have even begun discussing the matter.

[LAND] Brave New Lands (T3)

expand borders, secure land, commission studies unexciting but important

Example Clocks

  • Border Expansion Funding
  • Commission Shield Study

Cautious princesses who advocate for moderation in all things, except moderation itself. Not very exciting but exceptionally organised, and responsible for a lot of sensible studies into practical matters that lead to genuine progression. Eventually. Very eventually.

[UNL] Universal Librarians (T3)

explore rogue libraries, reclaim lost knowledge even cooler than they sound

Example Clocks

  • Rogue Library Excursion
  • Petition For Priority Rogue Library Access
  • Funding For Research Training
  • Block Library Access To Unqualified Princesses

Quietly competent princesses with a well-earned reputation for sensibility. Librarians seek out rogue libraries in the wild lands, in order to snatch lost knowledge from within. Very concerned with the proper archival and protection of information.

Rogue Library

Dangerously unpredictable places, even for the wild lands. Filled with monsters, traps, puzzles, and treasure —in the form of books, newspapers, papers, and other written records. The things found in a rogue library might be from centuries ago, or last Tuesday, or another world entirely. It's said that nothing is ever truly lost, in this Princess World; after all, it could always turn up in a rogue library.

[GUCO] Guidance Collective (T2)

very pleased when everyone is behaving very scary when they're not

Example Clocks

  • Annual Cross Stitch Contest
  • Behavioural Inspection Tour
  • Assault On Fairy Gem Smuggling Operation

Very concerned with princess-fairy relations, making sure fairies aren't being mistreated and also behaving properly and just generally that everyone's being lovely. Given that most princesses have a deep and untouchable respect for fairies, and that most fairies would sooner give up their wings than mess with a princess's biz, GUCO princesses mostly go around checking that everyone's behaving and then being really pleased when that's the case.

They can be pretty scary in the rare cases when someone isn't behaving, though. The power and fury of their disappointment can be unnerving to behold.

[HUG] Hunter Guild (T3)

hunt monsters, kill monsters brag about hunting and killing monsters

Example Clocks

  • Wild Lands Hunting Expedition
  • Increased Funding For Anti-Elemental Weapons

Sporty princesses who enjoy outdoor activities, especially if said activities at some point involve a jolly stirring fight with a few dozen giant spiders, or a dragon, or a nice big juicy elemental. As the old saying goes, "If you got monsters and you don't want monsters, Hunter Guild."

[STAR] Wandering Stars (T3)

plunge into the wild lands in moving castles crazy but amazing

Example Clocks

  • Block Wild Lands Entry (While Working)
  • Excursion To Stabilise Chaotic Area

Wild and crazy princesses who travel around in their moving castles, plunging deep into the wild lands, battling powerful elementals, and calming huge destructive wild surges before they can erupt. Not often welcome at the more civilised type of princess party, but without them things would be even wilder and less stable than they are now. They don't get a lot of credit (people who specialise in preventing disasters rarely do; after all, the best case scenario is 'nothing happened') but a Wandering Star isn't in it for fame or riches or recognition. They know they're making a difference. Also they get to travel into the really WILD parts of the wild lands. Wandering Stars see things that most princesses, even in this strange and wondrous world, couldn't even dream of.

Moving Castle

'Castle' is used as a term of convenience, because they can look like anything. Although quite a few do at least superficially resemble actual castles, there are also airships, cottages, mechanical spiders, massive fish bowls, clockwork owls, crystal clusters, miniature inverted mountains with legs, giant GIANT giant living chests, walking trees, and there's at least one that looks like an enormous banana. The commonality that all moving castles share is that they're big enough for a handful of princesses to live in, they're to some degree self-sufficient, and they have some means of moving around, in order to get right to where the big problems are.

[SLI] Starlight Investigations (T1)

investigate mysteries, solve crimes

Example Clocks

  • Study Into Investigative Techniques
  • Puzzle Contest

Relatively new faction comprised of mystery-loving princesses. There's speculation that they create most of the mysteries they solve themselves, unconsciously using their reality-altering princess powers to manifest bizarre circumstances and unlikely coincidences. There's been some research in this phenomenon, but for some reason the researchers always end up embroiled in some twisted mystery or convoluted conspiracy before they can come to any conclusions.

[NIMO] Nice Monsters (T0)

nice monsters? I guess?

Example Clocks

  • Petition For Recognition Of Nice Monster Existence

Apparently an official faction, although who knows when or how it was approved. In any case NIMO appears to be dedicated to furthering the cause of socalled 'nice monsters', if such a thing could even be said to exist. Still, stranger things have happened, in this world we call Princess.

[ATT] Afternoon Tea Time (T3)

wonderful parties, splendid food, marvellous gossip

Example Clocks

  • Study Into Decoration Magic
  • Increased Funding For Parties
  • Funding For Charm Lessons

The party princesses, the talky popular social girls. ATT are primarily concerned with putting on parties and making sure everyone's having a good time, or at least ensuring conditions are optimal for good-timehaving. Not every party is under the jurisdiction of ATT but almost all of the really big events in Princess World are entrusted to their care.

Party

An informal or formal gathering of princesses, most likely with tea and snacks, and some manner of decoration, and probably a lot of chatting. Regularly meeting with other princesses is essential for good etheric circulation; a princess alone tends to get a bit tightly focused on her speciality and responsibilities and so on, and often goes a bit weird.

Etheric Circulation

The natural flow of etheric energy through a magical entity, such as a princess. Princesses both attract and exude magic, storing it in their bodies and focusing it outwards in a variety of ways, both actively and passively. Some princesses are extremely aware of magic, others completely unconscious. If etheric circulation is poor, such as in the case of a princess not having enough contact with other princesses or not using her magical abilities frequently enough, the individual tends to get a bit intense and odd. In short, it's important for princesses to keep busy and socialise with other princesses on at least a semi-regular basis.

[WILD] Wild Lands Protection Committee (T2)

protect the wild lands, stop elemental destruction bit nutty but maybe they have a point?

Example Clocks

  • Block Annual Wild Land Hunt
  • Study Into Elemental Avoidance Techniques
  • Tax On Elemental Destruction

Odd faction with an equally odd amount of support, both from young princesses not satisfied with the status quo, and established princesses with perhaps too much free time. WILD are concerned with the relentless (and often reckless) intrusion into the wild lands, in particular the unchecked killing of monsters and elementals. They certainly raise some issues worthy of consideration, but like many of the factions they get a bit too intense about the things they care about. You often find them turning up on the border, protesting something or other that may or may not be important.

[SPEC] Speculation Wildhearts (T3)

keep tabs on the wild lands and also everything else

Example Clocks

  • Petition For Greater Surveillance Power
  • Study Into Scrying Magic

Watching. Always watching. SPEC mostly keeps track of unusual activity near the borders, but who knows how far their scrying and investigations really go. Their motto is "Monitor, Track, Alert" and true to these words they don't tend to take much direct action themselves. They just notice things, and tell the people those things might affect, and then continue their observations.

[LUX] Luxury Seekers (T1)

material comfort, glorious food, marvellous drinks maybe a party, maybe a nap

Example Clocks

  • Petition For Fluffier Pillows
  • Petition For More Parties

Notoriously laid-back faction filled with princesses who are principally concerned with exploring all of the many and glorious possibilities of living in a world where anything's possible, although they mostly do this by lounging about enjoying the seventh morning tea of the day and discussing whether or not it's too early to start afternoon tea. Rumours of this faction having hidden depths are easily dismissed. I mean

[SUN] Sparkle Union (T0)

independent princesses having adventures very casual

Example Clocks

  • Petition For Greater Official Recognition
  • Grand Excursion Into Wild Lands

Broad faction made up of independent princesses, most of whom can't be having with all of this faction nonsense. The Sparkle Union leans towards casual rather than formal organisation and wield very little political power, mostly because trying to get a bunch of independent princesses all on the same page is more difficult than herding cats. Still, SUN enjoys a large diverse membership and has a philosophy of good faith solidarity; if a Sparkle Union princess is in trouble then she'll find every other nearby SUN princess at her side. How useful they turn out to be is always a roll of the dice, but at least they'll be there.

[PORT] Teleportation Administration (T2)

the ones who pull you out when things go bad completely nuts

Example Clocks

  • Study Into Teleportation Stability
  • Remove Block On Experimental Teleportation

Focused faction concerned with the expansion and maintenance of the teleportation network that serves as the primary means of transportation within Princess World. PORT princesses have a reputation for reliability and also being a bit nutty. They definitely know their 'ports, at least.

Teleportation Circle

Catch-all term for the magical transportation device installed in almost every kingdom. Teleportation circles must be adapted to their surroundings in order to function properly and as such have no standard design. With that said they're quite often at least vaguely circular. Teleportation circles allow safe and convenient travel to other circles on the same network, but they're notoriously temperamental, especially out near the border with all that wild magic causing interference.

[SCAR] Scarred Hearts (T3)

retired princesses damaged, sarcastic, powerful

Example Clocks

  • One Last Job

Cynical princesses bearing multiple heart scars, often forced into retirement early. Unique among the factions in that they actively work to reduce the number of new members. Viewed by others with a complex blend of respect, compassion, and fear, SCAR are a cautionary tale, a reminder of the cost princessing (especially frontier princessing) can demand, and occasionally a reckoning. When the Scarred Hearts decide something has to happen, or more often has to stop, they are very difficult to ignore.

[MASK] Silver Masks (T5)

elite elemental and monster hunters kind of scary

Example Clocks

  • Mega-Elemental Destruction Excursion

The fightiest of princesses, the really scarily powerful ones. They wear silver masks and favour simple clothing, such as white cloaks with a subtle shimmer. Not much for parties. Not much for princess politics. But very much the princesses you want on your side, when fighting is the answer to a problem.

[????] Nowhere (T4)

don't exist but if they did probably spec-ops and spies but they don't

Example Clocks

  • Who Can Say
  • No One Will Ever Know

Nowhere is a faction of spies and special operations princesses that does not exist. They don't engage in clandestine operations for the good of Princess World, definitely do not cultivate relationships with the more talkative varieties of monsters, and certainly don't associate with similarly non-existent rebel princesses. All in all, a real headache to deal with. Fortunately you'll never have to worry about that, because as has been firmly established Nowhere does not exist.

[O] The Circle (T6)

basically in charge of everything technically neutral hard to even get an appointment

The big bosses, the princesses in charge. The Circle rule from the First Palace, right in the middle of the inner kingdoms. They make all the really big decisions about Princess World, although most princesses have never even met a Circle representative. If they get involved with a frontier kingdom, out there on the border, so very far removed from the concerns of the inner kingdoms, then something must be going really wrong.