Agricultural Focus [policy]
Your realm is abundant and provides for its people, who are well fed and healthy.
The kingking (and their realm) gain the following abilities:
- Healthy and Hale (Ex): Creatures gain a +1 nobility bonus on Fortitude saving throws, increasing by +1 at 5th and every 5 kingking levels. In addition, after consuming a meal prepared using food from your realm, that creature gains temporary hit points equal to your kingking level + your nobility ability modifier; these temporary hit points last for 8 hours or until lost.
- Wealth of the Land (Su): The lands of your realm benefit from a constant plant growth effect (with the enrichment option selected). In addition, any starvation or food-scarcity-related kingdom events are mitigated (if not immediately solved) by the abundance and success of your realm’s crops. If a kingdom check would be required for such an event, that kingdom check is rolled twice, taking the better result. At 6th level, this kingdom check is always successful.
- Well-Fed Troops (Ex): The total Consumption costs of armies you maintain inside your realm are reduced by twice your kingking level + your nobility ability modifier; this can reduce the total Consumption cost to 0. Determine the total Consumption costs of your armies inside your realm, then reduce by this effect–do not reduce multiple armies’ Consumption costs separately.
Arts and Entertainment [policy]
Your realm benefits from the arts and funding of entertainment.
The kingking (and their realm) gain the following abilities:
- Land of Muses (Ex): The creature may use a single non-exceptional Performance sphere act, dance, lyric, or instrumental once per day, chosen when this ability is used. This Performance sphere ability uses the kingking’s nobility ability modifier as the creature’s operative modifier, and has an effective associated skill rank of 1 (unless the creature possesses ranks in an appropriate Perform skill to use the ability normally). A creature may use this ability 1 additional time per day per 3 kingking levels after 1st (but must use the same Performance sphere option each time for that day).
- Well Entertained (Ex): Negative boredom or entertainment-related kingdom events are mitigated (if not immediately solved) by the promotion of the arts and entertainment amongst your realm. If a kingdom check would be required for such an event, that kingdom check is rolled twice, taking the better result. At 6th level, this kingdom check is always successful.
Defense Contracting [policy]
There is no greater safety than fine infrastructure.
- Hunker Down (Ex): Creatures increase the benefits of cover by +1 and, while benefiting from cover or the total defense action, gain a +2 nobility bonus to their CMD and on saving throws against effects that would move them against their will, increasing by +1 per 5 levels.
- Reinforcements (Ex): The BP cost of fort and watchtower terrain improvements are halved. The BP cost of all city buildings that grant defense is reduced by their defense value (min 1 BP).
- Restoration Efforts (Ex): Repairing buildings and improvements in your realm costs a quarter of their original price (rather than half).
Icy North [policy]
“I watch over the cold and icy filled crevasses, the tall trees gently dressed with snow, and the icy seas which my boats sail upon. The north endures.” –Lord Winterhelm
Prerequisite: Your realm contains hexes in a cold environment or terrain (such as the arctic, tundras, etc., subject to GM discretion; “cold” is not a kingdom hex type, this would be determined by the world’s normal geography and weather).
- Arctic Adaptation (Su): As a constant supernatural effect, creatures gain the effects of endure elements against cold and cold resistance equal to 5 + your kingking level (this cold resistance stacks with other cold resistance); at 6th level, this improves to 10 + your kingking level.
- Chill Out (Ex): Whenever a Stability check is successful during the kingdom upkeep phase, reduce Unrest by 2 (instead of 1).
Imposing Mountains [policy]
Your people are well adapted to the high mountains, and as such, are able to develop and live in the highest parts of the mountains with ease.
Prerequisite: The kingking’s realm contains mountain hexes (or otherwise areas located in high or extreme altitudes, subject to GM discretion).
- Mountain Climbers (Ex): Each creature gains a racial climb speed equal to half their base land speed. In addition, creatures ignore up to 5 feet of difficult terrain each round, which may allow them to take 5-foot steps into difficult terrain (this is additive with similar effects, such as the Nimble Moves feat–which would allow a creature to ignore the first 10 feet of difficult terrain each round); this improves an additional 5 feet per round per 5 kingking levels.
- High Life (Ex): Creatures are immune to the harmful effects of high altitudes and altitude sickness, as though perfectly acclimated to environments of any altitude (PRPG Core Rulebook, Mountain Travel).
- Mountain Development (Ex): Mountain hexes in your realm can be developed as though they were hills (the time and costs associated with the mountain hex is treated as though it were a hill, such as creating farms, and improvements can be placed on mountain hexes as though they were both a hill and mountain).
Magical Fostering [policy]
Your realm fosters and develops the latent magical talent of its people, teaching them simple magics to make their lives easier and safer.
The kingking (and their realm) gain the following abilities:
- Learned Magics (Su): Each creature chooses and may use any 3 cantrips (orisons, knacks, or similar abilities) at-will as spell-like abilities. In addition, each creature chooses and may use a single 1st level spell (from the wizard, cleric, or druid spell list) once per day as a spell-like ability; the chosen spell must be one that does not have costly material components.
Once the benefits of this ability are chosen, they cannot be changed even if the creature would lose and regain this ability (regaining the same original choices).
* Special – Spheres of Power: At GM discretion, this may grant Cantrips (Ultimate Spheres of Power) and Basic Magic Training as bonus feats instead of granting spell-like abilities.
- Magical Marketplace (Ex): Settlements in your realm are treated as being 1 size larger when determining the availability of magic items and spellcasting services.
Martial Fostering [policy]
Your realm fosters and develops the martial talent of its people, teaching them to use arms in their own aid and defense.
The kingking (and their realm) gain the following abilities:
- Military Academies (Ex): Each creature gains proficiency with two martial weapons and one exotic weapon. In addition, Each creature gains Toughness as a bonus feat (or 1 additional hit point per Hit Dice, if they already possess Toughness).
Once the benefits of this ability are chosen, they cannot be changed even if the creature would lose and regain this ability (regaining the same original choices).
* Special – Spheres of Might: At GM discretion, instead of granting weapon proficiencies, this realm ability grants a martial tradition. A character that already possesses a martial tradition may instead select a Equipment sphere talent. Creatures still receive Toughness as a bonus feat (or the additional hit points).
The GM and kingking are encouraged to make a list of martial traditions to preselect from, representing the martial traditions of the realm.
- People’s Resistance (Ex): Actions taken by hostile forces in your realm are half as fast (i.e. bandit attacks take half as much, hostile armies move half as fast and battles take twice as long while within your realm, and so on).
Mastery Fostering [policy]
Your realm fosters and develops the skills and professional talent of its people, teaching them to be greater artisans and trained minds.
The kingking (and their realm) gain the following abilities:
- Skillful Hands (Ex): Each creature selects 2 skills to gain as class skills, and gains 1 bonus skill rank per Hit Dice in one of the chosen skills. If the creature would already gain bonus skill ranks in the chosen skill, they instead gain a nobility bonus on checks with that skill equal to 1/2 their character level (similar to the competence bonus for having multiple spheres with the same associated skill).
Once the benefits of this ability are chosen, they cannot be changed even if the creature would lose and regain this ability (regaining the same original choices).
* Special – Spheres of Guile: At GM discretion instead of choosing 2 skills, the creature gains a single Vocation sphere [trade] talent, and selects one of the skills granted by that [trade] tradition for the bonus skill ranks.
- Land of Artisans (Ex): Creatures in your realm gain a +1 nobility bonus on skill checks when taking 10 or 20, increasing by +1 per 2 kingking levels after 1st. In addition, your realm offers non-magical goods and services 10% cheaper than normal.
Quiet Underground [policy]
The caves and tunnels beneath your lands harbor great wealth. Under your direction, your subjects can travel into the underground as their eyes adjust well to the shadowed depths.
Prerequisite: The kingking’s realm contains cavern hexes.
- Underground Sight (Su): Each creature gains darkvision 30 feet (or improves their existing darkvision by +30 feet). If a creature has light sensitivity or light blindness, it loses those traits while benefiting from this policy.
- Riches from Below (Ex): The BP cost of mines in a cavern hex is reduced to 1/3 (to 2 BP, down from 6 BP). During the Income phase, you may withdraw BP generated by these mines without increasing Unrest (up to an amount of BP withdrawn equal to your kingking level).
At GM discretion, cavern hexes in your realm may provide access to gemstones, minerals, and metals, which may provide spell component-quality gemstones (i.e. diamonds for resurrection), access to special materials for equipment such as adamantine or mithril, and other similar benefits.
Shimmering Waters [policy]
Your realm favors its oceans and rivers, and is in turn blessed by them. Your subjects, belonging to land and sea, thrive under your rule.
Prerequisite: The kingking’s realm contains coastline or water hexes, or otherwise a major “aquatic feature” (i.e. naturally-occurring lakes, rivers, oceans, underwater territories, etc., subject to GM discretion).
- People of the Sea (Su): Each creature gains the amphibious subtype (allowing them to breathe both on land and in water) and are immune to water pressure damage (PRPG Core Rulebook, Water Dangers). Land-dwelling denizens of the realm gain a racial swim speed equal to half their base land speed and water-dwelling denizens of the realm gain a racial land speed equal to half their swim speed.
- Aquatic Harmony (Su): Coastline and water hexes in your realm, or hexes with major aquatic features (subject to GM discretion) are never at risk of being lost due to Unrest (unless there are no remaining hexes to lose; this does not prevent losing these hexes if your realm falls into anarchy due to an Unrest of 20 or greater).
Sweeping Reform [policy]
Your word is celebration, law, and loyalty. Your rule over the land uncontested as it stretches to the very horizons.
- Astute Policymaking (Ex): When issuing edicts (see Edicts and the Edict phase), the benefits of your edicts are increased by +1, and the detriments of your edicts are reduced by 1 (for example, a taxation edict would alter Income by +3 and Loyalty by -2, instead of +2 and -1 respectively). This increase (but not reduction), increases by +1 per 5 kingking levels.
- Pax Regium (Ex): For every 10 hexes in your realm, your realm gains 1 Stability. Territories under your influence, but not direct control, do not contribute Stability.
Transit and Travel (Ex/Sp) [policy]
Each stone in the road laid with the will of the ruler, a path for prosperity, safety, and peace.
- No Place Like Home (Sp): The kingking may use find the path as a spell-like ability at-will, but only to navigate to destinations within their realm.
- Fast Travels (Ex): Overland travel is more efficient within your realm, granting creatures (including vehicles, etc.) a 10% increase to overland travel speed per kingking level while using the realm’s established roads, paths, and trails.
- Safe Roads (Ex): Creatures are not at risk of hostile random encounters while traveling on the realm’s established roads, paths, and trails, including safety from acts of banditry, monsters, and wild creatures (although planned ambushes and conflicts may still occur normally).
The BP cost of constructing roads and highways within your realm is halved (minimum 1). Whenever you construct a road or highway, you may construct 1 additional road or highway (this only counts as 1 terrain improvement against the total terrain improvements during the Edict phase).
Vast Deserts [policy]
Your rule over the vast deserts has gifted your subjects with tolerance against the harsh sun. Lost techniques have been uncovered to maintain vibrant and thriving oases, and the creation of wells across the realm.
Prerequisite: The kingking’s realm contains desert hexes or hexes in a hot environment or terrain (such as rainforests, prairies, tropical islands, etc., subject go GM discretion; “hot” is not a kingdom hex type, this would be determined by the world’s geography and weather).
- Desert Adaptation (Su): As a constant supernatural effect, creatures gain the effects of endure elements against heat and fire resistance equal to 5 + your kingking level (this fire resistance stacks with other fire resistance); at 6th level, this improves to 10 + your kingking level.
- Wealth of Oases (Ex): Knowledge of maintaining wells and developing oases has made water a plentiful commodity. The BP cost of constructing aqueducts is halved (minimum 1).
In addition, drought-related kingdom events are mitigated (if not immediately solved) by the well-developed oases and wells in your settlements. If a kingdom check would be required for such an event, that kingdom check is rolled twice, taking the better result. At 6th level, this kingdom check is always successful.
Vibrant Lands [policy]
The humid jungles and murky marshes of your realm flourish with life–rare plants and animals, among other resources. As a result, your people are resilient to what would commonly ail them thanks to your mastery of your realm’s gifts.
Prerequisite: The kingking’s realm contains jungle or marsh hexes.
- Resilience (Ex): Creatures gain a +2 nobility bonus on saving throws against disease, poison, and the sickened and nauseated conditions, +1 per 4 kingking levels. At 10th level, this improves to also grant immunity to those effects and conditions.
- Medicinal Herbs (Ex): Negative health or sickness-related kingdom events are mitigated (if not immediately solved) by access to diverse flora and fauna for medicinal needs within your realm. If a kingdom check would be required for such an event, that kingdom check is rolled twice, taking the better result. At 6th level, this kingdom check is always successful.