You are on page 1of 115

Princess World: Frontier Kingdoms

by BJK White
v0.8
Formal Introductions..........................................2 Know Your Neighbours...................................33 Assessing Factors..............................................62 Princess Magic..................................................81
Crowns In The Dark..........................................2 Relations............................................................33 Putting It All Together.....................................63 Aftermath..........................................................82
This Is The World And The World Is Princess...4 Relations Clocks...............................................33 Lead A Group Action.......................................63 Rewards Earned................................................82
Frontier Kingdom Life.......................................5 Kingdom Improvements..................................34 Set Up Actions..................................................64 Chaos Grows.....................................................83
Princess Games...................................................6 Kingdom Boons................................................34 Protect That Smile............................................64 Complications...................................................84
Royal Developments..........................................7 Subjects..............................................................40 Escalating Or Trading Position For Effect.....64 Complication Roll Table..................................84
Princess Character Creation...............................8 Commanding & Leading Subjects...........41 Channelling Wild Magic..................................65 Free Time...........................................................88
What Measure Is A Princess..............................8 War Is Not Healthy For Princesses And Other Chaos................................................................. 65 Calm The Wilds................................................88
Aspect Flexibility..............................................10 Living Things....................................................44 Elemental Explosions.......................................65 Training.............................................................88
Princess Speciality............................................10 Kingdom Reputations......................................44 Chaos Sets The Stage........................................66 Borrow Something Special..............................88
Princess Speciality Bonus................................11 Borders And Shields.........................................45 Wild Magic Surge Examples.....................67 Indulge Indulgence...........................................89
Changing Specialities.......................................11 Claiming New Land.........................................45 Harm And Consequence...................................68 Reach Out..........................................................90
Standard Princess Abilities..............................12 Kingdom Tier Advancement...........................46 The Heart Of A Princess..................................68 Improving Relations..................................90
List Of Special Abilities....................................13 Factions.............................................................47 Consequences...................................................68 Requesting Financial Support..................91
Custom Special Abilities..................................17 Faction & Big Picture Clocks..........................47 Pushing Yourself...............................................69 Recover..............................................................92
Princess Titles...................................................17 Faction Keyword Suggestions.........................48 Weight............................................................... 69 Take A Break.....................................................92
Princess Pronouns............................................17 Playing The Game.............................................53 Heart Scars........................................................70 Long Term Projects..........................................93
Appearance.......................................................17 Dice Basics & Escalation..................................53 Retirement.........................................................72 Reports........................................................93
Indulgences.......................................................18 Rolling The Dice: d6s.......................................53 Heart Scars In Play...........................................73 Investigate.........................................................94
Treasure & Items...............................................19 Rolling Dice Other Than d6s..........................54 Resistance Rolls................................................74 Winding Down..................................................95
Buying Luck...............................................19 Progress Clocks................................................55 Magic Shields....................................................75 Downtime Discussions....................................95
Legacy Princesses.............................................20 Types Of Dice Rolls..........................................56 Death.................................................................75 Beliefs................................................................ 96
Transferring From Princess Academy............21 Action Rolls................................................56 Kingdom Affairs...............................................76 Conversation Prompts (1d100).......................97
Magical Princessism & Aspects In Play............22 Free Time Rolls..........................................56 Planning & Engagement..................................76 Ending The Session...........................................99
Kingdom Creation & Growth...........................30 Fortune Rolls..............................................56 Choose Your Approach....................................76 Princess Advancement....................................100
Patron Faction..................................................30 Resistance Rolls..........................................56 Engagement Approaches In Detail.................77 Kingdom Advancement..................................101
Kingdom Focus................................................31 Action Rolls.......................................................57 The Engagement Roll.......................................78 Appendix A: Session Progression...................102
Kingdom Terrain & Castle..............................31 Play It Out.........................................................61 Flashbacks.........................................................79 Appendix B: Random Tables...........................103
Kingdom Attributes.........................................32 Effect.................................................................. 61 Prep Points........................................................80 Appendix C: Quick Reference & Glossary......109
Formal Introductions
Princess World: Frontier Kingdoms is a tabletop roleplaying game intended of life that is suddenly absolutely not slice of life but then has to go back to
for a group of 2 - 5 players. It's a sequel (of sorts) to Princess Academy being slice of life again). Sessions in Frontier Kingdoms tend to naturally tilt
Adventures, although you don't need to be familiar with that game to enjoy towards becoming happy messes of melodrama, your princesses forming deep
this one. friendships and bitter rivalries, bearing great hardships and heavy
The tone is fluffy but weighty, like a lead marshmallow. In Princess World responsibilities, experiencing joyful highs and shattering lows. Their trials are
magic is everywhere and princesses wield great power with relative ease, but both personal and epic, literally shaping the world. For better or for worse.
people are still people and feelings are still feelings. Actions have
Crowns In The Dark
consequences, entropy must constantly be fought, and even if the power of
Princess World: Frontier Kingdoms is based on Blades in the Dark (found at
friendship is a quantifiable force it won't necessarily conquer all. If you're
http://www.bladesinthedark.com/), product of One Seven Design, developed
excited by the idea of characters exchanging barbed pleasantries at a party
and authored by John Harper, and licensed for our use under the Creative
one moment and facing down enormous monsters in a shower of heart-
Commons Attribution 3.0 Unported license
shaped sparkles the next, this might just be the game for you.
(http://creativecommons.org/licenses/by/3.0/). Thanks also to D. Vincent
Part of my reason for working on this game was that it's difficult to find
Baker for Apocalypse World and Avery Alder for Monsterhearts.
anything Forged in the Dark that isn't, well, very very grim. Don't get me
Inspiration for this game came from a wide variety of sources, but I'd like to
wrong, I love a bit of grimdark despairpunk, but I also like more hopeful and
credit the magical girl genre generally and in particular PreCure,
optimistic settings. Games about building things that maybe won't just
Revolutionary Girl Utena, and Mahou Shoujo Madoka Magica. Other
collapse, in a setting that has sunny days and rainbows above all the hardship
influences include the Atelier games by Gust and the Danganronpa games
and tears down below. Also I just love princesses (and magical girls and slice
by Spike Chunsoft, as well as Steven Universe and Adventure Time.
Everything Changes
There are a lot of differences between this game and Blades in the Dark. I Still, even those seemingly manageable moment to moment rolls shouldn't
know it's surprising, that a game about scoundrels doing crimes in a haunted get too comfortable. Hence another big change, the escalation rule. Rolling
fantasy-industrial city and a game about demigod-avatar princesses balancing d6s means doing things in a normal sort of way. Functional, efficient, getting
tea parties and giant monster attacks could be quite a bit different, but there the job done. But maybe you want to show off a bit, add some pizazz, put a
you go. little spin on it. Maybe you want to swap those five d6s for five d8s. Or d10s,
One important change is that there are no playbooks or skins. Your princess or d12s, or heck with it. I'm feeling lucky. Let's go d20.
is defined by her speciality, by her abilities, and by her aspects. It didn't seem Part of the decision to implement this rule was a way to represent princess
worthwhile to create a bunch of different sorts of princesses when the rules flamboyance—not just doing something, but doing it in an over the top and
already support any manner of princess you might like to play. To put it sparkly way. Greater risk and greater spectacle. Part of it was because I
another way, everyone's a princess in this game, so you all use the universal wanted an opportunity to bust out the d12s once in a while. In any case it's a
playbook, 'Princess'. pretty big break from the pure core of Blades (those precious blessed ever-
Another change is that princesses are pretty powerful, as player characters. elusive 6s), and while I recognise that it might not work for some people I
They'll often have a lot more options when dealing with a situation and will feel that it can really add to the drama, as well as give players more options
generally be rolling more dice than in a Blades game. Princess World doesn't and more agency in action rolls. Being told by the GM that there's nothing
have quite the same mood of trapped desperation that Dostvol does. The you can do to even scratch this enormous monster, but then being able to say
player characters aren't scoundrels hustling just to get by, they're magical "What if I escalate to d20?" carries with it a certain feeling of power and of
princesses charged with noble responsibility. So they're powerful and they weight that feels very princess. Maybe the situation really is impossible. But
have a little more agency, but on the other hand they've got a kingdom to then again, maybe you'll roll a 20.
think about. They have parties to attend, factions to appease, subjects to look There are other changes too, because a lot of rules for scoundrels don't work
after, borders to expand and defend and strengthen. There's too much to do, or aren't necessary for princesses, but I think I've covered the big ones here.
not enough space, everything keeps breaking, and everyone expects too
much.
This Is The World And The World Is Princess
The known kingdoms are relatively small, an island of order amidst an ocean of chaotic wild energy. Princesses are those who through
legacy, effort or accident can channel this energy. They're part magical girl and part demigod-avatar and part regular teenager in way
over their head.

You're one of them. You recently graduated Princess Academy and for whatever reason someone gave you responsibility for a frontier
kingdom, a tiny bubble of stabilised chaos at the very edge of the known kingdoms, surrounded by temperamental shields, pressed
right up against the shifting wild lands with all of its monsters and elementals and raw magic and absolute uncertainty.

This burgeoning frontier kingdom is yours, princess. Yours to build into something stable and lasting. Yours to defend against the
dangers of this strange and wondrous world. Yours to prove worthy of ... or yours to fail.

Lucky you?

~4~
Frontier Kingdom Life
There are four aspects of frontier princessing that remain constant: have groups with opposing ideals come stomping into their kingdom with
 There's too much to do. official permission to be there and lists of demands. Give them challenges

 There's not enough space. that suit their strengths, but don't be afraid to hit 'em where they're weakest.
Force them to get creative about dealing with problems outside of their
 Everyone expects too much.
collective skillset. Present opportunities for them to exercise that legendary
 Everything keeps breaking.
princess flexibility.
The life of a princess is one of responsibility. You are responsible for your
In many ways the Princess World mood is feeling like you're just starting to
kingdom; it lives or dies by your actions. You are responsible to your patron;
get on top of things before being blindsided by a problem and all looking at
they put you here and they expect results. You are responsible for your
each other like, how in the world are we going to deal with THIS?
subjects; the people trust their princess to protect them and rule them fairly.
And then rolling up your collective sleeves and pouring some fresh tea and
You are responsible for your speciality; to embody its spirit and present a
attending to the business of getting things very thoroughly sorted out.
shining example. You are responsible to your fellow frontier princesses; it's
not like anyone else is looking out for them. Perhaps more than anything you Because you're a frontier princess.

are responsible for yourself; a princess's heart is strong but heavy, and so You don't sit around complaining.

easily scarred. Well, you do for a while.

It's up to the GM to keep the princesses a little overwhelmed, but also to But then you go out.
find the balance between fun tension and actual stress. You don't have to be And you get.
constantly checking off those four aspects, so that the princesses always have Things.
too much to deal with AND no space for improvements AND five factions Done.
clamouring for attention AND their border shields are in constant risk of
failing. At the same time you shouldn't let them get comfortable. If they're
doing fine managing their border and dealing with wild lands nonsense then
hit them with an extremely important party invitation. If they're balancing all
their social obligations have a wild surge start building near their borders, or

~5~
Princess Games
Playing a princess is so much fun. For one, there are so many different types. Don't be afraid to let your character (and the dice) do the heavy lifting for
Not just in terms of their speciality, but their character and attitude and just you. Of course it can be fun to get into your character's head and play out a
their whole approach to being a princess. You can play it imperious or as a little scene (based on a good roll) where you convince the guard that of
down-to-earth people's princess, as a tough sensible individual who can't be COURSE you're meant to be here, but it's equally fine to let the dice do the
bothered with all the princess trappings and who just wants to get the job talking and say, "I do a great job getting the guard off my case, and I'm pretty
done, or as a starry-eyed idealist in love with the romance of it all. You could happy about it." As the GM you can do a lot with a player who's more
be a laconic stoic princess, silently bearing the weight of all of her comfortable with this 'tell, don't show' style of RP. You can ask questions
responsibilities, determined never to let her inner turmoil show to those who like, "Do you show your happiness in any particular way?" and often that'll
are relying on her. Or you could be a bouncy happy princess who wears her lead to, y'know, just little cute character moments that really do add a lot to
heart on her sleeve and bursts into tears over every elemental she cheerfully the game, even if the player isn't playing everything out. Anyway, that's just a
destroys. So many princesses! So much potential! Oh, it'd melt your face with thing I think about quite often. There's so much room in RPGs, for all types
the possibilities. of players. Just like there's so much room in Princess World, for all types of
One thing to keep in mind is that you don't need to roleplay everything. It's princesses. Metaphorically, at least.
fine to just say "I do x like y and I'm feeling z." Lots of people aren't
comfortable expressing a lot of emotion or have trouble articulating exactly
what their character is saying. Often you're playing someone who can do
things you can't, and that's kind of the whole point.

~6~
Royal Developments
There are a couple of ways to get into this game. You could build your You can always expand and modify or even retcon character relationships and
kingdom together with your fellow players and the GM, then create their past lives during play, but it's fantastic to have some early discussion
characters to fit the kingdom, or you could make your characters together about where you're all coming from and what your goals are and the places
then build a kingdom to fit them, or you could jump around from one thing you expect this to go. One thing's for sure; this story is going to be so much
to the other until you've got everything sorted out and slotted together. cooler and weirder and more interesting and surprising and fun than one you
However you do things you should do them together, as a group. The could make alone.
relationships between the princesses and their kingdom, and with each other, So come on, princess. Let's get started.
will help establish the tone of your game and suggest a direction for the
sessions ahead. The history you all share is important too. Are you just
meeting now, or do you have a past? Did you attend Princess Academy
together? Were you in the same class? Are you friends, siblings, rivals? Did
any of you expect to end up in a frontier kingdom, or did you have different
ideals, different goals? Is this a stepping stone to greater things? Do any of
you actually want to be here?

~7~
Princess Character Creation
What Measure Is A Princess
Princesses have four core traits: Fitness, Wit, Charm and Whimsy. These You're free to describe how your character performs an action based on their
traits are defined by the four aspects beneath each. If a princess has three personality and style. Maybe your princess is good at Bossy because she's big
points of Sporty and one of Sneaky she'll have a Fitness of two, because two and tough, or covered in weapons, or she has an air of authority and
of the Fitness aspects have points invested in them. The more well-rounded competence, or maybe she's just really good at shouting at people.
your princess is with a particular set of aspects, the better their core trait Princesses all have a speciality. This is what they are the princess of. Moon
rating. Princess, Fire Princess, Bagel Princess, Stabby Princess, Pocket Princess (she
Each aspect has a rating from 0 to 4, which tells you how many dice to roll can guess what's in any pocket!), it could be pretty much anything.
when performing a related action. (If a princess has no points in an aspect Whenever a princess uses her speciality as part of an action roll, add +1d.
she rolls two dice and takes the lowest.) At creation princesses have seven Princesses also have special abilities. Two of them to start with. These are
points to split among their aspects, although to begin with they can't have things like Healer, which lets you help others recover from harm, or I Put
move than two points in a single aspect. Later they can use XP to improve Pockets In My Dress, which gives you extra prep points, or I Was Here The
their aspects up to a maximum of three points, or four if the appropriate Whole Time, which lets you leap out from hiding to join any scene that
Mastery improvement has been purchased for their kingdom. didn't previously feature you. Some abilities are a lot more whimsical than
You choose which aspect to use in an action by describing what your others. More abilities can be earned later, through XP.
character does. Actions that are poorly suited to the situation may be less
effective and put the character in more danger, but they can still be
attempted.

~8~
Core Traits & Aspects

Fitness Wit
Sporty Nosy
running, jumping, climbing noticing things, figuring out someone's biz
Tough Bookworm
fighting, enduring, wrecking stuff studying, performing research, remembering odd facts
Graceful Sensible
fine manipulation, dexterous movement, calming things down, making sound choices,
elegant motion talking sense
Sneaky Tinker
unseen action, stealthy movement inventing, fixing, improving

Charm Whimsy
Chatty Artsy
making friends, warming hearts, honest charm creative endeavours, critical judgement
Stylish Earthy
catching eyes, winning hearts, pulling off that look grounded actions, gardening, a friend to nature
Foxy Airy
subtle persuasion, cunning words, an air of mystery floaty thoughts, strange judgement, random action
Bossy Weird
demanding results, commanding respect chaotic affinity, wild energy, general oddness

~9~
Aspect Flexibility Princess Speciality
Princesses have many aspects, and a lot of ways to approach any given Princesses don't get trusted with a frontier kingdom without first graduating
situation. For example, if your princess wanted to dance she could roll Princess Academy, which means they're highly skilled and powerful
Stylish, Graceful, Sporty, or maybe Airy or even Weird. On the other hand individuals in their own right. You can detect magic, create shields of
she probably wouldn't roll Tinker or Bossy unless she could think of a really protection, summon and control elements such as fire, earth, air, water,
good reason those aspects would apply. Sometimes a situation might be best darkness, light and so forth, call forth pocket dimensions to hold your stuff,
suited to a specific aspect, but another could be used in a pinch. In these create illusions or magical fireworks to serve as entertainment or distractions,
cases you'll often be rolling with reduced effect due to the less than ideal and quite a bit more.
aspect. For example, if a princess is trying to move through an area without Perhaps most importantly, you're not just a generic magical princess. You are
alerting nearby monsters then Sneaky would be ideal, but she could also roll a princess of something. There are all sorts of princesses in this world,
using Sporty or Graceful or Airy with reduced effect. Dancing Princesses, Scientist Princesses, Tiny Princesses, Sword Princesses,
List Princesses, Spooky Princesses, Sparkly Princesses, just so many kinds. A
princess's speciality represents not just what the princess is good at, but also
what she exemplifies. For example, a Tiny Princess isn't just (or even
necessarily) small, she is an avatar of tininess. She stands for everything that
Variably Unique makes being tiny special and interesting and great.

It's up to the GM whether or not specialities are unique. I play that only
one princess in the world can have a particular speciality, but very similar
specialities might exist. It's fine to have a Baking Princess, Sweets
Princess, Patisserie Princess, Donut Princess, Cake Princess and so on in
the same world, but you can't have two Baking Princesses at once. On
the other hand you can definitely have Baking Princesses who have
come before, making you the latest in a long line who have taken up the
whisk and gone out to show everybody the greatness of baking.

~10~
Princess Speciality Bonus Changing Specialities
Any time you use your princess's speciality to help with a roll, add a +1d It is not at all common for a princess to change her speciality. After all, this
bonus. This includes times when you're commanding something related to has been her focus for as long as she can remember. It's the thing she cares
your speciality, remembering facts related to your speciality, talking to about the most in the world, the thing she's best at, the thing she exemplifies
someone about your speciality, using a tool associated with your speciality, and embodies. Abandoning that isn't a small thing. But, it might be that the
and so on. For example, if a Baking Princess is commanding her gingerbread princess's viewpoint changes as a result of her frontier life. Maybe something
warriors in battle, that's a +1d bonus. If she's making biscuits, +1d. If she's at happened. Maybe she lost that spark of passion. So, yes, it is possible for a
a party and manages to work the quality of the cakes being served into the princess to change her speciality, but only as a very dramatic and heavy thing.
conversation, +1d. If a player wants to change their princess's speciality they should work with
The first time you use your speciality as part of an action roll in a session, the GM to incorporate the change into play. Show how they're disillusioned
mark Heart XP. with their current speciality, maybe have them apply for special permission to
At the end of every session, if the princess exemplified their speciality, they change and have it involve a quest and/or ceremony—or make it a
gain a bonus experience point. If they did this multiple times or in a spectacularly dramatic moment out in the wild lands, where the princess
particularly striking fashion, they get two bonus XP. This isn't just using their sheds her old speciality and bursts into her new one.
speciality to get bonuses, but showing why their speciality is great or having a The aftermath of changing speciality must be felt, too. At the least, the
dramatic moment centred around it. For example, a Science Princess princess should expect a heavy assault of aside glances and pointed gossip at
overcame an obstacle through research and application, a Potato Princess the next party she attends.
solved a big problem with the judicious application of potatoes, a Giant If a princess is retiring due to reaching her heart scar limit, she may change
Princess gave a practical demonstration of why it's very useful to have an her speciality so that a legacy character may carry on in her place. It's still a
amazing giant woman around. pretty heavy thing but everyone will kind of understand.

~11~
Standard Princess Abilities
Princess Weapon Princess Burst
All princesses have a special weapon that they can summon and dismiss at This is a move that can only be used when in a desperate position. The
will. When using this weapon the princess rolls with increased effect. princess summons all of her determination and heart and lets it out in a
Depending on what she's fighting the princess might also have potency. (For massive burst. It costs four Weight but cannot push the princess over their
example, a fire sword against an ice elemental, a light bow against a shadow limit, so they must have at least five free Weight to use this. Roll this action
enemy, an enormous hammer against a skeleton.) If the weapon is lost or with four dice, regardless of the aspect used, and either increase effect or
destroyed then the princess may start a long term project to create a new improve position (player's choice). After using the princess burst add
weapon, with the cost and length determined by the GM (one or two 'drained' as a level one harm. If the princess is already drained, add
Treasure and around four to six ticks seems fair, but it's up to you). Once this 'exhausted' as a level two harm. If the princess is already exhausted she
project is completed the princess must spend a free time action bonding with cannot use a princess burst. Harm gained from using a princess burst cannot
her new weapon before she can summon and dismiss it at will. be resisted.

Princess Bonding Princess Magic


Princesses have an instinctual bond with animals of all kinds. Sometimes Basic magical training is part of a princess's education, and they are
even monsters. With agreement between player and GM, the princess may essentially walking magic batteries, conduits and magnets. Just how much
begin the game bonded to a pet or mount. They may summon or dismiss this magic a princess can use is up to the GM and players to define, as are the
companion just like their princess weapon, although of course it's still a living limits of magic. It's all down to the tone of your game, whether it's a
creature with its own instincts and priorities. Mechanical bonuses given by cartoonish over the top colourful spectacular of exploding cupcakes and
the pet or mount are at the GM's discretion. Additionally, princesses may rainbow bridges, a more grounded depiction of magic where everything has
attempt to calm or tame animals with an action roll. weight and the consequences are real, or anywhere in between. Princesses are
inherently, inescapably magical, but what that means and how far that goes
in your story is up to you. For some examples of how magic can be used in
game, see the Princess Magic section (pg 81).

~12~
List Of Special Abilities
Every princess begins with two special abilities, and may gain more later via XP. Some examples:
Healer: You may aid in a Recover action, to others or yourself. Everyone in Faction Connection: Name a faction. Gain +1d and increased effect when
your kingdom (including you) gets +1d to all healing treatment rolls. dealing with that faction. If relations with this faction are at +3 during the
Always Be Noting: Every free time phase, without using an action, you may advancement phase, mark one bonus XP for either yourself or your kingdom.
fill in up to two segments on long term projects that involve research or You may take this ability once for each faction.
writing (including reports). Chaos Battler: When making action rolls against elementals or other
Constantly Tinkering: Every free time phase, without using an action, you creatures formed of wild magic, you gain +1d and have potency. When
may fill in up to two segments on long term projects that involve fixing, channelling wild magic add increased effect to your action.
improving, or creating something. This includes border shields. Wild At Heart: You have an instinctive affinity for wild magic. When
Never Not Networking: Every free time phase, without using an action, you channelling wild magic add +1d to the roll. This bonus dice doesn't count as
may fill in up to two segments on long term projects that involve improving a wild magic dice, and the number of wild magic dice you use is halved for
relations with a group, or add one tick to a relations clock. the purposes of calculating Chaos. Increase effect whenever you attempt to
Merchant Heart: At the end of each free time phase you may add 1 Treasure reduce Chaos caused by the destruction of an elemental, and when you Calm
to the kingdom's vault. Gain +1d on all rolls involving trade or negotiation, The Wilds as a free time action.
including the Reach Out and Borrow Something Special free time actions. Creative Coordination: When you lead a group action, if at least two
Fairy Companion: You have a fairy who loyally accompanies you, offering participants roll a full success you may take that as a critical success.
advice and helping when she can. If your fairy helps with a roll, gain +1d. If Royal Inspiration: When you lead or command your subjects they gain +1
the GM agrees then your fairy may make a set up action, rolling 1d. Fairies quality. When you resist harm on their behalf add +1d to the roll.
are tiny and relatively fragile. If hurt (level one harm or greater) they will I Added Pockets To My Dress: Gain +2 prep points.
poof into a perfect fairy gem. It takes a free time action to restore the fairy to Back Into Action: Permanently fill in one segment of your healing clock (so
her normal form. Princesses may Protect That Smile on behalf of a fairy. you only need to fill in three to recover a harm). Add +1d to Recover actions
on yourself. It only costs 1 Weight for you to act while twonked.

~13~
Athletic Adventurer: Add increased effect to all rolls made using Sporty, and According To My Calculations: You may always use Bookworm for a set up
gain an extra Fitness XP whenever you train Fitness. action, either in the moment or as a flashback (with a cost of one weight).
Insightfully Inquisitive: Add increased effect to all rolls made using Nosy, On a partial success, improve position or increase effect. On a full success,
and add +1d to all Gather Information and Investigation rolls. improve position and increase effect. On a critical success, improve position,
Style Savvy: Add increased effect to all rolls made using Stylish, and add +1 increase effect, and also increase the result level of actions affected by the set
to the quality of parties you help prepare. up by one (so a miss becomes a partial success, a partial success becomes a

Crafty Creator: Add increased effect to all rolls made using Artsy. For you full success, and a full success becomes a critical success).

Artsy is always an appropriate aspect to use when working on a long term I Was Here The Whole Time: When you spring out of hiding to perform an
project. action add +1d to the roll. Additionally, you may add yourself to any scene

Gadget Girl: When using tools or magic tools to deal with barriers, traps, or not involving you by having a flashback to hiding yourself somewhere. This

other obstacles (mundane or magical), ignore the Tier. costs no Weight, and no roll is required.

Chaos Witch: While in the wild lands or a frontier kingdom, you may add So Impulsive: When taking a desperate action you get +1d to your roll if you

dice and effect to an action you take by increasing your kingdom's Chaos, on also take -1d to any resistance rolls against consequences from that action.

a one-to-one basis. For example, if you raise Chaos by two then you add two Strong Heart, Easily Scarred: Whenever you mark Weight, mark one
dice and two levels of effect to your action. additional Weight. Double the effect of pushing yourself (+2d or +2 effect),

Close To The Sun: While in the wild lands or a frontier kingdom, you may and add +1d to all resistance rolls.

mark one Weight to roll an action using your kingdom's Chaos instead of an Social Chameleon: You're adept at fitting in, no matter your surroundings or
aspect. On a failure, as an additional consequence, double the kingdom's company. When making social rolls with any group that has a neutral (0) or
current Chaos. On a partial success, as an additional consequence, add one to better relationship with your kingdom, ignore their Tier.
the kingdom's current Chaos. Happy Hobbyist: When indulging you may pick which dice result to use to
Jolly Cooperative: You gain an extra +1d when helped, and don't spend reduce Weight. For example, if you rolled a 2 and a 5 you could choose to
Weight to help another princess. reduce your Weight by either 2 or 5. Mark XP in your indulgence's core trait

Efficiency Expert: You may give yourself or another princess an extra action whenever you spend a free time action indulging.

during every free time phase.

~14~
Mine's Bigger: Your princess weapon is unusually powerful. Add +1d when This Isn't Even My Final Form: You may only take this ability if you already
using it in an action roll. If you escalate the roll add an additional level of have In The Name Of The Moon. You have an even MORE powerful form
effect. that your first stage transformation, but it has a few conditions. First, you
Just As I Planned: When you fail an action roll, you may pay two Weight to must already be in your first transformation. Second, you must be in a
also have the same result as a full success. If you do this, explain how this was desperate position in order to summon the strength of emotion required to
all exactly how you intended things to go right from the start. Note that you enter this second stage. Third, it takes around ten to twenty seconds to enter
also suffer the consequences from the fail result (unless you resist them). You the second stage and it's even flashier and more obvious than your first stage
just get the full success in addition to that. transformation. Once in your second stage form all action rolls gain +4d and
The Bigger They Are: When making an action roll involving a higher Tier have increased effect, but you must escalate at least once. All core traits are
threat, or a monster or elemental that is more than twice your size, add +1d considered to be one higher for the purpose of resistance. Your second stage
and increased effect. lasts either ten minutes or until the end of the scene (whichever comes first),

In The Name Of The Moon: You have the ability to transform and gain but failing an action roll will break you out of it instantly, back to your

power, but it comes with a few strings. It costs one Weight to transform. The regular princess self. Upon leaving your second stage mark one Weight and

transformation sequence takes around ten to twenty seconds to complete and gain the level 1 harm 'drained'. If you were already drained, instead mark the

is very flashy and obvious. Any notion of stealth is completely out of the level 2 harm 'exhausted'. If you were already exhausted then erase all Weight

question, and you can neither take any other action or be harmed while and immediately gain a heart scar. These consequences cannot be resisted or

performing your transformation sequence. Once transformed you add +2d to negated.

all action rolls, but must escalate them at least once. Taking any harm will My Very Best Friend: Name another princess. When you help that princess
force you out of your transformed state, with an additional cost of one in an action or Protect That Smile on their behalf, either give them +1d or
Weight. If you aren't forced back to your usual form then you don't have to gain +1d, and mark XP in the relevant trait. If the princess you named takes a
pay any extra Weight. The transformation lasts for around ten minutes, or heart scar, mark two Weight and two Heart XP. If the princess you named
until the end of the scene, whichever comes first. retires due to heart scarring or dies, mark eight Heart XP and four Weight.

~15~
My Heart Is My Shield: You may negate harm by marking two Weight for Princesses, Assemble: When you lead a group action, every princess taking
each level of harm you would have suffered. Negating a level 1 harm costs part in the action (including you) gains +1d. In addition, Weight from
two Weight, level 2 four Weight, and level 3 six Weight. When you do this, escalated failures is reduced by one. (So escalating once carries no Weight for
mark Heart XP equal to the level of harm negated. failures rolled, escalating twice carries one Weight for failures rolled, and so
Princess Powerful: +1d when rolling Fitness to resist consequences. It only forth.)
costs you one Weight to push yourself when using a Fitness aspect. Call Your Attacks: When you confidently call out your action with an
Socially Invulnerable: +1d when rolling Charm to resist consequences. It appropriate phrase, gain either +1d, increased effect, or both, at the GM's
only costs you one Weight to push yourself when using a Charm aspect. discretion. Note that this can apply to any action, not just attacks. Although
Sharp Spirit: +1d when rolling Wit to resist consequences. It only costs you it's probably not a good idea to use it when you're trying to be stealthy.
one Weight to push yourself when using a Wit aspect. Unflinching: You ignore the penalty from a single level one and a single level
Strong With The Odd: +1d when rolling Whimsy to resist consequences. It two harm. You can mark one Weight to ignore all penalties from harm,
only costs you one Weight to push yourself when using a Whimsy aspect. including being twonked, for a single action.

One Princess Army: Scale is never a negative factor for you. Unruffled: During a kingdom affair, when in a controlled position your

Proper Preparation: +1d when performing a set up action. Anyone benefiting action rolls gain increased effect. You may push yourself (mark two Weight)

from your set up actions gains +1d, in addition to the usual improved to improve your position by one level (from desperate to risky, or risky to

position or increased effect. controlled).

How Dare You: When one of your friends suffers harm, you gain +1d and Guardian: When you Protect That Smile, gain +1d to your resistance roll

increased effect on all action rolls against whatever harmed them until the and clear one Weight.

end of the session. Critical Eye: When you make an action roll against a weakness or

Especially Special: Increase the bonus for using your speciality in a roll to vulnerability, or when acting with potency against a threat, gain +1d or

+2d. increased effect, or both, at the GM's discretion. Also add an extra +1d to
engagement rolls when exploiting a weakness or vulnerability.

~16~
Custom Special Abilities Appearance
Your princess can take a custom special ability, if approved by the GM. Princesses can look like anything and dress how they like. Some suggestions:
Custom abilities take up an ability slot as normal, and can be gained through Hair: Big and bouncy, spiky, long, fluffy, messy, perfectly braided, ponytail,
Heart XP just like the above abilities. If the player and GM can agree, your twintails, sidetail, bob, engulfing, shaved, ridiculous
princess's special abilities can be just about anything, although overpowered Hair Colour: Blue, brown, blonde, rainbow, sky, red, black, white, glittery,
abilities don't tend to be as much fun as they might initially seem. You can candy-striped
give your special abilities names, if you want, or just write down what they Eyes: Big, small, squinted, mean, kind, curious, wide, cunning, trusting, angry,
do. sad, bright

Princess Titles Eye Colour: Brown, blue, hazel, amber, black, red, purple, ocean, galaxy,

A princess's official title is her full name coupled with her speciality. For storm, moonlight

example, "Luna Bright, Moon Princess" or "Science Princess, Miya Heart" or General Appearance: Tall and skinny, big and muscley, little and cute, fluffy
"Princess of Science, Miya Heart" or "Luna Bright, Princess of the Moon". and floaty, chirpy and small, bouncy and chubby, petite but buff
This is how she should introduce herself (or be introduced) at formal events. Outfit: Dress and gloves, overalls and cap, pirate coat and hat, t-shirt and
skirt, cat costume, dragonskin jacket and pointy shoes, princess hat and
Princess Pronouns gown, full plate armour, flower shirt and shorts
Although 'she' and 'her' are used in this game to refer to princesses, please
Feel free to describe as much or as little of your princess as you please. Draw
note that princesses may be girls, boys, both, neither, or anything in between.
a picture of her if you like.
Your princess can look however you want and refer to themself however you
please.

~17~
Indulgences
Every princess has some little interest that's not entirely necessary. Maybe If an indulgence is not indulged during a free time period, mark one Weight.
she loves baking, or gardening, or collecting unusual weapons. This goes The princess is working too hard without relief and it's having an effect on
beyond a simple hobby. This is the princess's indulgence, the one thing that's her. If the princess has multiple indulgences, only one must be indulged in
just for her amidst a life of responsibility and thinking of others. It's through order to avoid marking Weight.
this indulgence that the princess can relax, unwind, and heal her heart. If the result of an indulgence action clears more Weight than the princess has
However, a balance must be maintained. Overindulging has consequences. accumulated then she has fallen into obsession. See the Indulge Indulgence
When choosing an indulgence, agree with the GM which core trait it uses. free time action (pg 89) for details.
For example, gardening could use Whimsy, baking might use Charm, Some example indulgences:
running might use Fitness, reading might use Wit. Baking, gardening, astronomy, reading, riding, collecting, tea making, pottery,
Indulgences can only be indulged during free time by using a free time sewing, engraving, hiking, writing, knitting, skateboarding, juggling, dancing,
action. By spending a free time action the princess may roll a number of dice hunting, journalling, running, embroidery, quilling, painting, magic tricks
equal to the core trait associated with the indulgence, and subtract the (the mundane kind), birdwatching, body building/exercise, scrapbooking,
highest result from their accumulated Weight. This is always a d6 roll and fishing, sports, playing a musical instrument, music appreciation, beekeeping,
cannot be escalated. jigsaw puzzles, insect raising, spelunking, carpentry, candlemaking, sculpture,
Example: Stella loves stargazing. After a typically stressful day spent dealing with doll making, modelmaking, miniature painting, jewellery making, origami,
frontier kingdom nonsense she decides to indulge in a little astronomy to unwind. listmaking, soapmaking, game design
Stargazing is related to Wit and Stella has points in both Bookworm and Tinker, Note that although indulgences can be social activities, the action of
so Stella rolls 2d6 and gets a 1 and a 5. She clears five Weight. indulging in them is primarily a solitary 'me time' activity for the princess.
So if the indulgence is a team sport like baseball, the indulging princess
would mostly be practising by herself or researching new techniques, not just
playing baseball with others.

~18~
Treasure & Items Buying Luck
Each princess begins with one point of Treasure, and the sorts of basic items
you might expect to bring along to a fresh frontier kingdom. Hairbrushes, Once per session, one Treasure can be spent to reroll one dice. That's once

clothes, mirrors, probably a travel chest or suitcase, snacks, books, tools per session for the group, not for each princess individually. The

related to the princess's speciality and indulgence, useful bits of string, towels, concentrated luck in fortunes is powerful, but fickle. It doesn't do to rely

and so on. If a princess needs something in particular then she can use a free on it too much.

time action to Borrow Something Special or start a project to buy or make it. Note that this might also necessitate the spending of a prep point, to have
While on an affair prep points can be spent for the princess to just happen to the Treasure in the first place.
have something relevant to the task at hand. Of course, they have to own the
item to begin with. If it's particularly rare or unusual or powerful, or just not
something the princess would possess, then the GM can rule that they don't
have it, or that they have to use a flashback to explain how they got it.
Treasure is an abstract measure of valuable items and the coin of the known
lands; copper, silver and gold fortunes. In Princess World: Academy
Adventures terms, one Treasure represents items and coins equal to about ten
gold fortunes. Treasure is mostly used to buy more free time actions, to fund
projects, and as part of the cost of upgrading the kingdom's Tier.
Princesses may have up to four personal Treasure. Anything more than that
must be kept in the kingdom's vault. At the end of a session, if a kingdom
has more than its vault can hold (eight without improvement) then all excess
Treasure is lost.

~19~
Legacy Princesses
If a princess retires (or dies) and a new character needs to be created, the
legacy rule may be invoked. This rule is intended to let players continue
playing a similar sort of princess even with a new character. Create your new
princess using the standard rules, but with the following modifications:
 The new character must have the same (or very similar) speciality as the
leaving princess. Legacy princesses are taking on the leaving princess's
kingdom, responsibilities, and in some way her legend.
 The player may choose one ability to be passed down to the new
princess. This does not count as one of the two starting abilities.
 The new character's aspects have a starting limit equivalent to the
leaving princess's aspects. For example, if the leaving princess had 3 Tough
then the new princess may spend three of her beginning aspect points to
raise her Tough to 3, ignoring the usual 'max 2' limit.
 The GM may optionally choose a scar to be passed down to the new
princess. This counts towards the scar limit.

~20~
Transferring From Princess Academy
If a princess has risen through the grades at Princess Academy and come out  All previous abilities are considered academy-level. Put a circle next to
of it a fully trained and qualified True Princess, she's likely to be pretty them. If an academy-level ability is used, it is considered to have no effect
powerful. That is, by the standards of an academy-level princess. In Princess against a standard threat. The roll will have to be escalated, position will
World: Frontier Kingdoms both the scale of threats and the danger they pose have to be traded for effect, or something else must be done just to bring it
is an order of magnitude more than that faced by academy students. up to limited. You can use an ability slot (either one of the starting two, or
Therefore, if you are bringing a graduating princess into the world of frontier one earned via Heart XP) to fill in a circle, in which case the ability will
kingdoms the following rules can be followed. have full effect and be on equal footing with other frontier-level abilities.
 The princess allocates seven aspect points as per a normal starting  All items are also considered academy-level (with the exception of the
character. Their previous core traits of Fitness, Wit, Charm and Whimsy princess's weapon). Put a circle next to them. The rules for academy-level
were their academy-level characteristics, and now they're entering a new items are alike to those for academy-level abilities; considered to have no
world. However, with the GM's agreement you may ignore the normal two effect against a standard threat. Princesses may begin long term projects in
point limit for starting aspects, increasing one or more aspects to three or order to bring items up to frontier-level. The cost and time, as well as
even four. special resources required, are at the GM's discretion. Note that using an
 Fortunes are exchanged for Treasure at the rate of ten gold fortunes to a item during an affair will cost a prep point.
Treasure. Remember that it costs a prep point to bring a Treasure along on  Pets, mounts and other companions may be brought along, but they will
an affair, and that a frontier kingdom's basic unimproved vault can hold a have no mechanical effect unless the GM rules otherwise. Long term
maximum of eight Treasure. projects might be used to bring them up to frontier-level at the GM's
 If the princess mastered a hobby (brought it up to +4) they gain +1d and discretion.
improved effect when using that hobby as part of an action. Also note it as Incidentally, should a frontier princess ever run into an academy-level threat,
an additional indulgence. they should roll most actions from a controlled position with great (or
higher) effect. This is kid's stuff to them, after all.

~21~
Magical Princessism & Aspects In Play
The most important thing to remember, in this game, is that you're a magical princess. Not only that, but you're a princess of something.
If you can figure out a way to use your speciality as part of an action you get +1d to the roll, which might save you if you're in the
dreaded roll-two-take-the-lowest situation.

The second most important thing to remember, in this game, is that you're a magical princess, and not just any magical princess, a
graduate of Princess Academy judged worthy to guide and rule over a frontier kingdom. You have access to amazing powers and can do
things that non-princesses can only dream of. A princess using Sporty isn't just running and jumping like a common fool, she's zipping
around leaving star-shaped sparkles in her wake, dashing along walls and leaping into the sky before pirouetting into a perfect spin
kick that slams a dislodged rock right into a monster's face. Well, if she gets that six. The thing to remember is that you're not just
some person. You might get hit hard by the world, but you can hit back harder. And if the worst comes to the worst? You limp back to
your castle, you mark a little Weight, maybe you get a new heart scar or have to spend a while recovering. You're tough. You can carry
that weight, you can handle a few scars, and you certainly heal up quickly.

You're a princess.

You can do anything.

So go do it, princess.

~22~
Sporty Graceful
Running, jumping, climbing, kicking a can into a bin, whacking a ball with a Fine manipulation, dexterous movement, elegant motion. Graceful actions
stick. Sporty actions are used when it's all about speed, athletic movement, are used when a situation requires a little finesse, a little care, a little
and hand-eye coordination. You're dodging between falling rocks, you're attention. You're picking a lock, you're guiding an airship through a canyon,
leaping over a wide gap, you're distracting everyone at a party by you're baiting a crowd of monsters into getting tangled together and
demonstrating your keep up skills. bumping heads.
Sporty is a fairly narrow aspect, although princesses do tend to do a lot of Graceful arguably has more general application than Tough or Sporty, but it
basic running and jumping as well as dodging and climbing, and there's often also requires more justification. You can't just say "I gracefully fight the
more than a little whacking things with sticks and throwing stuff at other monster"—well I mean you CAN, but you could also be the type of Graceful
stuff, too. Sporty can be used for fighty actions, but be sure to explain why princess who leaps across tables and swings from chandeliers, always looking
you're using it instead of Tough or Graceful. It can occasionally be used for for those cunning edges and thoroughly exploiting every opportunity. Or
social actions, as long as the conversation is about sports. maybe you're the type to swish through every situation, so confident and
elegant that nothing dares disturb your perfect hair. There's some crossover
Tough
between Graceful and Stylish, but keep in mind that Graceful is a Fitness
Fighting, enduring, wrecking stuff. Tough actions are used when it's about
aspect and Stylish is Charm. Graceful is most suitable when it's about how
brute strength or raw endurance. You're fighting something using strength
you're moving and the deftness of your actions. Stylish is more suitable when
more than skill, you're powering through a crowd of minor elementals to get
it's about how you're getting attention and why people can't take their eyes
to the biggest one, you're gritting your teeth and putting up with some silly
off you.
little princess's nonsense without punching her pigtails off.
Tough, like Sporty, is a narrow but useful aspect. With some creativity it can
be stretched to situations that aren't just about hitting stuff or being okay
about getting hit, but often another aspect would be more suitable. On the
other hand it can be a lot of fun justifying why your princess is simply
Toughing through every obstacle she comes across, and aren't we all here to
have fun?

~23~
Sneaky Bookworm
Unseen action, stealthy movement. Sneaky actions are used when you want Studying, performing research, remembering odd facts. Bookworm actions
to do something without anyone noticing. You're creeping behind an are used when knowledge is required. You're studying elementals to work out
enormous elemental, you're signalling to your companions without anyone at why they're so interested in pies, you're figuring out what this weird magic
the party realising, you're blowing your nose without being seen. teapot does, you're trying to remember the history of this mansion.
Sneaky, as an aspect, has a very definite application. You use it when you're Bookworm is a versatile aspect, whether deep in the wild lands or attending
doing something but you don't want anyone to know you're doing it. Being parties. Information is often useful, and a good Bookworm roll at the right
so defined means that it's difficult for other aspects to muscle in on its time can mean the difference between the right choice and absolute disaster.
territory. If a situation demands stealth then it might be possible to use If you're ever stuck and not sure what to do, why not try a Bookworm roll to
something like Graceful or Airy to get through it ... but everyone knows, in see if you can remember something relevant? It's also a useful aspect for long
your heart you really just want to be Sneaky. term projects where research is necessary or helpful. There's overlap between
Nosy and Bookworm, but also an important difference. Nosy is used when
Nosy
you're noticing something right now, or figuring out what's going on in the
Noticing things, figuring out someone's biz. Nosy actions are used when you
moment. Bookworm is used for remembering things you already know, or
just really want to know something. You're trying to work out if she's lying,
studying something over a longer time period.
you're searching for hidden traps, you're observing a monster to work out its
weaknesses.
Whether it's realising that orange slimes are strong against lightning or
figuring out that Princess Debbie isn't telling the whole truth about the
Teapot Situation, Nosy is a good aspect for a curious sort of princess. Using
it to its fullest means asking questions and noticing details, as well as making
action rolls to figure out what's REALLY going on. Remember that you can
use it in flashbacks too, because of course you've been poking your nose into
this difficult person's affairs.

~24~
Sensible Tinker
Calming things down, making sound choices, talking sense. Sensible actions Inventing, fixing, improving. Tinker is used when something needs to be
are used when someone needs to be the adult in the room. You're pacifying better, or go faster, or just exist in the first place. You're trying to make this
an angry chicken, you're telling off some silly fools, you're calmly explaining broken broomstick fly (even if it never did in the first place), you're trying to
to your patron representative how you lost their favourite hat. get through a magical barrier, you're inventing an entirely new type of scone.
A princess with the right personality can get a lot of mileage from this It's good to have a skilled Tinker around in a frontier kingdom, because so
aspect. Sensibility and a forthright attitude can solve a lot of problems in many things seem to break all the time. Border shields, for example. There
Princess World. With that said it's not a cure-all, and a failed action roll can are a lot of long term projects that Tinker could be applicable to, and it's
really put you on the back foot. Still, being a grown up about things is an useful for fiddling with anything mechanical or magical in the field—getting
important tool in a princess's arsenal, and should not be underestimated. things open, bypassing magical barriers, mucking around with traps.
Remember that the wild lands isn't just a natural wilderness, it's filled with
all sorts of crazy stuff. Maybe some kind of ancient magical energy conduit
that could be Tinkered into a weapon or trap? Maybe this weirdly-shaped
chunk of scrap is actually a robot, just waiting for someone to come along
and Tinker it into life! With a little creativity and a generous GM, the right
princess can stretch Tinker a long way.

~25~
Chatty Stylish
Making friends, warming hearts, honest charm. Chatty actions are used in Catching eyes, winning hearts, pulling off that look. Stylish actions are used
social situations where you're being open and friendly. You're telling this nice when it's all about being the centre of attention. You're the only one anyone's
faction representative about your lovely little kingdom and how nice it would looking at when you enter the party (distracting everyone from what your
be if you could afford new shield crystals, you're explaining to this guard that friends are doing in the background), you're perfectly coordinating the
you got lost looking for the vault, you're getting along famously with this aesthetics of your magic with your outfit, you're leaping elegantly over that
massive troll. This is also a good aspect to use when baking or cooking. monster's surprised head.
Making food for yourself or others is a friendly sort of activity. Using Stylish effectively requires some effort, because more than any other
Chatty can be stretched to use for affable manipulation or good-natured aspect it's all about HOW you're doing something. It's flexible, but shouldn't
deception, but something like Foxy is usually more fitting. Chatty is most be abused. If the action isn't about being looked at and looking good doing it
suited to situations where the princess is just being really friendly. People then maybe Stylish isn't the perfect fit. Stylish princesses need an audience.
(and even monsters) can find it really hard to refuse such a nice princess.
Chatty princesses often end up getting what they want, leaving a trail of
vaguely confused good impressions behind themselves.

~26~
Foxy Bossy
Subtle persuasion, cunning words, an air of mystery. Foxy actions are used Ordering people around, commanding respect, getting what you want. Bossy
when you're wrapping someone around your little finger. You're getting the actions are used when you want something and you want it NOW. You're
location of the vault out of this butler without him even realising you're telling this lazy group of subjects that you need these border shields repaired
doing it, you're explaining away your presence so adroitly that the guards today, you're wondering why this impertinent guard is blocking your exit
forget to even ask your name, you're making these monsters apologise for when you clearly want to leave, you're demanding that this giant elemental
ever even thinking about attacking you. put you down right this instant.
Foxy, like Stylish, requires effort to use well, but can be very effective. Bossy actions usually involve stating what you want and expecting people to
Remember, it's not just about getting what you want. It's walking away jump to it. They're about taking command of a situation and making things
without anyone even realising what you were up to. The right princess using go the way they're supposed to—which is, of course, to your complete
Foxy in the right way can get away with murder ... as long as the dice are convenience. Keep in mind that using a Bossy action doesn't have to mean
kind. you're getting shouty or pushy. You could be calmly stating what's going to
happen. You could just walk into a room and give the workers inside a look
that tells them exactly how you feel about their lack of progress. It's all about
asserting your will upon those around you.

~27~
Artsy Earthy
Creative endeavours, critical judgement. Artsy actions are used when you Gardening, nature, a friend to flowers and animals. Earthy actions are used
want to ~create~, or judge the creations of others. You're assessing a bunch of when dealing with natural things. You're tracking an elemental through the
pots to see which ones are worth anything, you're fashioning a mask out of wild lands, you're making friends with a squirrel, you're getting the most out
twigs and leaves, you're improvising a dance to wordlessly express your of your blueberry plants.
peaceful intentions to an elemental. Earthy is the grounded aspect of Whimsy, useful for tracking, hunting,
There's some overlap between Artsy and Tinker, but also an important identifying or befriending animals and plants (of course you can be friends
difference between the two. Tinker is solid, functional, useful. Artsy is with a flower), growing things, even dealing with natural threats like
whimsical, aesthetic, abstract. It's not the most practical aspect, but it's not elementals. Keep in mind that 'natural' can have a very broad scope, in
trying to be. True to its nature, it will take a creative princess to find useful Princess World. Oh, and remember that even if you make friends with a
actions for Artsy. Keep in mind that it can be used in flashbacks to have squirrel (or a plant or whatever) you can't actually talk to them. Not unless
created something that might be useful in the moment. you've got a special ability that lets you do that. Finally, if you're a
whimsically focused princess then you're probably playing an odder sort of
character. You might like to use Earthy for those rare moments when you're
pulling your head out of the clouds and coming back down to the ground,
accepting that, yep, this situation is actually pretty serious and we'd better not
be silly about it.

~28~
Airy Weird
Floaty thoughts, strange judgement, random action. Airy actions are used Wild magic usage, chaotic affinity, general oddness. Weird is used both when
when you want to float through a situation or into a solution. You're dealing with weirdness and being weird. You're controlling the magic surge
innocently wondering aloud why Princess Rebecca is lying, you're bending from an exploding elemental, you're having a chat with a ghost, you're
over to pick up a coin and incidentally dodging an attack, you're juggling pancakes into a monster's mouth.
remembering a random story your great aunt used to tell you that's somehow Weird is a surprisingly practical aspect, in a frontier kingdom. It's used when
impossibly relevant to the current situation. dealing with wild magic, of which there is a lot, especially if you're going to
Airy can be a tricky aspect to deal with. It can be used to gently shape the be hunting down elementals. It can also be used for just plain weird stuff.
narrative, or to just sort of drift through it. Airy princesses tend to float along Keep in mind that although using Weird in an action might be easy to justify,
and go with the flow, up to the point where they say or do something it also might not be the most effective approach to problem solving. Fighting
seemingly (or actually) random that solves a mystery or reveals a treasure or a monster using a fish as your weapon is certainly appropriately Weird, but it
proves key to defeating a monster. also might not have much of an effect. Escalation can be useful for a Weird
princess in this sort of situation. After all, stochasticity is your ally.

~29~
Kingdom Creation & Growth
Patron Faction
Your kingdom was sponsored by one of the many factions of Princess World. patron could also hint at the kind of things you'll encounter in the nearby
They are your patron. See the Factions section (page 47) for details. (And if wild lands. If you've been sponsored by the Universal Librarians you might
you want a lot more information on the various factions of Princess World, expect there to be a few rogue libraries in the area. If the Hunter Guild is
see Sourcebook #1: Frontier Society.) Choose one and mark them as +1 backing your kingdom, expect monsters and elementals.
relations. However, one of the other factions was opposed to the creation of As for the opposing faction, choose whichever you feel clashes most with
your frontier kingdom. Mark them as -1. your kingdom's focus—or just one that rubs you the wrong way.
If you choose to, you may be particularly favoured by your patron faction. For more details on the factions of Princess World, see the first Frontier
Raise relations to +2. However, members of another faction are not happy Kingdoms sourcebook, Frontier Society.
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

~30~
Kingdom Focus Kingdom Terrain & Castle
A kingdom's focus is its founding intent, and will determine its direction and Newly claimed frontier kingdoms occupy a relatively small area, around four
bonus XP trigger: hectares in size, claimed and solidified from the wild lands. The terrain can
Monster Hunters: The kingdom is focused on fighting elementals and be just about anything. Is your kingdom mostly forests, grassy plains, crystals,
monsters. Earn bonus XP if a significant threat is defeated or a worthy prey candy? Is it fantasy-cliché pretty, volcanic, floating on clouds, really really
hunted. spiky? Is there a reason it's like this? How about the controlled kingdom it
Treasure Guardians: The kingdom is focused on exploring and looting the borders? Is there a stark divide between your kingdom and the nearby wild
wild lands. Earn bonus XP if a new location is explored or something lands, or more of a gradual change?
valuable is acquired. You'll also have a modest starting castle. It's not going to be very impressive,
Magic Researchers: The kingdom is focused on acquiring relics for the but it's yours. Princess World is full of echoes of ideas and shapes and forms
purpose of study, as well as researching magical phenomenon. Earn bonus from other worlds, so go ahead and make it the (tiny, janky) castle of your
XP if a magical relic is acquired or if a report is submitted. dreams. Alternately, it could be a newly built basic castle of a standard design.

Wild Claimers: The kingdom is focused on becoming solid, stable, and Ask questions like, do you all have your own rooms or do you have to share?

prosperous. Earn bonus XP if the border shields are strong, and if significant Is there a common area? Where do you gather to plan things? Is there a place

progress is made towards expanding the borders or developing the kingdom. 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
Social Climbers: The kingdom is focused on building its reputation via social
special features?
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.

~31~
Kingdom Attributes
Generally, the kingdom a group of princesses begin with will be newly Treasure represents the valuables and tradeable resources the kingdom holds
stabilised, tiny, and undeveloped. At the GM's discretion the princesses may in its vault. Without improvements, a kingdom can hold a maximum of eight
begin with a larger more developed kingdom, or they may begin by helping Treasure.
out with an already established kingdom, perhaps hoping to eventually be Standing represents the kingdom's reputation and political capital. It's
given responsibility over one of their own. In any case a basic starting important for advancing Tier, and can be useful at parties or for social
kingdom will have the following attributes: actions. Standing cannot rise higher than 12.

Tier: 0 Treasure: 2 Chaos: 0 XP represents the ongoing progression of the kingdom, both internally due

Land: 1 Standing: 0 Wild: 1 to the everyday improvements and maintenances made by its princesses, and
externally as factions take notice and contribute to its development. When a
Shield: 1 (stable) XP: 0
kingdom's XP reaches ten it resets to zero, and two points worth of
Tier represents the overall strength and influence of the kingdom and its improvements, a new boon, or a new subject group may be added to the
princesses. It's used when making action rolls against threats, representatives kingdom.
of factions, other kingdoms, and so on.
Chaos represents the amount of uncontrolled wild magic within and around
Land represents the size of the kingdom; the amount of wild land that has the kingdom. Many things can raise this. If Chaos reaches ten then it resets
been claimed, stabilised, and enclosed by the kingdom's border shields. to zero and Wild is raised by one.
Kingdoms may have four improvements per point of Land, and a number of
Wild represents how dangerous and chaotic the wild lands near the kingdom
subject groups equal to Land+1.
have become. It's a measure of how dangerous and weird things are out there.
Shield represents the strength and quality of the kingdom's protective border Elementals and groups of monsters in the wild lands will use this value as
shields. If Shield is equal to Land, the kingdom's shields are 'stable'. If Shield their Tier, by default.
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 66 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.

~32~
Know Your Neighbours Relations
Your kingdom will have two slightly more established frontier kingdoms The general mood between the player princesses' kingdom and other groups,
nearby, both Tier 1. Write down the names of your neighbouring kingdoms, mostly factions and other kingdoms. If it's a positive number then that group
marking +1 relations for one and -1 for the other. Ask questions like, what views your kingdom favourably. If it's a negative number then that group has
are their kingdoms like? Are their focuses the same as yours, or different? a problem with you. Otherwise you're either not on that group's radar or they
Who are the princesses in these kingdoms? Why did you get on with one of don't have any opinion about you one way or the other.
the kingdoms? What did you do to make the other kingdom mad at you? Relations often affect social actions. Increase or decrease effect by your
Have you even met them yet, or are they just biased towards or against you? relations with the group. For example, if your kingdom is Tier 0 and you're
What factions are they aligned with? Is one of them aligned with your asking for help from a Tier 1 faction then you'll be at limited effect to begin
opposing faction? with. If you have +1 relations with that faction then you increase effect by
There's also the controlled land kingdom you share a border with; your one level, bringing you up to standard effect. If you have -1 relations then
connection with more stable and civilised lands. Write down the kingdom's decrease effect by one level, taking you down to no effect.
name, note it as Tier 2, and roll fortune. 1-3: -1 relations, 4/5: 0 relations, 6:
Relations Clocks
+1 relations. Ask questions like, how does this kingdom feel about your
For each faction or kingdom with an interest in this area, create a six segment
presence? Do they like having you there, as a sort of shield against the wild
clock. Ticks may be added to this clock by social actions such as Reaching
lands? What faction supports them? Did they freely give permission for your
Out (see the Free Time section on page 88 for details), doing favours for that
kingdom to be founded, or did they have to be coerced in some way? What
group, making a good impression at parties, and so forth. If the clock is filled,
kind of support could they offer your kingdom? Is there anything they need
increase relations with that group by +1 and reset the clock to zero. It's up to
or want? What struck you as odd about them? What aspect of their kingdom
the GM to decide when relations decrease. It might be via a competing
are you jealous of ? Do your frontier kingdom neighbours also share a border
clock, or it might just be an immediate consequence of your actions.
with this kingdom?
Damaging relations tends to be easier than building them, unfortunately.
Finally, there's the interest of elementals and monsters in your kingdom—
For Elementals & Monsters, create a ten segment clock with five segments
mostly as a tasty source of delicious refined princess magic. Write down
filled in. See the Elementals & Monsters section in Ending The Session (pg 99)
Elementals & Monsters and put 0 beside it. To begin with, your kingdom is
for more details on this special relations clock.
small and unpowerful, not of especial interest.

~33~
Kingdom Improvements Kingdom Boons
Each new frontier kingdom begins with two improvements. If the princesses Each new frontier kingdom begins with one boon. Kingdoms may have any
and GM agree then a faction (other than your patron) helped you get one of number of boons, unrestricted by Land or other factors.
the improvements. Write down which faction it was and add +1 to relations, Each boon may only be taken once, unless otherwise specified.
because they like you. However, the other improvement was at the expense of
Aesthetics Are Also Important
one of your neighbouring kingdoms, or otherwise displeases them. Reduce
When choosing an improvement or boon take a little time to talk about what
relations with either that kingdom or their patron faction by -1.
form it takes and how your kingdom built or acquired it. In Princess World
Kingdoms may have four points worth of improvements per Land.
there's often an overlap between mundane and magical construction, and
Improvement slots earned via kingdom XP may be reserved until enough
princesses are usually happy to add their own cosmetic flair to buildings and
Land has been secured to use them.
such. Maybe a group ventured into the wild lands, hunting and capturing a
Unless specifically noted, each improvement may only be taken once.
rogue building and dragging it back to the kingdom, where the princesses
Example Buildings & Facilities stabilised it into something usable. Maybe it was delivered from the
Fitness: Gym, sports shop, dojo, athletic field. kingdom's patron as a gift box that explodes into the improvement when
Wit: Library, planetarium, bookshop, school. opened. Or maybe the subjects and princesses just worked together to build

Charm: Bakery, tailor, dance hall, café. it out of what materials were at hand.

Whimsy: Gardens, zoo, atelier, circus. If the princesses want something to be part of their kingdom, for example if
they have a bakery and feel like it could be earning Treasure, see if a boon or
Custom Improvements & Boons
improvement could represent this. Maybe they take the Trade Freedom boon,
It's up to the GM as to what is allowed. Often an existing improvement or
which represents not just the profit from the bakery but also the contacts
boon can be modified to fit what the princesses want. For example, if the
made and gossip heard through customers.
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.

~34~
List Of Kingdom Improvements
Special Supplies: Each PC can use one quality item per kingdom affair, Park: Your kingdom has a park, playground, fountain, square, or other area
without paying prep. The quality of the item is equal to the kingdom's Tier. that is calming and aesthetic. After each free time phase reduce Chaos by
Once Per Day: Each PC can use one quality magic per kingdom affair, one. This improvement may be taken more than once.
without paying prep. Quality Gear: Your kingdom either produces or has access to particular items
Skilled Subjects: Choose Fitness, Wit, Charm, or Whimsy. All of your of fine quality. Choose from [weapons and armour], [tools and magic tools],
subjects with this trait are especially skilled and have facilities and equipment or [adventuring supplies]. When you use prep during an affair to gain an
to match, adding +1 quality. You may take this improvement once for each item in this category it is automatically of fine quality at no extra cost.
trait. Village: Your kingdom has a small village rather than the collection of tents
Mastery: Your kingdom has facilities that allow princesses to increase their and temporary buildings usual for beginning frontier kingdoms. Subjects are
aspects to master level (four dots). Each core trait requires a separate more centralised and secure, gaining +1 scale.
improvement to unlock master level for its aspects. Township: Only available if the kingdom has the Village improvement. Your
Local Expert: Your kingdom is home to an expert, with facilities to match. kingdom has an actual cute little town with buildings and shops and
Choose the area of expertise (Healer, Merchant, Scientist, Spy, Elementalist, everything. Subjects gain an additional +1 scale (+2 in total), and your
Wild Land Scholar etc). The expert has quality equal to the kingdom's kingdom gains one Treasure during each Rewards Earned phase from trade
Tier+1. When the expert is available to consult or help with an action that is and taxes.
within their area of expertise, add dice equal to the expert's quality to the Amenities: Only available if the kingdom has the Village improvement.
roll. Choose one subject strength. All subject groups in your kingdom may take
Improved Training: Your kingdom has facilities or resources that allow this strength for free. This improvement may be taken more than once.
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.

~35~
Workshop: Your kingdom has a workshop equipped with tools and resources. Improved Border Defences: Only available if the kingdom has Border
Add +1d to any action spent working on a long term project that involves Defences. When rolling against attacks add +1d and increased effect. Action
creating, repairing, upgrading or modifying something. rolls on long term projects to upgrade the kingdom's shields gain +1d. You
Library: Your kingdom has a wealth of research materials and resources. Add may safely ignore one problem with your kingdom's shields during Chaos
+1d to any action spent working on a long term project that involves research Sets The Stage (ie disregard the first one rolled). These bonuses are in
or writing, or Investigation free time actions. addition to those gained from Border Defences. This improvement doesn't
Tea Room: Your kingdom has an area dedicated to having a nice cup of tea, count towards your limit.
perhaps shared with company, as well as some lovely stationery and writing Castle: That tiny little castle isn't exactly impressive. Every level of this
supplies. Add +1d to any free time action spent improving relations with a improvement will make the castle a little bigger, a little fancier, and
group, including inviting a faction or kingdom to a party you're hosting. permanently reduce the amount of both Standing and Treasure required to
Party Plaza: Your kingdom has an area dedicated to hosting parties. Add one improve your Tier by one each. You can take this improvement up to four
filled Planning and Decoration clock to every party you host. The party plaza times. This improvement doesn't count towards your limit.
counts as an unused improvement slot for the purposes of parties. This Vault: Your kingdom has a secure storage area for valuables. Each level of this
improvement may be taken more than once. improvement increases the maximum amount of Treasure that may be stored
Border Defences: More than just a shield, your borders are equipped with by 8. You can take this improvement up to three times. This improvement
alarms and active defensive measures. If an elemental or anything else doesn't count towards your limit.
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.

~36~
List Of Kingdom Boons
Fighting Fierce: Each PC may add +1 to Sporty, Tough, Earthy or Bossy (up Trade Freedom: Add one Treasure to the kingdom's vault after every
to a maximum of 3). successful kingdom affair. When selling wild land valuables such as treasure
Creatively Inspired: Each PC may add +1 to Artsy, Tinker, Graceful or palace cores increase the Tier of the item by one. This boon may be taken
Weird (up to a maximum of 3). more than once.
Social Butterflies: Each PC may add +1 to Chatty, Airy, Nosy or Stylish (up Friends Like These: For every group with which you have +3 relations,
to a maximum of 3). reduce the Standing and Treasure cost for Tier advancement by one each. If
Books & Capes: Each PC may add +1 to Bookworm, Sensible, Foxy or you have +3 relations with three or more groups, also reduce the Land
Sneaky (up to a maximum of 3). requirement for Tier advancement by one.

Elemental Experts: All PCs gain +1d and increased effect on any action Conflict Bloom: For each group with which you have -3 relations, gain one
involving or regarding elementals, including attempts to reduce Chaos from kingdom XP at the end of each session. You may ignore Tier as a factor when
an elemental's destruction. dealing with a faction or kingdom with which you have -3 relations.

Hurtful: Each PC can take an additional heart scar before retiring. Healing Breeze: Everyone in the kingdom gains +1d and increased effect to

Heartful: Each PC can bear two more Weight before gaining a heart scar. all Recover rolls.

Noble Resilience: Each PC gains +1d to resistance 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
Hardened: When the kingdom is at war, free time actions are not reduced.
Land.
Friends To All: PCs from this kingdom can communicate at a very basic
Just Build Up: The Land requirement for Tier advancement is reduced by
level with animals, elementals and monsters that normally cannot talk.
one, but the Treasure cost is increased to the new Tier x 4.
Increased effect on social actions.
Compact Kingdom: Only available if the kingdom has the Just Build Up
Wild Connection: All PCs gain +1d and increased effect when dealing with
boon. The Land requirement for Tier advancement is negated, but the
wild lands obstacles, traps and phenomenon, and when attempting to avoid
Treasure cost is increased to the new Tier x 6 and shields must be strong
conflict with elementals.
(Shield greater than Land) to advance.

~37~
XP For GP: For every four Treasure in your kingdom's vault during the Good Publicity: Whenever the kingdom gains Standing, it gains one
advancement phase gain one bonus kingdom XP. additional Standing.
Chaos Engine: If Chaos is four or higher, the kingdom's Tier is treated as Small Comforts: Indulgence rolls made by princesses in this kingdom may
one higher when dealing with wild lands threats. If Chaos is eight or higher, be adjusted up or down by one.
the Tier of all wild lands threats is treated as one lower, to a minimum of Highly Placed Friend: Gain +1 Standing after every successful kingdom
zero. If at least one wild surge is triggered due to the Chaos Sets The Stage affair. When using the Borrow Something Special or Reach Out free time
roll, all princesses mark one Heart XP. Whenever Wild increases for this actions, add +1d or potency. This boon may be taken more than once.
kingdom, all princesses mark four Heart XP. Uncomplicated: When the GM rolls complications you may increase or
On The Edge: If Chaos is six or higher during the advancement phase, gain decrease the roll by one. You may pay 2 Standing to suffer no negative
two bonus kingdom XP. If Chaos is eight or higher during the advancement consequences from a complication (although it still happens). You cannot
phase, every princess in the kingdom marks two Heart XP. negate the consequences from a destructive surge.
Fairy Circles: Your kingdom is home to fairies. Treat them as a subject group Self-Sufficiency: The amount of Treasure that must be paid to increase this
that has a scale of 0 and a quality of 1, unaffected by your kingdom's Land or kingdom's Tier is reduced by four, after all other factors are considered. This
Tier. Pick a core trait for the fairies and subject strengths and weaknesses as boon may be taken more than once.
normal. The fairies do not count towards your subject limit and gain no Overprotective: Magic shields cost only one prep point to use.
advantage from the Village or Township improvements. When using the Magic Pockets: Storage magic holds up to Tier+5 items or Treasure.
Borrow Something Special free time action, increase the result level of your
Illusionists: When you use prep for Illusion magic it gains +quality.
roll by one (so a miss becomes partial success, partial success becomes a full
Speedsters: When you use prep for Movement magic it gains +quality.
success, and a full success becomes a crit). When using Nosy or Bookworm
Scry The Planet: When you use prep for Divination magic it gains +quality.
to learn about something, add +1d/quality if a fairy could offer advice. You
Elementally Attuned: When you use prep for Elemental magic it gains
may take this boon more than once; every time after the first add +1 to both
+quality.
the scale and quality of your fairies.
Calm & Orderly: Reduce Chaos by 1 at the end of each free time phase.

~38~
To The Point: This kingdom is particularly suited for Direct approaches. Twice Measured: This kingdom is particularly suited for Careful approaches.
When using this approach on a kingdom affair you may reroll one of the When using this approach on a kingdom affair you may reroll one of the
engagement roll dice once. engagement roll dice once.
Tactical Espionage Tricksters: This kingdom is particularly suited for Tricky Smooth Operators: This kingdom is particularly suited for Social
approaches. When using this approach on a kingdom affair you may reroll approaches. When using this approach on a kingdom affair you may reroll
one of the engagement roll dice once. one of the engagement roll dice once.
Shadows Whisper: This kingdom is particularly suited for Stealthy Honest Hearts: This kingdom is particularly suited for Noble approaches.
approaches. When using this approach on a kingdom affair you may reroll When using this approach on a kingdom affair you may reroll one of the
one of the engagement roll dice once. engagement roll dice once.

~39~
Subjects Subject Strengths & Weaknesses
Your kingdom begins with one group of subjects, and can gain more through For each subject group, the princesses and GM may choose from zero to two
kingdom XP or long term projects. Your kingdom's terrain, focus and patron strengths and an equal number of weaknesses. As well as the listed effects,
faction could all influence the subjects it attracts. Maybe your kingdom has a strengths and weaknesses should be considered when the subject group is
forest, so you've attracted woodcutters, animal hunters, or naturalists. If your making or helping with an action roll. See page 42 for a list of strengths, and
kingdom is mountainous with strange crystal formations you might attract page 43 for a list of weaknesses.
miners or researchers or jewellers. Wild Claimers might attract farmers,
Subject Quality
Magic Researchers might attract scientists, Treasure Guardians might attract
Each subject group has a quality equal to your kingdom's Tier; 0 for a
adventurers or merchants. As a starting kingdom you'll likely have less than a
starting kingdom. Quality represents the overall skill and experience of the
dozen subjects, and they're probably just in tents or other temporary
subjects, along with equipment, tools and facilities they have access to. You'll
structures. Improving their standard of living might be an early priority.
usually be rolling dice equal to the group's quality when they perform an
When you choose a subject group, assign them an appropriate trait and type.
action. For a quality of 0, roll two dice and take the lowest.
Some examples:
Subject Scale
Fitness: Adventurers, Hunters, Miners, Woodcutters, Explorers.
Subject groups have a scale equal to your kingdom's Land -1; 0 for a starting
Wit: Scientists, Teachers, Naturalists, Librarians, Booksellers.
kingdom. Scale can be a factor when assessing effect. At a scale of 0, a subject
Charm: Bakers, Merchants, Dancers, Diplomats, Party Planners.
group is maybe just three or four people (or just one really big subject),
Whimsy: Farmers, Artists, Rangers, Clowns, Botanists.
certainly no more than a dozen. At a scale of one, you probably have between
Subjects aren't improvements, so they don't count towards your kingdom's
ten and twenty subjects of that type in the kingdom. At a scale of two,
improvement limit. You may have a number of subject groups equal to your
anywhere from twenty to fifty people. At a scale of three, from fifty to a
kingdom's Land+1.
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?

~40~
Subject Usefulness Commanding & Leading Subjects
Subjects aren't just there to fill up your kingdom. They can accompany you When dealing with subjects you'll generally either be commanding or
into the wild lands, be told to go deal with complications, help with long leading them. Commanding subjects does not take up a free time action; the
term projects, or anything else you bossy little princesses order them to do. princess is just telling them what to do and trusting them to go do it.
Keep in mind that while subjects are generally loyal and eager to help out Leading subjects is generally part of a free time action the princess is taking;
around the kingdom, they're not princesses. They have no magical powers she's bringing along the subjects to help her.
and will likely be limited in their effect on anything more challenging than Subjects cannot escalate or push themselves. Those are princess things. They
baking some nice cupcakes or dealing with a couple of slimes. can trade position for effect, though.

Subject Harm And Healing Command: When you make a request of your subjects roll their quality to

Subjects suffer harm similarly to PCs. A subject group can suffer four levels see how it goes. If a princess is directing, instructing, or otherwise telling the

of harm: 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
1. Weakened: The subjects have reduced effect.
subjects' roll. On a crit, add both and +1d. On a failure or partial success
2. Impaired: The subjects operate with reduced quality (-1d).
mark Weight. Dealing with subjects can be so stressful.
3. Broken: The subjects can't do anything until they recover.
Lead: If a group of subjects are accompanying a princess and in a position to
4. Fed Up: The subjects are done with your kingdom and leave for less
help, roll a set up action for the subjects. If it's not a failure add either
dangerous places. (Or they could die, it's up to the GM.)
increased effect or improved position to the princess's action. If the subjects
All subject groups may heal at the start of the free time phase. If
manage to get a crit then the princess enjoys both increased effect and
circumstances are amenable for recovery, each group removes one level of
improved position, and maybe the subjects even took care of part of the
harm (or two levels of harm instead, if a princess spends a free time activity
problem themselves. Miracles do happen. If the GM agrees, subjects could
helping them recuperate). If a subject group is lost they may be replaced.
instead help with a princess's action, adding +1d to her roll.
Spend Treasure equal to your Tier+2 and use a free time action to petition
for new subjects.

~41~
List Of Subject Strengths
Tough: These subjects are particularly resistant to injury and bounce back Skilled: These subjects are broadly skilled. Pick another type for this group,
quickly. They recover an extra level of harm during free time. appropriate to their trait. (For example, your bakers might also be dancers, or
Crafty: These subjects can get a lot from a little. When they would have no your woodcutters might also be skilled hunters.)
effect in a task, they have a limited effect instead. Supportive: These subjects are always ready to support their princesses.
Numerous: You gotta give it to these subjects, they got quantity! This subject Acting on set up actions from this group gives +1d.
group's scale is equal to the kingdom's Land. Attentive: These subjects listen to orders and take good notes. Add +1d to a
Relaxed: These subjects are a breeze to deal with. Don't mark Weight on a princess's roll to command them.
failure or partial success when commanding them. Smitten: These subjects love their princesses so much and just want to make
Smart: These subjects can be trusted to make good life choices. When them happy. When being led add +1d to the subject group's rolls.
they're handling a task they've been commanded to perform, add +1d to their Happy: This subject group is very easy to please. Unless something terrible
roll. happens they always count as 'happy' when calculating kingdom XP.
Tenacious: These subjects just don't give up. If they fail a roll they can try Perfectionists: Given the right conditions these subjects can excel. When
again by marking one level of harm. they achieve a full success or better, increase the level of effect by one.
Independent: These are strong independent subjects who don't need no Polite: These subjects are well-versed in etiquette and can be trusted to
princess. They can't be led and don't get any bonus from being commanded, behave properly in most social situations. When dealing with social or party-
but they do have +1 quality. related matters, add +1d to their rolls.
Versatile: These subjects have diverse interests. Pick an additional trait for Comforting: These subjects just make you feel good to have around. If this
this group, from Fitness, Wit, Charm, and Whimsy. subject group doesn't do anything during the session, all princesses may clear
one Weight due to their comforting presence.

~42~
List Of Subject Weaknesses
Cowardly: These subjects are not enthusiastic about fighting or monsters or Fussy: These subjects are very hard to please. They will never count as
danger generally. Reduce quality by -1 when in a dangerous situation. 'happy' for the purpose of calculating kingdom XP, unless something
Scarce: These subjects are lacking in numbers. Their scale is equal to the extraordinary happens.
kingdom's Land -2, to a minimum of 0. When they have a scale of zero, Unlucky: These subjects can't catch a break. When rolling fortune for them,
there's just one or two of them. roll two dice and take the lowest.
Dense: It's really hard to get anything into these subjects' heads. -1d to a Complicated: These subjects always seem to be in the middle of something.
princess's roll to command them. Every session, roll an extra complication just for them.
Frail: These subjects bruise like peaches. When they roll a partial success or Uncouth: These subjects are noisy, rude, and a bit smelly. Unless you can get
failure they take one level of harm as an additional consequence. them out of sight (and downwind), parties in your kingdom suffer a -1
Panicky: These subjects are no good under pressure. Reduce quality by -1 quality penalty. If they're around when a princess is taking a social action, the
when in a risky or desperate position. princess suffers reduced effect equal to the subject group's scale.
Difficult: These subjects are such a nuisance to deal with. They refuse to be Unreliable: These subjects are never around when you need them. Roll
led, and can only be commanded by Bossy actions. fortune whenever a princess wants them to do something. On a 1-3 they're
Stubborn: These subjects know what they're here for and refuse to do tangled up in some ridiculous nonsense, or they're all fast asleep and can't be
anything else. If they're bakers, they will only bake. If they're researchers, they roused, or they're just nowhere to be found. In any case they won't be any
will only research. No compromise! No deviation! help this time.

Comfy: These subjects are just so comfy. They will not leave the kingdom. Clumsy: These subjects are good for slapstick antics but not much else. They

Chaotic: These are messy subjects who love drama. During the Chaos have reduced effect on every roll they make.

Grows phase, increase Chaos by one. Wild: These subjects are a bunch of absolute mad lads. They will always

Nervous: These subjects are risk-averse. They cannot trade position for trade position to desperate on every roll they make.

effect. Useless: These subjects are, not to put too fine a point on it, utterly useless.

Stressful: These subjects are just a lot. Mark one Weight when commanding They can neither be commanded nor led, and can never have a quality higher

or leading them. than zero.

~43~
War Is Not Healthy For Princesses And Other Living Things Kingdom Reputations
If your kingdom's relations with a group drops to -3, you are at war with New kingdoms have no reputations. Nobody cares enough about this
them. This doesn't necessarily mean that they're attacking your kingdom, but fledgling little frontier kingdom to have any strong feelings one way or the
they're definitely making life harder for you. If it's a faction, they're blocking other. However, as the princesses strike out into the wild lands, attend
measures that might help you and actively opposing your kingdom's parties, clash with rivals, and build their little slice of this Princess World
development, even its existence. If it's another kingdom, they're badmouthing into something strong and stable they'll likely cause others to view them in
you to others and taking every opportunity to mess with your princess biz. If certain ways. For better or worse.
it's elementals & monsters, well, in that case they actually probably are Reputations are most often gained by interacting with NPCs, such as the
attacking your kingdom. Free time actions are reduced by one for all princesses of other kingdoms or faction representatives. It's up to the GM to
princesses in a kingdom at war. This will last until relations are improved to decide when a reputation is earned. If the princesses really want to, they can
-2 or higher. Having relations of -3 or lower with multiple entities does not start a long term project to try to give themselves a new reputation. This
further reduce free time actions. could backfire, though. It's like that one guy who insists everyone call him
For each group the kingdom has -3 relations with, increase Chaos by one Maverick.
during the Aftermath phase. 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.

~44~
Borders And Shields
The border of a kingdom isn't just an invisible line marking What Is Ours. Upgrading border shields is an involved and expensive affair. Start a new
It's a shield protecting the kingdom from the influence and dangers of the long term project with eight ticks, the cost being two Treasure multiplied by
wild lands. Generally border shields will be anchored to physical objects such the new level. Once the project is complete, increase the kingdom's Shield by
as giant crystals or trees covered in charms or stone pillars inscribed with 1.
glowing runes, or similarly impressive and magical things. Ask questions like,
Claiming New Land
what do the border shields look like? How are they powered? Do they need
Expanding a frontier kingdom isn't a casual thing. It requires dedicated
any kind of resource to keep functioning? What does maintenance involve?
effort and constant vigilance, as well as Treasure to pay for necessary
Expanding the kingdom's borders makes them harder to defend. The wild
resources. Elementals must be removed, monster lairs must be destroyed,
lands are a chaotic, shifting, dangerous area of raw magic. Without magical
strange wild land structures, phenomenon and creatures must be investigated
shielding a kingdom cannot stand; its terrain will warp, its subjects will be
and dealt with, land must be stabilised—and that's before the border shields
exposed to both chaotic magic and dangerous monsters, it's just not a good
are moved. As a suggestion, an initial four segment planning and logistics
time. When a kingdom's Shield is equal to that of its Land, its protection is
clock, which will reveal at least two further four to six segment clocks to
stable. When a kingdom's Shield is higher than its Land, its protection is
represent problems that must be dealt with, then a final six to eight segment
strong, and the princesses may request for any of the dice in the start of
clock to represent the movement of the border shields and stabilisation of
session Chaos Sets The Stage check to be rerolled, once. When a kingdom's
the land. The cost of this could range from no Treasure at all to 1-4 per
Shield is less than that of its Land, its protection is weak, and all 6s in the
clock. It might also involve a kingdom affair or two, which could, at the
start of session Chaos check must be rerolled once.
GM's whim, replace or fill a clock.
A kingdom cannot expand its Land to more than twice its Shield. Doing so
However, hard work comes with reward. Expanding the kingdom awards
would result in the shields failing and the kingdom falling to the wild lands.
four Standing (six if the kingdom's focus is Wild Claimers), and the
Maintaining border shields is routine, but still has a cost. If the border
opportunity for improvement; every Land allows four improvements and
shields are damaged by a wild magic surge or other event then Treasure must
another subject group, as well as counting towards Tier advancement.
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.

~45~
Kingdom Tier Advancement
Where To Next?
Advancing in Tier requires space, stability, Standing, and Treasure.
First, your Land must be at least equal to the new Tier. Of course, just because a kingdom is tamed doesn't mean the story is over.
Second, your protection must be at least stable (ie your Shield is equal to or There might be mysteries left unsolved, questions left unanswered,
greater than your Land). threads left hanging. The player princesses might be assigned to a new

Third, you must pay twelve Standing. frontier kingdom, or they might be employed as veteran frontier
troubleshooters, sent to troubled kingdoms in need of help. Maybe one of
Fourth, you must pay Treasure equal to the new Tier x 3.
the factions approaches them with an offer of membership, or maybe they
If all of those conditions are fulfilled then pay the Treasure and Standing cost
set out by themselves as an independent party of princesses, determined
and increase your kingdom's Tier by 1. There will probably be a party
to get to the bottom of some oddness that arose while they were
celebrating your kingdom's new status, with representatives from your patron
developing their kingdom. It could also be that some or all of them stick
faction and of course a whole bunch of rival princesses and hostile factions
around, to rule over their newly stabilised kingdom.
just there to yuck your yum. It might be up to your kingdom to host this
party. Meanwhile, elsewhere in Princess World, another group of freshly
If the kingdom is Tier 4 and successfully advances then it is established and graduated young hopefuls are assigned to a burgeoning frontier
stable enough to be considered part of the controlled lands. It is no longer a kingdom...
frontier kingdom. The princesses have succeeded in their task and have
earned a big party and possibly a rest.

~46~
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 Not all factions will have interests in the player princesses' local area. Starting
negatively. It's fun to have a mixture of big picture clocks ticking away in the with four or five factions is about right. You can always introduce more later.
background, with the locally relevant factions taking positive, negative, or Generally you'll start with your patron faction, the patron factions of your
neutral positions on each. neighbours, and maybe one or two more that you princesses are interested in.
Generally speaking, frontier princesses cannot directly affect these clocks, but Aside from the suggested clocks, factions might have more specific goals
they can take social actions at parties or use Reach Out free time actions to locally, or clocks leading up to a dramatic event. For example, Speculation
sway factions one way or another. Parties are a good place to create new Wildhearts might Discover Shocking Secrets, or the Wandering Stars might
faction clocks, or to add ticks to existing clocks as conversations go one way Stabilise An Impossibly Chaotic Area.
or the other.

~47~
Faction Keyword Suggestions
Expeditions are extended forays into the wild lands, often lasting for an Studies and Inquiries have varying effects, depending heavily on context. For
eight or ten segment clock. To the kingdom hosting their base camp they example, a study into border shields might reveal superior but expensive
provide Standing, increased relations with the faction, and possibly Treasure techniques to improve shields, allowing frontier kingdoms to increase effect
or kingdom XP or other rewards. They take up improvement slots while when upgrading shields at the cost of Treasure.
they're ongoing, so a kingdom without enough Land won't be in the running Blocks will forbid specific activities. It might still be possible for princesses
to host one. They might also increase Chaos or bring trouble to the to perform them, but with an extra layer of red tape or subterfuge necessary.
kingdom's doorstep. Tours generally mean a widespread inspection or assessment of some aspect
Hunts and Excursions are shorter than expeditions, generally taking place of frontier kingdoms. It probably means a few project clocks to get that
within the timeframe of a session. They might result in an increase of Chaos aspect up to standard. Tours might award some Standing and increased
in the area, but could increase relations or have other rewards. relations if you're up to spec, but expect to lose relations and possibly pay
Funding decreases the cost of projects in a specific area (such as research, penalties of Treasure or Standing if you fail to meet expectations.
shields, or kingdom development), or gives Treasure for the purpose of Contests are run similarly to those held at parties, and will generally take up
performing specific actions (such as using a free time action for research or a free time action if a princess wants to participate. They could also be the
training). It generally doesn't come with any drawbacks, but might be at the focus of a kingdom affair.
cost of something else. For example, if there are competing clocks for Petitions are usually for change or recognition. The effects will vary greatly
research and party funding then once one is filled the other will be cancelled. depending on context.
Taxes will cost frontier kingdoms Treasure every session (or with specific
triggers), possibly in return for some benefit such as Standing or kingdom
XP.

~48~
[SCI] Scientific Promotion Society (T4) [NOT] Noble Traders (T4)
acquire artefacts, study phenomenon they have what you want
quite a lot of explosions but oh will you pay for it
Example Clocks Example Clocks
Increased Research Funding New Frontier Kingdom Tax
Scientific Expedition Block On Funding Increases
Science Fair Contest Petition For Freedom Of Trade
Commission Magic Study
[WALL] Strongwall Group (T3)
[KDEF] Kingdom Defenders (T4) control expansion, strengthen borders
protect the weak, punish the guilty zero chill
so serious Example Clocks
Example Clocks Block Border Expansion
Petition For Greater Investigative Authority Block Frontier Kingdom Founding
Petition For Wild Lands Jurisdiction Border Expansion Tax
Kingdom Corruption Inquiry Increased Development Funding

[RARC] Royal Architects (T4) [EXU] Exploration Unlimited (T2)


design stuff, build stuff, repair stuff explore the wilds, prod things with sticks
this whole place would collapse without them kind of fun but not so responsible
Example Clocks Example Clocks
Increased Construction Funding Deep Wild Lands Expedition
Study Into Alternate Construction Techniques Excursion To Interesting Spot
Frontier Kingdom Inspection Tour

~49~
[LAND] Brave New Lands (T3) [HUG] Hunter Guild (T3)
expand borders, secure land, commission studies hunt monsters, kill monsters
unexciting but important brag about hunting and killing monsters
Example Clocks Example Clocks
Border Expansion Funding Wild Lands Hunting Expedition
Commission Shield Study Increased Funding For Anti-Elemental Weapons

[UNL] Universal Librarians (T3) [STAR] Wandering Stars (T3)


explore rogue libraries, reclaim lost knowledge plunge into the wild lands in moving castles
even cooler than they sound crazy but amazing
Example Clocks Example Clocks
Rogue Library Excursion Block Wild Lands Entry (While Working)
Petition For Priority Rogue Library Access Excursion To Stabilise Chaotic Area
Funding For Research Training
[SLI] Starlight Investigations (T1)
Block Library Access To Unqualified Princesses
investigate mysteries, solve crimes
[GUCO] Guidance Collective (T2)
Example Clocks
very pleased when everyone is behaving
Study Into Investigative Techniques
very scary when they're not
Puzzle Contest
Example Clocks
Annual Cross Stitch Contest [NIMO] Nice Monsters (T0)
Behavioural Inspection Tour nice monsters?

Assault On Fairy Gem Smuggling Operation I guess?


Example Clocks
Petition For Recognition Of Nice Monster Existence

~50~
[ATT] Afternoon Tea Time (T3) [LUX] Luxury Seekers (T1)
wonderful parties, splendid food, marvellous gossip material comfort, glorious food, marvellous drinks
Example Clocks maybe a party, maybe a nap
Study Into Decoration Magic Example Clocks
Increased Funding For Parties Petition For Fluffier Pillows
Funding For Charm Lessons Petition For More Parties

[WILD] Wild Lands Protection Committee (T2) [SUN] Sparkle Union (T0)
protect the wild lands, stop elemental destruction independent princesses having adventures
bit nutty v casual
but maybe they have a point? Example Clocks
Example Clocks Petition For Greater Official Recognition
Block Annual Wild Land Hunt Grand Excursion Into Wild Lands
Study Into Elemental Avoidance Techniques
[PORT] Teleportation Administration (T2)
Tax On Elemental Destruction
the ones who pull you out when things go bad
[SPEC] Speculation Wildhearts (T3) completely nuts
keep tabs on the wild lands Example Clocks
and also everything else Study Into Teleportation Stability
Example Clocks Remove Block On Experimental Teleportation
Petition For Greater Surveillance Power
Study Into Scrying Magic

~51~
[SCAR] Scarred Hearts (T3) [????] Nowhere (T4)
retired princesses don't exist
damaged, sarcastic, powerful but if they did probably spec-ops and spies
Example Clocks but they don't
One Last Job Example Clocks
Who Can Say
[MASK] Silver Masks (T5)
No One Will Ever Know
elite elemental and monster hunters
kind of scary [O] The Circle (T6)
Example Clocks basically in charge of everything
Mega-Elemental Destruction Excursion technically neutral
hard to even get an appointment

~52~
Playing The Game
Dice Basics & Escalation Rolling The Dice: d6s
The standard dice used in this game is the d6. Rolling with a six-sided dice When performing a move all dice are rolled at once, and the highest facing
represents the most basic, efficient action taken in order to overcome a tricky read. When rolling d6s:
situation. However, a lot of princesses aren't much about the most basic If the highest result is a 6 then it's a full success; the move works just as the
efficient functional action. They want something flashier, something more princess desired. If more than one six was rolled then it's a critical success,
interesting, something more effective. They may elect to increase the perhaps dramatically changing the course of the scene or giving some
difficulty of a roll by escalating to a d8 or even higher. The higher a princess additional effect. When deciding the effect of a critical success keep in mind
escalates the dice, the flashier, more impressive, and potentially more effective that the princess doesn't just achieve what she was trying to do, but also
the resulting outcome becomes. Of course, it also makes for more explosive enjoys some additional benefit.
and spectacular failures. Some princesses are all about the drama. If the highest result is a 4 or 5 then it's a partial success; the move works with
In any case, for each level of escalation increase the size of all dice rolled by consequences or cost, or it doesn't work but without cost.
one level, and also increase the effect by one level. If you escalate once, If the highest result is a 3 or below then things didn't go as planned. This
increase the effect by one level and roll d8s. If you escalate four times, isn't the same as an outright failure. The move could still work and the
increase the effect by four levels and rolls d20s. princess might still accomplish what she was trying to do, but definitely not
Progression of dice is as follows: in the way she intended or wanted. Or maybe it just straight out doesn't

d6 -> d8 -> d10 -> d12 -> d20 work.


If ALL dice show a 1 then it could be a critical failure or 'fumble'; GM's
choice. Critical failures, just like critical successes, can dramatically alter the
course of a scene. It's not necessarily the worst possible outcome. It might
not even be a failure in the technical sense. But the consequences of the
action should be nothing that any of the player princesses wanted.

~53~
Rolling Dice Other Than d6s
Optional Rule: Escalating Risk
For dice other than d6 consult this chart:
As it stands, you're less likely to roll a critical failure the more you
Partial Full Failure/Partial/Full % Chance per Dice
Dice Failure escalate, because the chance of a one coming up decreases the more sides
Success Success (approximate)
d6 1-3 4/5 6 50% / 33% / 17% a dice has. Thus, the Escalating Risk rule: For each level of escalation,

d8 1-5 6/7 8 62% / 25% / 13% ignore one failure result when determining a critical failure. If no 1s are

d10 1-7 8/9 10 70% / 20% / 10%


rolled then it's not a critical failure regardless of the level of escalated risk.

d12 1-9 10/11 12 75% / 17% / 8% For example, if a princess escalates four times to d20s then rolls a 14, 9,
d20 1 - 16 17 - 19 20 80% / 15% / 5% and 1, the 14 and 9 would be ignored and the 1 taken as a critical failure.

If you ever need to roll zero or fewer dice, roll two dice and take the lowest If a princess escalates once to d8s and rolls a 1 and a 3 then the 3 is
result. You cannot roll a critical success in this way, although you could (at ignored and the 1 taken as a critical failure.
the GM's discretion) roll a critical failure.
If a princess escalates twice to d12s and rolls a 4 and a 3 then it's a regular
failure, because no 1s were rolled.

If a princess escalates twice to d10s then rolls a 9 and two 1s the result is
a partial success for the 9, not a failure, and therefore not a critical failure.

~54~
Progress Clocks
A progress clock is a circle divided into segments. Make a progress clock Reduced effect will subtract from the number of ticks; -1 for limited effect,
when you need to track ongoing effort, the approach of impending trouble, -3 for no effect. For example, if a princess rolls a partial success with limited
the passage of time, progress towards finishing a project, and so on. For effect, she'll fill in one tick on the clock; two ticks for the partial success,
example, each faction or kingdom with which the player princesses have minus one for limited effect. If a princess rolls a full success with no effect
contact will have a six segment relations clock. This clock earns ticks via then no ticks are filled; the three ticks for a full success are reduced to zero by
social actions, doing favours for that group, and so on. When the clock is the minus three modifier for no effect.
filled it resets to zero and relations with that group are improved by +1. Partial successes, failures, and fumbles might also come with additional
Generally, actions will fill progress clocks at the following rate: consequences. GM's choice.

Fumble (all 1s): Zero ticks

Failure: One tick

Partial Success: Two ticks

Full Success: Three ticks

Critical Success: Five ticks

Increased levels of effect (such as from escalating an action) will add to the
number of ticks filled on a clock. For example, if a princess escalates once to
d8s and achieves a partial success (with standard effect) then three ticks will
be added to the clock; two from the partial success, and one tick from the
extra level of effect gained by escalating. If a princess escalates twice to d10s
and achieves a full success (with standard effect) then five ticks will be added;
three from the full success, and another two ticks from the two extra levels of
effect gained by escalating.

~55~
Types Of Dice Rolls
There are four types of rolls that you'll use most often in the game:

Action Rolls Fortune Rolls


When a princess attempts to do something that's dangerous or troublesome, Fortune rolls are made when something is purely down to luck. The GM can
they make an action roll to find out how it goes. Action rolls and their effects make a fortune roll to disclaim decision making and leave something up to
and consequences drive most of the game. chance. How capable is this subject? How badly does that wild magic burst
There are times when a roll might be made just to see how a character reacts. affect the crops? How many of those falling rocks hit that goat? How does
For example, the GM might call for all the princesses to make a basic Weird this kingdom feel about ducks? Is this visiting princess helpful and
roll to see who notices some wild lands oddness, or a princess might roll competent or selfish and interfering?
Sensible to see if she can contain her anger, or Chatty to see how sincerely Generally a fortune roll will be a single d6, with a 1 representing the worst
she's coming across, or Tough to see how she reacts to a serious injury. In possible luck and a 6 representing the best possible luck.
these cases there are no direct mechanical consequences for failure, no XP is
Resistance Rolls
awarded, and these rolls cannot be escalated.
A player can make a resistance roll when their character suffers a
Free Time Rolls consequence they don't like. The roll tells us how much Weight their
Between dealing with those pesky kingdom affairs princesses can perform character suffers to reduce the severity of a consequence. When you resist
free time activities in relative comfort. You make free times rolls to see how that level 2 harm 'Broken Leg', you take some Weight and now it's only a
much they get done. Free time rolls are made from a controlled position by level 1 'Sprained Ankle'. If you resist dropping something fragile, instead you
default, but position may be traded for effect if the GM agrees it's mark Weight and manage to catch it at the last second.
appropriate. This usually represents the princess pushing herself, cutting For more details see Resistance Rolls (pg 74).
corners, or foregoing safety measures in order to get more done in a shorter
timespan.
For more details see Free Time (pg 88).

~56~
Action Rolls 2. Player Chooses Aspect
You make an action roll when your character does something with the There's a lot of overlap here, but generally the GM and the player should
potential for failure or consequences. The possible results of the action roll agree on the appropriate aspect to use. For example, rolling using Tough
depend on your character's position. If you're in a controlled position, the when you're trying to pick a lock isn't the most appropriate aspect, but it
possible consequences are less serious. If you're in a desperate position, the could be if you're just trying to kick the door open. The GM might change
consequences can be severe. If you're somewhere in between, it's risky— the position or the effect depending on the aspect used, and how
usually considered the default position for most actions. convincingly the player explains how they're using it.
Generally, the flow of order for an action is as follows:
3. GM Sets Position
1. The player states their goal for the action.
The position is how dangerous or troublesome the action is for the player.
2. The player chooses the aspect they wish to use. The three positions are:
3. The GM sets the position for the roll. Controlled: There's a clear opportunity, you have an advantage, there's
4. The GM sets the effect level for the action. nothing in your way.
5. The player may trade position for effect. Risky: You're taking a chance, you're acting on equal footing, you're going
6. The player may escalate. head to head.
7. The player adds bonus dice. Desperate: You're in serious trouble, you're at a disadvantage, you're out of
8. The GM or another player may offer a Hard Choice. your depth.
9. The player rolls the dice and we judge the result. By default, action rolls are risky. The player wants to accomplish something
but there's an obstacle. If it's a particularly dangerous situation, make it
1. Player States Goal
desperate. If it's less dangerous, controlled.
Not just "I attack the monsters", but "I'm trying to get the monsters to run
The position of an action isn't related to how difficult the action is. It
away, show that I'm a serious threat and make them scared of me." Not just
represents the severity of consequences for failure (or a partial success). Ask
"I talk to the faction leader", but "I want the faction leader to favour my
the question, what happens if this goes wrong? Given the circumstances, how
kingdom over my rival's." The princess's ideal desired outcome should be
bad can it get?
clearly stated in this step.

~57~
4. GM Sets Effect
Just how much will this action accomplish, if successful? Sometimes this will Example: A princess is taking on an enormous fire elemental, all by herself. The
just be a binary pass or fail choice, other times there may be degrees of elemental's Tier is one higher than her kingdom's, and she has her princess weapon
success. The three basic effect levels are: but nothing in particular that gives her potency against fire. The GM judges her

Great: You don't just get what you wanted, but something extra too! effect to be limited; even if she rolls a success, it's not going to do much in this

Standard: You're successful in doing what you were trying to do, at a normal situation.

level.
Limited: You achieve a partial or weakened effect. What didn't you get? Example: A princess is attempting to stop a group of her subjects from panicking,

What remains to be done? after all the brooms in the kingdom come to life. The GM judges the effect to be

The effect level will generally be standard, which can be improved to great standard; she's a princess of the kingdom, known and respected, and they're just

via critical successes or by special abilities, or by the princess choosing to brooms, but she's speaking to a big crowd and trying to calm them quickly.

escalate the dice rolled. However, if the princess is particularly strong and the
obstacle particularly weak then the GM might decide that a success means a Example: A princess is in a controlled lands kingdom, pressed into babysitting a
great effect. On the other hand if the princess isn't prepared, doesn't have the bunch of academy princesses, when a half-dozen slimes attack the group. The
right tools, is fighting above her weight or so forth, then a limited effect frontier princess steps in front of the academy princesses with her weapon in hand,
might be all she can hope for even on a full success. determined to wipe out the slimes and protect her charges. The GM judges the
effect to be great; she's a frontier princess who deals with much worse than this on
5. Player May Trade Position For Effect
a daily basis, and a bunch of slimes aren't going to present any significant threat.
Trading position for effect represents the princess taking riskier actions,
On any level of success the frontier princess isn't just going to defeat these slimes,
cutting corners, sacrificing her own safety in order to get into a more
but she's going to look good doing it, too.
effective position, and so on. In mechanical terms the princess worsens her
position by one level (from controlled to risky, from risky to desperate) and
increases her effect. When in a controlled position you may trade position for
effect twice, worsening your position to desperate and adding +2 effect.

~58~
6. Player Chooses Escalation
After the GM has set the dice level the princess may choose to escalate, Example: All the elementals in the area are combing into a giant mega-elemental.
increasing the size of dice in exchange for a flashier outcome and greater Stella wants to stop this.
effect. Every level of escalation increases the dice level by one (d6 -> d8 -> GM: There are a lot of elementals and there's wild magic everywhere. You've only
d10 -> d12 -> d20), but also increases the level of effect by one. In addition, got your princess weapon, right? Earth versus earth? I don't think you can do
rolling a full success on an escalated action awards 1 XP to the relevant core much. You're in a desperate position already, by the way.
trait. Stella: Okay then, what if I escalate?
Escalation represents extra flamboyance, more flashy techniques, and possibly GM: Hmm ... with the difference in Tiers you'd have to escalate twice just to get a
the use of magic. For example, escalating a Sporty action might mean she's limited effect.
using magic to make herself run faster and jump higher. Alternately, she Stella: I'll escalate three times then, up to a ... would that be a d12? Okay, that's
might just be leaping around and doing flips and running along walls and what I'm doing. Charging my Heartwood Gauntlets with everything I've got,
such. Escalating a Bookworm action might mean surrounding herself with using magic to enchant my shoes so I'm extra springy and zippy, running and
dozens of floating books, flicking through the pages with spectral hands. dodging past the little elementals and wild magic surges then launching myself into
Alternately, she might just be reading from seven books at once, set out the air, gathering every bit of power I have and crashing straight into the core of
normally, while taking notes with one hand and with the other ... eating that gathering elemental. Extra effort for another dice, and can I roll with Sporty
potato chips! Escalating a Chatty action might involve minor charm magic because I'm mostly running and jumping to get into position?
(suspicious if discovered) or illusion magic to make herself look more
GM: Darn tooting you can, sounds amazing. Want a Hard Choice?
interesting or cute to the person she's talking to. Alternately, she might just
Stella: Hit me.
be talking so fast and switching subjects with such breathtaking fluidity that
GM: You get slashed and clipped by all those little elementals and floating rocks
it beggars the mind to witness.
you're running past, take a level 1 harm as an additional consequence.
Escalation can make the seemingly impossible possible, but at the cost of a
Stella: Huh. Yep, I'll do it. Gonna need every dice I can get here.
greater risk of failure and potentially worse consequences if the dice aren't
GM: Okay. Mark two Weight for pushing yourself, add the level 1 harm 'cut up'
kind. Spectacular successes, but also spectacular failures.
and roll it.
Note that certain rolls, such as resistance, cannot be escalated.

~59~
7. Players Add Bonus Dice 9. Player Rolls; Everyone Judges
+1d can be added by pushing yourself (marking two Weight). The results of the dice roll are important, but interpreting them is vital. If the
When in the wild lands princesses can also Channel Wild Magic to add dice highest value is 1-3 (on an unescalated d6 roll) then the action didn't go as
to their roll (see pg 65 for details). planned, but that's not the same as a failure. Sometimes succeeding in an
Other players can give the acting player +1d by saying how they help and unexpected (and negative) way, or even succeeding TOO well, can be more
marking one Weight. interesting. 4/5 is a partial success, which might involve taking a minor
consequence or reduced effect, suffering harm, or ending up in a worse
8. Hard Choice
position (risky from controlled, desperate from risky).
On any roll the GM or another player may offer a Hard Choice. This will
give the acting princess +1d or increased effect, or in some cases negate the
need for a roll entirely, but also result in something happening that they
probably won't like. Some examples:
 Collateral damage, unintended harm.
 Sacrifice Treasure or an item.
 Disappoint a friend or loved one.
 Damage relations with a faction.
 Start and/or tick a troublesome clock.
 Add Chaos to the kingdom or reduce the kingdom's Standing.
 Mark Weight, or clear all Weight and take a heart scar.
 Suffer harm.

~60~
Play It Out
Dealing with a threat, obstacle, situation or anything else that might require Princess, remember the mechanical tools you have available to control the
a roll of the dice also requires an approach. How is your princess acting? narrative. You can always resist consequences at the cost of Weight. This is
What kind of attitude do they have? What aspect of themselves is most very powerful! No matter what pain the GM dishes out, you have the option
expressed, in this situation? to just say "Nope!" Of course you then have to deal with mounting Weight
For example, a princess is dealing with a runaway pig, as you do. She could and potential scars, but that's all part of being a princess. Strong heart, easily
yell at it to stop using Bossy, she could run after it using Sporty, she could scarred.
utilise her surroundings to improvise a trap using Tinker, she could sing a
Effect
special pig-calling song using Bookworm or Earthy.
In PW:FK, you achieve goals by taking actions and dealing with
Keep Moving Forward consequences. The GM judges the basic effect of the action using the profiles
Sixes are great, obviously. We all love a six. (Or an eight, or a ten, or twelve, below. Which one best matches the action at hand—great, standard, or
or that most welcome of sights, the natural twenty.) Most of the time, limited? Each effect level indicates the questions that should be answered for
though, you're going to be dealing with partial successes if the roll isn't a that effect, as well as how many segments to tick if you're using a progress
complete wash. It's important to remember that a partial success is still a clock.
success, it just means there's some kind of cost or unwanted consequence. [3] Great
The action still happens and the princess makes progress towards achieving You achieve more than usual. What additional benefit do you enjoy?
her goal. She might get thrown around and beaten and discouraged, she
[2] Standard
might attract the attention of every elemental in the area, she might put ticks
You achieve an expected effect. Is that enough, or is there more left to do?
on three different clocks, but she's moving forward.
[1] Limited
GM, balance the consequences you dish out with forward momentum. Tick
You achieve a partial or weak effect. How is your impact diminished? What
those clocks, deal that harm, increase that Chaos, but make sure you're also
effort remains to achieve your goal?
letting the princesses make big steps towards what they want. If you're
having trouble thinking of consequences, there's a table in Appendix B (pg
107) that could provide some inspiration.

~61~
Assessing Factors
To choose an effect level, first start with your gut feeling, given the situation. representing the Universal Librarians (Tier 3), then the player princess will
Then, if needed, assess three factors that may modify the effect level: potency, begin at no effect—in fact, at one level lower than no effect. She'll have to
scale, and quality. If the PC has an advantage in a given factor, consider a figure out how to improve her effect by at least two levels just to get to
greater effect. If they have a disadvantage, consider a reduced effect. limited. On the other hand, if a princess is from a Tier 1 kingdom and
dealing with Tier 0 monsters then she'll be at great effect from the start,
Potency
barring other factors such as scale.
The potency factor considers particular weaknesses, taking extra time or a
When a roll is made 'against Tier', compare the kingdom's Tier to the
bigger risk, or the influence of magic. Stealthy actions are more potent if all
target's Tier.
the lights are extinguished. Weapons are more potent if they are exploiting a
weakness, elemental or otherwise. Study actions are more potent if the Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is

princess is an expert in that field, or if she has adequate time and resources to Tier 1 and she has fine magic tools so she's effectively Tier 2. The barrier is Tier 3.

devote to the subject. On the other side of things, stealth is less potent in a Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.

well-lit area with little cover. Using a fire weapon against a fire elemental is Relations
less potent. That study action is less potent if the princess is rushed or Relations mostly affect social actions. Increase or decrease effect by the level
doesn't have access to the right materials. of relations. For example, when asking a favour from a neighbouring
Quality/Tier kingdom with +1 relations, the princess would increase her level of effect by

Quality represents the effectiveness of tools, weapons, or other resources, one. When Reaching Out to a faction with which the princess's kingdom has

usually summarized by Tier. Fine items count as +1 bonus in quality, stacking -2 relations, reduce effect by two levels.

with Tier. Scale


When a princess is dealing with something of the same effective Tier, her Scale represents the number of opponents, size of an area covered, scope of
effect will be standard unless there are other factors to consider (such as influence, etc. Larger scale can be an advantage or disadvantage depending
potency or scale). When dealing with a higher Tier the princess's effect will on the situation. In battle, more people are better. When infiltrating, more
be reduced by the difference between the Tiers. For example, if a player people are a hindrance.
princess from a Tier 0 kingdom is trying to improve relations with a princess

~62~
Putting It All Together Lead A Group Action
When considering factors, effect level might be reduced below limited, When you lead a group action, you coordinate multiple members of the team
resulting in no effect, or increased beyond great, resulting in an extreme to tackle a problem together. Describe how your character leads the team in a
effect. coordinated effort. Do you shout orders, conjure helpful glowing symbols in
If a PC special ability gives +1 effect it comes into play after the GM has the air, lead by example, or provide royally charming inspiration?
assessed the effect level. Each PC involved makes an action roll (using the same aspect) and the team
Also, remember that a princess can push herself (mark 2 Weight) for +1 counts the single best result as the overall effort for everyone who rolled.
effect, or escalate (increase dice size) to get increased effect on her action. If However, the character leading the group action takes one Weight for each
she can figure out a way her princess weapon would be useful in a situation, PC that rolled a failure as their best result.
that's +1 effect too. Escalation may be used as part of a group action but carries a cost. For every
Every factor won't always apply to every situation. You don't have to do an level of escalation used on a roll that is anything less than a full success, one
exact accounting every time, either. Use factors to help you make a Weight must be marked. This Weight can be marked by anyone who is part
judgement call. Don't feel beholden to them. of the group action.
For example, if a princess escalates once and rolls a failure, one Weight is
paid. If she escalates three times and rolls a partial success, three Weight
must be paid. If a princess escalates four times and rolls a full success, no
Weight needs to be paid for her escalation.

~63~
Set Up Actions Escalating Or Trading Position For Effect
When you perform a set up action you have an indirect effect on an obstacle. After factors are considered and the GM has announced the effect level, a
If your action has its intended result, any member of the team who follows player might want to escalate their dice for effect. For instance, if they're
through gets increased effect or improved position for their roll. You choose going to make a risky roll with standard effect (the most common scenario,
the benefit, based on the nature of your set up action. generally), they might instead want to push their luck and escalate their dice
This is a good way to contribute when you don’t have a good rating in the to make it a great effect. Alternately, if appropriate they can make their
action at hand. Multiple follow-up actions may take advantage of your set up position more dangerous (controlled to risky, risky to desperate) in exchange
as long as it makes sense in the fiction. Similarly, multiple set up actions for an effect bonus.
could influence a single action roll. For example, one princess could use Example: Stella is sneaking past some elementals. She has spent a prep point to
Stylish to distract an enemy, another could use Nosy to detect a weak point create a magical distraction and wants to sprint past while the elementals are
(perhaps with improved position due to the first princess's successful diverted.
distraction), then a third could use Tough to attack the monster, enjoying GM: It's pretty far. I don't think you can make it before your fireworks end. You
both an extra level of effect and improved position. can get halfway with a successful Sporty action, but unless you get a crit you're
Since a set up action can increase the effect of follow-up actions, it's also going to have to be Sneaky to get past the elementals.
useful when the team is facing tough opposition that has advantages in Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due Escalate to a d8 for the Sporty roll, to go extra fast?
to disadvantages in a situation, the set up action provides a bonus that allows GM: That works—or you could make it a desperate action rather than a risky one.
for limited effect. Stella: No, I'll just escalate.

Protect That Smile GM: Okay, roll it.

If you're in a position to do so, you may step in to face a consequence that


someone else would otherwise face. Describe how you intervene, then suffer
the consequence in their place. You may roll to resist it as normal.

~64~
Channelling Wild Magic Chaos
When in the wild lands, a princess can attempt to harness and use the Even in the controlled lands magic is bizarre. Once you get into the deep
inherent raw magic in the area. In mechanical terms, a princess can use wild wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded
magic to add dice to their roll to a maximum of their Whimsy + 1. (So if a against the worst of it but even so, they are unavoidably places where there's a
princess has a Whimsy of 1 they can add up to 2 wild magic dice to a roll.) lot of uncontrolled wild magic around. This is represented by Chaos, a
However, there are costs and risks to doing this. measure of just how weird things are getting in and around your frontier
First, channelling any amount of wild magic forces an escalation of the kingdom.
action. It's up to the princess to decide how much she wants to escalate, but Chaos increases in a number of ways. Strong emotions can increase Chaos,
it has to be at least one level (to d8s). The escalation gives bonuses as normal especially if a lot of people are feeling the same way, or if one particularly
(increased effect and XP awarded upon full success). powerful individual (say, a princess) is in an emotional state. Messing around
Second, regardless of the outcome, any doubles rolled trigger a localised wild in the wild lands can increase Chaos, as can ignoring the wild lands and
magic surge. This can take the form of kinetic energy, elemental energy, life allowing elementals and other monsters to gather power (sort of a catch-22
energy, or anything else the GM deems appropriate. It could be beneficial to situation there, to be honest). Disorder can increase Chaos. Even something
the princess, or harmful. If desired, a fortune roll can be made to see how as seemingly innocuous as an untidy room can have surprisingly serious
positive (or negative) the effects are, or you can use the table in Appendix A consequences.
of this rulebook (pg 108) to generate a random surge.
Elemental Explosions
The escalation of the roll represents not just the difficulty of controlling wild
Elementals are formed of highly compressed wild magic. When an elemental
magic, but also the often spectacular and explosive effects of doing so. When
is destroyed all of that energy is released at once, increasing the kingdom's
wild magic is used it's an opportunity to really get crazy with both successes
Chaos by the elemental's Tier. Nearby princesses may attempt to calm this
and consequences.
explosion, rolling Weird against the elemental's Tier. Each level of effect
The GM should keep track of the total number of wild magic dice used and
reduces the Chaos increase by one, to a minimum of zero. Only one attempt
wild magic surges that occurred during a session, as this will affect the
may be made for each elemental, although other princesses can mark Weight
kingdom's Chaos. See the Chaos Grows section in Aftermath (pg 83) for
to help the princess making the roll.
details.

~65~
Chaos Sets The Stage
At the beginning of each session the GM should roll a number of dice equal If the kingdom's shields are weak (Shield is less than Land) then reroll all 6s
to the kingdom's Chaos. once.
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom's Chaos Example: Beka's kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,
by one. 2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no
Any set of doubles indicates a major wild magic surge, which can manifest in reduction in Chaos for the kingdom.
many different ways. See the Wild Magic Surge Examples section, or roll on If Chaos ever reaches ten then the wild magic near the kingdom's borders
the random table in Appendix B (pg 108). has reached a crisis point. Reset chaos to zero and increase the kingdom's
Every 1 indicates a possible weakening of the kingdom's shields. If this isn't Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces
dealt with by the end of the session, reduce the kingdom's Shield by 1. Shield find an outlet.
problems generally require a free time action to solve. Multiple shield
problems might require multiple actions, or might be represented by a clock
that must be filled. For example, if two 1s are rolled then the GM might
create a four segment clock. If the princesses manage to fill this clock before
the end of the session, their Shield will not decrease. Dealing with shield
problems might also be the focus of this session's affair.
If the kingdom's shields are strong (Shield is higher than Land) then players
may request for any of the dice to be rerolled, once.
Example: Stella's kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and
a 4. There's still a wild magic surge (double 5s), but the shields aren't weakened
and the Chaos is reduced by 1 thanks to the 6.

~66~
Wild Magic Surge Examples
 Warping of terrain; hills become flat, grasslands become swamps, rivers The length that wild magic surge effects persist for is up to the GM.
twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from Generally they'll last a session or two, or until the princesses deal with them
the ground. Crystal formations grow from walls and rooftops. directly (possibly as an affair). If you're having trouble coming up with a wild
 Monster lairs are created, or monsters break through the borders. surge, try looking at the projects the princesses have, their kingdom focus,

 Life energy causes tools or other inanimate objects to come to life. their relations with factions and other kingdoms, and their goals. What
would mess with those things?
 Personalities swap or change.
If you're still coming up blank, or just want to embrace the chaos and roll for
 A new treasure palace appears near the kingdom's border.
it, dozens of wild surge examples can be found in Appendix B: Random Tables
 All the animals in the kingdom start talking and just won't shut up.
(pg 108).
 Elementals near the kingdom's borders begin merging to create one
enormous mega-elemental.
 Portals start appearing, sucking in everything nearby and depositing it in
random places.
 Illusions begin appearing around the kingdom.
 Every lie told in the kingdom manifests as a little floating puffball.
 The entire kingdom is silenced.
 Thick mist settles over the kingdom, and there's something out there.
 Some of the valuables in the kingdom's vault sprout legs and run for it.

~67~
Harm And Consequence
The Heart Of A Princess Complication
Princesses are, generally speaking, resilient individuals used to bearing heavy This consequence represents trouble, mounting danger, or a new threat. The
responsibility. They're tough to hurt and hard to keep down. However, GM might introduce an immediate problem that results from the action
princesses are not indestructible. They are physical beings of flesh and blood. right now: the room catches fire, you're disarmed, your kingdom gets +1
If they're cut, they bleed. If they're slammed against a rock by a rogue Chaos from the elemental attention you're attracting, you lose status with a
elemental, they hurt. If they get hit in the arm by a troll's club, maybe that faction, the target evades you and now it's a chase, more monsters turn up,
arm gets broken. Similarly, the barbed words of a rival princess can cut and so on.
straight to the heart. The weight of regret can be more crushing than that Or the GM might tick a clock for the complication. Maybe there's a clock
troll's club. It is true that a princess's heart is her greatest strength. It is also for the alert level of monsters guarding a treasure. Or maybe the GM creates
true that the heart of a princess is her most vulnerable weakness. a new clock for the suspicion of your host at a party. Fill one tick on a clock
for a minor complication or two ticks for a standard complication.
Consequences
A serious complication is more severe: reinforcements surround and trap you,
Enemy actions, bad circumstances, or the outcome of a roll can inflict
the room catches fire and falling ceiling beams block the door, your weapon
consequences on a PC. The GM determines the consequences, following
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.
from the fiction and the style and tone established by the game group.
Fill three or more ticks on a clock for a serious complication.
Reduced Effect
Don't inflict a complication that negates a success. If a PC tries to corner an
This consequence represents impaired performance. The PC's action isn't as
enemy and gets a partial success, don't say that the enemy escapes. The
effective as they'd anticipated. You hit the monster, but it's not enough to
player's roll succeeded so the enemy is cornered, but maybe they manage to
stop it from eating the key. You're able to climb the wall, but you're only
knock the princess's weapon away, or pull a suspiciously glowing crystal from
halfway up before the dragon spots you. This consequence essentially reduces
their pocket.
the effect level of the PC's action by one after all other factors are accounted
for.

~68~
Harm And Injury Pushing Yourself
Princesses are pretty tough, and also quite good at avoiding getting seriously Princesses can use their inner determination and strength of heart to push
hurt. Sometimes, though, you just can't help but break a leg or two. themselves to greater heights. For each bonus you choose, mark two Weight.

Harm is usually a consequence of failed action rolls, and comes in a Each bonus may be taken once per action.

delightful variety of shapes and severities. Add +1d to your roll.

1 Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, Add +1 level to your effect.
drained, creeped out, feeling gross Take a normal action while twonked.
2 Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared,
Weight
humiliated, shaken by regret, betrayed, poisoned, lost, disappointed
Princesses have a Weight counter with ten steps. Weight represents the
3 Harm (twonked until further notice): crushed, broken limb, all cut up,
heaviness of the princess's heart and the burden she is bearing; the more she
terrified, devastated, savagely dragged
pushes herself and the more stress she suffers, the heavier the responsibility
Weight she feels and the harder everything seems. If Weight reaches ten then it is
This consequence represents stress and heaviness of heart. Sometimes even reset to zero and the princess takes a heart scar; see the Heart Scars section
when an action succeeds it costs the princess something. Marking Weight as for details.
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings, Once per session, if a princess eats or drinks something new and delicious
disappointment, or maybe just good old fashioned stress. she may remove one Weight.

Twonked
'Twonked' is a state of incapacity in which you're able to call encouragement
to your friends and maybe move a bit, but not much more than that. Actually
acting in any useful capacity will cost two Weight for every action roll (see
'Pushing Yourself '). When twonked a princess can elect to be teleported to
safety, most likely back to her castle, unless there are circumstances stopping
teleportation magic from working (this is up to the GM and the laws of
narrative drama).

~69~
Heart Scars
If Weight reaches ten then the princess has pushed herself too far and her  All focus is upon the princess. Her player takes control of the scene and
heart will be scarred as a consequence. Reset Weight to zero then pick an it plays out with the newly scarred princess in the spotlight. After the scene
appropriate scar from the list. The emergence of a scar is a dramatic event has built to an appropriately dramatic climax, the princess collapses or is
and can completely change the course of a scene. The GM has the final say otherwise spent; cutting to a new scene or the aftermath of the affair might
over how a new scar affects events, and over what actions the princess may be appropriate.
take for the remainder of the affair. Some suggestions for how heart scarring  The newly scarred princess is able to hide the change that's come over
might play out: her well enough that nobody can really say for sure what just happened.
 The princess is immediately whisked out of danger and back to the The true effects of the scar will be felt, and perhaps noticed, later.
castle, to recover and reflect. Her companions may or may not go with her. Whenever a princess takes a heart scar increase her kingdom's Standing and
 The princess is filled with dramatic power, and immediately utilises this XP by one each. It's an event that attracts a certain type of unspoken respect
power in a manner appropriate to her new scar. This could attract the and sympathy, from allies and rivals alike.
wrong sort of attention, increasing the kingdom's Chaos.
 The princess is incapacitated by the impact of this new scar, and is
considered twonked. However, if the GM deems it appropriate she may
come back into the scene at a dramatic moment.

~70~
List Of Heart Scars
Regretful: You've made mistakes. You have to be better. Merciless: Whatever lenience you once had is gone. You will cut those who
Guilty: Why did you DO that? Why do you always mess up? oppose you without hesitation.
Cold: Feelings are a distraction. Reckless: You've survived worse. You'll survive this, too. Or not. Either way.
Hot: Feelings MATTER! Idealistic: You're right! You KNOW you're right! If only you could make
Overwhelmed: Everything is so complicated. Things just keep piling up. You them understand!
just want things to be simple. Blinkered: This is fine.
Savage: No more polite lies. You'll let them all know exactly what you think Relentless: So what if you're heading for ruin. Just as long as it gets done.
of them. Paranoid: Everyone's hiding something. Nobody's free of secrets. The only
Impatient: You have no time for those who stand between you and what sane position is one of suspicion.
must be done. Step aside or be trampled. Shy: Everyone keeps looking at you, and you don't know how to deal with
Overprotective: As long as they're okay, you're okay. Just don't let them get that.
hurt. Just don't let them down. Stubborn: No.
Contentious: WHAT DID YOU JUST SAY? Anxious: What if you're just making things worse? What if every decision
Vindictive: They have wronged you, your friends, your kingdom. They must you make is wrong? How can you be sure? How can you do this?
be punished. No matter the cost. Obsessed: Was it that? It was. Just that one thing. That one little thing.
Manic: Let's have a party! Let's go fight those elementals! Let's do whatever, Disillusioned: It's not how you thought it'd be. It's not how they said it'd be.
just don't stop! Don't stop! Is there even any point to this?
Withdrawn: You're okay. You can do this. By yourself. Definitely by yourself. Arrogant: This wouldn't have happened if they'd just listened to you. You're
Proud: You did nothing wrong. It's everyone else who's mistaken. better than them. You're better than everyone.
Competitive: Anything's better than losing. Selfish: Why does everyone expect you to sort everything out? Someone else
Trusting: They know best. You just have to keep faith. No matter what can deal with it. You have your own priorities.
happens. Just keep that faith. Apathetic: Whatever.

~71~
Retirement
Scars are permanent. When a princess gains her fourth scar she must take a Alternatively, the princess can leave the kingdom for the controlled lands.
step back from active involvement in kingdom affairs. Let the younger, This reflects well on the kingdom—clearly this princess has worked hard and
brighter princesses deal with them. She's not dead or broken or useless, she sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.
just ... can't do this any more. She can still be a part of the kingdom, but she Immediately add six to the kingdom's Standing. Also, the princess will
is now an NPC. The player must make a new character to continue, possibly probably take an important position in one of the factions or otherwise act as
using the legacy rules. The retiring princess may help out in the future, but a positive (if remote) influence. Add her as a Highly Placed Friend boon to
entirely under the GM's control. She will be extremely reluctant to the kingdom. If you like, you may create a new character using the legacy
participate in any activities related to the event that caused her retirement. rules.
For example, if she took her fourth scar while fighting elementals in the wild When a princess retires due to heart scarring her kingdom gains +1 relations
lands, she won't do anything that might result in a fight or contact with with the faction Scarred Hearts.
elementals. If she took her fourth scar while at a party then she will shy away
from social or diplomatic engagements.

~72~
Heart Scars In Play
Taking a heart scar is a dramatic, permanent change to a character, but it For players, don't be too scared of heart scars. Getting one isn't the end of
doesn't have to define them going forward. Nobody is just one thing, and the world. From a gameplay point of view there's no mechanical penalty for
every princess is going to react to a scar differently. Some will accept it, even taking a scar, your Weight gets completely cleared, and if you use the scar for
embrace it, using it to drive themselves forward. Some will be afraid of this roleplaying you get bonus XP. Of course if you get too many you're forced to
new facet of themselves. Some will fight against it, striving to be better than retired, but that's not the same as dying. Either your princess becomes an
the heavy little darkness deep in their chest. Some will try to ignore it, NPC in the kingdom or she leaves the frontier and takes a position
throwing themselves into affairs as a distraction. Some will deny its existence, elsewhere, supporting the place she fought so hard for from afar. It's not the
doing anything to keep from acknowledging their new scar. Some will see it end of her story.
as a mark of honour, a reminder of what they've sacrificed. Some will see it as For the GM, don't be scared to pile on the Weight, but if a princess is close
a mark of shame, a reminder of their failure. Some will be able to laugh it off; to gaining a heart scar it can be a good idea to bring it up whenever she takes
it happened, it's not that interesting, let's just move on. Some will find that action or does anything that could push her over the edge. If a princess is
they're not able to treat it so lightly. about to resist a consequence, for example, make sure to tell her that if she
In this Princess World heart scarring is a known phenomenon. Everyone sort rolls under a certain number then she's going to take enough Weight to gain
of knows that it's a risk for princesses, especially frontier princesses. a heart scar. Don't blindside princesses, is what I'm saying. In a certain sense,
Accumulating too many isn't the end of a princess, it's mostly just a sign that gaining a scar should feel almost like a choice. The princess chose to push
she's done enough. There's a level of respect for a princess with heart scars, herself, to resist, to take those risky or desperate actions, to escalate. It all
sometimes even awe. It means you've been out there. It means you've fought added up and led to this one moment. In a particularly tense or dramatic
and pushed yourself, maybe a little too far. It's rare that anyone would blame situation, when a princess already has eight or nine Weight, you could even
a princess for taking a heart scar. Even a princess's rivals usually won't use offer a heart scar as part of a Hard Choice. She doesn't have to roll that
her scars against her. After all, they could be next. Still, it's not really desperate action. She'll have full narrative control of how this thing plays out.
considered a polite conversational topic. In most situations it would be All of her Weight will be cleared. The only price is a scarred heart.
tremendously rude to ask a princess if she has any scars, akin to asking a
soldier if they've ever killed anyone. Heart scars are spoken of in hushed
tones, when they are discussed at all, with a degree of reverence and delicacy.

~73~
Resistance Rolls
When a princess suffers a consequence they don't want to accept, they may Example: During a scuffle with an elemental, Stella rolls badly and gets slammed
take Weight to change the outcome. The result of a resistance roll determines against a tree. It's a desperate situation and a strong elemental so the GM decides
how much Weight must be marked to avoid the outcome. Stella will take the level three harm, 'Crushed'. Stella isn't in the mood to be hurt,
Resistance is always automatically effective. The GM will tell you if the so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her
consequence is reduced in severity or if you avoid it entirely. Then, you'll Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Weight, and the GM
make a resistance roll to see how much Weight your character marks as a reduces the harm to level 2, 'Bruised Ribs'.
result of their resistance. Usually, a resistance roll reduces the severity of a consequence. If you're going
You make the roll using one of your character's attributes (Fitness, Wit, to suffer level three harm, for example, a resistance roll would reduce the
Charm or Whimsy). The GM chooses the attribute, based on the nature of harm to level two instead. Or if you got a complication when you were
consequences: sneaking into a monster lair, and the GM was going to mark three ticks on
Fitness: Physical harm and effort; being thrown around, taking damage, the Alarm clock, she'd only mark two (or maybe one) if you resisted the
falling, exhaustion, trying to keep hold of something. complication.

Wit: Mental harm and effort; magical damage, fatigue from study, messing You may only resist a given consequence once.
up an invention. The GM also has the option to rule that your character completely avoids
Charm: Social harm and effort; making a faux pas, being caught in a lie, the consequence. For instance, maybe you're fighting a monster and the
cutting words from a rival princess, negating a drop in relations. consequence is getting disarmed. When you resist, the GM says that you

Whimsy: Wild magic & weird harm; consequences of wild magic, messing avoid that consequence completely: you keep hold of your weapon.

up while gardening, averting or negating the effects of wild surges. The GM may also threaten several consequences at once, then the player

Your character marks 6 Weight when they resist, minus the highest die result may choose which ones to resist (and make rolls for each).

from the resistance roll. So, if you rolled a 4, you'd mark 2 Weight. If you
rolled a 6, you'd mark zero Weight. If you get a critical result on your
resistance roll you clear 1 Weight.

~74~
Magic Shields Death
Part of a princess's repertoire of tricks is the ability to magically protect Princesses are not immortal. The death of a character is a possibility within
herself. Although they're referred to as 'shields' they can take any form, such this game. However, it can only occur if both the GM and player agree. To
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a state it clearly, when it comes to character mortality players in this game have
stern glance that stops an arrow in midair, or any other protective magical full agency. Their character cannot die without their explicit consent.
effect the princess likes. Generally speaking this protection will work against If the story leads a princess into a situation in which she takes potentially
physical or magical attacks, but is not effective against social attacks. Not lethal damage, if the player does not want her to die then she suffers level
even a magic shield can defend against the cutting remarks of a rival princess. three harm and is twonked. If she wants to continue to act then she must pay
The GM will judge when a magic shield can or cannot be used. two Weight for every action taken.
Using a shield costs two prep points and reduces harm by one level. If the
shield is of fine quality, either due to the kingdom boon Overprotective or
something else, then it only costs one prep point.
Shields can be used as long as the princess has prep points, although of
course this means that other useful items or magic cannot be used.

~75~
Kingdom Affairs
There's no avoiding it. You can't ignore the problem any longer. You've got a dozen other things demanding your attention but this affair in particular needs
to be dealt with right now.
Kingdom affairs are the main 'adventure' part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom's patron faction has approached them with a little
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,
or just find a really good party to attend. Whatever the affair, it's going to require planning, there are going to be obstacles involved, and by the end of it
everyone is probably going to be longing for a cup of tea and a nice long bath.

Planning & Engagement Choose Your Approach


The princesses spend time planning their kingdom affairs. They check maps, There are six different approaches that can be taken, each with a missing
study books, argue about the best approach, consult with experts or their detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or
subjects, prepare magic and supplies, plan routes, worry about potential Noble. To plan an affair, just pick an approach and add the detail. Then the
dangers, and so on. GM will cut to the action as the first dramatic moments of the affair unfold.
You, the players, will probably still do some of that. But all you ACTUALLY
have to do is choose the type of approach your princesses are taking. The
engagement roll determines how much trouble you're in when the plan is put
into motion.

~76~
Engagement Approaches In Detail
Direct Careful
Get straight to the point, no mucking around. Research carefully and do this properly.
Detail: The point of attack. Detail: The revealed weakness.
Direct approaches are for princesses who can't be bothered with fiddly Careful approaches are for princesses who like to plan and prepare. The
nonsense. The point of attack could be a place, a person or object, or even detail is a weakness, which can be just about anything. Remember that the
something more abstract like an idea or a belief. engagement roll determines the opening position of the affair. On a poor roll
maybe the princesses' were wrong about the weakness, or weren't able to
Tricky
properly take advantage of it.
Don't be glib.
Detail: The method of deception. Social
Tricky approaches always involve a degree of subterfuge. Think about both Civility, persuasion, tea.
the target and the way the princesses are tricking them, and exactly what Detail: The social connection.
they're trying to accomplish with this. Social approaches involve a contact, which could be someone the princesses
already know or someone new. (Although they'll probably have more luck
Stealthy
with a known and trusted ally than an unknown quantity.) It could involve
Just don't let them notice you.
negotiation, a friendly chat, or maybe just a lot of shouting.
Detail: The point of infiltration.
Stealthy approaches differ from tricky approaches in an important way; Noble
tricky approaches are about deception, while stealthy approaches are about Announce your intentions and engage honourably.
not being noticed at all. Detail: Your reason for being so nice about this.
With a noble approach there is absolutely no deception or trickery, and if
fighting is involved it'll be face to face without any attempt at surprise or
subterfuge.

~77~
The Engagement Roll
Once the players choose an approach and provide the detail the GM cuts to Is the approach especially appropriate? Does it exploit a weakness or
the action, describing the scene as the princesses begin their affair and vulnerability? Take +1d.
encounter their first obstacle. In order to give everyone an idea of how things For example, a Stealthy approach when infiltrating via a secret entrance, or a
kick off, we use a dice roll. This is the engagement roll. Social approach with the detail being a reliable and trusted ally.
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify Is there anything unsuitable about this particular approach? Is the target
the dice pool for any major advantages or disadvantages that apply: strong against it? Take -1d.
Is the affair aligned with the kingdom's focus? Take +1d. For example, a Noble approach against a tricksy and cunning kingdom, or a Direct
For example, Magic Researchers going into the wild lands to retrieve a relic. approach against a fortified position or a well-guarded item.
Are the princesses particularly suited to this approach? Take +1d. Can any of your friends or subjects help or give advice? Take +1d for each
For example, a Social approach with princesses who have high Charm aspects, or source of help.
having the Elemental Experts boon on an affair involving elementals. Are any enemies or rivals interfering in the affair? Take -1d for each
Are the princesses out of their depth with this approach? Take -1d. interference.
For example, a Stealthy approach with princesses who have no points in Sneaky. Are there any other elements that you want to consider? Maybe a lower-Tier
Will the affair be in a familiar or comfortable environment? Take +1d. target will give you +1d. Maybe a higher-Tier target will give you -1d.

For example, if the affair is within the kingdom, or in a place related to a princess's
Engagement Roll Results
speciality, or somewhere the princesses have spent significant time previously.
Crit: Exceptional result. You've overcome the first obstacle and you're in a
Does the affair take place in a particularly difficult, hostile, or alien
controlled position for what's next.
environment? Take -1d.
For example, deep in the wild lands or at a party filled with hostile factions. 6: Good result. You're in a controlled position when the action starts.

Is there an aspect of the affair that could easily go wrong? Take -1d. 4/5: Mixed result. You're in a risky position when the action starts.
For example, it involves a kingdom or faction with negative relations, requires 1-3: Bad result. You're in a desperate position when the action starts.
precise timing, or involves an unreliable person.

~78~
Flashbacks
When an affair is underway you can invoke a flashback to take an action in At the GM's discretion a flashback might be paid for by Treasure or
the past that impacts your current situation. Maybe you asked your allies to Standing, rather than Weight. For example, if Chaos is significantly raised
come in and provide backup against these elementals. Maybe you arranged during an affair, to the point that Wild will be increased, you could pay a
with your subjects to be on hand with sacks to carry all this stuff back to the Treasure and flashback to taking the free time action Calm The Wilds, thus
kingdom. Maybe you spent some time studying the monsters you just ran reducing Chaos and avoiding that Wild increase.
into.
Flashback Limits
The GM sets a Weight cost when you activate a flashback action.
A flashback isn't time travel. It can't undo something that just occurred in
0 Weight: An ordinary action for which you had easy opportunity. Arranging the present moment. For instance, if a faction representative confronts you
with your subjects to show up somewhere, coordinating a special signal or about the disappearance of a magical artefact, you can't call for a flashback to
code word with your fellow princesses, studying a specific aspect of stop her from showing up. She's here now, questioning you. That's
something. established in the fiction. However, you COULD call for a flashback to show
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise that you planted that artefact in a rival princess's bag...
to be hidden at the party, having already Bookwormed about the house
Time Paradox
where the faction leaders are meeting.
Princesses cannot suffer harm or other consequences in a flashback that
2+ Weight: An elaborate action that involved special opportunities or
would have affected them in the time leading up to the point when they had
contingencies. Coordinating a balloon with a rope ladder to be sent over your
the flashback. In other words, you can't break your arm in a flashback if
location just at this moment, uncovering detailed information about the
you've been operating with two unbroken arms this whole time. Instead of
secret passages that lead to the master control room.
handing out harm and such as a consequence of flashback actions, the GM
After the cost is paid, a flashback action is handled just like any other action.
should think about how the princesses' actions in the past might affect them
Sometimes it will entail an action roll, because there's some danger or trouble
in the present moment. You could start a clock, increase Chaos, damage
involved. Sometimes a flashback will entail a fortune roll, because we just
relations, have a rival show up, introduce a threat, or even inflict harm on
need to find out how well things went. Sometimes a flashback won't call for
them in the present. Linking causes in flashbacks to effects in the present
a roll at all; you just pay the Weight and it's accomplished.
moment can really bring an affair together.

~79~
Prep Points Picking Up Stuff
Princesses are known for their flexibility and adaptability. They'll often come
up with a bit of magic or useful item just at the moment they need it. If a princess wants to take something she finds during an affair, mark off a
Princesses don't need to specifically note what equipment, items, and magic prep point. This includes Treasure; one prep point per point of Treasure
they're carrying. Instead, at the beginning of each new kingdom affair each grabbed. Remember that any princess can mark two prep points to use
princess gets five prep points that they can spend whenever they need storage magic, which holds her kingdom's Tier+3 items or Treasure.
something extra. It might be a tool, mundane or magical. It might be an extra
If a princess wants to take Treasure or specific items along on an affair
weapon, for just those moments when your princess weapon has been
then mark one prep point for each item or point of Treasure carried.
smacked out of your hand by a raging frost elemental and you could really
However, unless the item is absolutely vital to the affair it's usually better
use your trusty flame dagger. It might be a sequence of bombs, each more
to just mark off the prep point at the moment you need the thing.
unlikely than the last. It could also be a pinch of extra magic to make yourself
faster or sneakier, to disguise your appearance, or to summon some magical
fireworks as a distraction.
In any case, whenever you need something during an affair just tell the GM
what you're pulling out and mark off a prep point. If it's particularly rare or
powerful then the GM might rule that it costs two prep points. If you want
an item or magical effect to be of fine quality (+effect when used as part of
an action roll) then it will cost an additional prep point. The GM might also
request justification for why the princess has this particular item, or require a
flashback to explain where and how they acquired or prepared it.
Prep points cannot be regained during an affair. Once they're gone, they're
gone.

~80~
Princess Magic Shield (2)
Princesses sometimes need a little more oomph than usual. The following Resist physical or magical damage, reducing harm by one level. Ineffective
magical abilities cost prep points to use, and could be represented by a small against social harm. See Magic Shields (pg 75) for more details.
charm, a magic scroll or potion or other item, some extra preparatory study
Storage (2)
done before the affair, or just the princess summoning extra power to pull off
Some kind of pocket dimension, magic chest, or bag of holding situation.
a clutch move. If there's a number after the magic then that's how many prep
Holds up to Tier+3 Treasure or items until the princess returns to her
points it costs, otherwise it costs 1 prep point. If the princess is out of prep
kingdom. If Storage magic isn't used, each Treasure or item costs one prep
points and wants to use magic it will cost her two Weight per prep point.
point to carry.
Generally, most magic will add increased effect or +1d when used as part of
an action roll. If an additional prep point is used to make the magic fine Illusion
quality add both +1d and increased effect to the roll. Create the image and/or sound of something, alter your own or someone
If a princess wants to use magic that doesn't fit into any of these categories, else's appearance, conjure magical lights or fireworks to distract or entertain.
it's up to the GM as to whether she has access to that magic, how effective it Movement
is, and how many prep points it will cost. Move fast, jump high, climb like a spider. At the GM's discretion this could
also include limited teleportation or flight.

Divination
Reveal secrets about a person, object, or place, uncover hidden things, see the
possibilities that lie ahead, banish illusions.

Elemental
Fire, water, air, earth, light, darkness; frontier princesses command them all.
At the GM's discretion more out-there elements could also be covered.

~81~
Aftermath
After a kingdom affair is concluded, it's time for a break. The post-affair phase is divided into five segments, as follows:
1 - Rewards Earned
2 - Chaos Grows
3 - Complications
4 - Free Time Activities
5- Winding Down

Rewards Earned
When a kingdom affair is successfully resolved, add 2 Standing. If the affair Kingdom boons such as Trade Freedom or Highly Placed Friend will award
involved a threat that was higher Tier than the kingdom, add +1 Standing their bonuses during this step, and valuables such as treasure palace cores
per Tier higher. If the threat was lower Tier than the kingdom then the may be exchanged for Treasure or other benefits.
Standing reward is reduced by -1 per Tier lower (minimum zero).
If someone promised to pay the princesses they might be awarded Treasure
or receive other benefits. They might also have found Treasure during the
affair.

~82~
Chaos Grows
Chaos increases naturally over time, as wild magic gathers beyond the If Chaos ever reaches ten, immediately reset it to zero, increase the
borders. After every kingdom affair increase Chaos by 1. Discord and bad kingdom's Wild by 1, and trigger a wild magic surge. See the Chaos section
moods also increases Chaos. For every group with which the kingdom has -3 (pg 65) for more details.
relations, increase Chaos by 1. If time was spent in the wild lands during the If a kingdom's Wild reaches 5 then the nearby wild lands have become
affair then Chaos increases at the following rates, depending on how the intensely chaotic and dangerous. This does not necessarily mean an
princesses behaved: automatic failure on the part of the princesses, but their inability to calm and
Quiet, calm and respectful; no fighting occurred: no extra Chaos. counter the wild lands near their kingdom will certainly be noticed. They
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos. should expect a visit from one of the factions, perhaps their patron, perhaps
Noisy and stompy; multiple or drawn-out fights: +4 Chaos. the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe

They just went crazy over there; constant rowdy fighting: +6 Chaos. the Wandering Stars will arrive in one of their moving castles. Whoever it is
that shows up, they're not going to be particularly warm towards the
Next, add Chaos from wild magic dice used and local wild magic surges:
princesses. How things progress is up to the GM, but the freedoms of the
0-2: Mostly safe. No mechanical effect.
player princesses are likely to be restricted and their actions given stern
3-5: +2 Chaos
oversight.
6-9: +4 Chaos
Keeping both Chaos and Wild low should be a high priority. Once Wild
Add an additional +1 Chaos for each wild magic dice/surge more than nine.
rises there is no simple method to reduce it. It might be possible to lower
For example, if eight wild magic dice were used and four wild magic surges
Wild via long term projects, but this will likely require considerable resources
occurred, the kingdom's Chaos would increase by +7.
and outside help. It's up to the GM as to what is required and who the
princesses will have to appeal to in order to get this done.

~83~
Complications Complication Roll Table
Being a princess is an involved affair. You've got all these factions with all
1 Border Problems
their conflicting ideals, you've got your neighbour kingdoms with all their
nonsense, you've got rival princesses with all their drama, you've got 2 Something's Missing

elementals hammering against your borders, you've got the wild lands where 3 Local Trouble
literally anything could become a problem, you've got subjects to protect and
4 Unexpected Visitor
parties to attend and—well, it's just a lot, is all. Frontier kingdoms in
particular come with more than their share of troubles, often unexpected. 5 Could You Possibly...

Thus, complications. 6/7 Wild Nonsense


Once a kingdom affair has been resolved, successfully or unsuccessfully, after
8/9 Elementals Gathering
Chaos has been determined and the princesses are just starting to feel like
they might have earned a nice bath, the GM generates a complication using 10 Monster Lair

the following list. Roll 1d6; the GM can choose to take the face value, or add 11 Living Dungeon
the kingdom's Chaos to the roll. The roll can either be made in the open or
12 Rogue Library
in secret, and the complication can take effect immediately or at an
appropriate moment later on. 13 Treasure Palace

When faced with a complication, princesses can either ignore it or deal with 14+ Destructive Surge
it. Ignoring a complication will often come with a cost (usually Treasure or
Standing), and it could lead to further problems down the line. Dealing with
a complication will often take a free time action, start a progress clock, or
require a kingdom affair to properly sort out. Delegating a complication to
someone else is also an option, such as a group of subjects. Good luck with
that.
For more information on many of these complications please see the second
Frontier Kingdoms sourcebook, The Wild Frontier.

~84~
(1) Border Problems (4) Unexpected Visitor
Either the wild lands border, or the border to the tamed lands, or maybe even It might be someone you're happy to see, or the last person you wanted to
a border with a neighbouring kingdom. Whichever border it is, there's some turn up at your castle door. The GM might like to make a fortune roll to see
kind of trouble happening there. Maybe monsters are gathering in the wild how welcome the visitor is. It could be a faction representative, or a group of
lands, or there are some weird buildings or items manifesting out there, or adventurers wanting to camp in your kingdom to do some wild land
the shields are acting up. If it's one of your neighbouring frontier kingdoms exploration. Maybe a group of wandering princesses have arrived in their
then maybe they need a favour, or they've got a problem with something travelling castle, parking in the nearby wild lands to calm a severely chaotic
you've been doing, or they're just stirring up trouble. Maybe they think that area. It could be a group of Silver Masks hunting down a particularly
you've been moving the border shields to take over THEIR land—or maybe dangerous elemental, it could be that nice princess you met at a party
they've been shifting the border shields to take over YOUR land. stopping by for a visit, it could just be your rival again, here to mess with your
biz. Whoever or whatever it is, they're not making things any simpler by
(2) Something's Missing
being here.
Maybe it's a subject, maybe it's the bakery, maybe it's your favourite hairclip.
Questions that might be asked include, who took it? Where was it taken? (5) Could You Possibly...
How can we find it? One of the factions needs a favour. It's probably your patron, or one that you
If this problem is ignored, the missing thing might just turn up on its own. have positive relations with, but then again it might be one that you don't get
Then again, the princesses might not enjoy just where and how the thing along with, or one you haven't had dealings with before. Refusing this
appears... request will either cost Standing equal to the Tier of the faction making the
request, or lower your relations with that faction by one.
(3) Local Trouble
Questions to ask include, what is the favour? Why are they coming to you? Is
Someone in the kingdom is causing trouble. This could be one of the player
this something only you can do? Are you going to be rewarded for it?
princesses, it could be some of your subjects or an expert or some other
personality within the kingdom. Questions to ask include, who's being
troubled? How serious is it? What can we do to fix it or apologise? Who is in
the right here?

~85~
(6/7) Wild Nonsense (10) Monster Lair
Living right next to the wild lands comes with its own set of challenges. The Monster lairs just pop up everywhere in Princess World, like enormous
raw magic in the area can manifest in all sorts of ways. Maybe there's a sort malignant toadstools. Even in the tamed lands they're a problem. Anyway,
of ghost thing hanging around your kingdom now, floating around and one has appeared in your kingdom. The GM decides just what kind of
making people uncomfortable. Maybe a group of monsters have turned up, monsters they are and how big the monster lair is. On the positive side of
claiming to be nice and begging for refuge. Maybe it's just regular monsters, things, monster lairs usually have Treasure inside.
rampaging around and being a nuisance. Maybe all the sheep in the kingdom Questions to ask include, who first spotted the lair? What have the monsters
have started chanting about taxation without representation. done already? Can they be reasoned with? Where did the lair pop up? How
Whatever it is, it's up to the princesses to decide what to do about it. do the subjects feel about this?

(8/9) Elementals Gathering (11) Living Dungeon


Elementals are a fact of life in a frontier kingdom. Wild magic sometimes Living dungeons aren't actually alive, even if they do move around and
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a sometimes breathe and talk. They're not necessarily bad either, although
particularly sunny day, and then that twig or whatever attracts more wild they're often filled with monsters or rebel princesses seeking shelter. There's
magic, and before you know it you've got an elemental on your hands. usually Treasure in a dungeon, along with a relic or two. They also have a
Elementals tend to grow exponentially, especially once they're big enough to dungeon heart, which can be anything from a person to an item to an actual
start moving around on their own. They tend to be simple creatures, not giant heart. Sometimes you can talk to a dungeon's heart, if you reach it, and
focused on anything but seeking out more magic to feed on. Know what's a ask it questions, or request a boon, or just have a nice chat.
tasty snack that's just bursting with magic? Frontier kingdom border shields. Living dungeons have a Tier, although it's not related to your kingdom's
So now you've got at least one elemental at your border, its Tier at least equal Wild. Roll fortune if you like, and take that as the dungeon's Tier. This
to the local Wild, feasting on the magic from the shields. Someone's determines how big the dungeon is, and possibly also how confusing its
probably going to have to do something about that. layout is, how deadly and baffling its traps, and how dangerous its denizens.
Questions to ask include, did the dungeon just arrive nearby or was it
uncovered? What does it look like? Is it causing any problems? Has anyone
taken an interest in it?

~86~
(12) Rogue Library (13) Treasure Palace
Rogue libraries are off-limits to frontier princesses. Well above your level of Excitingly, a treasure palace has appeared in the wilds near the kingdom's
expertise, just far too much for you to handle. So if one pops up in the nearby border. It's a big one, too, the Tier at least the kingdom's Wild+1. Ignoring
wild lands, as appears to have just happened, I recommend that you just this won't come with any negative effects, but if you can get inside the palace
spend a free time action Reaching Out to the Universal Librarians and be quick enough you might be able to snag the core—plus whatever other
done with it, that's the sensible course of action here. treasure is inside. On the other hand treasure palaces are pretty much always
However. Should a princess desire knowledge—perhaps seeking the answer crawling with elementals and other monsters. You might also have to
to a tricky question, or looking for dirt on their rivals, or hoping for books contend with other treasure hunters. Your rivals from the next kingdom over
related to their indulgence or a long term project—then she might dare to have almost certainly noticed it too. So what are you gonna do, princess?
enter the rogue library. Doing so is definitely going to be a challenge, with (14+) Destructive Surge
the library's Tier being at least the kingdom's Wild and most likely higher.
Oh dear. The wild magic around the kingdom has just gone absolutely
It's very easy to destabilise a rogue library, too, and they're always filled with
bonkers. This isn't a normal wild magic surge, this is something much worse.
traps and puzzles and often timey-wimey nonsense. If a rogue library
Maybe it's a massively destructive storm, or explosions of glowing energy, or
destabilises while you're still inside it then you could easily end up halfway
an enormous elemental. Questions include, what form does the surge take?
across Princess World, deep in the wild lands with no clear path home.
What damage has it done already? Who can we ask to help us?
Perhaps worse, if the Universal Librarians figure out that you were
In any case, the GM should choose a consequence or make a fortune roll:
responsible for messing up a rogue library then a drop in relations is just
1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)
going to be the start of your problems.
4/5: -1 Shield (the surge severely damages your border shields)
Still, all that tempting information is just there. Hard to resist the allure of
6: -4 Standing or -1 relations with a faction (your kingdom's reputation
knowledge, isn't it, princess.
suffers)

~87~
Free Time
Princesses aren't just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn't take part in the kingdom affair then she might get an additional
free time action, at the GM's discretion.
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 40) for details.

Calm The Wilds Borrow Something Special


Any princess can attempt to reduce the level of Chaos and wild magic near Using this action allows the princess to either borrow one special item for
the kingdom's border. Describe how you are acting to reduce chaos and calm herself, or to equip a subject group with common items. For example, she
things down, then make an action roll. Reduce Chaos according to the result: might know that the next kingdom affair will involve an extended trek into
1-3: -1 Chaos the wild lands to search for a missing girl, and so request protective
4/5: -2 Chaos equipment for the search party. Or she might want something special for

6: -3 Chaos herself, maybe an anti-elemental weapon or charm.

Critical: -5 Chaos When using this action, roll the kingdom's Tier. The result indicates the
quality of the item you're borrowing, using the kingdom's Tier as a base. On
Taking a Calm The Wilds action also removes one tick from the Elementals
a partial success, an item of the kingdom's Tier has been borrowed. On a full
& Monsters relations clock.
success, add one to the item's quality. On a crit, add two to the item's quality.
Calm The Wilds rolls may not be escalated.
On a miss, the item is not available. The princess may spend Treasure in
Training order to increase the result of the roll by one per Treasure spent (eg a failure
When you train, mark XP in a core trait or Heart and describe what you're becomes a partial success, partial success becomes full success). Note that a
doing to improve yourself. prep point must be spent to actually use this item during an affair.

~88~
Indulge Indulgence
By spending a free time action the princess may roll a number of dice equal
to the core trait associated with their indulgence, and subtract the highest
result from their Weight. Note that this is always a d6 roll, and cannot be
escalated.
If the result of an indulgence action clears more Weight than the princess has
accumulated then she has fallen into obsession. Choose one negative
consequence:
Overspent: You've accidentally spent too much money on your indulgence. Attract Attention: And not the kind you'd want. The strength of your passion
Pay one Treasure. for this indulgence has made your kingdom a target, either from the wild
Stayed Up Late: You stayed up well past your bedtime pursuing your lands or somewhere else. Increase the kingdom's Chaos by +2.
indulgence. Take the level 1 harm 'drained'. If you already have 'drained' then Manifestation: Princess obsessions can take on physical form. The very spirit
take the level 2 harm 'exhausted'. These harms cannot be resisted, and cannot of your indulgence is following you now, and it's very distracting.
be removed until after the next kingdom affair. It's Complicated: Roll a new complication, from the chart in the Complications
What Day Is It: You're so focused on your indulgence that you lose track of section (page 84), with a d6 (don't add Chaos). It's probably something
time. Either spend an additional free time action or miss the next kingdom personal and related to your indulgence. Whether you get the other
affair (in which case you must play a different character, or else sit it out princesses involved or not is up to you.
entirely).

~89~
Reach Out
There are a lot of things, in this Princess World, that are beyond the If a princess achieves a standard effect on a Reach Out action, the faction's
capabilities of a small unimportant group of frontier princesses. Some clocks position will change for the length of this session. If the princess achieved a
just can't be directly influenced by a princess's actions under normal greater or higher level of effect then the faction's position will change
circumstances. It's only the machinations of factions that can change the permanently, or at least until something significant happens.
course of things. It might take more than a single action to change a faction's position on an
However, you should never underestimate the power of a well-worded letter, issue. In that case the GM should create a clock, with successful Reach Out
or a perfectly timed meet cute, or a productive afternoon of tea and scones actions filling in segments according to the level of effect. Once the clock is
and agendas. With the Reach Out free time action princesses can attempt to filled, that faction will change its stance.
sway a faction, another kingdom, or an Important Person one way or the You may push yourself on a Reach Out action by spending Standing instead
other towards those big picture clocks and their kingdom-affecting of, or as well as, Weight. For example, if you spend 2 Standing and mark 2
consequences. Describe how your princess is acting to influence, then roll an Weight you could increase effect by two levels, or add two extra dice to the
aspect. The GM will set effect based on relations with that faction, Tiers, and roll, or add one extra dice and also increase effect by one level.
the appropriateness of your aspect and approach. On achieving a standard
Improving Relations
effect or better you've successfully swayed the representative towards your
Reach Out can be used to improve relations with a faction, another kingdom,
way of thinking. That faction will, at least temporarily, roll the way you want
or a single Important Person. In that case the level of effect achieved by this
them to on this one matter. If a limited effect is achieved then something else
action translates to ticks on that group's relations clock.
will have to be done. Maybe another free time action will have to be spent, or
Treasure or Standing.
Factions will generally only change their position on an issue by one order of
magnitude at a time. That is, if a faction supports or is opposed to an issue
then a successful Reach Out action will change their position to neutral. If a
faction is neutral on an issue then a successful Reach Out action will push
them into supporting or opposing the matter.

~90~
Requesting Financial Support
Reach Out actions can also be used to exchange Standing for Treasure. On a fumble you receive no Treasure, and have annoyed the faction with your
Reduce Standing by two, choose the faction you're targeting, and roll an request or otherwise damaged relations with them. Reduce relations with
appropriate aspect. Your kingdom's Tier measured against the faction's Tier that faction by -1.
(modified by relations) determines your base level of effect. For example, if On a failure you receive one Treasure.
your kingdom's Tier is 1 and the faction's Tier is 3, and you have +1 relations On a partial success you receive up to two Treasure.
with that faction, then your base level of effect is limited. Remember that you On a full success you receive up to three Treasure.
can spend extra Standing to push yourself on this roll, as well as marking
On a critical success you receive up to five Treasure.
Weight. You can also trade position for effect, or even escalate the action. Of
Increased (or reduced) effect on this action equates to a greater or lesser
course both of those options carry potential consequences, but being a
amount of received Treasure; plus or minus one per level of effect.
frontier princess is all about taking risks to get what you need.
The maximum amount of Treasure that can be gained by this action is equal
Any given frontier kingdom may only request financial support once per
to the faction's Tier. For example, if the faction's Tier is two and you roll a
faction per session. If you want to do it more than once then you're going to
critical success then you receive two Treasure, not four.
have to target a different faction each time. This applies regardless of success
or failure.

~91~
Recover
Like it or not, frontier life comes with its share of injuries. Fortunately, Example: Stella has the level 3 harm 'broken arm' as well as the level 1 harms
princesses naturally recover quickly and as such may always take one recover 'drained' and 'bloody nose'. After filling her healing clock, she removes both level 1
action per free time period without spending an action. Make a roll using harms and reduces her level 3 'broken arm' to a level 2 'arm in cast'.
Tough, applying all bonuses from the kingdom and other sources. (So if the
Take A Break
kingdom has the Healing Breeze boon and a princess with the Healer special
Sometimes you don't want to do anything at all during your free time,
ability, during each free time period all princesses would roll to recover using
despite everything that's going on in the kingdom. Sometimes you want your
their Tough aspect with +1d from Healer and +1d and increased effect from
free time to be, you know, free time.
Healing Breeze, for a total of +2d and increased effect.)
Taking this action means you're not doing anything in particular, or maybe
If a princess has more harm to heal after this then they may spend a free
you are, but it's certainly nothing productive. Feel free to describe what you're
time action to further recover. If you have an expert, subject group, or fellow
doing, or not doing.
princess who can provide treatment roll with their quality or an appropriate
When you take a break, mark one segment in your healing clock and clear
aspect. If you don't have anyone to heal you, roll using your Tough with
one Weight.
reduced effect. Based on the result mark ticks on your healing clock:
Taking a break does not count as indulging your indulgence.
1-3: One segment | 4/5: Two segments
6: Three segments | Crit: Four segments
When you fill your healing clock, reduce each instance of harm on your sheet
by one level then clear the clock. If you have more segments to mark, they
roll over. If there's no more harm to heal you should still mark any overheal,
and use them in the next recover roll the princess makes.
You may heal yourself if you have the Healer special ability.
Note that it's the recovering character that takes the recovery action. Healing
someone else does not cost a free time action for the healer.

~92~
Long Term Projects Reports
When you work on a long term project describe what your character does to Part of being a frontier princess is reporting back to your patron faction. Your
advance the project clock, and roll one of your aspects. Mark segments on the focus will help determine what sort of reports you might be expected to
clock according to your result: write. Magic Researchers in particular are expected to submit regular reports
1-3: One segment | 4/5: Two segments on relics and phenomenon they've researched. Treasure Guardians might
6: Three segments | Crit: Five segments write reports on treasures they've found or locations they've looted, Wild
A long term project can cover a wide variety of activities, such as researching Claimers might write reports about steps they've taken to improve their
magical artefacts, investigating a mystery, improving relations, writing kingdom, Social Climbers might write post-action reports on parties, and
reports, changing your character's indulgence, filling party clocks, and so on. Monster Hunters might write journals of their adventurous hunts.
Based on the goal of the project, the GM will tell you the clock(s) to create When writing a report create a four segment clock and use relevant actions
and suggest a method by which you might make progress. They will also tell to fill it (Bookworm and Sensible are always useful for report writing, but
you any costs involved, and what special things you might need to advance. other aspects might also be effective). Filling one report clock creates a basic
In order to work on a project you might first have to achieve the means to report of quality 0. Each additional four segment clock that is filled increases
pursue it, which can be a project in itself. For example, you might want to the report's quality by one.
make friends with a member of a certain faction, but you have no connection When a report is submitted, roll its quality. Add ticks to the faction relations
to them. You could first work on a project to attend parties where you might clock according to the level of success, and an additional tick for each level of
have the opportunity to make that first contact. Once that's accomplished, quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note
you could start a new project to form a friendly relationship. that neither Tier nor relations are factors here. If the GM is amenable then
At the GM's discretion a long term project could add an improvement to the Standing, Treasure, kingdom XP, or other rewards could also be given.
kingdom, but this will likely require large or multiple clocks and special For example, a group of princesses have worked hard and put together a
resources as well as a significant amount of Treasure. You might also need to quality 2 report. After submitting the report they roll two dice, getting a one
involve a faction, which would require Reach Out actions. and a five. Four ticks are added to the relations clock with their patron
faction; two for the dice result, and two for the quality of the report.

~93~
Investigate
Princesses often need to research things, or get the hot gossip on a kingdom Example: The princesses have discovered a monster lair in the nearby wild lands,
or faction, or use magic to look into the nearby wild lands—perhaps in an area that also contains things they need for a long term project. One of the
searching for something in particular, perhaps just making sure there aren't princesses decides to Investigate the monster lair, rolling with Nosy to represent her
any nasty surprises out there. efforts; she's using magical divination and also poking around in the nearby area
If a princess wants information on something, she can use a free time action to see what she turns up. The GM decides that this action will have a standard
to Investigate. She should name her subject of inquiry, describe how she's effect. She gets a partial success on her roll, which the GM judges to be a limited
investigating, and roll an appropriate aspect; Bookworm is the go-to research effect unless the princess pays two Weight to push it into standard. The princess
aspect, while Weird and maybe Nosy are suitable aspects for magical decides to just take the limited effect and gets one hold on the monster lair, which
divination. If the princess is using some sort of device to help her then she uses immediately to ask "What weakness does the lair have?"
Tinker might be appropriate. If she's questioning her contacts then a social
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into Example: The princesses are having trouble with a neighbouring kingdom. One
play, especially if the thing has defences against divination or is particularly princess decides to Investigate to try to dig up any dirt on them. She rolls using
esoteric. Ultimately it's up to the GM to determine how effective the Bookworm, and describes the action as her princess going through official faction
princess's approach might be. Princesses may push themselves, escalate, trade records, newspapers, party reports, anything publicly available. The GM decides
position and so on to increase their effect on this roll. that this approach will have a limited effect—the princess just isn't likely to turn
Success awards hold; one for limited effect, two for standard, three for up anything juicy. However, she manages to get a critical success on her roll, and so
greater. Princesses may use hold at any time to ask a question about their the GM judges her efforts to have a standard effect. Somehow the princess read
subject of inquiry, which the GM should answer honestly. If the information between the lines and connected a bunch of dots, and now has two hold to spend
gained from these questions can be applied within the context of an action asking questions about this particular kingdom's less wholesome elements.
the princess might gain improved position or increased effect, or an extra
dice in the case of an engagement roll.
Sometimes an investigation is too big to handle with a single action. In that
case the GM will create a long term project clock. Once it's filled the
princess will gain either two or three hold on the subject; GM's choice.

~94~
Winding Down
The days of a frontier princess are just packed, this is true. Even her so-called 'free time' is usually spent doing things to help grow her kingdom, or just stop it
from collapsing. But, you know, there are times you just have to say, no, I don't care how much work there is to do, I'm stealing ten minutes and just simply
stopping. Have a cup of tea and a biscuit while you stand on your tiny janky castle's balcony, looking out at the tiny pocket kingdom that is your responsibility.
Perhaps you'll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things, share some
memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably, you'll all
get back to work.
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,
and perhaps even yourselves.

Downtime Discussions
Downtime discussions takes place while the princesses are (theoretically) Unfortunately time ticks on, and the precious minutes you stole to just sit
relaxing, perhaps spending a few minutes watching the sun set together, or as around chatting have passed. How indulgent! How unproductive! Back to
they all share an evening meal, or at night in between plans for the following work, princess, or perhaps time to sleep. You'll have to wait until the next
day. Downtime discussions can be about anything, but on the following pages session to have another downtime discussion, unless everyone who wants to
there are some prompts to kick things off. Pick one or roll for it, then chat keep chatting marks Weight for shirking duties or staying up past bedtimes.
amongst yourselves. Alternately everyone involved could roll or pick In that case go ahead and pick something else to talk about, or roll again on
something they'd like to talk about, and you could play out a scene involving the table, and afterwards mark XP again.
everyone's choices. Although downtime discussions usually take place during the post-affair
Once the discussion has finished everyone involved should decide if it was a phase, they could also pop up before or even during the session's kingdom
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly, affair. Whenever you've all got a moment to just chat, really. No matter when
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for they occur, you only get XP for a downtime discussion once per session
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice unless you pay Weight.
simultaneously, then marks XP in whatever they revealed. If everyone
revealed the same choice, also mark kingdom XP.

~95~
Beliefs
Frontier princesses live busy lives full of pressing demands and heavy You may form one new belief in each session.
responsibility, with hard decisions to make every day. In such a mercurial and If you act on a belief as part of an action, you may push yourself once without
stressful life it's common to form beliefs, solid things that a princess can hold paying Weight.
on to in the midst of chaos and confusion. At the end of each session, during the advancement phase, if you formed or
Beliefs can be about yourself, another princess, your kingdom, one of the acted on a belief then mark XP, or two XP if it happened multiple times or in
factions, an individual, an aspect of the world such as elementals or monsters, a dramatic way.
other kingdoms, your speciality, a personal code of honour or motto, or Sometimes a belief will be shattered. It's all part of life and growth as a
anything else you might come up with. frontier princess. If you can no longer believe something then cross out the
Princesses can form beliefs at any time during a session, but the Winding belief, mark Weight, and also mark Heart XP.
Down phase is often when they're solidified.
When you form a new belief, write it down. It might be something like "I
can rely on my fellow princesses" or "Our patron faction doesn't care about
us" or "My kingdom is worth fighting for" or "I have to protect her" or "We
can't trust our neighbours" or "I really like ducks." In general, avoid
beginning beliefs with phrases like 'I feel' or 'I think'. If it's a belief, it's
something that your princess is 100% about. Too solid to doubt.

~96~
Conversation Prompts (1d100)
1) What was the worst argument you ever had? 23) What's your home kingdom like? 42) What's your favourite holiday or special day or
2) Who do you admire most? 24) Is anyone else in your family a princess? event?

3) What's the best compliment you ever received? 25) What's your favourite monster? 43) Where do you feel most safe?

4) What do you all agree about? 26) Is being a frontier princess like you expected? 44) What is your most treasured possession?

5) What was the best meal you ever ate? 27) Do you like being a frontier princess? 45) If you could change one thing about our kingdom,

6) Who or what makes you laugh? 28) Did you choose to be a frontier princess? what would it be?

7) What's the most insulted you've ever been? 29) What is your least favourite food? 46) What do you wish you could do that you can't?

8) Did you ever have a nickname? 30) What is your favourite food? 47) Do you like to cook? What's your go-to meal?

9) What do you miss about the academy? 31) Do you have any phobias? 48) Are you allergic to anything?

10) Who was your favourite teacher? 32) How did you get interested in your indulgence? 49) Do you have any regrets?

11) What was your favourite assignment? 33) How did you choose your speciality? Or did it 50) What's the worst trouble you ever got into?

12) What kind of behaviour can you not stand? choose you? 51) Have you ever been rescued by anyone?

13) What creeps you out? 34) Were you always a princess? If not, how old were 52) Do you have a hero?

14) Are you scared or anything? you when you changed? How did it happen? 53) What's the luckiest thing that ever happened to

15) What's your favourite aesthetic or style? 35) How do you feel about the factions? you?

16) What's your favourite piece of advice or saying? 36) How do you feel about our patron faction? 54) What's the worst stroke of fortune you ever had?

17) What common interest do you all share? 37) How do you feel about our neighbouring frontier 55) If our vault was full to bursting, what would you
kingdoms? spend the Treasure on?
18) What is your least favourite weather or season?
38) How do you feel about our neighbouring 56) Do you think what we do here matters?
19) What is your favourite weather or season?
controlled lands kingdom? 57) Did you have any friends at the academy? What
20) Did you like it at the academy?
39) Do you think you'll stay in this kingdom? were they like?
21) What is your favourite animal?
40) What was your last nightmare? 58) What's your bedroom like?
22) If you could change one thing about yourself, what
41) What's a nice dream you've had? 59) Do you sleep well?
would it be?
60) What's the weirdest thing you've ever seen?

~97~
61) What's the most beautiful thing you've ever seen? 72) What do you think about the Kingdom Defenders 86) How did you feel when you graduated the
62) What do you think about The Circle or the Silver or the Starlight Investigators? academy?
Masks? 73) Do you have any famous family members or 87) Do you think we're doing okay?
63) What do you think about the Noble Traders or the ancestors? 88) Do you think we're heading in the right direction?
Royal Architects? 74) Do you have any siblings? Are any of them 89) If you had to give a speech to academy princesses,
64) What do you think about the Strongwall Group or princesses? what would you say?
Brave New Lands? 75) Do you think you're more greedy or generous? 90) What's more important, Treasure or Standing?
65) What do you think about the Guidance Collective 76) What's the worst thing about being a frontier 91) Do you think you could be a good teacher?
or Afternoon Tea Time? princess? 92) What was your best subject at the academy?
66) What do you think about Exploration Unlimited 77) What do you think of our faction rep? 93) Did you research anything interesting at the
or the Hunter Guild? 78) Did you ever have any pets? academy?
67) What do you think about the Wandering Stars or 79) What do you think of our subjects? 94) Were you ever in any clubs?
the Universal Librarians? 80) Is there anything you're hoping to find in the wild 95) What do you wish you were better at?
68) What do you think about the Luxury Seekers, the lands? 96) What advice would you give to your younger self ?
Wild Lands Protection Committee, or Nice Monsters? 81) What do you think about rebel princesses? 97) Have you learned anything by being a frontier
69) What do you think about the Speculation 82) What do you think about fairies? princess?
Wildhearts or Nowhere? 83) Do you have any theories about monsters or magic? 98) If you could quit right now, would you?
70) What do you think about the Teleportation 84) How did you choose your princess weapon? Or did 99) What would you rather be doing?
Administration or the Scientific Promotion Society? it choose you? 100) Are you scared of heart scars?
71) What do you think about Scarred Hearts or the 85) If you had to change your speciality, what would
Sparkle Union? you change it to?

~98~
Ending The Session
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which
you should review XP triggers and award XP to both the princesses and their kingdom.
The end of the session is also the time to roll for and advance big picture clocks.

Elementals & Monsters


Every frontier kingdom has to deal with both monsters and elementals. The Long term projects may be undertaken to drive monsters and elementals
noisier and stompier the princesses are out in the wild lands, the more likely away from the kingdom, if the princesses and the GM can agree on their
it is that their little kingdom is going to attract negative attention. When a effectiveness. Failed rolls or other actions may also increase ticks in this clock
kingdom is created make a ten segment relations clock for Elementals & as a consequence.
Monsters and fill in five segments. At the end of each session adjust the If the clock is filled, reduce relations with Elementals & Monsters by -1. If
Elementals & Monsters clock as follows: the clock is emptied, improve relations with Elementals & Monsters by +1
 For every two points that Chaos increased in this session, add one tick. (to a maximum of zero, unless the GM decides otherwise; under normal
 For every wild surge that occurred during the session, add one tick. circumstances frontier kingdoms cannot have a positive relationship with

 If the princesses didn't spend any significant time in the wild lands, Elementals & Monsters). After the relations clock is filled or emptied create

remove one tick. a new ten segment clock with five segments filled.

 For every Calm The Wilds free time action taken, remove one tick. There are no specific mechanical effects or penalties for having a lower
Elementals & Monsters relation, beyond the usual reduction in free time
 If the kingdom has the Border Defences improvement, remove one tick.
actions for being at war with a group you have -3 relations with (if it gets
that bad). With that said it does represent the interest of wild lands entities
in the kingdom. It's up to the GM to interpret that as they may.

~99~
Princess Advancement
During the game session:
 When you make a desperate action roll, mark 1 XP in the relevant trait.
 If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.
 If you roll a full success on an escalated action, mark 1 XP in the relevant trait.
 The first time you use your speciality during a session, mark 1 XP in Heart.
 For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened
multiple times or in an especially dramatic fashion.
 You dealt with a threat to the kingdom or stood up to a rival.
 Your scars or indulgences led to drama or conflict.
 You ate or drank something new and delicious.
 You embodied the spirit of your speciality.
 You acted on or formed a new belief.
 You escalated an action.
You may mark end-of-session XP in any trait, or in Heart.
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.

~100~
Kingdom Advancement
At the end of the session, review the following kingdom XP triggers and mark 1 kingdom XP for each one that occurred during the session. If a trigger
occurred multiple times or in a dramatic or striking way, mark 2 kingdom XP for it.
 Your focus-specific XP trigger.
Monster Hunters: Threat defeated/prey hunted. Treasure Guardians: New place explored/loot gained. Magic Researchers: Report submitted/relic gained.
Wild Claimers: Shield is Strong/kingdom improved. Social Climbers: +3 relations with faction/relations improved.
 If the princesses discovered something interesting or valuable in the wild lands, mark XP.
 If the princesses had a significant interaction with another kingdom or faction, mark XP.
 If the princesses represented their kingdom at a party or other social event, mark XP.
 If the princesses did something to make their subjects happy, mark XP.
 If the princesses dealt with higher Tier threats or rivals, mark XP.
 If all princesses chose the same conversation type in a downtime discussion, mark XP.
In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:
 For each new reputation earned, mark XP.
 For each reputation the princesses lived up to, subverted, or changed, mark XP.
When you reach 10 kingdom XP, reset kingdom XP to zero and pick one from the following:
 Choose a new kingdom boon.
 Choose two points worth of kingdom improvements.
 Choose a new group of subjects for your kingdom.
Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1.
Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.

~101~
Appendix A: Session Progression
Pre-Session Complication (pg 84)
Preamble, recap of last session, idle chatter, etc. GM rolls. If they choose, they can add the kingdom's Chaos to the roll. The
Chaos Sets The Stage (pg 66) complication can take place immediately or later. GM's choice.

GM rolls a number of d6 equal to the kingdom's Chaos. All 1s indicate a problem Free Time (pg 88)
with the kingdom's border shields. 6s reduce Chaos by one each. All sets of doubles Each princess gets two free time actions (one if the kingdom is at war). Additional
indicate a wild magic surge. actions may be taken at the cost of one Treasure each. If a princess did not take part
If the GM allows it, princesses (and subject groups) can take a free time action. in this session's kingdom affair she may take an extra free time action, if the GM

Kingdom Affair (pg 76) agrees.

Make the engagement roll and resolve the affair. Each subject group may also take one action in this phase.

[Aftermath] Winding Down (pg 95)


Rewards Earned (pg 82) Downtime discussions can be had, and new beliefs can be formed.

If the affair was a success the kingdom gains +2 Standing. If the princesses were up Advancement (pg 100)
against a higher Tier threat then increase Standing earned by +1/Tier higher. If they XP is awarded first to princesses and then to their kingdom, for all triggers fulfilled
were up against a lower Tier threat then reduce Standing earned by -1/Tier lower during the session.

Promised payment is given, if appropriate. Post-Session


Trade Freedom/Highly Placed Friend/similar boons and abilities give their bonus at Adjust the Elementals & Monsters relations clock (pg 99): +1 tick per two
this point. Chaos/wild surge. -1 tick per Calm The Wilds action. -1 tick for border defences.

Chaos Grows (pg 83) -1 tick if no time was spent in the wild lands.

Increase the kingdom's Chaos by one. For every group with which the kingdom has Big picture clocks are rolled for and increased/decreased.

-3 relations, increase Chaos by one. Increase Chaos depending on how noisy the Cooldown, reflection, discussion of what should happen in the next session, etc.
princesses were in the wild lands. If Chaos ever reaches ten, immediately trigger a
wild surge and increase Wild by one, then reset Chaos to zero.

~102~
Appendix B: Random Tables
Descriptors (d12 & d6)
1 2 3 4 5 6

1 Chaos Ash Incandescent Bright Claw Dry

2 Illusionary Gnarled Boneless Twisted Sparkling Moonlight

3 Dusty Deep Haunted Unquiet Lost Buried

4 Floating Memory Twilight Calamity Bell Royal

5 Infested Curious Jigsaw Paradoxical Frozen Glorious

6 Fallen Rainbow Cloud Shining Quiet Shadow

7 Midnight Proud Pastel Hive Pandemonium Passive

8 Acorn Layer Fresh Prickly Frozen Tilted

9 Tangled Painted Plaid Fractured Secret Talon

10 Scramble Puff Rolling Block Twin False

11 Butter Patterned Sunshine Glass Vanilla Star

12 Fuzzy Trick Candy Chrome Broken Treasure

~103~
Places (d12 & d6)
1 2 3 4 5 6

1 Plains Forest Hill Orchard Village Mine

2 Lake Vale Downs Shore River Valley

3 Dale Cove Grotto Gate Plateau Peninsula

4 Mire Highland Brush Island Steps Mesa

5 Bush Dunes Field Wetland Flat Bog

6 Maze Barrens Mountain Jungle Aqueduct Beach

7 Oasis Cavern Stillwater Pit Peak Cave

8 Crevasse Canyon Swamp Ruins Desert Castle

9 Way Wall Roads Heights Meadow Haven

10 Path Barrows Knoll Sink View Sanctuary

11 Nightmare Wreckage Pit Tower Garden Dream

12 Depths Lines Wilds Fragments Reflection Echo

~104~
Random Monsters (d10 & d6)
1 2 3 4 5 6

1 Mega Elemental Unusually Large Dragon Skeletons (Giant Beasts) Way Too Many Giant Spiders Ghost Mansion Huge Elemental

2 Elementals Gathering Rockbacks Shadow Pit Crunch Moles Skeletons (Animal) Large Bee Nest

3 Dragon Crunch Mole Tunnels Conflicting Elementals Skeletons (Humanoid) Yoghurt Ghosts Evil Jellies

Suspiciously Abandoned Tea Party Grey Mantises Fighting Giant


4 Feral Mermaids
(Savage Tortillas)
Igneous Snails Nasty Fish
Spiders
Slimes Being Cute

5 Lone Elemental Shadows Large Bees Eyelets Too Many Hedgehog Wasps Giant Spider Nest

6 Slimes Goblin Hunting Party Sick Flies Giant Spiders Grey Mantises Hunting Tiny Elemental

Wet Hand Zombies Blocking


7 Wet Hand Zombie Horde Grey Mantises Meditating
Something Important
Shadowbeast So Many Slimes Darkshrooms

8 Giant Spiders (Webs) G-G-G-Ghosts Tiny Horses Excellent Birds Goblin Village Rogue Fairies

9 Travelling Kobolds Eyelet Village Living Chest Out Of Place Elemental Bad Rats Bad Ratting Mermaids

10 Mega Elemental Forming Pixies Masked Fox King Slime Court Treasure Goblin Fairies

~105~
Random Things (d12 & d6)
1 2 3 4 5 6
Water (pond, well, oasis, river, Hill (tiny, jagged, rocky, grassy, Hole (deep, shallow, multiple, Empty (oddly, ruined, burned, flat, Green (overgrown, full of life, Living (stone, wood, objects,
1 ocean) living) magic) lifeless) garden) terrain)

Battle (ongoing, past, bones, Fire (camp, remains, burning, Bones (building, ruins, skeletons, Statue (many, huge, destroyed,
2 weapons, damage) eternal, magic) fish)
Animal (lair, tracks, mother, lost) Shadow (overhead, shady, absent)
beautiful)

Tree (big, tiny, out of place, Container (solid, locked, tiny, Swamp (boggy, life, foetid, Rock (blocking, unusual, magical,
3 artificial)
Bridge (useful, pointless, wrecked) Cave (deep, lair, out of place, light)
guarded) beautiful) precious)

Pillar (tall, supporting, missing, Carving (huge, below, above, Danger (immediate, past, Thorns (natural, artificial, blocking,
4 collapsed) natural)
Pit (hidden, obvious, leading to)
evidence, threat)
Block (stone, living, many, steps)
protecting)

Dark (stars, cave, beneath, Grove (clearing, peaceful,


5 Edge (cliff, shore, change)
unnatural)
Engine (dead, vehicle, mill, wheel) Orb (hollow, suspended, cracked)
inhabited)
Spike (threatening, moving, many)

Weak Monsters (Slimes, Large Tough Monsters (King Slimes, Tricky Monsters (Mimic, Evil Jelly, Dangerous Monsters (Dragon,
6 Bees, Bad Rats) Darkshrooms) Magic Eater) Shadowbeast)
Elemental Monster Lair

Clothing (Arranged, Filthy, Useless Tools (Broken, Used Up, Broken Containers (Cracked Broken Weapons (Hilt, Snapped Defaced Sign (Scratched Signpost, Broken Exotic (Shattered
7 Washed, Fabulous) Out Of Place) Barrel, Smashed Crate) Sword, Headless Hammer) Grafittied Wall) Hourglass, Cracked Mirror)

Valuables (Fake, Hoarded, Toys (Workshop, Creepy, Too Tools (In Use, Abandoned, Weapons (Displayed, Discarded,
8 Coins (Ancient, So Shiny, Cursed)
Distracting) Many) Talkative) Dancing)
Books (Poetry, Cooking, Fighting)

Gatherables (Mushroom Ring, Big Nature (Massive Tree, Tall Monster Sign (Huge Cobwebs, Spooky (Graveyard, Old Mansion, Supernatural (Ghostly Presence, Something Lost (Trinket,
9 Flower Field, Herbs) Rock, Huge Mushroom) Large Holes, Wreckage) Dark Cave) Spooky Lights, Floating Flames) Documents, Princess Weapon)

Marker (Danger, Remembrance, Well (Wishing, Bottomless, Shrine (Overgrown, Awaiting Dwelling (Burnt Cottage, Small Forgotten (Hidden Garden, Lost Mystical (Fallen Star, Magic
10 New Location) Overflowing) Offering, Spotless) Hut, Stone Tower) Vault, Uncovered Ruin) Crystal, Enchanted Pool)

Sparkle Team (adventuring Faction Princesses (hunters, Wandering Princesses & Moving
11 Rebel Princesses Academy Princesses Frontier Princesses
princesses) librarians, silver masks etc) Castle

Crystal (living, worthless, Treasure (chest, palace, goblin,


12 Entrance (new, old, secret, trap) Unstable (wild, ground, building)
dangerous)
Trap (triggered, broken, waiting) Ancient (ruin, natural, false)
lost)

~106~
Random Consequences (2d6 + d4)
roll 2d6 + 1d4 once for a risky position, roll 2d6 + 1d4 twice for desperate
if appropriate, roll 2d6 once for a controlled position and take the result from the fourth column
optionally, roll another 2d6 + 1d4 for each level of escalation
1 2 3 4

2 Take Harm, worse than expected Take Harm Take Harm, not as bad as expected

3 +2 Chaos +1 Chaos

New Problem or Threat, worse than what you're New Problem or Threat, not as bad as what you're
4 already dealing with
New Problem or Threat
already dealing with

Loss; lose/break something precious (2 Treasure or


5 more) or your princess weapon
Loss; lose/break something important or at least 1 Treasure

6 Reduced Effect, two levels Reduced Effect, one level

+2 Ticks To Bad Clock +1 Tick To Bad Clock


7 (create one if it doesn't exist, and add one tick) (create one if it doesn't exist)

8 Mark 2 Weight Mark 1 Weight

Position worsens to desperate. If already desperate,


9 it somehow gets even worse.
Position worsens one level

Lost Opportunity; you hesitate, fumble, or lose


10 Lost Opportunity; this approach will not work Lost Opportunity; you're blocked from your target Lost Opportunity; your target moves or is concealed
confidence

11 Social Cost; -1 relations with a faction or group Social Cost; -2 ticks on a social clock Social Cost; -1 tick on a social clock Social Cost; -1 Standing

12 You look silly or bad, but no mechanical consequences

~107~
Random Wild Surges (d20 & d4)
1 2 3 4
Raw magic begins swirling and cascading, building towards a
1 destructive climax
Invisible walls appear everywhere Dozens of random monsters are spontaneously created Princesses may only speak in rhyme. Failing to do so costs Weight.

Elementals in the area begin congregating, driven to fuse into a A talking (possibly singing) creature appears and won't leave the
2 mega-elemental
Cracks and pits appear as local terrain destabilises
princesses alone
Things that don't normally talk start talking

3 Tea party appears (infested with savage tortillas) Everyone's voice becomes high and squeaky and 'cute' Extremely localised thunderstorm Hostile aura. Peaceful actions cost Weight.

4 Monster lair is created nearby Hair becomes animate Princess specialities are reversed Princesses swap bodies

Everything is suddenly in the style of a specific genre (scifi, fantasy, Everyone has a hat. It can't be removed. If they already had a hat then Princesses feel compelled to sing their actions and thoughts like
5 The area is affected by a Spin
cowboy, etc) their hat now has a hat. they're in a musical. Failing to do so costs Weight.

6 Everything starts dancing. EVERYTHING. Valuables make a run for it no one can speak above a whisper Local flora grows explosively

7 Bouncy music starts playing. Monsters bop to the beat. Princesses grow magnificent beards and mustaches The area is affected by a Freeze Strong scent fills the air (onion, vanilla, rosemary, lemon, etc)

Structures made of materials such as cheese, tofu, or salami manifest


8 everywhere
Terrain warps, becoming rougher and stranger Ghostly illusions or statues of past actions begin appearing Disembodied voice starts narrating, likely in a noirish style

9 An odd mist appears, its colour incongruent with its scent It starts raining something weird (lemonade, slime, coins) Everything that is spoken aloud attempts to become true Everyone's voice becomes deep and cool

10 Peaceful aura. Hostile actions cost Weight. Lies begin physically manifesting Terrain warps, becoming smoother and calmer Princess weapons become animate

11 Princesses turn invisible, even to themselves Terrain warps, becoming prettier and more peaceful Everything spoken sounds incredibly sarcastic Something tiny becomes gigantic

12 Everyone is very sleepy Everything becomes sticky Everyone is very jittery Everything becomes slippery

13 All princesses become their younger selves All princesses become their older selves All princesses become badass future versions of themselves All princesses become alternate reality versions of themselves

14 Everything starts floating Weather reverses violently Clothing/styles are reversed Inanimate objects come to life

15 Princesses become intoxicated Everything becomes wintery Princesses become hyped up Everything becomes summery

16 Everyone becomes incredibly apologetic and regretful Everyone becomes incredibly supportive, but emotional Everyone becomes incredibly petty and gossipy Everyone becomes incredibly cynical, but optimistic

17 Princesses turn into dragons Princesses turn into birds Princesses turn into animals Princesses become chibi

Structures made of materials such as tea cups, books, or playing cards Princesses are healed one level of harm with visible heart symbols,
18 manifest everywhere
Words become bubbles, only released when the bubbles are popped Everyone now wears a mask. It can't be removed.
sparkles, and bloopy sound effects

19 Princesses become translucent and a bit floaty Every action is accompanied by music and sound effects NOBODY HAS AN INDOOR VOICE Treasure palace appears in the nearby wild lands

Dozens of fortunes materialise from ambient luck


20 Tea party appears with delicious food and drink Princesses begin to glimmer and sparkle constantly Butterflies! Butterflies everywhere!
(1d4 Treasure)

~108~
Appendix C: Quick Reference & Glossary
Core Traits (pg 9) Princess Speciality (pg 10) Generally an indulgence comes into play during the free
Fitness, Wit, Charm & Whimsy. The four basic traits The focus for a princess's magic. An intrinsic part of time phase, with a princess taking the Indulge Indulgence
that make up a princess. Each trait has four aspects who she is. All princesses have a speciality. action (pg 89) to remove Weight. If a princess does not
beneath it. When a princess uses her speciality as part of an action, she indulge in her indulgence during a session, she marks one

A princess's core trait is equal to the number of aspects gains +1d. Weight.

beneath it that she has at least one point in. For example, if Kingdom Focus (pg 31)
Princess Weapon (pg 12)
a princess has Sporty 1 and Tough 2 then her Fitness is 2. The stated means by which a kingdom intends to
Not necessarily something that might conventionally
Core traits are mostly used for resistance and indulgence
be recognised as a 'weapon' but nevertheless powerful. advance, and its founding intent.
rolls. During the kingdom advancement segment of the end of
Able to be summoned and dismissed at will. Often
Aspects (pg 22) related to a princess's speciality. session phase, your kingdom gains XP if it fulfilled certain
Sporty, Tough, Graceful, Sneaky under Fitness; Nosy, When a princess uses her weapon as part of an action, she triggers related to its focus.
Bookworm, Sensible, Tinker under Wit; Chatty, gains increased effect. Tier
Stylish, Foxy, Bossy under Charm; Artsy, Airy, Earthy, An abstract representation of a given entity's power,
Special Abilities (pg 13)
Weird under Whimsy. Aspects tell us the sorts of influence, and resources.
Things that a princess can do that are above and
things a princess is good at; not just what she does, but
beyond what's considered 'normal' for most princesses. Many things in this Princess World have a Tier. For an
how she does it.
Often they add bonuses to specific actions, or trigger elemental it represents how powerful (and large) it is. For
Princesses begin with seven points to split between their a kingdom it represents resources and influence, as well as a
given certain circumstances.
aspects. Beginning princesses may not have more than two general measure of the power its princesses wield. For an
Princesses begin with two special abilities, and may gain
points in any single aspect. Later, aspects may be increased item it represents quality and power.
more via Heart XP.
to three via XP, and four if the kingdom has the
appropriate Mastery improvement. Aspects are mostly used Indulgence (pg 18)

when making action rolls; the princess rolls a number of The hobby or interest with which a princess relaxes;

dice equal to the points she has in the aspect she's using. something that's just for her in a stressful and busy life
full of expectations and responsibilities.

~109~
Treasure (pg 19) Land (pg 32) its princesses, and externally as factions take notice and
An abstract representation of resources, favours owed, Land represents the area that has been claimed, contribute to its development.
promises made, faction support, and actual cash money. stabilised, and enclosed by your kingdom's border When a kingdom's XP reaches ten it resets to zero, and two
Vital for a frontier kingdom's survival and growth. shields. With a Land of one your kingdom is about a points worth of improvements, a new boon, or a new
Treasure is mostly used to pay for long term projects hectare in size; roughly equivalent to four sports fields. subject group may be added to the kingdom.
(including upgrading Shield and expanding Land), to Kingdoms may have four improvements per point of Land, Princess XP (pg 100)
upgrade the kingdom's Tier, and to buy extra free time and a number of subject groups equal to Land+1. An abstract representation of a princess's growth.
actions. Princesses may have up to four personal Treasure.
Standing (pg 32) When a princess's XP track in a core trait reaches six it
Any more than that must be stored in the kingdom's vault,
Your kingdom's reputation and political capital. resets to zero, and the princess may increase one of that
which by default can hold up to eight Treasure. If the
Standing is important for advancing Tier, and can be trait's aspects by one, to a limit of three (or four if her
kingdom has more Treasure than the vault can hold, it's
useful at parties or for social actions. Standing cannot rise kingdom has the appropriate Mastery improvement).
lost at the end of the session.
higher than 12. When a princess's Heart XP track reaches eight it resets to
Shield (pg 45) zero, and the princess may choose a new special ability.
Chaos (pg 65)
Border shields vary widely in form, but all have the
An abstract measure of the uncontrolled wild magic Subjects (pg 40)
same function; to protect the kingdom against wild
within and around your kingdom. The non-magical masses, the common people of this
magic, monsters, elementals, and other threats.
Many things raise Chaos. If Chaos reaches ten then it resets Princess World. In general subjects tend to view
Without good shields a frontier kingdom will soon
to zero and Wild is raised by one. princesses with a mixture of awe, respect, and fear. In
collapse.
turn princesses tend to view subjects as cute and
The kingdom's Shield represents the strength of its border Wild (pg 32)
precious, but sadly useless.
shields. If Shield is higher than Land then the kingdom's How dangerous and chaotic the wild lands near your
Your kingdom can support a number of subject groups equal
shields are strong. If Shield is lower than Land then the kingdom have become.
to its Land+1. Subject groups have a quality equal to their
kingdom's shields are weak. If Shield ever falls to half Elementals and monsters use Wild as their Tier, by default.
kingdom's Tier, and a scale equal to their kingdom's Land
Land or lower then the kingdom's stability is threatened; Kingdom XP (pg 101) -1. New kingdoms begin with one subject group.
unless Shield is raised before the end of the session, the The ongoing progression of your kingdom, both
kingdom will fall. internally due to the everyday improvements made by

~110~
Kingdom Improvements (pg 34) fallout for the princesses' actions. Changing relations for the as hunt monsters, retrieve a magic relic from the wild
Aspects of a kingdom that make it better, or at least better generally requires Reach Out actions, although doing lands, or attend a party.
functionally improved. Improvements often take the favours for other groups can also positively affect relations.
Engagement Roll (pg 76)
form of buildings or other physical things. The highest relations you can have with a group is +3, and
The thing that gets you into the heart of the affair and
Kingdoms generally gain new improvements via filling the lowest is -3.
tangled up in something interesting, rather than sitting
the kingdom XP track, but can also gain them via long Relations Clock (pg 33) around talking about what-ifs and maybes for hours.
term projects or faction involvement. Your kingdom has Six-segment clocks that represent how close you are to An engagement roll abstracts the planning of an affair,
four improvement slots per Land. improving relations with a given group. and anything the princesses want to explore in detail
Kingdom Boons (pg 34) As the princesses take actions to improve relations with a can be handled via prep points or flashbacks during the

Advantages of a kingdom, both inherent and earned. group their relations clock will gain ticks. When a relations affair itself.

Boons are sometimes represented by a building, but are clock is filled it is reset to zero and your kingdom gains +1 Engagement rolls are made before a kingdom affair begins,
more often part of the landscape or theme, or are relations with that group. and require an approach and a detail.
something external affecting the kingdom. Kingdom Reputations (pg 44) Prep Points (pg 80)
Kingdoms usually gain new boons by filling the kingdom How other groups see your kingdom. Abstract representation of the preparation a princess
XP track. There is no limit on the number of boons a Reputations can have an affect on social actions, increasing has done. Also represents especially powerful magic
kingdom can have. or decreasing effect or even changing position. The GM that the princess can use. If you need something during
Relations (pg 33) decides when a reputation has an effect, and when one is an affair, mark a prep point and pull it out, because of

The general mood between your kingdom and other earned or changed. When a new reputation is gained, or an course you had it this whole time.

groups, mostly factions and other kingdoms. If it's a existing reputation is lived up to, subverted, or changed, When a prep point is marked off, the princess may say what
positive number then that group views your kingdom mark 1 kingdom XP. they've brought along, or what magic they're using.
favourably. If it's a negative number then that group Sometimes this will let them take an action, other times it
Kingdom Affair (pg 76)
has a problem with you. Otherwise you're either not on will add +1d or increased effect to a roll. If two prep points
The main 'adventure' part of Frontier Kingdoms, and
that group's radar or they don't have any opinion about are marked then the item or magic is of especially fine
the core of most sessions. Kingdom affairs usually
you one way or the other. quality, giving an increased bonus.
involve a serious problem, or a favour that's been asked
Many things can change relations for the worse, but of them, or something the princesses want to do, such
usually it'll be a consequence for a failed action roll, or just

~111~
Flashbacks (pg 79) Levels of effect are none, limited, standard, and great. Pushing Yourself (pg 69)
When an affair is underway you can invoke a flashback Many things affect effect, but it's up to the GM to set the When a princess summons her inner determination
to take an action in the past that impacts your current initial effect level of any given action. and strength of heart in order to get things done.
situation. If something comes up during an affair that Position (pg 57) Pushing yourself carries a cost of Weight.
you wish you'd anticipated, you can use a flashback to How safe you are from consequences. There are three When you push yourself on an action roll, mark two Weight
establish that you planned for EXACTLY this positions; controlled (safe), risky (not safe), and and either add +1d, increase effect, or act while twonked.
situation. desperate (really not safe). You may push yourself for multiple effects on the same roll.
Using a flashback can cost Weight depending on how Position concerns the consequences of an action rather than Trade Position For Effect (pg 58)
detailed or complicated your plan is. If it's a minor thing how difficult it might be. When a princess makes an action Putting yourself in a worse position and potentially
that could easily be planned for then the flashback might roll from a desperate position she marks XP. suffering harsher consequences in order to increase the
not carry a Weight cost. It's up to the GM. Sometimes
Escalation (pg 53) potential effectiveness of your action.
flashbacks cost Standing or Treasure rather than Weight.
Putting more oomph into an action, being more For each level you worsen your position add one level of
Action Roll (pg 57) dramatic, using stronger or flashier magic, adding a increased effect to your action. For example, if you worsen
The primary means of getting things done. When a touch of flamboyant spin, generally showing off— your position from risky to desperate then you add +1 effect
princess makes an action roll she is trying to escalation is a way for princesses to do things in an over to your action.
accomplish something specific. the top and (hopefully) more effective way, at the cost Consequences (pg 68)
Action rolls are made using aspects, and have a position of greater (or more) consequences and a reduced The fallout from an action roll, made softer or harder
(controlled, risky, or desperate) and effect level (none, likelihood of success. by the position the princess is in. Consequences from a
limited, standard, great). The GM sets position and effect, Princesses may escalate most action rolls, but not things like controlled position are far less severe than those from a
but the player may escalate, push themselves, trade position fortune or resistance rolls. For each level of escalation the desperate position. It's up to the GM to decide what
for effect, and so on, to improve their chances of getting the princess trades up to the next largest size of dice, from d6 to consequences a princess might suffer, and how harsh
outcome they want. d8 to d10 to d12 to d20. She also increases effect for each they are.
Effect (pg 61) level of escalation. For example, if princess escalates twice Consequences might include suffering Harm, marking
How much actually gets done by an action. The degree then she rolls d10s instead of d6s, and adds two levels of Weight, having to deal with a new (bad) clock, reduced
of accomplishment. The practical effectiveness. effect to her action. relations or Standing, a loss of items or Treasure, or
anything else the GM can come up with. Remember that

~112~
princesses can always choose to resist consequences (at the generally a negative thing, often related to the event reduce Weight) or Reach Out (attempt to push groups
likely cost of Weight), or use magic shields to protect herself that pushed the princess over the edge. Heart scarring into doing what you want).
(at the cost of Prep). is a known phenomenon, but not one that's spoken In each free time phase every princess gets two actions, or
about much. Certainly not polite dinner conversation. just one if they have -3 relations with one or more groups.
Resistance Roll (pg 74)
Heart scars never heal, but they don't have to define a If a princess did not take part in the kingdom affair then
When the GM proposes a consequence, you always
princess. Nobody is just one thing. the GM may award her an extra action.
have the option of resisting it at the cost of Weight.
When you resist the consequence is negated or When a princess's Weight track is filled it is reset to zero
Princess World
lessened, and you roll one of your core traits to see how and the princess must choose how her heart was scarred.
The place where all of this happens, a world of wild
much Weight you mark. When a princess takes her fourth heart scar she must retire
chaotic energy that can only be tamed by the efforts of
and either take a back seat or leave the kingdom entirely.
The GM decides which core trait must be used to resist a princesses, those individuals with the ability to channel
When a princess's heart scar leads to drama or trouble she
given consequence. Roll dice equal to your trait, then mark and focus magic. The terribly civilised part of the world
marks XP.
six Weight minus the highest result. On a critical success is known as the controlled lands, and is made up of
clear one Weight. Each consequence must be resisted Complications (pg 84) established kingdoms, most of them relatively small.
separately. If your Weight track is filled then reset it to zero Random issues, sometimes minor, sometimes
The Factions (pg 47)
and take a heart scar. unfortunately major, that come up after an affair is
Groups of princesses with shared ideals; the true power
concluded. Chaos can influence complications, at the
Weight (pg 69) in this Princess World. The vast majority of controlled
GM's discretion.
The heaviness of a princess's heart; the burden she is lands kingdoms are allied with a faction, and almost
bearing; the stress she is suffering. Too much Weight After a kingdom affair is concluded the GM rolls 1d6 and every frontier kingdom has one of the factions as its
leads to a scarring of the heart. consults the complications table (pg 84) to see what problem patron.
has cropped up. If the GM chooses, they can add the
When your Weight track is filled, reset it to zero and take a Patron Faction (pg 30)
kingdom's Chaos to the complications roll.
heart scar. Weight can be reduced by indulging your The faction sponsoring your frontier kingdom, the ones
indulgence as a free time action, and once per session if you Free Time Action (pg 88) who pushed for it to be founded in the first place. Your
eat something new and delicious you can clear one Weight. After a kingdom affair is concluded comes the free bosses, so to speak. They're the first ones you should
time phase, during which free time actions may be
Heart Scars (pg 70) ('should') be turning to when you need help, and
taken. These are things like Calm The Wilds (attempt they're the ones you'll answer to when things go wrong.
When a princess takes too much Weight her heart is
to reduce Chaos) or Indulge Indulgence (attempt to
scarred and she changes forever. This change is

~113~
If they find out, of course. Sometimes what happens in Princess Academy Fairies
a frontier kingdom stays in the frontier kingdom. The school where young princesses learn how to Small flying magical monsters that are companions to

Faction Representative control their powers, how to properly behave, and princesses, helpful and loyal. Fairies fill many roles in

An individual representing a faction, often assigned to perhaps to figure out what direction they wish to take, princess society, and there's a deep shared respect

a kingdom (especially frontier kingdoms) as the first in this Princess World. Located in the inner kingdoms. between fairies and princesses.

point of contact for requests and reports. Also called a Most frontier princesses are recent graduates of the Universal Librarians
liaison or contact, but most often just 'faction rep'. academy, looking to prove themselves in the wider
Highly skilled princesses who seek out rogue libraries
Most faction reps have multiple kingdoms to deal with world.
in the wild lands, in order to snatch lost knowledge
at any one time, so you'd better have a good reason for Home Kingdom from within. Very concerned with the proper archival
bothering them. The kingdom a princess grew up and lived in, before and protection of information.

Controlled Lands Kingdom attending the academy. Often related to her speciality. Rogue Library
Also known as a noble kingdom or a tamed kingdom. Frontier Kingdom Dangerously unpredictable places, even for the wild
Every controlled lands kingdom was once a frontier One of the hundreds of kingdoms at the very edge of lands. Filled with monsters, traps, puzzles, and treasure
kingdom. Their borders are usually unchangeable; the known lands, bordering the chaotic and dangerous —often in the form of books, newspapers, papers, and
stabilised and boxed in by other kingdoms. Each wild lands. The successful establishment of frontier often written records. The things found in a rogue
kingdom is unique, with its own landscape, theme, and kingdoms is vital to the continued growth and library might be from centuries ago, or last Tuesday, or
idiosyncrasies. prosperity of Princess World. another world entirely. It's said that nothing is ever

Inner Kingdom truly lost, in this Princess World; after all, it could
Frontier Princess
In the heart of the controlled lands are the inner always turn up in a rogue library.
Those brave princesses who fight against the forces of
kingdoms, the first kingdoms established, all of them chaos and entropy to grow their frontier kingdoms into Wandering Stars
powerful, most of them relatively large. Life in the something strong and lasting. Being a frontier princess Wild and crazy princesses who travel around in their
inner kingdoms is far removed from the fronter, and is seen as noble and worthy, a rite of passage, of sorts, moving castles, plunging deep into the wild lands,
inner kingdom princesses have a reputation for being a and successfully establishing a kingdom is often the battling powerful elementals, and calming huge
bit out of touch and precious. Of course, they're also first step towards bigger and brighter things. destructive wild surges before they can erupt. Not often
the ones who make all of the big decisions concerning welcome at the more civilised type of princess party,
the controlled lands.

~114~
but without them things would be even wilder and less Fortunes which powers border shields, and as such are a
stable than they are now. Copper, silver, and gold coins formed of solidified luck; common nuisance for frontier princesses.

Moving Castle the standard currency of Princess World. The exchange Elementals generally have a Tier at least equal to the

'Castle' is used as a term of convenience, because they rate goes three copper fortunes to a silver fortune, three kingdom's Wild. When destroyed, an elemental releases the

can look like anything. Although quite a few do at least silver fortunes to a gold fortune. One Treasure is magic it's formed of, raising Chaos by its Tier. Nearby

superficially resemble actual castles, there are also roughly equivalent to ten gold fortunes. princesses may attempt to calm and control this explosion,

airships, cottages, mechanical spiders, massive fish rolling Weird against the elemental's Tier and reducing the
The Wild Lands
bowls, clockwork owls, crystal clusters, miniature Chaos increase by one for each level of success.
Everything that isn't within the borders of the
inverted mountains with legs, giant GIANT giant controlled lands, a dangerous and unpredictable place Wild Surge (pg 67)
living chests, walking trees, and there's at least one that of uncontrolled wild magic, monsters, elementals, An explosion of wild magic. Often harmful and
looks like an enormous banana. The commonality that dreams and nightmares. The wild lands is vastly larger destructive, but sometimes with beneficial effects.
all moving castles share is that they're big enough for a than the controlled lands. If you picture the entirety of Completely unpredictable in nature.
handful of princesses to live in, they're to some degree Princess World as an orange, the controlled lands Wild surges can occur when you're near (or in) the wild
self-sufficient, and that they have some means of would be the little green bit at the top, and the wild lands. Specific triggers include getting doubles on the Chaos
moving around, in order to get right to where the big lands would be everything else. Sets The Stage roll or when channelling wild magic.
problems are.
Monsters Rebel Princesses
Noble Traders Solidified magic in an often hostile form. Part of life in Those who have the power of a princess but who are
Financially-minded princesses who put themselves in this Princess World. When destroyed monsters usually not, for whatever reason, recognised as a princess.
charge of most of the trading in this Princess World. poof into candy or food. Often it's delicious. Generally found in the wild lands, where they use
The Noble Traders don't have a monopoly on Groups of monsters generally have a Tier equal to the makeshift shields to stabilise their cramped hideouts.
economic matters, but wherever there's profit to be kingdom's Wild. Scale is often a factor, when a princess is
Rogue Fairies
made you're likely to find them. Despite their dealing with monsters.
Fairies whose core gems have been cracked or warped,
reputation for hard-nosed deals and profit-above-all
Elementals (pg 65) or who are just fed up with the state of things. Usually
short sightedness, the Noble Traders are still princesses
Layers of magic compressed around a core, such as a fiercely individual, cunning, manipulative, and experts
and generally have good intentions. They just get really
leaf or stone. Elementals feed on magic, such as that at going unnoticed. Often found with rebel princesses.
excited about money, is all.
Usually the brains of the operation.

~115~

You might also like