You are on page 1of 6

BESTIAS VS BÁRBAROS

ÁRBOL DE TECNOLOGÍA:

GOBIERNO
Matriarcado
Consejo de Ancianos
Aristrocracia (requiere entierro ceremonial)
Casta Sacerdotal

RELIGIÓN:
Animismo
Politeismo
Monoteismo
Ateismo
Agnosticismo

FUNERALES
Entierro Ceremonial
Cremación
Canibalismo Ritual

CHAMANISMO
Ornitomancia
Osteomancia
Antropomancia

ECONOMÍA
Comercio
Moneda
Rueda

DOMESTICACIÓN DE ANIMALES
1. DOMESTICACIÓN DE PERROS
2. DOMA DE CABALLOS
3. ANIMALES DE GRANJA (REQUIERE SEDENTARISMO)

CURTIDORES DE CUERO
ARMADURA DE CUERO
TRABAJOS CON BRONCE
TRABAJOS CON HIERRO
ARMADURA DE HIERRO
MASONERÍA
MURALLAS
TORRE DE DEFENSA (REQUIERE COMERCIO)

AGRICULTURA
REGADÍO
ALFABETO
ESCRITURA
CARTOGRAFÍA / NAVEGACIÓN (REQUIERE ASTRONOMÍA)
MATEMÁTICAS / ASTRONOMÍA
CÓDIGO DE LEYES

PRESAS

Oso
Mamut
Dientes de Sable
Rinoceronte Lanudo
Dragón

FASE DE TRIBU
X miembros. Destinados a:
- Cuidar crías
- Recolectar
- Combatir y Cazar

TERRITORIO
Aldea y 3 territorios, que pueden ser invadidos por Bestias

MISIONES
Robar crías
Quemar tiendas
Cazar (cooperativo, puede traicionarse a la tribu rival o pelearse por la pieza una vez abatida)
Cazar en solitario, rival juega con bestia en vez de IA
DESARROLLOS ROBADOS DE KINGDOM OF DEATH

ACCEPT DARKNESS
Unlocked by: CONVICTION
"The settlement no longer fears the darkness. Letting go means your resolve cannot be cracked" -
Accept Darkness innovation card
Accept Darkness represents the survivors deciding that they need to accept the world they live in,
and decide to be brave with things they used to find terrifying.
Accept darkness provides a moderate bonus to brain trauma rolls. This means you can no longer die
to rolling a 1-2 on the brain trauma table. The 11 and 12 results on the table are better in one case,
and about the same in the second case.

AMMONIA
Unlocked by: Language
Allows: Bloodletting + Lantern Oven
"A pungent, bilious substance ideal for crafting leather and treating wounds" - Ammonia
innovation card
Ammonia upon face value looks like a very meager innovation. Giving +1 departing survival, and
adding two consequences to the innovation deck is fine, but nothing to write home about.
The true power of ammonia comes in the story events that it mitigates, as well as the additional gear
which is unlocked by having the innovation.
Options which requires Ammonia
The following items and options require Ammonia in order to create
• Bone Pickaxe
• Bone Sickle
• Rawhide Whip
• Leather making endeavor from Leather Worker

BARBARIC
Unlocked by: Conviction
"Believe in the power of human strength to overpower any obstacle" - Barbaric innovation card
Barbaric represents the survivors deciding that life is finding the perfect death.
Barbaric gives a minor increase to the survival limit, as well as a minor strength bonus to all current
and newborn survivors.
It is generally thought of as the better choice out of Principle: Conviction as you avoid adding a
Bone Witch to your timeline. If the house rules for the witch are used then it's a much more
interesting choice.

CANNIBALIZE
Unlocked by: Death
Cannibalize gives a minor increase to the survival limit, and a random basic resource when a
survivor dies.
Cannibalize allows for resource ramping strategies, and generally is better for allowing access to
settlement locations earlier than the alternative in graves. From around lantern year 10 onward
however, you will have a full suite of four 3x3 grids full of kit, which means that gaining additional
resources wanes significantly in value.
It is for this reason that graves is generally regarded as a better society principle, due to the
unlimited scaling nature of its bonus.

CLAN OF DEATH
Unlocked by: Family
"The enduring strength of your clan passes through generations" - Clan of Death innovation card
Clan of death gives every newborn survivor a minor bonus to accuracy, strength, and evasion.
While the numeric bonuses are small, accuracy and evasion are very difficult statistics to gain,
meaning that every bonus is worth it.

COLLECTIVE TOIL
Unlocked by: Family
"Your settlement leans into the storm. If everyone holds strong, you will triumph" - Collective Toil
innovation card.
Collective Toil gives you +1 endeavour per 10 population in your settlement. This society principle
is the most powerful and consistent of the effects which grant additional endeavours to your
settlement.
The alternative to collective toil is Accept Darkness.
Additional endeavours seem underpowered during the earlier years, but from LY10 onward, it is
generally found that there are many powerful ways to spend endeavours, from Intimacy and
Innovation, to more niche options in Bed, Nightmare Training, and Shared Experience

FACE PAINTING
Unlocked by: Painting
Face Painting represents the survivors taking their invention of paint, and applying it in various
ways. Using their bodies as a canvas, you can generate some effects.
Face Paint supplies two endeavour events: Battle Paint and Founder's Eye, and no consequences.
The battle paint allows generation of insanity, and the founder's eye can give bonuses to intimacy.
Neither of the endeavours are particularly powerful, as Insanity is generated reasonably well
already, and as Protect the Young is a strong life principle, it's generally better to get 2x intimacy
rolls rather than a chance at a +1 on that roll. if Survival of the Fittest is chosen, Founder's Eye goes
up in value as you can prevent death. This means that in Kingdom Death 1.5 this innovation may
see more play.

FAMILY
Unlocked by: Hovel
Allows: Clan of Death
Once survivors begin living in hovels with each other, groups begin to form. This progresses society
to the point where they begin to name each group as a family.
Family allows for survivors during the Intimacy story event to choose a surname for themselves and
the child if they do not have one. The child can then take 50% of the weapon proficiency of the
parent.
This isn't a big deal early game, but once you have parents with 6+ weapon proficiency, you're
instantly giving specialization to the child, which helps lessen the blow of losing strong survivors.
It is also a requirement for the powerful Clan of Death innovation, which makes this innovation a
reasonable pick during innovate actions.

FORBBIDEN DANCE
Unlocked by: Drums
Allows Heart Flute
Forbidden Dance represents the survivors learning to perform a ritualistic dance using the newly
discovered drums.
Forbidden Dance is another innovation which unlocks an endeavour called Fever Dance. It is a high
risk, high reward endeavour, as there is a chance of -1 movement, as well as the chance to gain +1
evasion, at a resource cost.
Overall the resources are pretty steep, and -1 movement is a serious negative, which means that
Forbidden Dance is used much more as a hopping stone to Heart Flute based strategies.

HEART FLUTE
"Beware of what lurks in the darkness when you play the heart flute. What you see may stop yours."
- BeastofSorrow
Taking the rituals even further, the heart flute is an invention which allows to survivors to call
powerful creatures to the settlement
Heart Flute unlocks the endeavour event Devil's Melody. This allows you to perform a ritual to call
a nemesis to the settlement to fight.
This is generally an advanced strategy, as nemesis encounters are difficult fights which don't return
traditional resources. What you can get however are additional rolls on the nemesis rewards table.
This can be used to get the pair of Butcher's cleavers, or other specific piece of kit.

STORY EVENTS

BONE WITCH
"One day, the exile emerged from the darkness. The settlement worried at the sound of her wailing
chants. Everyone feared what mystery kept her alive in the darkness all these years. Some could not
resist asking."
This story event represents either the first, or returning visits from the mystical Bone Witch after
being exiled into the darkness for murdering other survivors. Bone Witches are also lured by those
interested in the mysteries of the dark.
Bone Witch is widely considered to be one of the worst story events which can be forced upon your
settlement. Permanently scarring survivors, draining endeavours, and recursively returning to the
settlement will drive many groups to extinction.
It is for this reason that many groups choose to house-rule the story, which will be addressed below.
Bone Witch can result in a number of outcomes:
• Death
• Minor Strength loss
• Major Accuracy loss
• Major Strength gain
• Extra Sense fighting art
• Moderate survival gain
• Moderate insanity gain
• Minor understanding gain
• Homing Instinct ability

You might also like