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[INFO] The Movers, The Shakers, and The Deal Makers.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 1220 posts
Teller of tales
Lord of lies
Wed 4 Aug 2021
at 20:24
  • msg #1

[INFO] The Movers, The Shakers, and The Deal Makers

Religious Ambassadors



Church of Abadar - Thalnoros Vindarn
Thalnoros Vindarn: a finely-dressed, portly man with a prominent gold holy symbol to Abadar, representing the Church of Abadar. He thinks expanding civilization into the Stolen Lands would be for the good of all, but investments requires compensation, even for ventures such as these.

Offer: By making the Church of Abadar the one of the three main religions of the realm they are willing to offer the Kingdom +2 Resources and +1 Operations. This will exclude other church options as well as provide -1 to Resolve (due a focus on stability and economics rather than suicidal devotion to the nobility).

Motivation: Appraise
Secret: Has a young lover in violation of his contracts of marriage
Optional Objective: Knowledge (Religion)

DEAL SIGNED



Church of Gorum - Ratibor the Shatterer
Ratibor the Shatterer is a warrior looking forward to the coming conflicts between Rostland and Issia and wants the new kingdoms to be ready to enter the fray.

Offer: By making the Church of Gorum the main religion of the realm they are willing to offer the kingdom a church soldiers representing +2 Operations and +1 Resolve. This will exclude other church options as well as provide -1 to Espionage as boastful warriors are not known for keeping secrets.

Motivation: Intimidate
Secret: Knowledge: Religion
Optional Objective: Survival



Church of Pharasma - Nhal Banbrook
Nhal Banbrook a stern-faced Pharasman cleric in black robes, a member of the minor Pharasman sect called The Order of Repose. He had not considered the idea of offering aid but he is just now realizing the potential as an ally against Necromancy common in the River Kingdoms.

Offer: By making the Church of Pharasma the main religion of the realm they are willing to offer the kingdom access to their troves of magical resources necessary to help identify and combat necromancy representing +2 Lore, and as Pharasma is popular among the local peasantry it provides +1 Diplomacy and +1 Resolve. Cutting oneself off from Necromancers does impose a -2 to Espionage.

Motivation: Knowledge: History
Secret: The Church of Pharasma is losing a lot of power in the area and is desperate to secure a powerbase
Optional Objective: Knowledge: Religion

DEAL SIGNED



Church of Erastil - Orin and Fenna Nesterov
Orin and Fenna Nesterov worry that in the coming conflict it will be the common folk who suffer. They are eager to see that the interests of the common folk (and their chief Deity) are represented in the PCs new kingdom. Given that the landscape is littered with the ruins of old Erastil worship they are coming in with the assumption that they are already a shoe-in.

Offer: By restoring the Church of Erastil as the main religion of the realm they will work to provide safe harbor to peasantry and provide stability that will promote growth and loyalty for +1 Resolve and +1 Resources. As this is the expected religion they come with no penalty besides the limited exclusion of other church deals.

Motivation: Want to restore the Temple of the Elk
Secret: Bad mouthed Jhod before finding out he is likely to be the high priest of Erastil for the new kingdom
Optional Objective: Knowledge: Nature

DEAL SIGNED



Church of Sarenrae- Artanix the Fiery Blade
Artanix is a firebrand. A populist, she has wandered the land spreading the gospel of Sarenrae’s redeeming light. She has a small following, but worries that the lords and powers-that-be will try to chase her band of misfits, monsters, paupers and “troublemakers” out of Restov. She simultaneously wants to open the doors of the new realm up to non-traditional species while also cracking down hard on the evil and intolerant.

Offer: Artanix is not looking to be the dominant religion and is willing to co-religion with up to 2 other non-evil religions. By opening up the borders to the misfits and outcasts her church would provide +2 Espionage and +1 Operations but as they are not well known in the area it would come at a penalty of -1 Diplomacy and -1 Resolve as the predominantely human inhabitants and neighbors would be distrustful of bands of tieflings and kobolds and other misfits on their borders.

Motivation: Wants a place where "misfits" and "monsters" can live in peace
Secret: Likely was a dark cultist or assassin before becoming a priestess to Saranerae
Optional Objective: Knowledge: Planes



Church of Hanspur- Malchan Fillinolds
Malchan Fillinolds a middle-aged Ulfen man with a weather beaten face, wearing simple gray and brown clothes, patched leather overcoat, and sturdy watertight boots. He is a representative from the River Kingdoms for the Church of Hanspur, the Water Rat. He is a prophet of freedom, a charismatic whose followers are reborn through drowning. He has a creed: find a crew, get a raft, keep floating.

Offer: Malchan holds no illusions that Hanspur would ever be a main religion. All he is asking for is the freedom to practice. This would run afoul with many of the other religions, however. If it can be swung their network of boaters would provide +2 Communications and +2 Espionage. This comes at the price of -2 Diplomacy as outside of the river kingdoms many nations frown on Hanspur activities.

Motivation: Swim
Secret: Knowledge: Religion
Optional Objective: Knowledge: Geography
This message was last edited by the GM at 20:06, Thu 07 Oct 2021.
Dungeon Master
GM, 1221 posts
Teller of tales
Lord of lies
Wed 4 Aug 2021
at 21:08
  • msg #2

[INFO] The Movers, The Shakers, and The Deal Makers

Issian Noble Houses



House Surtova - Nirion Surtova
Nirion Surtova:  a charming man with slicked-back dark hair and angular features, he is a cousin to King Noleski Surtova and is at the ceremony to make allies among the new colonies.

Offer: Pledging loyalty to both Brevoy and specifically to House Surtova will put the full weight of the Brevoy kingdom behind the group. This would provide +2 Resources, +2 Diplomacy, +2 Operations from the funding and manpower they could provide. This comes at the trade off of -1 Resolve and -1 Diplomacy (the kingdom is but a puppet to Brevoy), -1 Communications (Surtova would want to put loyal advisors in key positions to make sure messaging is "on brand" with an ally of Surtova". This offer would naturally exclude a loyalty pledge to the Swordlords.

NOTE: Surtova Loyalist excludes Surtova Seperatist allegiance

Motivation: Knowledge (Nobility)
Secret: Sense Motive
Optional Objective: Knowledge (Local)



House Lodovka - Fons Lovodka
Fons Lovodka:  The younger cousin of Kozek Lovodka, a sailor who just commanded his first raid last summer. He has already developed a reputation as being very prone to rage.

Offer: They wish to set up a trade agreement to bring fish from the Lake of Mists and Veils down in exchange for lumber and ores. Unfortunately this is a very long distance for fresh fish which only will provide +1 Resources but the armed guards they send along would help pacify the area for +1 Operations. They are loyalists to the Surtova so an agreement with them would be seen by the Swordlords as bowing to Issian nobility.

NOTE: Surtova Loyalist excludes Surtova Seperatist allegiance

Motivation: Profession (Sailor)
Secret: Swim
Optional Objective: Knowledge (Nobility)



House Medvyed- Lord Gurev and Naritha Medvyed
Lord Gurev Medvyed:  Loud, fat, boisterous, the lord of Stoneclimb attends the meeting in person, albeit assisted by his youngest daughter, a druid sworn to the Green Faith, she’s had the good fortune of growing up a Medvyed and is now returning the favor, advising her father during the meeting.

Offer: Lord Gurev seems to have zero interest in making any kind of offers. His daughter, however, is asking to put severe limitations on deforestation and preserving the wild beauty of the stolen lands. This adherence to nature would provide +1 Lore due to the positive effect it would have on the fey and elves in the area and her druid allies make effective messengers resulting in +1 Communications. The loss of lumber and land would result in a -2 to Resources.

Motivation: Naritha specifically wants to avoid large scale alterations of the environment. No locks on the rivers and forest boundaries preserved.
Secret: Knowledge (Nobility)
Optional Objective: Allow Naritha to join Rivermarch court.



House Lebeda- Lander and Elanna Lebeda
Lander and Elanna Lebeda: Son and daughter of Dame Sarrona Lebeda. They are both want to prove themselves as the more capable child and while the two of them work together for the most part, though they butt heads on questions of who’s in charge of their delegation.

Offer: They wish to set up House Lebeda as an exclusive supplier for many common goods. They are looking to corner the market before it even has a chance to develop. House Lebeda is willing to pour resources into the area to get trading posts up and running as quickly as possible. +2 Resources if accepted and there doesn't seem to be any downside! What could possibly go wrong with all that generosity?


Motivation: Knowledge (Nobility)
Secret: Appraise
Optional Objective: Knowledge (Engineering)



House Garess- Anton Garess
Anton Garess: Younger brother of Howlan Garess, somewhat head-in-the-clouds, very used to getting what he wants because of the family’s wealth. It seems they are distracted by the disappearance of the dwarves that once were their main trading partners.

Offer: They wish to set up House Garess as an exclusive supplier for ores and resources. Given the high quality nature of their ore this is actually a really good deal resulting in +2 Resolve and +1 Resources from everyone trusting Garess iron. In exchange though they want the new kingdom to send volunteers, soldiers, scouts, and adventurers to help them track down the missing dwarf clan resulting in -1 Operations due to the continued commitment of resources.
Motivation: Find the dwarves and avoid civil war entirely
Secret: Anton and the other members of house Garess don't actually want to find the dwarf, they're upset about Howlan putting up a dwarf as the heir to the family.
Optional Objective: Knowledge (Nobility)

DEAL SIGNED



House Orlovsky- Akilina Orlovsky
Akilina Orlovsky: Youngest daughter of Poul Orlovsky. An outrageous flirt with little concept of personal space. It seems odd that the Orlovsky house would send someone so young to such an important delegation.

Offer: They do not want to setup any deals per se but by rejecting any Surtova loyalist deals they are offering up information and powerful connections resulting in +1 Diplomacy.

NOTE: Surtova Separatist excludes Surtova Loyalist allegiance

Motivation: Knowledge (Nobility)
Secret: Sense Motive
Optional Objective: Knowledge (Local)
This message was last edited by the GM at 20:07, Thu 07 Oct 2021.
Dungeon Master
GM, 1223 posts
Teller of tales
Lord of lies
Wed 4 Aug 2021
at 21:41
  • msg #3

[INFO] The Movers, The Shakers, and The Deal Makers

Rostland Nobles and Trading Companies



Swordlords - Kaleb Aldori
Kaleb Aldori: a young duelist known to be a hot-head. He is here expecting an easy win as in his mind the new kingdoms pledging allegiance to the swordlords is just a formality. Will likely react very badly if that doesn't happen.

Offer: By honoring the terms of the deal with the Swordlords they provide a modest amount of benefits across the board: +1 Diplomacy, +1 Lore, +1 Resources and +1 Resolve

NOTE: Suratova Separatist excludes offers by Suratova Loyalists

Motivation: Knowledge (Local)
Secret: Knowledge (History)
Optional Objective: Knowledge (Nobility)




Restov - Mayor Sellmeius
Ioseph Sellemius: He hopes you don't need an introduction to him after all this time!

Offer: By making Restov a favored trading partner it improves economics in both cities. +1 Resources, +1 Resolve, +1 Operations at the expense of open borders making it easy to slip spies into the country resulting in -1 Espionage.

NOTE: Suratova Separatist excludes offers by Suratova Loyalists

Motivation: Appraise
Secret: Sellmeius needs to make a deal or it will hurt his re-election chances.
Optional Objective: Knowledge (Nobility)



Gronzi Lumber Consortium - Grulwa Hartstone
Grulwa Hartstone: A gruff and no-nonsense kind of woman, Sylvie still has a bit of charm about her though and has a way of endearing herself towards non-nobility.

Offer: All those trees need someone to clear it. They want to buy lumber rights to the  Nalmarch forest. This would be a huge economic development providing +3 resources and +1 Resolve from the jobs it would provide. Unfortunately having a new economic engine in the area would ruffle a lot of feathers resulting in -1 Diplomacy and -1 Lore from the loss of fey and elven assets.


Motivation: Knowledge (Engineering)
Secret: They have plenty of trees in Brevoy but if war breaks out she might lose logging rights.
Optional Objective: Knowledge (Nature)



Rostland Farmers Association - Urpal Claftov
Urpal Claftov: A wizened old man with a balding head and a back bent from hard labor, despite his peasant looks he is charming and quite humorous.

Offer: A lot of Rostland farmers are farming crops on both sides of the border. By allowing them to continue the land they have traditionally harvested they are willing to offer up a good deal on the crops. This will result in +1 Diplomacy and +1 Resolve by having good neighborly relations but at the cost of -1 to Resources from the loss of some of the better farming lands along the border.


Motivation: Profession (Farmer)
Secret: Knowledge (Nature)
Optional Objective: Knowledge (Local)
This message was last edited by the GM at 20:44, Wed 08 Sept 2021.
Dungeon Master
GM, 1228 posts
Teller of tales
Lord of lies
Fri 6 Aug 2021
at 16:12
  • msg #4

[INFO] The Movers, The Shakers, and The Deal Makers

Foreign Power Ambassadors



Mivon - Lady Andara Gisvet
Lady Andara Gisvet: Speaker of the Houses in Exile. A renowned swordswoman in the Mivonese style she likely has a fierce rivalry with the Aldori swordlords.

Offer: Mivon wants to set a firm southern border along their land, one that is favorable to them. In addition they wish to put some restrictions on military buildup along that border. In exchange they promise favorable trade and protection for the new kingdom to remain neutral in the event of a civil war in Brevoy. The end result is +2 Diplomacy, +1 Espionage, +2 Resource, +1 Resolve in exchange for -1 Operations.

NOTE: A pledge of neutrality excludes Sepratist and Loyalist deals.

Motivation: Acrobatics
Secret: Sleight of Hand
Optional Objective: Build a Mivoni dueling academy: +1 Operations, -1 Diplomacy, access to special unit type.


Galt - Vaylen Goldfield
Vaylen Goldfield: A wealthy merchant who used his connection to the current ruling power in Galt to gain a cushy ambassadorship. He seems uninterested in any actual diplomatic ties to Galt and is instead concerned about historical and cultural relics that may have been left behind from the many ruins in the area.

Offer: Galt (or actually Goldfield) is offering to send research expeditions in order to document, catalog, and plunder ruins in the area. In exchange for exclusive access they promise to share their findings. Goldfield's extensive merchantile connections will provide +1 Diplomacy and the scholars and experts this will bring will deliver +2 Lore at the expense of -1 Resources from the loss of control of these potential sources of loot.

Motivation: Appraise
Secret: Vaylen is lying about being an ambassador of Galt.
Optional Objective: Spellcraft




Numeria - Neshka of the Iron Star
Neshka: It is whispered that Neshka is here less to represent Numeria as a whole and more to preserve the interests of the Technic League, the shadowy merchant/arcanist group that is believed to truly control Numeria.

Offer: Numeria is too loosely controlled to form any formal allegiances but is very keen to allow slavery within the borders of the new kingdom, as has been the tradition for hundreds of years according to Neshka. The allowance of slaves and slavery would be an economic boon as well as very beneficial to military operations (+2 Resources, +2 Operations) at the expense of a the local populace being concerned about the infringement of the River Freedoms so vital to the area (-1 Diplomacy, -1 Resolve)

Motivation: Bluff
Secret: Sense Motive
Optional Objective: -1 Operations to potentially unlock Technology Guide equipment


Pitax - Grandlord Ulfric Divretto of Pitax
Ulfric Divretto: A proud and boisterous bard from the artisan state of Pitax. He is friendly and charming but also a loud braggadocio. He seems less interested in establishing real diplomacy and more of just making a point that Pitax is here and watching over everything.

Offer: N/A

Motivation: N/A
Secret: N/A
Optional Objective: N/A

NOTE: Grandlord Divretto delivered a warning to Brevoy and then left.



Ustalav - Esme Muralt
Esme Muralt: Part of a junior branch of House Muralt, Esme is here representing overall noble interests in Ustalav as the government is heavily divided among its semi-autonomous noble houses. Esme shows deference and is quite charming to other nobles but treats the servants with nothing but aloof indifference and contempt.

Offer: Ustalav is always worried about peasantry uprisings and are always looking for allies to help them put down rebellions if they pop up. Given their nations histories in "forbidden" necromancy and noble houses with ties all throughout the region they offer +2 Lore and +1 Diplomacy in exchange for -1 Resolve and -1 Operations from pledging to put down peasants.

Motivation: Knowledge (Nobility)
Secret: Knowledge (Local)
Optional Objective: Allow her daughter to practice Necromancy (under supervision) in their court.



Daggermark - Blithe Sirok
Blithe Sirok: Blithe is supposed to be an ambassador for Daggermark but your agents quickly uncover that he is a representative of the infamous Daggermark Assassin's Guild. Daggermark is the nominal leader of the River Kingdoms so most view his presence as just the River Kingdom's public acknowledgement of a potential new member.


Offer: N/A

Motivation: N/A
Secret: Appears to be on assignment to assassinate someone.
Optional Objective: N/A

NOTE: Blithe and the Daggermark delegation have either been detained or chased off.



Drelev - Hannis Drelev
Hannis Drelev: A gruff nobleman. Given he already comes from nobility he seems a little upset by having to keep company with a bunch of upjumped mercenaries. He controls the city-state Fort Drelev to the West as part of an expedition to the Stolen Lands by the Swordlords.

Offer: Drelev very reluctantly offers a formalized border between his lands in the west by the Slough and your lands east of the Narlmarches. This border seems fair as it is through unproductive lands of the deep forest and swamps. It provides no real benefit as it is the natural expectation of everyone.

Motivation: </b>He hates being associated with Varn and Borric and wants to make it clear to everyone that him (and therefore his nation) are a step above the others.</b>
Secret: Sense Motive
Optional Objective: Knowledge (Geography)



Varnhold - Maeger Varn
Maeger Varn: An affable and friendly aging mercenary captain. He recognized this opportunity as a turning point in his life transitioning from chasing gold and adventure to establishing a true legacy on the land. His lands lie to the East of the Nomen Heights establishing a natural barrier between the Greenbelt and his territory.

Offer: Varn is very enthusiastic of establishing good relations with his neighbor. Profitable trade routes, mutual military aide etc. This will provide +1 Diplomacy, +1 Resources, and +1 Operations. The only drawback is he expects underhanded operations in his territory to be kept at a minimum resulting in -1 Espionage.

Motivation: Survival
Secret: Knowledge (Local)
Optional Objective: Knowledge (History)

DEAL SIGNED
This message was last edited by the GM at 22:49, Tue 28 Sept 2021.
Dungeon Master
GM, 1232 posts
Teller of tales
Lord of lies
Thu 12 Aug 2021
at 06:45
  • msg #5

[INFO] The Movers, The Shakers, and The Deal Makers

Summary (courtesy of Borric)

The Selection Options
State ReligionOfferExclusiveMotivationSecretOpt Objective
Abadar+2 Resources, +1 OperationsYes, -1 ResolveAppraiseCraft/ProfessionKn (Religion)
Gorum+2 Operations, +1 ResolveYes, -1 EspionageIntimidateKn (Religion)Survival
Pharasma+2 Lore, +1 Diplomacy, +1 ResolveNo, -2 EspionageKn (History)Kn (Local)Kn (Religion)
Erastil+1 Resolve, +1 ResourcesYes, NoneSurvivalKn (Religion)Kn (Nature)
Sarenrae+3 Espionage, +1 OperationsCo-mingle w/2 others, -1 Diplomacy, -1 ResolveKn (Religion)Sense MotiveKn (Planes)
Hanspur+2 Communications, +2 EspionageNo, -2 DiplomacySwimKn (Religion)Kn (Geography)
Nobles and Trading CompaniesOfferExclusiveMotivationSecretOpt Objective
House Surtova+2 Resources, +2 Diplomacy, +2 OperationsYes, excludes Surtova SeparatistKn (Nobility)Sense MotiveKn (Local)
House Lodovka+1 Resources, +1 OperationsYes, excludes Surtova SeparatistProf (Sailor)SwimKn (Nobility)
House Medvyed+1 Lore, +1 CommunicationsNo, -2 ResourcesKn (Geography)Kn (Nobility)Kn (Nature)
House Lebeda+2 ResourcesYes, -?Kn (Nobility)AppraiseKn (Engineering)
House Garess+2 Resolve, +1 ResourcesYes, -1 OperationsKn (Engineering)Kn (Dungeoneering)Kn (Nobility)
House OrlovskyNone, +1 DiplomacyNo, Excludes Surtova LoyalistKn (Nobility)Sense MotiveKn (Local)
Swordlords+1 Diplomacy, +1 Lore, +1 Resources and +1 ResolveNo, Excludes Surtova LoyalistKn (Local)Kn (History)Kn (Nobility)
Restov+1 Resources, +1 Resolve, +1 OperationsNo, Excludes Surtova LoyalistAppraiseBluffKn (Nobility)
Gronzi Lumber Consortium+3 resources and +1 ResolveNo, -1 Diplomacy, -1 LoreKn (Engineering)SurvivalKn (Nature)
Rostland Farmers Association+1 Diplomacy, +1 ResolveNo, -1 ResourcesProf (Farmer)Kn (Nature)Kn (Local)
Ambassadors, etcOfferExclusiveMotivationSecretOpt Objective
Mivon Ambassador+2 Diplomacy, +1 Espionage, +2 Resource, +1 ResolveYes, Excludes Separatist and LoyalistAcrobaticsSleight of HandSense Motive
Galt Ambassador+1 Diplomacy, +2 LoreYes, -1 ResourcesAppraiseKn (Arcana)Spellcraft
Numeria Ambassador+2 Resources, +2 OperationsSlaves, -1 Diplomacy, -1 ResolveBluffSense MotiveKn (Arcana)
Pitax AmbassadorLeftN/AN/AN/AN/A
Ustalav Ambassador+2 Lore, +1 DiplomacyUnrest w/peasantry, -1 Resolve, -1 OperationsKn (Nobility)Kn (Local)Kn (Arcana)
Daggermark AssassinLeftN/AN/AN/AN/A
Drelev AmbassadorNone, but formal borderNAKn (Nobility)Sense MotiveKn (Geography)
Varnhold Ambassador+1 Diplomacy, +1 Resources, +1 OperationsNo, -1 EspionageSurvivalKn (Local)Kn (History)

This message was last edited by the GM at 05:09, Wed 25 Aug 2021.
Dungeon Master
GM, 1243 posts
Teller of tales
Lord of lies
Thu 26 Aug 2021
at 04:38
  • msg #6

Social Rule Clarification

There are 4 actions you can take each round (pick one)
- Make a deal -> Roll Diplomacy
- Learn a motivation/secret/bonus objective -> roll appropriate diplomacy check.

For the motivation/secret/bonus objective you are going into it blind. I appreciate you trying to guess at where it is going but it is really more of a "pre-emptive" roll. While you are interacting and socializing with them, the skill check presents itself. It isn't supposed to be about what you are doing as you introduce yourself but recognizing an opportunity mid-conversation and capitalizing on it.

Motivation -> if you specifically use their motivation in your RP interactions with the character it will provide a sliding bonus based on how well I think you incorporated it into your argument and how strongly the NPC themselves follow that motivation. This can end up ranging from +2 to +10 with it split roughly 50/50 based on how well the motivation is used and how strongly the NPC believes in it.

Secret -> If you learn a secret and specifically use it you can use this to get a free "win" on a deal negotiation. This ultimately allows you to either bypass a single diplomacy check or make two alterations to their deal at the same time.

Bonus/Side Objective -> The NPCs are here as functionaries of their church/noble house/merchantile guild/country etc. However they themselves are powerful and influential people and will often have their own side hustles going on. Discovering this lets you put radically different deals on the table that you can make independent of their main deal.

For example while the Church of Abadar is in negotiation over state religion, you could set up a side deal with the specific priest to secure a loan through him. The two deals would be independent of one another (you can take the learn and leave the church deal behind or vice versa).


Deals - Deals are complex and somewhat fluid. Due to time constraints I can only provide light details on what they are offering and I am using your input to help shape the mechanics into something tangible. Therefore how strongly you use a secret or a motivation will influence what the final deal shapes up to be.

For deals the "fluff" is flexible. If I interpret the game mechanics into something surprising and VERY unappetizing we can talk privately about re-interpreting the game mechanics in a different way.

As for the game mechanics with a successful diplomacy check you can
- add +1 to a stat provided (either increasing an existing bonus or decreasing a penalty)
- remove a "condition" like the church's exclusivity, the noble houses pledge of loyalty, mivon's pledge of neutrality etc.

Using a secret lets you either auto-pass one check or get a second alteration for a grand total of either two +1's (you can't double up on the same stat) or a +1 and a condition removed.

NOTE: Many of these deals come with hidden fun stuff that you have no way of knowing ahead of time. I mentioned for example that some of the Sarenrae deals come with the ability to unlock new unit types for the army. Others will lead into random events the kingdom suffers or future bonuses/penalties being applied. There is no way of knowing this ahead of time which is why it isn't listed anywhere but just keep in mind that every deal you strike adds short term and long term consequences. The immediate benefits are the kingdom bonuses. The long term effects...well you just have to wait and see!
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