The Princes Kingdom
The Princes Kingdom
The Princes Kingdom
Kingdom
Written by
Clinton R. Nixon
Cover art by
Jennifer Rodgers
Edited by
Crystal Dreisbach
Based on
Dogs in the Vineyard
by D. Vincent Baker
The Princes Kingdom is copyright 2006 Clinton R. Nixon.
Early editing:
Ben Lehman (www.taogames.com)
!'-
www.crngames.com
clinton@crngames.com
Foreword
by D. Vincent Baker
Clinton R. Nixon, Joshua Newman and Ben Lehman gave this
game to me as a gift, at a party celebrating the soon-to-be birth of
my third son.
But my thinking its a great game, thats only the smaller part of
what The Princes Kingdom means to me.
And then suppose that I have a strong community, and were all
mutually dedicated to the success of one anothers self-expression.
Dedicated beyond yes, I support you these are people wholl
work materially for you, invest time and money and expertise in
your success, be there showing people what youve made with real,
unmistakable enthusiasm. Theyll celebrate your success and then
challenge you to even better.
Can you imagine it? Theyll celebrate your success and then
challenge you to better. Theyre better for you than anyone. Theyre
what a church wishes it could be. Theyre what your family hopes
for you when youre grown.
Welcome! 1
Have you played a role-playing game before? 1
Its a game for kids and adults 2
Dice 3
Getting started 3
The first time you play 4
After that 4
Creating islands 33
How to make an island 34
Conceit and injustice 35
Disobedience and outlaws 36
Unrest and loss of liberty 37
False leaders and rebellion 38
War and killing 38
The ladder of problems 38
The people involved 40
The Island of Lo Pang 41
iv Table of contents
Friends and troublemakers 45
Roll 46
Power 46
Qualities 46
Relationships 46
Using proto-citizens effectively 47
Dealing with groups 47
Some names and proto-citizens for Lo Pang 48
Afterword 70
Table of contents
Welcome!
The Princes Kingdom is a game in which you and your friends act
out the adventures of children in faraway lands. These lands are
all across an ancient ocean, and are all ruled by a wise king. You
play the kings children, princes, sent out to explore the kingdom
and help out the citizens. The kingdom is very large, made up
of hundreds of islands, and so the king sends out his princes to
survey it and find out what sort of problems people have across
the lands, so that they may one day be wise rulers themselves.
Welcome!
said, No, you didnt! and then you argued about
One player will be picked to be the Guide. The Guide doesnt play
a prince. Instead, the Guide is responsible for moving the story
along and providing lots of stuff for the princes to do. The Guide
will play all the people in the world who arent princes.
The Guides going to work with the other players and figure out
where the princes are going. When they get there, there will be
problems, and you will decide how you want to fix them. Youre the
princes, after all! Its your job to make sure your fathers kingdom
is running well. Then you and the Guide will decide how well you
did at fixing the problem using some dice and playing a little game
within the game.
Lastly, youll decide whether you did enough and maybe youll
stick around and solve some more problems or work on that first
one some more. Or maybe youll go someplace new and start over
again.
Welcome!
played, maybe a kid should be the Guide while the
other people, including adults, play the princes.
Whatever you decide is alright by me and is going
to be a lot of fun!
7
Dice
This game uses three different sizes of dice. The normal size, the
cube you see in many board games, has six sides. We call it a d6.
Another size has four sides and looks like a pyramid. It is called
a d4. The last size has eight sides and looks like a diamond. We
like to call it a d8.
When you have more than one of any die size, you put the number
in front of the abbreviation. Five six-sided dice are written as 5d6.
Two eight-sided dice are written as 2d6. One four-sided die can
be called a d4 or 1d4. All these are pronounced as number-dee-
number. 2d6 is pronounced two-dee-six.
You will need about 20d6 and about 10d4 and 10d8 to play. Thats
a lot of dice, and that equals a lot of fun.
Getting started
You need at least two people to play this game. I think its a lot
of fun with more, but more than six or maybe seven is too many.
One of these people will be the Guide. I talked about him in
the section above. (Oh, yeah, sometimes I say him, and I mean
anybody. It could be a man or a woman or a boy or a girl. It could
be your mom, a teacher, or a girl from school. English is weird
that way and someone should do something about it!)
Welcome!
Anyway, I was telling you about the Guide. It makes
Everyone else gets to play a prince! Before, I told you anyone could
play this game. Thats true. In this kingdom that youre going to
play in, both boys and girls are called princes, and you can play
a boy or a girl. Boys can play girl princes and girls can play boy
princes. Thats OK.
After that, you will learn how the game works as your prince gets
one chance to prove something to his teachers and dad before he
leaves on his adventures.
Then, the princes will start traveling in the kingdom. Your princes
will need an island to go to. The Guide will create this island
based off the type of adventures you want and what he thinks will
be fun.
After that
When you play after the first time, the Guide gets to create the
island youre going to between times that you play. Youll go to
new islands and meet people and help them fix their problems.
Afterwards, you can talk about the game with the Guide and let
him know what was fun and what you liked most.
Welcome!
The Island
Kingdom
The sad part is that the kingdom is so big and spread out that
sometimes problems exist that the king doesnt know about.
This is where you will do good work! Because the king cant be
everywhere, you get to go and solve problems where he cannot.
He will not be able to come and save you, because it takes a long
time to get places on a boat. The king trusts you a whole lot, and
knows you will do well.
Being a prince
You are a prince of the Kingdom of Islandia. You were raised in
the royal court and had teachers from a young age. Many days,
they took you out and taught you how to read and write and how
to do math and read maps and ride horses. They probably taught
you how to defend yourself in a fight. Most of all, they tried to
Now hes told you that you have to go be a leader. You have to travel
throughout his kingdom and make sure that the people are doing
well. You are his son, the prince, and it is up to you to know what
the people need and make sure they get it. When you travel out in
the world, you speak for the king! Thats a big responsibility.
All princes sent out into the world are between five and twelve
years old. When you turn thirteen, you go back to the kings castle
and become an adult and help the king rule the land! Maybe youll
even be the new king!
The other princes are your brothers and sisters. Though you grew
up with them, they might be much older or younger than you, so
maybe you didnt play with them a whole lot. Despite this, you all
have a bond. You need to take care of each other as much as you
need to take care of the people.
How does that work? Well, in each part of the story, you have
stuff you have to do. And its easy! Ill tell you what that stuff is.
Character creation
If you are a player and not the Guide, you have to do this stuff:
Make neat princes to play.
Help each other make neat princes.
Help the Guide make up the world. Youll do this just by
making neat princes.
Start learning how to have struggles that is, solve
problems using the dice.
Your princes only have to prove they are ready to see the world.
Meet people and let them know the king cares about them.
Let people know theyre the princes and that they speak for
the king.
Find out about peoples problems.
Help people find the root of their problems and help them
implement solutions. The most common problem is a person
who decides hes better than other people, and its up to the
prince to let that person know hes doing wrong, and even
make him do right if you have to.
Between islands
The players have to do this stuff:
Choose what changed about your prince.
The princes have to do this stuff:
Decide what island to go to next. They might even go back
to an island or head back to the kings castle.
The Guide has to do this stuff:
Write down the problems on the next island the princes are
going to.
Start to create the citizens for the next island (making
proto-citizens, which youll see in the chapter Friends and
troublemakers.)
First, what is your princes name? Think about it and write that
down. Heres something to think about what you name your
prince says a lot about the kingdom and the king. If he is named
Qualities
What strong qualities does your prince have? These are things your
prince is really good at, things that help him out regularly. You can
write down this stuff lots of ways. You might write down climbing
stuff. Or you might write down Im an excellent climber. Or you
might write down I used to climb cliffs with my favorite teacher.
All of these are great!
If your prince is five years old, write down five strong qualities.
Your prince must be very talented to leave the castle so early!
If you prince is six or seven years old, write down four things.
You are leaving early and have lots of promise. If you prince is
eight or nine years old, write down three things. If your prince is
ten or eleven years old, write down two things. If your prince is
twelve years old, write down one thing. Your prince has a lot more
general knowledge than the younger kids and will be expected to
lead the way.
If your prince is five or six years old, write down one troublesome
quality. If your prince is seven, eight, or nine years old, write down
two troublesome qualities. If your prince is ten, eleven, or twelve
years old, write down three troublesome qualities.
Relationships
With whom does your prince have a strong relationship? These
can be friends, allies, teachers, role models, or even pets! The only
rule is that they have to be living things. Maybe your prince has
a dog or a cat. If your prince is five or six, he has three strong
relationships. If he is seven, eight, or nine years old, he has two. If
he is ten, eleven, or twelve years old, he has one.
You can always take relationships with your siblings, the other
princes. You dont have to, however. You should only do this if
you want to have an especially strong or especially troublesome
relationship with one or more of them.
He has one thing for sure: a cloak. Each prince owns a beautiful
cloak made by his mother. It is usually made up of all sorts of
bright fabrics. All the people in the kings castle, including the
king himself, gave a part of their own cloak to make the one for
your prince. Everyone who sees it will know that the wearer is a
prince of the kingdom and speaks with the authority of the king.
You should describe what your princes cloak looks like.
Once you write down what your prince is carrying, you need to
write down what kind of dice it gives you. Did you see that the
other questions had a type of die beside them on your character
sheet? Well, this one doesnt, so youll have to figure it out. If you
have trouble, ask the Guide for help.
If what you are carrying is just good or OK, it gives you a d6.
X d4.
Sharp things can add an extra die that you will roll
when using that item. If what you are carrying can
be used as a weapon and it is sharp, like a knife or a sword, you
will roll an extra d4 when you use the item. If you had a really
awesome sword, it would give you a d8 and a d4. If you had an
OK staff, it would probably only give you a d6 because staffs arent
usually sharp. Write the item down like this example: OK sword
d6 + d4.
OK! At this point, you and the rest of the players, except the
Guide, have made up your princes. Now you get to play the game
as your princes for the first time and learn about the game. The
Guide gets his first chance to challenge you.
The Guide will ask every other player, What do you hope you
have proved to your teachers and to your dad? You will think
of an answer, such as I hope Ive proved Im a good speaker or
I hope Ive showed that Im good with a bow. You shouldnt say
Youre going to act this out! You and the Guide will talk about
the setting where your prince has found himself and whos there
with him. You will set the scene together and talk about what
your prince is going to try to do and what people or things will be
holding him back.
Then youre going to act it out and have a struggle. (Thats what
a situation is called when its not certain your prince can do
something. You will roll dice to find out if he can do it!) There
are detailed rules for this later, in the section Problems and
fixing them. (The Guide can go ahead and read this if he has
any questions. For now, dont worry about fallout, which youll
see explained in that section.) You are going to try to prove your
princes worth, and the Guide is going to act out all the obstacles
in your way.
When everyone is done proving their prince, then you get to say
goodbye. The Guide then plays the king, your dad. Pretend that
your prince is telling him goodbye. The king will tell your prince
that he is proud of him and wish him good luck and then youll
start the rest of your princes story!
Creating islands is the job of the Guide, but anyone can read how
you do it. Its no secret!
Creating islands 33
So what are problems like? Problems start small
Unrest is a bigger problem and its when all the people start
believing that the king doesnt care about them. It manifests as
loss of liberty; that is, restrictive laws enacted that did not come
from the king.
If theres unrest and bad laws, a false leader will arise, someone
who wants to take the kings power. This manifests as rebellion.
And if all those things exist, war and killing can break out, and
thats the worst thing of all.
34 Creating islands
Conceit and injustice
Whats conceit? Conceit is when someone thinks
theyre better than someone else, pure and simple.
Even princes know theyre just people and that they
P
have a role to play. Thinking you are better than someone else can
show up a lot of ways in people.
Creating islands 35
Marriage is serious stuff in the kingdom. If two
If you have children, its even more serious. You have to take care
of your kids. If you arent making sure they have food to eat and
clothes to wear before you do, you arent doing your job, and thats
conceit.
Lastly, and this is a big one, theres a lot of different type of people
in the kingdom. Sometimes, different cultures run into each
other, and some people dont like that. If you think someone isnt
as good as you because they have a different skin color or they eat
different food or wear different clothes or whatever, thats real big
conceit and thats a problem.
36 Creating islands
Do not be violent. That is, dont go around
hitting people for no good reason.
Do not cheat other people, steal from others,
or willfully cause harm to other peoples stuff.
P
If you are paid to do a job, do it. If someone
does a job for you, pay them a fair wage.
Everyone in a family should live up to their role in the
family. Parents should keep care of their children, and children
should help their parents.
Thats it! But youd be surprised at how hard it is for people to
remember to do those things.
When people start breaking these laws, other people think they
can break the law, and before you know it, youve got outlaws.
Outlaws might be bandits stealing from others. They might be
tax collectors taking too much from people. They might be a band
of youths hurting people and vandalizing stuff.
Creating islands 37
that no one can be outside after dark. That laws not
P from the king! They made it up, and its a bad law. It
prevents the liberty of the citizens of the kingdom
and unfairly restricts them.
Still, people will listen, and then youve got a whole rebellion a
bunch of people who want to make their own kingdom!
38 Creating islands
whove done wrong, probably with understandable
though definitely wrong reasons. These might
be the same people, or they might not. Its up to
you!
P
So, to make up the town, start by re-reading the
section on conceit and injustice, above. Find something that
appeals to you and write it down. Choose a person who has
this conceit and write down their name. Write a little bit about
their conceit. Then write down who this conceit affects and what
injustice they are experiencing.
Ok, now we look at the island and ask ourselves Is this enough to
keep the players interested? Is this enough for the princes to deal
with? If not, we layer on more problems. If so, then we move on
to the last steps of building an island.
Weve got at least four people that the princes have to deal with at
this point. Is that enough? If not, we move on to unrest.
Creating islands 39
enacted. Maybe these are enacted by the unrestful,
Write down the false leaders name and what he wants. Who
follows him? Write down some stuff about them, too. Remember,
a false leader leads to rebellion. Whos in this rebellion? What are
they up to? All of this is good stuff for later play.
And if this really isnt enough for the princes to deal with, youve
got war and killing. The islands embroiled in full-scale war. Write
down the who is on what side and what they want.
You dont have to limit the times you go through this process!
You can build one chain of problems up to unrest and another
chain only through conceit, or you could build three small chains
or two big ones or whatever you want. You also choose to split
and join a chain; that is, one bit of conceit might make two bits of
disobedience, or two false leaders are responsible for one war.
Then ask yourself what these people would do if the princes never
came to the island. What would the eventual outcome be? Write
down a sentence or so about this.
Thats it! Youve got an island made and ready for play.
40 Creating islands
The Island of Lo Pang
Ronald says to Carter and Lincoln, You
guys go get some juice and give me 15
minutes. Im going to make the first
P
island for your characters to go to.
He decides to go ahead and give it some big problems
to hook in the other players.
He starts by thinking about the islands look and feel.
He decides he wants something pseudo-Japanese
and in the 1200s. Its still an island, and not a giant
one, but big enough to have a hill-lands and low-
lands. He also decides to go with Chinese-sounding
names for no real reason besides he likes that idea.
He names the island Lo Pang.
He also decides that two cultures live on the island.
The larger area, the hills, are where he places the
dominant people of Lo Pang. He decides they look
Asian. Below, in the lowlands, he puts the Wulin,
a more primitive minority that are large people
covered in reddish-blonde fur. Ronalds always liked
the Ainu, an ethnic minority in Japan, and also
the idea that orangutans were once thought by the
Malay to be another race of people who lived in the
forest. He combines the two to make the Wulin.
Ronald now writes down the problems the island has.
The conceit is easy the islanders think that the
beliefs of the Wulin are silly and stupid. They think
theyre better than the Wulin. What injustice could
Creating islands 41
come out of that? Ronald decides that the
42 Creating islands
than the governor. The governor thinks
that he shouldnt have to work very hard.
The injustices: Governor Pei gets locked
in the stockade, and the Wulin are
P
marginalized and oppressed.
Next, Ronald has to describe on paper everyone
involved. He scribbles down this list:
General Fan Mu
Governor Pei
The leader of the Wulin
The beaten boys
Looking at that, he decides everyone needs names and
that the boys parents should be involved, too. He
ends up with:
General Fan Mu
Governor Pei
Ang, leader of the Wulin
Tze Fo and Tze Mo, two young boys who like
fishing and trouble
Lao Tze, the father of the boys, and his wife, Wen
Li.
Each of these wants something from the princes.
What will it be? Ronald writes down:
Creating islands 43
General Fan Mu: He wants the princes to
44 Creating islands
Friends and
troublemakers
When you are the Guide, you should have two things that will
make the game sail smoothly: a list of names of people on the
current island and a sheet of proto-citizens.
Its easy to do! Citizens are made up of the same stuff as the
princes, with one exception. Instead of being defined by their age,
citizens are defined by their power their influence on the story.
Write down these results. You should do this six times before
play, giving you six proto-citizens to use in the game. Any time
you have a citizen who has not been given numbers, but who gets
involved in a struggle, pick a proto-citizen and match them up!
You can assign words to the qualities in play. You can also choose
what the citizen is carrying. You do this during play, not before
play, because you never know what citizens the princes will decide
to focus on.
If you run out of proto-citizens, take a break and make some more
up. If youre out, this indicates that your game is probably full of
excitement!
Weve talked about struggles earlier. Its when one character wants
one thing and another character wants something else, and theres
not a clear answer as to what should happen.
When your prince wants the local butcher to do his job right and
stop letting his meat just hang in the sun, and the butcher would
rather argue about it, its a struggle. When a player wants his
prince to chase down an outlaw and the Guide says that outlaw is
running off on a horse, thats a struggle.
Starting a struggle
Before we roll any dice, the players and the Guide need to
determine who exactly is involved, what the setting is, and what is
at stake in the struggle. This last bit is really important: you need
to know what happens when one side wins.
Then each player involved takes up dice for his character and rolls
them. These dice are determined by your princes age, or your
citizens power, if youre the Guide, and any qualities, relationship,
or equipment that is relevant.
Resolving a struggle
Struggles operate kind of like a game of poker. One side will push
forward two dice, called a raise. The other side will push forward
any number of dice whose values equal the sum of the raise. This
is called a see. Then it changes the other side raises and the first
side sees. This goes on until one side cant see anymore.
While you are doing this, you will also say what your character is
doing in the struggle when you raise and see. If its hard for you
to see that is, you have to use three or more dice to see you
take fallout. Fallout isnt necessarily bad! Fallout is a side-effect of
struggle, and it is how your character changes and grows up.
We first figure out first whats at stake. In this case, its does the
father beat up the butcher?
We set the stage next. We talk about it and decide that were at
the butchers stall, and the father and butcher are there, along with
your prince. The stall is in a big open-air market.
As for who is involved, its your prince and the father. The butcher
is staying out of your argument. You are taking the princes side,
and I am taking the fathers side.
You are going to take a number of d6s equal to your princes age.
You are going to bring in dice for your relationships (a d8 for
strong relationships, a d4 for troublesome ones) if the stakes are
related to them or if you are struggling with them. In this case,
your prince has a troublesome relationship with the butcher.
So you take a d4. Your qualities and equipment come in later.
Whenever you use them in a raise or see, you get to roll dice for
them, but you only get to do this once per struggle.
You roll: 1, 1, 1, 3, 3, 4, 5, 6.
I roll: 1, 2, 2, 3, 4, 4, 4, 5.
Now we take turns raising and seeing. Heres how that works:
If it makes sense for one of us to raise first, then we do. For example,
if you had said that your prince storms into the room and leaps in
front of the father, and then we started the struggle, youd go first.
But lets say we were at a stand-off: the father wanted to slug the
butcher and your prince was arguing with him. In this case, wed
look at our best two dice. Yours total 11 and mine total nine, so
you go first.
To raise, you put forward any two dice and say what your character
is doing. This should be something the other character cant ignore.
If you only have one die left, you can raise with just that one.
To see, you put forward any number of dice whose sum equals or
is higher than the sum of the raise you are seeing, and then you
say what your character is doing to deal with that raise.
Lastly, you never have to see if you dont want to! You can give,
but if you do this, your opponent wins the stakes of the struggle.
I have to take the blow, which I dont want to do. I put forward
2, 4, and 4 to see. I say, The father looks upset. He says, I know
its against the law. I will have 3d4 fallout to roll later: 3 because
I used three dice to take the blow, and d4 because were just
talking.
You cant see 9 with two dice, so now you have to take the blow.
You decide to put forward your 1, 3, and 5 to make 9. You say,
Well, it is the law that he has to do his job. You will have 3d4 to
roll later, too.
And then I raise with a 2, my last die. And I think I know a bit
more about how the law works on the islands, son.
You only have a 1 left and cant see! You have to give, and the
father clocks the butcher.
Oh, and helping each other can happen, too., which is neat. You
can always give some of your dice to someone else to help them
out in a see. If they see with three or more dice, they dont take the
blow. You do instead!
Once a struggle is over, you roll your fallout dice. If you are the
Guide, you can roll fallout dice for your citizens.
Did you roll any 1s? If so, you get a growth fallout. Choose one
thing from the following list:
For the next struggle, you roll dice as though you were a
year younger.
Add a new troublesome quality for the next struggle.
Lose a quality for the next struggle.
Gain a troublesome relationship with someone who was
just in the struggle with you that you do not currently have a
relationship with. This lasts only until the next time you have
a struggle that they are involved in.
Lose your relationship with someone who was just in the
struggle with you that you currently have a relationship with.
This lasts only until the next time you have a struggle that
they are involved in.
Your prince has to leave the scene and spend some time
alone. (You can only do this if no one wants to have another
struggle afterwards.)
If your fallout sum is eight or more, though, you have lasting
fallout. Choose one thing from the following list:
If the other characters can get you a healer, start a new struggle.
Whats at stake is your princes life. The healer rolls his power, but
both of you can add in qualities and relationships and belongings.
The Guide rolls your fallout dice again, plus the Problem Level.
The healer takes any fallout from this struggle. If you and the
healer win, your prince will live. If the Guide wins, your prince
will die.
Once the princes leave an island, its time to think about what
they did there. Did they really solve the islands problems? Did
they pick the best way to? Are they better or wiser princes now?
Or are they damaged by their experiences?
As players, you should also talk about what you liked and disliked
about the game.
Once you do that, you choose a growth fallout. These were listed
before, and here they are again:
Add a new strong quality to your prince.
Change a troublesome quality to a strong quality.
Add a new strong relationship with someone involved in the
scene. In this case, it should be someone who is on the boat
with your character.
Change a troublesome relationship to a strong relationship.
Add a new belonging.
In addition to that, choose one of the following:
Have a birthday! Your prince is a year older.
Change a belonging from cruddy to good or good to
awesome.
Make a space on your character sheet for a new strong
relationship. You can use this at any time later, even in a
struggle!
Make a space on your character sheet for a new troublesome
relationship. You can use this at any time later.
Choose again from the growth fallout list.
The Princes Kingdom has been the most fun game Ive had the
chance to write. It doesnt hurt that the game its based on, Dogs
in the Vineyard, is an incredible piece of work.
70 Afterword
filter of playing a character, I can answer this type
of question and know the answer ahead of time.
Thats a pretty wild thing to say, but I truly feel this
way about RPGs. Ive had the opportunity to ask
everything from When is it OK to steal a loaf of
#
bread? to What would I do if a magical elf swung a double-
ended sword at me? That last one hasnt come up since, but still,
Im glad I know the answer.
Thanks
I want to thank Vincent Baker most of all. His agreement to
let me publish this has meant a lot, and his constant advice and
friendship have been more valuable than gold.
Afterword 71
The American Friends Service
# Committee
The profits from this game go to benefit the
American Friends Service Committee (http://
www.afsc.org). From their website:
72 Afterword
and to facilitate a peaceful and just
resolution of conflict.
We work to relieve and prevent suffering
through both immediate aid and long-
#
term development and seek to serve the
needs of people on all sides of violent strife.
We ground our work at the community level both
at home and abroad in partnership with those
who suffer the conditions we seek to change and
informed by their strength and vision.
We work with all people, the poor and the materially
comfortable, the disenfranchised and the powerful
in pursuit of justice. We encourage collaboration
in social transformation towards a society that
recognizes the dignity of each person. We believe
that the Spirit can move among all these groups,
making great change possible.
Seeking to transform the institutions of society, we are
ourselves transformed in the process. As we work
in the world around us, our awareness grows that
[our] life must change to reflect the same goals we
urge others to achieve.
We find in our life of service a great adventure. We are
committed to this Spirit-led journey, undertaken to
see what love can do, and we are ever renewed by it.
(from the AFSC Mission Statement, http://afsc.org/about/
mission.html#2)
Afterword 73
A brief history of this game
# I wrote this game in fall of 2005 to celebrate the
birth of the third child of my friends Vincent and
Meguey Baker. I gave it as a present to them, and
Vincent later encouraged me to share it with others.
We decided on a charity to which to give the profits, and Ive
published it for you to hopefully have a great time with. Thanks
for buying and reading this game: I appreciate it.
74 Afterword
Find more resources for
The Princes Kingdom,
including character sheets,
Guide aids, and examples at
www.crngames.com.