Abandon Hex

#downtime #region

Requirements. The hex to be abandoned must be controlled.


After careful consideration, you decide that you would rather not hold onto a particular hex as part of your claimed territory. You renounce your claim to it and pull back any settlers or explorers. Attempt a basic Exploration or Wilderness check. You can abandon more than one hex at a time, but each additional hex you abandon increases the DC of this check by 1.

Critical Success. You abandon the hex or hexes, decreasing your kingdom’s Size by 1 per hex abandoned (this affects all statistics determined by Size). Settlers and explorers return and resettle elsewhere in your kingdom, bringing with them bits of salvage from the abandoned hexes. Gain 1 RP per abandoned hex.

Success. As critical success, but you gain no RP and increase Unrest by 1.

Failure. You abandon the hex or hexes, decreasing your kingdom’s Size by 1 per hex abandoned (this affects all statistics determined by Size). Some citizens become disgruntled refugees who refuse to leave the hex. Increase Unrest by 2 and then attempt a DC 6 flat check. If you fail, the refugees become bandits, and during your next Event phase, your kingdom experiences a Squatters kingdom event automatically in addition to any other event that might occur.

Critical Failure. As failure, but increase Unrest by 3 and automatically experience a Bandit Activity kingdom event instead of a Squatters event.

Special. The Unrest gained from abandoning a hex doubles if it includes a settlement. A settlement in an abandoned hex becomes a Freehold.