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Establish Trade Agreement (Untrained)

Legacy Content

Source Kingmaker Adventure Path pg. 519
Item Bonuses

Skill Uses

[Boating] Establish Trade Agreement
[Magic] Establish Trade Agreement
[Trade] Establish Trade Agreement

Establish Trade Agreement

Downtime Leadership 
Source Kingmaker Adventure Path pg. 519
Requirements You have diplomatic relations (page 534) with the group you wish to establish an agreement with.
You send a band of merchants out to establish a trade agreement between your kingdom and a group with whom you've established diplomatic relations. If a navigable river connects your kingdom with the other group's territory, you can attempt a Boating check to Establish the Trade Agreement. If your kingdom's proficiency rank in Magic is Master or higher, you can attempt a Magic check. Otherwise, attempt a Trade check.

The check's DC is either the group's Negotiation DC (see sidebar) or your kingdom's Control DC, whichever is higher.

Critical Success You successfully establish a trade agreement with your target, and your merchants return with gifts! Immediately roll 2 Resource Dice, then gain RP equal to the result of roll.
Success You successfully establish a trade agreement.
Failure Your traders reach their destination but need to sweeten the deal to secure the trade agreement. Immediately roll 2 Resource Dice, and then spend RP equal to the result of this roll. If you do so, you successfully establish a trade agreement, otherwise the attempt fails.
Critical Failure Your trade agreement is a total loss and your traders do not return. Gain 1 Unrest, and until the end of the next Kingdom turn, take a –1 circumstance penalty to all Economy-related checks.