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The controlled lands of Princess World are relatively small, an island of order amidst an ocean of chaotic wild energy. Princesses are those who through legacy, effort or accident can channel this energy. They're part magical girl and part demigod-avatar and part regular teenager in way over their head.

You're one of them. You recently graduated Princess Academy and for whatever reason someone gave you responsibility for a frontier kingdom, a tiny hard-won bubble of stabilised chaos at the very edge of the known kingdoms, surrounded by temperamental shields, pressed right up against the shifting wild lands with all of its monsters and elementals and raw magic and absolute uncertainty.

It's yours, princess. Yours to build into something stable and lasting. Yours to defend against the dangers of this strange and wondrous world. Yours to prove worthy of ... or yours to fail.

Lucky you?

Princess World: Frontier Kingdoms is a tabletop roleplaying game based on the Forged in the Dark framework, intended for a group of 2 - 5 players. It's a sequel (of sorts) to Academy Adventures, although you don't need to be familiar with that game to enjoy this one.

The tone is fluffy but weighty, like a lead marshmallow. In Princess World magic is everywhere and princesses wield great power with relative ease, but people are still people and feelings are still feelings. Actions have consequences, entropy must constantly be fought, and even if the power of friendship is a quantifiable force it won't necessarily conquer all. If you're excited by the idea of characters exchanging barbed pleasantries at a party one moment and facing down enormous monsters in a shower of heart-shaped sparkles the next, this might just be the game for you.

The first Princess World: Frontier Kingdoms sourcebook, Frontier Society, contains rules for attending and hosting parties and princess fighting tournaments, includes greatly expanded information on each faction with a frontier focus, and has an extended example of a frontier princess party.

The second sourcebook, The Wild Frontier, focuses on the wild lands beyond the borders of frontier kingdoms. It includes information on elementals, mega-elementals, treasure palaces, living dungeons, rogue libraries, relics, monster lairs, and more. In addition there are some examples of wild lands weirdness that princesses might encounter, such as time-altering spins, time-stopping freezes, and those never welcome chaos nexuses. Finally, frontier-focused information and mechanical notes on a whole bunch of common monsters.

The third sourcebook, Stochastic Reign, doesn't in particular focus on anything. Instead it's a collection of new and alternate rules, including a variant system on dealing with harm, Dramatic Harm (which I highly recommend, it's great, it's fabulous, I love it), rules on rivals, and some variant starting situations including reclaiming fallen kingdoms and rescuing failing kingdoms.

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Click download now to get access to the following files:

Princess World - Frontier Kingdoms - Core - 0.9 - Wide.pdf 761 kB
PWFK - Sourcebook #1 - Frontier Society - 0.3.pdf 732 kB
PWFK - Sourcebook #1 - Frontier Society - 0.3.epub 326 kB
PWFK - Sourcebook #2 - The Wild Frontier - 0.1.pdf 362 kB
PWFK - Sourcebook #2 - The Wild Frontier - 0.1.epub 333 kB
PWFK - Sourcebook #3 - Stochastic Reign - 0.2.pdf 206 kB
PWFK - Character Sheet.pdf 993 kB
PWFK - Character Sheet.png 241 kB
PWFK - Kingdom Sheet.pdf 1.4 MB
PWFK - Kingdom Sheet.png 368 kB
PWFK - NPC Kingdom Sheet.pdf 2 MB
PWFK - NPC Kingdom Sheet.png 276 kB
PWFK - Factions & Relations Sheet.pdf 28 kB

Development log

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I use Roll20 to administer and organize my Princess World - Frontier Kingdoms game, but we play face-to-face and not over the internet. 

Here are the special abilities I invited for our game. This expands on the List of Special Abilities on page 13 of the rulebook.

More below, as post are presented in reverse order. :o

Armored 

You can use armor twice against the same harm. The first use costs 1 prep, the second use costs 2 prep. The Overprotective kingdom boon reduces this to 0 and 1 prep.

Beast Friend 

You can converse with animals, elementals, and monsters. Most beasts are not very intelligent, so any conversation has to be simple, but this allows you to use your full range of aspects.

Charms 

You can spend prep to create minor magical effects that are vaguely related to your specialty or princess weapon. Similar to princess magic (rulebook p 82), but more flexible. This differs from Especially Special and Weapon Mystery in that this power is very flexible, but not as powerful as those. Use your specialty as a spy device, specialized tool, to fetch something, as a messenger, or whatever you can come up with that the group agrees with.

Flight 

You can fly constantly. This speeds up travel and allows you to scout and reach high places. You can bring allies along by spending one prep for each. Princesses can pay this prep for themselves. Flying is speedy but clumsy and impractical, use Float in action.

Float You can hover when you push yourself. Pick one: enemies can't reach youyou get there fasteryou see the entire scene.

Jolly Cooperative (revision)

You don't spend Weight to help another princess when they use an aspect you have a rating of one or more in. When helped in an action roll, choose one: your connection to those helping you is cleara truth is revealed—you know what you have to do.

Princesses, Assemble (revision)

When you push yourself in a group action you're leading, give every other princess who is part of the group action +1d and choose one of the following effects: you shine as bright as the moon—for just a moment everything is calm and still—someone gains a grudging respect for you.

Purifying Peace 

This power takes a while to use, so it is not useful in combat and is generally used against a defeated opponent. You purge the target of possession, malign influences, and traumas. The target gets a chance to change their ways, uninfluenced by outside influences. An aspect roll can help the choice of life path.

Signature Move

 Select any one aspect. Whenever you roll this aspect, you gain increased effect. You also gain an additional XP whenever you train the associated core trait. This expands on Athletic Adventurer, rulebook page 14.

Sorceress You are exceptionally good at princess magic (rulebook p 82) and the effects of Charm and Weapon Mystery. Reduce the prep cost of princess magic by one. You can spend an additional prep to pick one: affect several creatures or a larger areaincrease the durationincrease the range.

Summoner 

You can spend one prep to summon monsters and elementals that you have defeated, befriended, or read about (use a Bookish flashback) to help you in a difficult spot. You can expend further prep to keep the summon around for longer. Pick one: You gain Scaleget Help with specific aspectthe summon can act independently.

Teleportation 

You can do a short show to teleport to a remote location, such as another kingdom or significant ruin. This speeds up travel immensely. You can bring allies along by spending one prep for each. Princesses can pay this prep for themselves. Teleportation is impractical in action, use Translocation for that.

Translocation 

When you push or protect that smile you can move instantaneously to a nearby location you are aware of  without passing the space in between. Pick one: They did not expect this—you get away scot-free—you intercept anything.

Weapon Mastery 

You have mastered the use of your princess weapon so that you can use it for advanced stunts, based on the nature of the weapon. This works best for weapons with physical attacks, you learn to swing, grab, grapple, jump, and similar physical stunts at a distance. For more ephemeral attacks, you have to discuss with the group what this would do. You gain the increased effect and potential increased potency of your princess weapon on these stunts, see Princess Weapon on page 12 of the rulebook.

Weapon Mystery 

You can spend prep to create magical effects, see Princess Magic on page 82 of the rulebook. You gain a new option for princess magic available only to you, to make the effects of your princess weapon lasting and a benefit or hindrance to others. These effects won't last past the end of the kingdom affair.

You spend one prep point to create physical effects with your princess weapon, such as using the plant attack to create a bridge across a ravine, or your electrical attack to power an electrical machine.

You spend two prep to create a permanent effect (as #1 above) or make your attack do physically impossible things, such as using water to span a chasm, suspend an item in mid-air, or to ride your electric blast. 

Much of this are things that a princess can do by escalating or as a one-time stunt when dramatically appropriate. Having the special ability makes it repeatable and reliable. For princess weapon attacks that are not physical, you have to discuss with the group what this would do, if anything.

My heart is so full right now with the amazing adventures you had! I love that you had such a nice time playing and really made the game your own. I also appreciate the effort you put in to post your logs--thank you for sharing, I love to see it!

Last session (#14) was such a success that I wanted to share it. If felt like my players finally took some agency and acted rather than reacted. So I wanted to share. :) I'm very happy with Princess World - Frontier Kingdoms as a Blades in the Dark hack. It shows that the dark part isn't necessary for the game to work. The Specialty die is a really good way to showcase each princess' role, and the extra successes it gives makes the setting brighter.

On the minus side... Not much. I think there is a discrepancy in the kingdom sheet on the term land vs what it is called in the rules. And the Xp given out is a bit on the generous side for a longer game like ours.  

Escalation is something we've not used a lot, and which my players find hard to grasp. Not so much the mechanics of it as how to narrate it. Which is odd since we are anime fans. We used it a few times, and each time we calculate XP I see my players wishing they had escalated at some point, as that is worth 2 XP. :) 

I use a lot of AI-generated images, so I have an image of every NPC. I used to paint miniatures, and  this is a bit like that, a fun sideshow hobby. Here is Hussar, Princess of Sabres, and NPC from a rival kingdom.


(1 edit)

I'm on session 15 playing this with a group of three men in our fifties and sixties. It has worked splendidly, buy I have introduced some new princess powers. I made a log, here it is.

There is a limit on the length of posts, so I had to cut the log up in parts. And they will come in reverse order too as I posted them from first to last. :o Please start reading with session 1, at the bottom of my list of posts. 

This is the final episode so far.

 Season 2

Episode 14: Temple of Transformation

A year has passed, Qtopia continues to prosper. Once again, little princess Lila, the Lost princess, had disappeared. Our princesses languidly accepted this and spent their days training and socializing. Two graduates from Princess Academy appeared in Qtopia, Helena, Princess of Bargains, and Liz, Princess of Initative. Neither had a very good reputation from Princess Academy where they were juniors when the Qtopia princesses graduated. They were known as hard-headed egotists.

They had heard that there was a kingdom to serve as a base for adventures in the western jungles. Claire, Princess of Chains speculated that they should have gone to Tinker Tavern, a more typical base for adventures in the jungle. Still, now they were here, and had to be made welcome. At their insistence a jungle trip was planned, with the eventual goal of going to the Tinker Tavern kingdom. 

Once underway, Clover, princess of Bunnies, met some rabbits in the jungle, who had seen Lila, the Lost Princess in the jungle. With no trail to follow, the princesses continued. Eventually they came to a lake with a ruin temple on an island in the middle. Claire arranged a hovering chain construct to carry the two young princesses across, Nagalia, princess of Boas swam, and Clover jumped out onto the island. Luxoriating in the warm water in snake form, Nagalia went around the island, where she surprised Lila, the Lost Princess and Luna, Princess of Alchemy of the kingdom of Tinker Tavern. Lila was scared at first, but the encounter quickly turned friendly and ended up as a picnic, where Clover explained how the root of the marshmallow plant could be grilled and eaten.

The visiting princesses were antsy for treasure, and Claire tried to oblige them by searching for some kind of dungeon. She finds a stepwell, a 10 meter radius pit filled with crystal clear water with levels of arched walkways around the walls, leaving an open pit in the middle. The stairways are arranged to create a procession-way allowing a constant parade of worshippers without congestion. With the help of magic the princesses breathe water, and Clover gains a furry seal-tail that allows her to swim. Clover notices high-reilef statues of dancing girls along the outer walls, and notices that they hold different poses. Imitating the poses, she reconstructs a dance that requires only the arms to perform.

Claire weighs herself down with masses of chain and finds a pocket of chaos at the bottom, a stinky collection of black rotting particles. Realizing that this was a giant purification temple, and that the dance Clover was learning was how you activated it, the princesses formed a dance troupe and managed to cleanse the collected chaos. Below at the bottom of the stepwell was an altar, with a similar relief, this one of a six-armed mermaid holding bowls of water. Another dance was held using the mermaid statue’s poses, and the altar activated, which started to slowly push the water out of the stepwell. This was the moment Helena with a  jubilant shout of "treasure!" found a pink tile of the kind used in Qtopia's Tile Room. Sighing inwards, Clover engaged Helena in a bout of bargaining, and convinced the two young princesses that a fair share of this loot for them was one treasure. With a sigh of relief the Qtopians returned home with their new tile while Helen and Liz accompanied Luna to Tinker Tavern.

 Episode 10: Plain of Desolation

Having patched over the worst of the conflicts in Dance Academy, our princesses brought Hussar, Princess of Sabres and Tutu, Princess of Ballet down into the dungeon's second floor. This turned out to be an outdoor area, a vast desolate plain where small herds of visent preyed upon by worgs. The entrance was from a hugely tall tower, the only visible building. Investigating a pool of stagnant water, our heroines were confronted by a group of worgs. Clover engaged them in conversation and learned that they were led by a giant wolf simply called Alpha, and a princess called Astarte, who has an enemy named Lyra. A fight then broke out, and the wolves were chased off, bragging that they had picked up the scent of the princesses.

Following the retreating wolves, after quite a walk the princesses came to another pool, this one with some Grecian ruins near by. Nagalia tracked the wolves to a pool inside the ruins and said they had entered the pool, and so did our princesses. 

Coming out of a similar pool, gravity having reversed in the passage, they was a huge Grecian hall with many, many similar pools. Mist limited visibility, and Clover heard scary hooting from above. These other pools gave views of other places, Tutu identified a spot near Princess Academy and Nagalia a spot near Qtopia. At this point the hooting manifested as a huge spectral owl that attacked Claire. Cloved distracted the monster, giving the party time to dive into the Qtopia pool. This turned out to be a one-way passage, the pool was not there on the Qtopia side.

The adventure finished with everyone relaxing at the beach and drinking pineapple coolers made by Clover. Talk went to the great hall, which both resembles and is different from the Teleportation Administration's gates.

Episode 12: Golden Wolf Dance

A dungeon entrance that spewed forth worgs opened near Qtopia. A meeting was arranged with Dance Academy at the stairs down from level 2 to 3, of the dungeon the Qtopia princesses went to clear their dungeon door. It turned out there are now two first level dungeon complexes. At the Qtopia dungeon door waited a posse of worgs. Nagalia squeezed their leader to submissions, and inside the monster worg there turned out to be an 'ordinary' worg that Nagalia took as a mount. The rest of level 1 and 2 contained no significant challenges. 

At the stairway to level 3 the two kingdoms’ princesses met, along a total of four groups of followers, many riding worgs, an impressive assemblage. It turns out Dance Academy has a new princess, Celestia, Princess of Stars. She is junior to the other Dance Academy princesses, but she is able to get them to cooperate, reminding them of their positive traits. In the stairway down to the third level, Clover the Bunny Princess and Tutu, Princess of Ballet are delayed and get left behind. This allows Claire, Princess of Chains to do some observations. It seems that the third and fourth level of the dungeon is is a spherical pocket dimension. The upper half is a desolate savannah, with a sky constantly covered in cloud. The lower part of the sphere has gravity in the other direction, making the land a disc with opposite down directions on each side. The underside, which can be reached by the cave tunnel opposite the one one leading to the portal room (see episode 11), is a gloomy dusk world with bare earth, shrubs, and wind-warped trees. Grim trophies with skulls on them mark this as an utter desolation.

In the center of this lower level is a hill surrounded by a ring of natural stone blocks. Just inside the perimeter runs a steady stream of worgs. In the center is a golden statue of an Anubis-like wolf that appears extremely valuable - to the tune of 100 treasure! It is worked with gems and lapis-lazuli and it is obvious it would lose a lot of its value if broken up - but who can lay claim to such an amazing wonder? Surrounding the statue is a pile of wood, and hanging between two stakes in a princess Claire, Princess of Chains recognizes from her research, this is Lyra, the Princess of Moonlight. Lyra and Astarte, Princess of Wolves started a kingdom together, but mutual distrust caused the kingdom to fail and the two to become dire enemies. And here Lyra is, apparently a sacrifice to the wolves.

Clover, the Princess of Bunnies, leaps over the wood and lands one the wolf, gnawing off Lyra's restraints. Looking into her eyes, Clover is almost overcome by the hypnotic power of her gaze, only narrowly avoiding falling into a dream of being hunted by wolves. Claire the Princess of Chains is lifted up above Lyre by chains reaching into the sky, and lifts both Lyre and Clover to the safety of one of the boulders.

Meanwhile, Nagalia and all the others chase away the worgs with little trouble and disassemble the pyre to reveal the full majesty of the golden wolf statue. With the aid of logs from the pyre, Celestia  leads the others in making the statue portable. There is a mix of jubilation, anticipation, and rapacity in the crowd. Astarte is nowhere to be found, and Nagalia and the explorers set out to find her, but the search is fruitless. Meanwhile, Clover and her worg companion bond, and Clover notices that Lyra is strangely responsive to this. Claire and Lyra have to back down from following the explorers on their hunt as Lyra is semi-conscious and needs Claire to take care of her.

It is finally decided to leave the wolf statue in the Chamber of Pools, with each side pledging to constantly have guardians here to prevent theft. With this the princesses return home, with Lyra going to Qtopia with Claire.

Episode 13: All for One. Season Finale

The princesses return to Qtopia with the rescued Lyra, Princess of Moonlight. Lyra is shocked and spends her time recuperating, but Clover, Princess of Bunnies, was suspicious. Lyra did not behave like a princess of moonlight, rather as a princess of wolves. Claire, Princess of Chains, verified this with magical divination devices. Realizing that this was Astarte, Princess of Wolves, with an illusory disguise typical of Lyra, they deduced that Lyra must be in the vicinity for her powers to be used like this. The obvious suspect was that Lyra was inside the golden wolf statue!

Sneaking out of Qtopia, the princesses went down to the Chamber of Pools without Lyra/Astarte noticing. Some princesses were already down there, and over time more and more came, until the entirety of the Qtopia, Dance Academy, tinker Tavern, and Bonsai Garden kingdoms, as well as the faction representatives of the Sparkle Union, Scarred Hearts, Royal Architects, and Guidiance Collective, many of them with groups of followers.

While Clover entertained all these people and united them in purpose, Claire and Nagalia cooperated with Aurora, Princess of Clockwork and Luna, Princess of Alchemy, both from Tinker Tavern, to find and free Lyra, who they found was indeed imprisoned inside the statue. Well, someone was in there. Aurora had a drill drone that made a small tunnel into the ceramic underside of the statue and the princesses could now look inside with a device Aurora called a periscope. It looked like there was a wolf inside! But it turned out to not be moving and it looked like it might even be tied up.

Nagalia transformed into her serpent form and slithered inside. She found Lyra, sewn into a worg hide, in a deep trance. Nagalia swallowed Lyra and the wolfskin both, and then took a diminution potion made by Luna. In this way she could easily get out of the inside of the statue.

By this time, Clover had brought the assembled princesses up to speed and explained that Astarte, Princess of wolves were back in Qtopia with a potential army of worgs, they should not alert Astarte by breaking Lyra's trance. Clover said the Qtopia princesses must now return to Qtopia and face down Astarte. The others agreed, on two conditions, that Reunion Finch, faction representative for the Scarred Hearts take care of Lyra, and that most of the other princesses join in the rush back to Qtopia. Clover was glad to agree and the small army rushed back to Qtopia.

Arriving in the kingdom, Astarte had grown suspicious of the disappearance of all princesses and gathered her worgs, but even so she was no match for the assembled princesses. The problem of the golden wolf statue had to be resolved. Celeste, Princess of Starts suggested that the three border kingdoms in union should git the statue to the Bonsai Garden kingdom, which was approved by acclamation. This greatly increased the prestige of Bonsai garden and the entire region.

Clover and a small company rode off to Dance Academy to make sure the worgs there did not wreak havoc, but they need not have worried, the worgs there were happily loitering.

 Episode 6: Lost and Found

As tranquility reigns over Qtopia, our heroines seize the opportunity to explore the lush jungle. Venturing into the depths of a mysterious ruin, they are suddenly confronted by a towering figure—a six-armed goddess poised for attack.

Standing an imposing three meters tall, the goddess unleashes her fury upon the unsuspecting princesses. However, through skillful teamwork and unwavering determination, our heroines emerge victorious, vanquishing the formidable adversary.

To their surprise, the defeated goddess transforms into a statue, revealing the enigmatic nature of this ancient place. Soon after, the princesses encounter an indigenous tribe nestled within the ruins. Welcomed with warmth and hospitality, they learn that the tribe consists of wandering storytellers who have awakened the statue to serve as a guardian for their camp.

In a spirit of camaraderie and mutual admiration, the princesses and the tribe forge a bond. Inspired by the princesses' noble deeds and the tribe's rich culture, an alliance is formed. Together, they embark on a journey to join forces and unite under the banner of the Princess Kingdom, setting forth on a new chapter of adventure and friendship.

Episode 7: Wolves Past the Border

Things are no longer so quiet - the borders of Qtopia teem with chaos. 

Clarity Shoal arrives by barge. She seems to have some errand for Qtopia, but is reticent to say and despite Clovers attempts only platitudes cross her lips. By the same boat Granny Poppy and Lia are to return to Princess Academy. 

A monster lair has been established inside the kingdom's borders! Pony-sized wolf monsters have been spotted prowling the outskirt of the settlement, and immediate action is required. The first plan is to charm the wolves. In an attempt to turn Clover into a wolf the princesses pass the Morlocks to visit the tile room beneath the ruins. Clover outposes the Morlocks to the degree that they give her a new tile, a red one. Clover stands next to the magical girl statue and the red tile placed next tot he beast, the red tile in the middle, the green tile next to Clover, and finally the yellow tile towards the Morlock. The princesses dance to activate the magic, and Clover's princess magic, her bow tie, grows larger and turns into a frame, with serrated teeth pointed into the new openings. Disappointed the princesses ditch that plan.

Scouting out the worg lair, the princesses find that it is a hill with tunnels dug into it. A new plan is formed, to create a corral and have the wolves chase Clover around this corral until exhausted, and then have Claire chain them up to be used as mounts. Nagalia displays a new degree of magic by turning her familiar into an enormous snake. A worg scout appears at the opening of the den, and Claire and Clarity try to drive it back. This works out well, but Claire is pulled down into the den!

Claire is saved by being suspended to the ceiling of the burrow. She sees about a dozen worgs surrounding a huge wolf the size of an Elephant, obviously the alpha. Clover and Nagalia are done with their preparations, so Clover goes into the den and teases the wolves out, while Clarity takes another passage into the den to help Claire. She arrives to see the pack rushing after Clover, but the alpha is more careful and sneaks out a side passage. Clarity and Claire follow her, only to see has disappeared! Where could this gargantuan beast hide?

Clover lets herself be chased by the wolves, sometimes getting caught only to disappear between their jaws, making a rabbit leap to safety. This goes on for a while, the wolves endurance versus Nagalia and Clover's magic. Panting and tongues lolling the wolves collapse one by one.

Perplexed, Claire lifts herself into the air to find the alpha wolf and quickly sees her, relaxing atop the hill that hides the den, watching her children failing their tests without intervening. Claire and Clarity attack her, succeeding in driving her off. Despite her obvious power she doesn't seem all that aggressive. Claire proceeds to collar the exhausted worgs with her chains, and both princesses and explorers take to the task of taming them as mounts. It turns out to require a person's full attention to tame a worg, the supernumerous wolves manage to slink away. 

While all of this goes on, a small figure appears in the opening of the den. It is Lily, the Lost Princess, coming to hug the princesses. She explains that she jumped off the boat to Princess Academy and was captured by the worgs, who on the main had treated her well. A few days later, a very annoyed Granny Poppy appears and, exasperated, leaves Lily in the care of Claire. "You better home-school this little lady!". Seems our princesses have a new job - as teachers!

The kingdom episode ends with a set of new worg mounts and some magic bones (treasure) buried under the floor of the den, and a new princess in Qtopia - Lily the Lost Princess!

Episode 8: Sparkle Union

Clarity Shoal had asked the princesses to invite the Sparkle union and others to a formal occasion, but this never happened. The excuse was that as soon as we have done this and that and so and on, we will make invitations. Apparently unsatisfied with this, a number of Sparke Union princesses decided to crash Qtopia to celebrate the kingdom’s advancement in tier.

• Clarity Shoal, Princess of Piranhas - Quietly competent

• Stella Moonbeam, Princess of the Tide - Shy and reserved

• Aria Fireheart, the Seething Princess - Tsundere

• Aurora Dawn, Princess of Eventide - Charismatic leader

• Sirius Starlight, Princess of Sparkles - Trickster

This group arrived one morning out of the blue and were welcomed and entertained on the beach. Aurora challenged the others to a game of Beach Volleyball, which Aria Fireheart, the Seething Princess responded to strongly, and the game was on! However, it ended in chaos, as balls disappeared into the distant sky, got blown up when hit with frenzy, and otherwise broke down into chaos when the playing field was swamped by a random wave.

Relaxing with sunbathing, Clover, Princess of Bunnies flirted with Aurora Dawn, Princess of Eventide and Clair the Chain Princess with Aria Fireheart, the Seething Princess. Clarity Shoal, Princess of Piranhas asked the local princesses to talk about their achievements over the picnic lunch, served by locals and worgs. Clover spoke of the Worg Den and Clair of the Tile Room. 

The group decided to go explore the Tile Room, but their clothes that had been hung to dry got wet again when tree fronds bent to drop moisture on them. The group entered the ruins, watched by lurking Morlocks. Descending by climbing on chains made by Claire, they experimented, turning each of them into a bird for a short while - each becoming a bird matching their personality and specialty. Clover turned into a hummingbird, Claire into a raven, and Nagalia into a feathered serpent. A further experiment seemed to create a magical princess, but the power of the tiles seemed not to suffice. Clover created a mote of magic, that got absorbed in the process, but then the effect fizzled out.

Abashed by the events and their lack of power, the princesses left, Claire and Aurora challenging them to use exotic means. Aurora made herself light as a sunspot, sat on Clover's shoulder as Clover leaped out. Nagalia turned into a serpent and climbed out on the statuary-clad walls, and Aria teleported by disappearing and then appearing in a gout of flame. With Clarity, Stella, and Sirius still below, Claire helped them up using chains.

Next up was the Worg Den. It was quiet, with Worgs slowly waking up for the evening's hunt. Worgs approached the princesses, pairing up with them asking to be petted. The princesses own pets seemed scared and disappeared, but their mistresses did not pair up with worgs. Clarity and Aria, who lacked pets, did pick a wolf each to bond with, asking Claire to put chain collars on them, which was done.

The company went to the castle where a generous if not luxurious meal awaited them.

Episode 9: Gremlin Dungeon

News arrive from the explorers that a dungeon has appeared near Dance Academy, in the direction of Qtopia. Our princesses went to investigate and found that Grace, Princess of Grace and her acolytes were exploring the first floor. She had snuck away to do this, not consulting the other princesses of Dance Academy. Together they fight some traps and a slime ambush, being shadowed by gremlins, which look like bright orange Morlocks. The gremlins seemed more out to annoy and make the princesses give up than they were out to kill.

Finally, our heroines faced the level boss, who was a greatly swollen gremlin. It turned out this was slimes attached to a large gremlin, who attacked using his slimes and had counterattacks based on any slimes hit exploding. When defeated, he turned into an ordinary Morlock and ran off, bowing and thanking the princesses for his rescue. The princesses claimed the treasure and found a stairway to the next level.

Following Grace back to Dance Academy, the other princesses there were quite miffed at Grace, which the princesses from Qtopia tried to smooth over.

Ok, there is a limit on the length of posts, so I had to cut the log up in parts. And they will come in reverse order too. :o

 Episode 3: Dance of Rivalry

Invited to the neighboring rival kingdom Dance Academy, our princesses find themselves immersed in a world of elegance, grace, and fierce competition. The kingdom's three princesses—Hussar Princess of Sabers, Tutu Princess of Ballet, and Grace Princess of Grace—greet them with a mix of curiosity and skepticism, their graceful demeanor belying a competitive spirit honed through years of rigorous training.

In a series of dazzling displays and spirited performances, tensions run high as our heroines vie for recognition and respect amidst the dance academy's illustrious halls. From classical ballet to rhythmic gymnastics, each princess showcases her unique talents and strengths, leaving an indelible mark on the hearts of the audience.

As the competition reaches its climax, our princesses find themselves entangled in a rivalry fueled by ambition and camaraderie. Yet, amidst the flurry of pirouettes and leaps, bonds of friendship begin to blossom, transcending rivalries and uniting them in a shared appreciation for the beauty of dance.

As a token of their newfound friendship, the kingdom's princesses present our heroines with a second glowing tile—radiant azure imbued with the essence of the dance academy's enchanting spirit. With their collection of mysterious artifacts growing, our princesses embark on the next stage of their journey, their resolve unshaken and their hearts brimming with anticipation.

Episode 4: Labyrinthine Lurkers

Exploring the ruins within their kingdom, our princesses encounter the enigmatic morlocks, guardians of the subterranean labyrinth. They also find little Lila, who now has found her title, Lila the Lost Princess. Seems her magic is all about getting lost! Hounded by the morlocks and aided by their own wit and courage, our heroines navigate the treacherous tunnels, uncovering another glowing tile and a cryptic puzzle of statues.

The room they discover is adorned with eight statues, each representing a different creature or being. The statues are rough representations that leave much to the imagination, but their general shape and nature can be divined.

A princess in a cheery power pose, radiating confidence and determination.

An elemental of mixed elements similar to the one encountered earlier, swirling with energy and power.

A mammalian creature, perhaps a dog or panther, poised for action with eyes alert and muscles tensed.

A reptilian creature, resembling a gecko or monitor lizard, its scales glistening in the dim light.

A snake, coiled and ready to strike, its eyes gleaming with intelligence and cunning.

A bird of paradise, its plumage vibrant and iridescent, wings spread wide in a display of beauty.

A morlock, depicted in stoic silence, its features rugged and weathered from a lifetime of hardship. 

A mysterious figure, neither fully man nor monster, its form shrouded in ambiguity and intrigue.

At the center of the room lies a depression, seemingly designed to hold nine tiles of the kind our heroines have already found. Experimenting with the tiles they've collected, the princesses place them in different configurations. Clover, the Bunny Princess, steps before the statue of the princess, with Claire, Princess of Chains, and Nagalila, the Boa Princess, assisting her. They arrange the tiles with the green tile next to Clover, the blue tile in the middle, and the yellow tile towards the mammalian creature. As they work to decipher the purpose of the tiles and the significance of the statues, a surge of magic envelops the room, transforming Clover into an actual bunny. Though the effect is temporary, it offers a tantalizing clue to the room's secrets.

The princesses then spend several tiring tea-and-cookies less hours navigating the maze to escape, leaving Clair Princes of Chains crashed and in dire need of sweet cakes, soon enjoyed by all.

Episode 5: Troublesome Tribulations

Responding to environmental disturbances, our heroines face a series of challenges in their kingdom. Clover's penchant for posing inadvertently triggers an invasion of rabbits, escalating chaos across the region. Additionally, a communication breakdown arises as a river crucial for transportation becomes blocked by water elementals. Granny Poppy, the Knitting Princess is there to fetch Lila the Lost Princess back to Princess Academy, but their path is blocked by this event.

In their investigation, our princesses encounter Princess Hussar, leader of the Sabres, her formidable drill girls. They discover that the passage to the Dance Academy kingdom is also obstructed by the same water elementals, who have transformed into a rough and blobbish drill troupe, mirroring Hussar's own troupe in peculiar fashion. Possibly Hussar and the Sabres is what first attracted these water elementals? Hussar contemplates attacking the elementals, but their numbers pose a formidable challenge.

In a stroke of ingenuity, our princesses propose an alternative solution: luring the elementals to a nearby bywater and persuading them to pose there permanently, thus creating a picturesque view. After some negotiation and the sharing of tea and cookies, Hussar agrees to the plan, and her troupe leads the elementals to the designated spot, assisted by Nagalia, the Boa Princess.

Meanwhile, Claire, Princess of Chains, and Clover, the Bunny Princess, explore a nearby area and stumble upon a tranquil pool nestled in a grassy slope, resembling an amphitheater with the river in the background. To their surprise, the slope is teeming with rabbits. Clover, the Bunny Princess discovers their network of burrows hidden within the grassy slopes and befriends them, enchanted by their whimsy. As the princesses prepare to execute their plan, Claire suspends Clover over the pool in magical chains, while she joins the approaching troupes, one Princess Hussar and the Sabres, the other consists of water elementals. When Princess Clover is left alone and gazes upon the rabbits, they suddenly wear fanciful attire reminiscent of fine folks enjoying a leisurely afternoon. When she is distracted by the approaching troupes and then look back at the rabbits, they are just rabbits.

Arriving at the bywater in a grand display of magic and showmanship, Claire and Clover collaborate to immobilize the leader of the water elementals with magical chains, while the others perform before the amused audience of rabbits. This ingenious solution permanently removes the river blockage, allowing our heroines to return home successfully, their bond with Princess Hussar strengthened through shared adversity and creative problem-solving.

I'm on session 15 playing this with a group of three men in our fifties and sixties. It has worked splendidly, buy I have introduced some new princess powers. I made a log, here it is.

 Campaign Summary: Princess World - Frontier Kingdoms - Qtopia Kingdom

In the vast marshlands reminiscent of Ankor Wat, a new kingdom flourishes under the leadership of three remarkable princesses: Claire, Princess of Chains; Nagalila, the Boa Princess; and Clover, the Bunny Princess. Together, they embark on a quest to unlock the secrets of ancient magic, aided by a group of Victorian-inspired explorers. With each episode, they draw closer to unlocking the ancient magic that lies buried beneath the marshlands, their journey filled with excitement, danger, and the promise of discovery.

Episode 1: The Genesis of Qtopia

The inaugural episode sees our heroines exploring the terrain of their newfound kingdom, officially naming the kingdom Qtopia. They establish a camp, with white tents and cozy furnishings befitting a royal retreat. As they gather around a campfire, exchanging stories and dreams, they are interrupted by the unexpected arrival of a delegation from the prestigious Princess Academy. Led by the wise but formidable Granny Poppy, Princess of Knitting, these young princesses bring humor and chaos to the camp, unwittingly leaving behind one of their own, the spirited Princess Lila.

The interactions between the princesses are lighthearted and endearing, showcasing their diverse personalities and forging bonds of friendship in the wild jungle. Granny Poppy regales them with tales of her adventures and imparts valuable lessons in leadership and resilience. Meanwhile, Princess Lila, eager to prove herself, embarks on a mischievous escapade that leads her into the heart of the ruins, where she encounters a curious creature with glowing eyes—a harbinger of the magical mysteries awaiting our heroines.

Episode 2: Elemental Encounters

Venturing deeper into the lush jungle, our princesses heed the guidance of their explorer minions, following rumors of a hidden source of ancient magic. Their journey leads them to a secluded clearing where a mysterious pillar of light pierces through the dense canopy, illuminating the surrounding foliage with an ethereal glow. Sensing the presence of something otherworldly, our heroines cautiously approach, only to discover a gaping pit shrouded in shadows.

With trepidation and curiosity intertwining, they descend into the depths, blinded by the beam of light emanating from below. Within the cavernous chamber, they encounter a fearsome elemental creature, its form a swirling vortex of elemental energy—earth, water, air, and fire converging in a mesmerizing dance of power and chaos. Undaunted by the creature's formidable presence, our heroines muster their courage and unleash a coordinated assault, exploiting its elemental weaknesses and harnessing the power of their unity. Clover, the Bunny Princess, distracts the monster, Claire, Princess of Chains, secures a glowing floor tile that is the source of the pillar of light, and Nagalila, the Boa Princess, helps the other two escape.

Through cunning teamwork and unwavering determination, they emerge victorious, the elemental fooled and the chamber bathed in a soft, golden light. Amidst the remnants of their battle, they discover that the floor tile is a curious artifact—an intricately carved stone plate an inch thick and ten inches to a side (2 x 25 x 25 cm), pulsating with yellow light. With a sense of triumph and trepidation, they pocket the artifact, its significance shrouded in mystery yet to be unveiled.

I'm not gonna lie I think Guh, Princess of Hugs, is probably one of the best characters I've ever created. Thanks for this system.

Quality name, excellent speciality. And thanks for enjoying it!