Abandon Hex
KINGDOM ACTIVITYAfter 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 check or Wilderness check 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; see page 532). 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; see page 532). 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.