Kingdoms
Kingdoms is the game's other campaign: instead of one doomed pilgrimage to the Mountain, you defend a region's inns against an escalating invasion, on a timeline that does not care about your feelings.
Setup
The Kingdoms menu and its creation wizard read like any other screen - options, text entry for the save's name included - and existing saves list with their details for loading.
The Overworld Map
The overworld is a map of inns and the roads between them, and the mod gives it a grid cursor: arrows walk the map cell by cell, each landing reading what is there - an inn and its state, a threat, your coach. The cell's panels (the inn's details, the timeline, an approaching siege) read through the usual panel navigation, and passing the day is a button like any other.
Travel itself is still the road; see The Road. Everything said there about steering applies, including the part where the interesting decisions happen in menus.
Kingdom Inns
Kingdom inns are the campaign's real surface: garrison heroes to defend them, stock their storage, buy their upgrades, and manage who is stationed where.
- The rest strip works as at any inn, with one addition: Enter on an occupied slot opens the hero swap screen, where you can pull the party member out, station them here, or trade them for a hero already at this inn. The stationed-effects readout up top says what a hero gains by staying behind.
- The stationed-heroes row by the inn title lists who already lives here; Enter opens their sheet.
- Storage moves items between your bag and the inn's chest with the same grab-and-place keys as everywhere else.
- The relationships matrix reads as a grid: pick two heroes, hear how they feel about each other, regret learning it.
The Timeline
Days pass, threats grow, and sieges arrive on schedule. The timeline and siege panels on the map read their entries in order, so you can plan exactly which inn you will fail to save first.