Dain's King Maker Chronicles

Game Master dain120475

Introduction

This is the Kingmaker Campaign, yet it is filled with many deviations from the boxed set. The "Campaign Information" page is meant as a quick resource to help sum up the thousands of posts quickly.


Introduction

As I see it, the essence and beauty of the Kingmaker Game was that it was a tool that allowed the players to move forward to one day achieve their goals of founding a new world and a new kingdom. The boxed set is very helpful in organizing the players and moving down the line into that goal. However, it is published material, and allows players the chance to (even without meaning to) examine the notes, commentary and notations of others who have examined the information before and attempt to learn about what is going to happen next.

I enjoy a good story, but I also enjoy a good surprise. Therefore, this version attempts to let you play something new, with a very loose framework from the books itself, so you still are grounded in the basics of the game mechanic and frame of reference. The gods; the places, the culture, and so forth… all of it is represented and fairly unchanged from the book. The villains and the heroes and what you do with each; that is much different from the book, and rarely follows the information given in the framework of the boxed set, if at all.

I hope you enjoy the changes, and enjoy the game for what I have tried to do.

Information regarding Book 1

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Timeline for Book One

The following a brief timeline of events which occurred during Book One. You will see that it differs from the core book somewhat – but it does provide the party with a concise explanation of what has happened and is going on so far.

Details about timeline:

Party arrives at Oleg’s on Lamashan 30th. At this time the Party consists of:

Alaric Winter: Human sorcerer.
Ariarh Kane: Human Druid (with Aasimar bloodline).
Bartleby “Brett” Rowan: Sword Scion of the Duke Eriq Esserian; lover; fighter; warrior-poet; chef of great note, and hero of wide renown.
Leto North: Half-Elf Summoner
Gideon Samus Shaw: Half-Orc Magus.
Smendor Ironface: Dwarven Fighter.
Tessera Varial: Elven Ranger.

Lamashan 1st: The Party fights and defeats bandits when they are attacked at Oleg’s trading post. There they meet Oleg and Svetlana, the owners of the establishment. The party discovers that the bandits are mixed with Ustalavian knights or warriors guarding a low-ranking priest.

One of the bandits (Drake) had been taken prisoner. He repented, and joined with the party to assist them in their quest in a form of absolution.

Leto North leaves the party.

Party discusses nature of prisoners. One of which is a Squire of Brevoy (Mykeal Kaid) and his bodyguard and companion . He and the prisoners and let go, with a sizeable sum of money (5,000 GP), and the party remains at the camp. With them is a young girl from Ustalav (Dasha), and the former bandit Drake.

Lamashan 2nd: Party sets out to explore. Party splits into two groups; A and B.

Lamashan 3rd: Party A concludes exploration of first “hex” on map, meets with a group of kobolds. Party A quickly dispatches kobolds.

Party B meets with hermit named Bokken on October 2nd and leaves Bokken early October 3rd. Arrived at Bokken after six hours of mapping. Still have 18 hours to go after Bokken – 6 for square c, 12 for square d. Will finish mapping hex C at about one PM.

Party B returns to Oleg’s at 10:00 PM on the 3rd, minus Brett.

Party A returns to Oleg’s 7:00 PM on the 4th

Brett returns to Oleg’s early on the 5th, at about 1:00 PM; he is riding in with a brace of jackrabbits on his horse.

Lamashan the 5th, about 2:00 PM Gideon, Alaric, Ariarh and Smendor ride to the Spiders Den. They arrive there at roughly 7:30 PM on the 5th.

Party leaves the cave roughly 9:00 PM, it takes about 5 hours to get back, return roughly 2:00 AM on the 6th.

Lamashan 6th: Party awakens late in the day on the 6th. Gideon, Ariarh, and Brett leave to get some potions from Bokken. They get the gear and return on 11:30 PM on the 6th. Smendor and Alaric are both Diseased, as they got a disease in the pit with the spider.

Lamashan 7th: Party leaves at roughly 8:00 AM on the 7th. The sky is clear, and the day is very chill, and cold; you expect such things after several days of rain. You are tacking your horse to “hex G” then on to “hex F”. It will take you 6 hours to reach hex G. Then, it shall take you 12 hours to explore a hex. You can only “explore” a hex with full light. A day is 11.5 hours long. Which means it will take you a little over a day to explore a hex. Brett has brought enough food for himself for 20 days, though does not suspect you will be gone that long.

You shall arrive in “hex G” roughly at 2:00 PM. Starting exploring. Sundown is 6:30, you will probably need a half hour to break and set up camp. This means you will finish exploring “hex G” by 3:00 PM on the 8th. There is nothing of note in Hex G.

Lamashan 8th: On the 8th you begin to explore “hex F”. This area, like “hex G” is wide open plains with nothing new to explore, of note. The weather is clear, though cold. Tents will need to be set up and provisions made for warm sleep. You begin to explore “Hex F” at 3:00 PM. You have about 3 hours to explore it before you make camp. Then, through the night and so forth, you will be able to finish “hex F” by roughly 5 PM (giving breaking camp and pausing for meals).

At this time both Smendor and Alaric have been demonstrating signs of fever, including nausea, including stomach cramps and vomiting. You move to “Hex E” for an hour, then set up camp by 6:00 PM. You have at least 11 more hours to spend exploring “Hex E” before you are finished it.

Lamashan 9th: In the morning, the sky is overcast. It is now the 9th, and you begin exploring. By 1:00 PM on the 9th (or roughly half way through the exploration) you discover something of note…

Alaric and Smendor seem fairly ill at this point. Currently, all of you are at full HP, though Alaric and Smendor are considered “Fatigued” while this strange disease is effecting them.

At this time every player needs to have subtracted the following: 3 days of trail rations from their pack. If they wish to use Survival and hunt in the wild, they may do so. But at that shall reduce speed by half.

NOTE: ON LAMASHAN 10TH Four men come to Oleg’s with the plan to map things out. They also have a copy of the charter. They include a fighter; ranger; alchemist and barbarian. The will examine the map that Oleg has demonstrated and will be exploring the eastern terrain first. They intend to explore the entire eastern map, including H, G, F, E. This will take them SEVEN days to explore, than return to Oleg’s with THEIR map for the Charter’s claim. They will wait 1 day, then head out again.

Lamashan 10th: By 10:00 AM on the 10th you finish exploring Hex E. You now move onto Hex D. After six hours or so (that is, by around 4:00 PM… you see dark clouds on the horizon, and tack course to a tall craggy rock… A series of hills and stony glens gives way to taller and taller crags and peaks, and what looks like an almost mountain, if it weren’t so short… say rather a large stony hill, the surrounding terrain looking like a damp quarry. You approach the cliffs, and see what looks like a cave there, and with the weather growing darker, Brett suggests you may want to check the cave for further details. Tacking your horses to it, you see that the cave is somewhat narrow, but seems long and broken and a dim glitter catches your eye.

Brett recommends the party crash out here by the mine, if a storm is coming, which it clearly seems to be. Using the cave as place to set up camp, and take the horses under cover, seems like a good idea. Smendor’s constant pleas for medical attention may have attracted the attention of the resident healer, but she adds that she does have the ability to use “diagnose disease” unless she memorized the spell in the morning with her daily meditations. However, if she does this in the morning, she will have to memorize new spells. This can be complicated if they get in trouble tomorrow, but if the party wants to risk it, she can memorize “diagnose disease” in the morning, cast it, then the next day memorize new spells.

Tessera leaves the party at this time

Lamashan the 11th: The party finishes exploring Hex D at 1:00 PM.

By the 5:30 on the 11th you have reached a river (that is 4.5 hours of exploration), and having moved northward on the river’s track you discover that there is a bandit camp. You manage to defeat the bandits, in time, and discover a young girl who is bound in ropes. Discovery of Hermia Robin. When she is released she and a brownie (Puck Sparrow) are freed and offered information to the group. They find lots of treasure and goods, and decide to make camp there for the night; for there is bad weather coming and they have a secure place to camp in for the night.

NOTE: Party discovers letter made by one “Baron Vlad Romanov – Lord High Marshal of the Knights of the Scarlet Wyvern; High Priest to Our Dark Lady Urgathoa”. Letter indicates a ritual that demands sacrifice will occur on the 4th of Neth.

Lamashan the 12th: You have 7.5 hours to finish exploring Hex C. The map you find in the bandit’s room shows the grids around you.

The party divides on the 12th at around noon. Brett is going to take Ariarh back to Oleg’s and drop off the share of the gear and goods. Brett and Ariarh will arrive there around 9:00 PM

Lamashan 13th:Brett returns and comes back to the Bandit camp and it is now 5:00 PM. Alaric and company have also returned. Everyone is back at the camp; it is 7:00 PM and people plan their notes and ledgers. Alaric has explored hex C.
- At 7:30 PM the camp is torched and is now burning. It will burn for about 3 hours before it is completely consumed and the following terrain. Column of smoke can be seen for miles.

Lamashan 14th: At roughly noon you reach the fairy circle. You have searched five hours into the forest. You end up doing the “fey circle” for one hour, and then continue to explore. You have seven more hours to explore, and sundown is at 6:30. If you press on through the woods for five hours, you can make camp at 6:00 pm, and rest in the woods. In the morning of the 15th you will have 2 more hours for HEX B. You begin scouting HEX A by Ten AM on the 15th, then.

Lamashan the 15th: At 10:00 AM you begin to explore Hex A. By noon you reach the valley and begin to explore it (the valley takes you four hours to explore). When you are done with that it will be 4:00 PM. At this time it will take you eight more hours to explore the size of Hex A. You explore for two more hours as you reach past the valley and make camp at six o’clock. You have met a new friend in the form of a wandering samurai named Gan Mondagone, and made camp outside the valley and on moving on. Gan is not carrying a copy of the charter, but is willing to aid you as he can.

On the 16th: You begin the exploration of Hex A again. You finish exploring it by roughly one PM. During the finishing of the Exploration you go hunting and bring down a grizzly bear. The slaughter of the bear, including tracking and butchering, takes you some time; roughly 3 hours. It is 3:00 PM when you are finished. You have several hours of daylight to go. The party has decided to head back to Oleg’s today. How far they go and so forth is up to them. But they can arrive at Oleg’s as early as 5:00 AM on the 17th, but will most likely arrive on 1:00 PM on the 17th.

On the 17th: Party arrives at Oleg’s. They meet with a dispatch of outriders from the squire. There are 20 1st level Cavaliers and one 3rd level Cavalier: Captain Antiene N’var (LN). Also, there are the four other party members who have marked their own territory. By now they have claimed eastern parts of the map… But have only formally got “Grid H”, due to Brett’s return with the map before. These new men are at the camp when you have arrived, and are not happy with your progress and success. They arrive at the camp at 11:00 AM and will wait there for the dawn the next day, especially after considering the new map that Brett delivered. They have made their own notations at this time as well; and have marked their “own” territory on the map.

Lamashan the 18th: The man in Black has fled east for Dasha at 3:30 AM. N’Var goes after him with six men; the rest he leaves at the camp. Smendor, Drake and Gan are waiting to ambush the man at Bokken’s. They hope he will return.

Gan, Drake and Smendor are waiting in ambush. Alaric and Hermia are riding now to help them. They are leaving at 9:00 AM. They will arrive at 1:00 PM. The attack will happen roughly at 11:00 AM.

The party has triumphed. Hermia is dead. They have returned to Oleg’s and are now making plans to figure out what to do with Hermia.

Lamashan the 19th: The party sets off for the ruined temple; hoping to find help there. At around 2 PM they encounter a strange figure in the woods, calling himself a hunter, some think this could be Erestil. Brett says they will get to the temple at around 7:00 PM and suggests waiting until morning.

Party follows Brett’s advice. Waits until dawn to leave. Arrives at temple at-around 9:00 AM. Day is covered in heavy rainstorms. It is a trial. You finish the undead priest, and raise the dead comrades. Then camp there the night.

Lamashan the 20th: the party sets out, and arrives at a place to camp at around noon.

They tack course to the buildings in the south, explore them, then they go back to head north on or around nightfall. They encounter a Boggard who tries to help them before fleeing. Smendor loses horses.

Smendor leaves the party.

Lamashan 21st: They reach ancient shrine to Erestil near what may be a ruined city near cliffs. Tall stone plateau, and stone ruins abound.

Lamashan 22 – Neth 3rd: Party travels for thirteen days. They reach Oleg’s on Neth 3rd. Party meets new player Ka’etil, Malas’rae. Hermia quits… snow starts… Bronwyn is discovered at this time.

Gan Mondragone has left the party.

During their return to Oleg’s, party has discovered a caravan from the south is wintering there. More can be found on the caravan below.

Neth 4th: Party does questions and packing… Ready to get going. Brett and new guys kill ettin and bring back two elk for food. Party now leaves the compound.

Neth 5th: Party reaches spider cave at noon. Alaric died and resurrected by the spirit of Ioana, who haunts and protects Dasha. Dasha is protected by the ghost

Party meets scouts of the Baron after resurrecting Alaric. The scouts leave Alaric to warn the captain of the Baron’s men that members bearing the “charter” committed to freeing the land from bandits are against him.

Neth 6th: Party heads south and west and reaches the caves where they discover the “lizard man”. This man is part human, but using alchemical agents with a man named “John Lencher”. Lencher is found dead in the caves.

7th of Neth – Party splits; Drake, Dasha, Aliento, and Sir Dashan return to Oleg’s to warn him of Baron’s attack. The others head east to find evidence of Alaric’s prophecy. Others bump into Khrovin Anor, who is now the new cleric.

8th of Neth – Party rescues young girl, destroys villains at the underground ruins of the temple of Iomede, and then discovers much news about the girl/silver dragon and the six metallic silver kobolds. Then, as 1:00 PM rolls around the group has split to examine the remains of rubble that could be a bridge.

9th of Neth: Party has crossed bridge and heads south. Confronts agents of the Baron, and head south to the old fortifications where the Stag Lord has made his camp. There, they confront the Stag Lord, and defeat him and the minions of the Ustalavian Baron.

At this time the party consists of:

Alaric Winter: Human, 4th Level Sorcerer
Ariarh Kane: Human, (with Aassimar bloodline) 4th Level Druid
Bartleby “Brett” Rowan: Halfling, 4th Level Hero and Unmatched Legend
Ka’etil Malas’rae: Half-Elf Barbarian 2nd Level, Sorcerer 1st Level, Ranger 1st Level
Khrovin Anor: Human, Cleric 3rd Level, Paladin 1st Level
Sir Bronwyn Winter: Human, Cavalier 3rd Level, Paladin 1st Level

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Important New Locations

The following is brief synopsis of some changes to the book in terms of locations that may be on the map, but are not quite the same as listed. There are also descriptions to new things and places as well.

Descriptions of New Places:

1. Oleg’s Camp: No longer a simple trading compound, now the camp is filled with people in caravans who have traveled far in the cold and are seeking shelter before they move on to the last leg of their journey toward Brevoy.

Beyond the basics of Oleg’s camp and compound a guard tower that now stands fifty feet in height with a bunker built at the base of the tower which affords some outriders the chance to protect the trading post and locals that come by.

The Tower is on a lend-lease program from Oleg, who has granted the right to use his land to a Brevoyian squire. This squire has happily built on Oleg’s land, hoping to establish good trade routes on the road, and with whatever may happen to the south.

2. Spider's Nest: This is not a simple cave that had been later inhabited by a giant trapdoor spider in it, the cave is recently discovered to be filled with what looks like an ancient temple of sorts. There, at the bottom of the cave is a large pool filled with deep brackish water, and, rising from the pool is a larges stairway that leads to a crude altar which houses a Black Stone. The stone seems to suck up light and any magical power. Nothing seems to effect it, and those who move too close to it feel as though they are going mad.

None know who placed it here, how long it has been here, or what it’s purpose is; yet it is assumed that it is a thing of dark power and may be connected to gods called “The Old Ones” and some version of their cult.

3. Statue of Erastil: Far to the north and west the party discovered a wide rock plateau that seemed to the base of old ruins. Some foundations still remain, but the place is well situated between heavy forests and a high area of stone that has only one basic entrance to the top; a narrow path up of solid rock. Further, near the base of the plateau is a small lake, with a circumference of only three or four miles.

This was located near an old statue, or possibly a shrine, to Erastil.

4. Ruined Temple/Nettles Crossing: Right next to the river, this temple must have been located inside the borders of a fine town or village. The water moves right by it, and it allows people to access whatever can be built on the finely carved floors. Further, beneath the floors is a serious of caves and a tunnel that leads to an old, cleverly concealed, guard tower; roughly a quarter of a mile away.

5. Recently Built Bridge/River Crossing: Once a mighty bridge spanned deep waters. The remains suggest this bridge could in fact be some sort of drawbridge, which would allow for larger ships to move unobstructed down the river. Now, several towers remain in the form of the old mechanisms which were clearly used to elevate where the drawbridge may have rested. Today there is nothing to cross on, except a sturdy bridge of logs laid on the old foundations.

A guardhouse remains near by this place.

6. Ruined Fishing Village/Stag Lords Fort: In ancient days a low lying set of hills was struck by fire from heaven. This flaming rock smashed over the ground, carving out a wide and gorge which was filled by waters into a river.

The edge of the crater that shattered had a fishing village that once overlooked it. For the crater was once filled to the edge with water. The crater itself is a smashed out valley and the effects of the power caused the mighty earth to slam forward into the face of now tall and looming cliffs. The gap in the cliffs was dammed up, and the water filled the crater allowing a fishing village to form on the northern lip.

The village had perfectly crafted streets and stone work, with remains of sewers and stone basements discovered even today. The streets were wide and well built. If it was reconstructed, you should guess the village could hold roughly 2,000 people, at least.

7. Crater Valley/Stag Lord’s Fort: The crater is now filled swamp and bracken, with a meandering ooze of the once mighty river which flowed through it. Today there is nothing left, but swamps, ooze, slime, water, and other vermin that inhabit such places.

8. Cliff Fortresses/Stag Lord’s Fort: The disaster which creator crater slammed the earth and drove the rock into a high valley of cliffs that seemed to make an almost ellipse. The cliffs themselves were slightly broken in the very center and a dam was built here to stop the river from spilling out into the low lying valley beyond. The river was blocked, the crater filled, the dam reinforced. The cliffs themselves were carved through, and a road was built in the man-made canyon.

Once the dam was destroyed, the valley south of the cliff walls; its farms, manor houses, and estates were overcome by the flood and destroyed brutally.

This canyon rose slowly to the summit, and on either side of the dam two large fortresses were carved into the solid rock, allowing a person to ride up through the road on the cliff canyon, and thereby reaching the fortresses, one originally on built on each side of the dam. And though the western one has long since been destroyed, the eastern side remains intact. These fortresses can house roughly two-hundred people comfortably, but there is enough room for an entire town to be evacuated into, should the need arise (roughly 5,000 people – though it would be cramped quarters, it would be very safe).

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Important new NPC’s in Book 1

The players have met new NPC’s in the book – many of them not in the core rules. Here is a description of each person – including details such as their name, class, location, and some basic rumors about them.

Important NPC’s:

Men From Brevoy

Captain Antiene N’var: A man both stern and noble in bearing, N’Var follows the letter of the law in an almost punctilious manner. He does not deviate from the law, even if it means allowing things he believes to be wrong continue. To him, the Law may upset reason, but reason may not upset the Law. He is honest, true, and courteous; conducting himself like a true knight of old in the most chivalrous fashion.

N’Var: 2nd level Warrior and 3rd level Cavalier.

RUMORS: A good man and true, N’Var is believed to have heavy connections through family to Robert “The Drake” Tyrell. The two of them have been seen fraternizing as friends.

NOTES: Lawful Good, N’Var is committed to his code, and will rarely circumvent it, even if he wants to. Especially if he wants to, because when he is tempted to bypass the law for “good reason” he feels it is better to resist those very good reasons, even if they genuinely are good. To him, if the reason seems good, it is clearly a temptation, and must be resisted.

* * * * *

Gerard Devain: Gerard is a 5th level Cavalier. Old, weary, and sworn to protect Squire Kaid, you sense his a man who personally would have quit the presence of Squire Kaid long ago, if his own sense of personal honor did not prevent him from doing so.

Squire Mykeal Kaid: A sword scion of the House of Stetven: A vain, young arrogant squire who is of a southern province in Brevoy. His father using money and political muscle forced the surrounding territories into bankruptcy and have taken over their land.

Squire Kaid is pompous, arrogant, and vain. He looks down on the poor and those who are not noble blood, and demands that people respect his title, if not his person.

Kaid: 4th Level Human Aristocrat, 1st Level Cavalier.

RUMORS: Squire Kaid is rumored to have attempted to secure connections with the bandits in Brevoy. By paying a “Flat Tax” per year, he hoped it would ensure that the bandits would not harass his families trade negotiations. The money he took back was the same money he promised the bandits, who may, or may not have, double-crossed him, and decided to take him and his gear into keeping for sale of slavery.

NOTES: After returning Kaid and his coin and people north, he is now allied with you, and has sent south a company of men to form a garrison at Oleg’s. Though arrogant, he seems true to his word. He is either sincere in helping you, or sees you as an opportunity.

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People at Oleg’s

Dasha: An Ustalavian teenager discovered in a slave caravan, Dasha is a young girl who has exhibited strong magical powers, and near amazing healing powers. She is Ustalavian, very beautiful, quiet and shy around strangers. For some reason, Ustalavians have attempted to capture her.

Dasha is a slim and graceful beauty of about 16 years of age. Dark brown hair, milk white skin and wide brown eyes give her an almost classic beauty common to many from Ustalav nobility. But she is not noble, being only a peasant’s daughter. She speaks only Common, and is friendly and eager to help, specifically Drake. She finds his story very interesting and alluring. Moreover, she is impressed by the determination he has to make things right for what has occurred.

Dasha: 1st level Commoner. 3rd Level Oracle.

RUMORS: Dasha is believed to be connected to ancient spirit who is supposedly haunting her. This spirit does not seem malevolent, but it does seem mischievous, content to do things that upset Dasha, but cause the girl no harm. Further, rumor has it that if the girl is assaulted that the spirit will attempt to assist her, if it can. The name of this ghost is “Ioana”.

NOTES: Dasha has attached herself to Drake, and seems to have a crush on him. She has expressed no outright desire to leave Oleg’s as long as Drake is there.

* * * * *

Robert “The Drake” Tyrell: Robert is the last son of the House Tyrell. His House was broken and ruined by the machinations of a neighbor who wanted his families land and used unfair trading practices to drive his family into bankruptcy.

Drake eventually turned to banditry, but eventually repented and has now sworn his service to “Master Oleg” the master of Oleg’s Inn. He functions as a bodyguard, and outrider for Master Oleg.

Drake is a hard working young man, of 24 years. He is generally stern, driven, and somewhat cynical; everything you may expect from a young man who had his entire family destroyed by a noble and forced to become an outlaw.

He works hard, says little (though when he does speak, and eat for that matter, it is very courtly, courteous, and polite). Each morning he offers a prayer to Erastil at dawn, and you can see he is not being cynical here. He will try not to pray if others are watching him, but if you watch him privately you can tell he is genuinely sincere in his prayers.

He has demonstrated an ability to speak with some fluency Elven, and you’ve heard him curse under his breath while working in the tongues of Goblin. Drake is a good shot with the bow, a good tracker besides, and clever with signs in the wild, not to mention his stories of elder days. This gives further proof to his education. In the evening time, after the sun goes down and there is not much chance to work outside, he sits in the house of Oleg and is attempting to teach Dasha her letters in the tongues of men.

Drake: 1st level Aristocrat, 1st Level Fighter, 1st Level Rogue, 2nd Level Ranger.

RUMORS: Still has connections with people in the north, and is generally well received and respected by those who know. Drake is quiet, stern, but compassionate. May be in love with Ustalavian girl “Dasha”.

NOTES: Drake’s multi-classing is a result of his varied background. From a nobleman, to a bandit, to a ranger, he has had a wide range of experience.

* * * * *

Oleg and Svetlana:

Now the nominal “Lords” of the Oleg Lands, they are becoming wealthy and starting to have ideas of their own.

Oleg: He’s changed a lot from the old grump you met earlier. Now he is moving about with a curmudgeon-like gusto with his work. He acts with a grim pleasure and amusement at things. Whenever he tells Drake what to do, Drake listens with good manners, and though Oleg is gruff to him, it is clear the older man is warming to the younger man’s enthusiasm. He will spend more times working on ledgers and documents in his house, trying to calculate the relative value of the goods and discern who to sell things to and how to make a good profit. His reading is slow and ponderous, but he is too proud for teaching, politely decrying any help by stating that he is a “Lettered man, and book learned, besides!” But his gruff attitude doesn’t prevent him from being friendly to all that helped him with the bandits.

Oleg: 3rd level Commoner, 1st Level Expert.

Svetlana: Svetlana is quiet and friendly. She’s a bit of a homebody and isn’t one for interfering with others business. She spends most of her time with chores around the compound. Repairing damaged armor, looking over drying out meats and salting supplies, cleaning out the place when she can. Of course, if anyone stops her she will gladly give out plenty of opinions and thoughts on things; loving to work and talk at the same time.

Svetlana: 3rd level Commoner.

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Garrison Men at Oleg’s

Commander “Corporal” William “Bill” Tinker: 2 level Cavalier (26 years of age).

RUMORS: While the men here relatively good men, decent and true, there is a strong suspicion that if push came to shove, they could overrun Oleg’s Trading Post. Further; there is also the belief that this “reward” of the garrison is really an outpost for Squire Kaid to expand his borders south into the River Kingdoms without putting himself at too much risk.

NOTES: Corporal Bill Tinker became the nominal “Garrison Commander” when his captain returned north to Brevoy with the bulk of the men. Now, the remaining men that make their home here are loyal to the ideals instilled in them by Captain N’Var, but they are also young men, cut off from the rest of the world. As such, they are generally swayed by their surroundings. A good person will motivate them toward good; a bad person will motivate them to bad actions; the men will simply follow the most charismatic person around, no matter what their personal scruples may be.

All others listed are 1st level Cavaliers.

Name Age
- Rand Davis – 18
- Malik Smithson – 22
- David Sern – 19
- Richard Ferny – 20
- Miles Landish – 20
- Bob Goatleaf – 21
- Chris Cheval – 20

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Probable Enemies

Baron Vlad Romanov: An Ustalavian Baron the party has not met, this baron seems dedicated to forging openings between Ustalav and south of Brevoy, hoping to use the lands for his own personal gain.

RUMORS: At this point, nothing specific is known about the Baron, except that he is a High Priest to Urgathoa, an Ustalavian baron, and Lord High Marshal to a group called the “Scarlet Wyverns”. He clearly has interests with the lands to his east, but nothing is specifically known about him.

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Caravan Folk at Oleg’s

There is a small caravan that has traveled up from the south; they have headed north from Galt. They are a group of wandering nomad type people; mainly looking for a safe place to stay. They include a group of three families; and a few outriders. You have also discovered a few outriders dispatched from Ustalav to scout the area for their lord. They are certainly opposed to the Baron Ustalav – they are, for the most part, neutral travelers.

Name -------------- Race --- Class/Level ---------- Age --- Sex -- Region

Family 1 - Ironhorse
Henry Ironhorse ------ Human --- 2/1 Ranger Rogue ----- 44 ---- M -- Galt
Patty Ironhorse ------ Human --- 3rd Cleric of Shelyn-- 41 ---- F -- Galt
Sarah Ironhorse ------ Human --- 1st Alchemist -------- 22 ---- F -- Galt
Christopher Ironhorse- Human --- 1st Fighter ---------- 16 ---- M -- Galt

Family 2 - Banks
Tucker Banks --------- Halfling - 3rd Rogue ----------- 58 ---- M -- Cheliex
Lily Banks ----------- Halfling - 1/2 Rogue/Gunslinger- 55 ---- F -- Cheliex
Ivy Banks ------------ Halfling - 2 Rogue ------------- 25 ---- F -- Cheliex
Will “Billy” Banks --- Halfling - 1st/1st Rouge Gunsl.- 20 ---- M -- Cheliex
Peaches Banks -------- Halfling ----------------------- 7 ---- F -- Galt

Family 3 - Grear
David Grear ---------- Human ---- 3 Fighter ---------- 34 ----- M -- Galt
Selendria Grear ------ Elf ------ 3 Alchemist -------- 56 ----- F -- Kyonin
Delien Grear -------- Half-elf ----------------------- 4 ----- F -- Galt
Kali Grear ----------- Half-elf ----------------------- 7 ----- F -- Galt

Independent – Mak Morn
Khald Mak Morn ------- Dwarf ---- 3rd Fighter --------- 78 ---- M -- Five King Mnt.

Outriders
Tyrene Aliento -------- Half-Elf - 3rd Magus ---------- 34 ---- M --Ustalav
Kyle Dashan ----------- Human ---- 3rd Level Paladin -- 21 ---- M -- Ustalav

During your travels the party discovered a group of kobolds. They are larger then regular kobolds and seem to come from Silver Dragons. The following is brief description.

Silver Kobolds

Name ------- Race -------- Class ----- Age -- Alignment -- Gender
Adjt ---------- Silver Kobold 2nd Magus - 16 --- NG --------- Male
Glaidus ------- Silver Kobold 2nd Fighter 14 --- CG --------- Male
Ryul ---------- Silver Kobold 2nd Ranger 15 --- NG --------- Male
Sylvath ------- Silver Kobold 3rd Paladin 18 --- LG --------- Male

Complete Book 1

Report on New Races and Cultures:

Report from Arsinian regarding new racial nuances.

Arsinian has spent roughly 2 months travel (month 1 and 2) before this report is fully completed. It should be noted that the first part of his work was done specifically in General Malas’rae’s Barony – and advanced beyond it to the other baronies for a detailed analysis.

The compiled information deviates somewhat from Arsinian’s normal manner of writing; this is merely a summary of his document.

Race: Yuan-ti

Architecture/style: Closely resembles the Aztec style of architecture. Stonework, for the most part – well carved rock; stone carved murals. Typically show “snake motif” in much of their artwork. Layered rock formations, squat – somewhat sloped buildings. Flat roofs – very in keeping with a “step pyramid’ like structure.

Culture: Their clothing and gear looks much like Medieval Chinese weapons and armor. If they were armor – it is long coats of scale mail. Their swords are not like a katana, but more like a traditional Chinese broadsword; very long, straight, and very thin, thin enough that the blade is almost bendable. They prefer meat; the “cobra heads” – such as they are – preferring it nearly raw, if not alive for swallowing and digesting.

Demeanor: This culture typically sticks to itself no matter where it settles. Somewhat anti-social in that it doesn’t mingle much with others – if another individual comes in contact with them, they receive very generous treatment, and are not shunned nor turned away. They have brought with them new styles of food and gear; the most noted type of food is actually mice; the Pureblood Yuan-ti will cook door mouse like shish-kabob, while the more “cobra” style ones prefer swallowing them raw. The food is hygienic; mice are easy to breed, and it is considered a delicacy – as the purebloods are omnivorous. In any case – there is no evidence of disease or crime within them.

In business they behave much like a “Vulcan” would from Star Trek – no emotion per se – only an analytical determination to get a good deal. Crime is rare with them – they know they’re not trusted in general, and they work very hard to be “model citizens”. However – the general consensus is that despite their excellent manners and adherence to the law; that this is only because they are doing their best to make sure they don’t be blamed for something they didn’t do. There is no feeling of warmth or true friendship from most of them; and even those who mingle with other races are seen as “cold” or “distant”.

They are better received in Brett and Kae’s land – a margin of success in the Capital and Arasmes’s land – no interaction at all within Oleg’s barony – and permission on entry is pending only on Baroness Kane’s approval in her land.

Race: Ape men

Architecture/style: The ape men, both sub-species – prefer to build their homes in trees. Their architecture is very sturdy, very tough; but it is clearly what would be best construed as “primitive”. They have large “tree houses” – some connected by rope bridges – very few have ladders to reach the houses; only a few important structures – such as a “chief’s lodge” or other meeting places have true ladders, though they are generally rope ladders – and this seems to be specifically for people to visit leaders that are not skilled at climbing trees. Their gear is mostly stone; some bead work – heavy clubs, maces, axes – they can use other weapons, but their ability to use natural weapons generally precludes that desire.

Culture: They do not wear much in the way of clothing. Loose tunics; loin cloths; some breastplates, some helmets or shields – their hide is tough – and they use little armor. They are an extremely barbaric and violent culture – but despite this nearly chaotic adherence to aggression and warfare – they have a very rigid code of honor situated somewhere within their culture, buried often by nuances.

The simplest way to consider the “ape men” is like “Klingons” – again, from Star Trek. Barbaric, violent, intimidating, aggressive – but throughout it all a very strong sense of honor, though not always clear to most cultures.

Demeanor: The ape man’s honor follows and adherence first to the immediate family; then the extended family or tribe. This means that even if they dislike a family member or tribal member – they will share food, share wealth, protect with their lives – if that person is in need. This code of conduct is essential for their survival in the wild, and it is hard for them to deviate from it. Ultimately they recognize the leader of the barony as their tribal “Chief”. A sense of primitiveness is in their attitudes, though. They do not seem capable of deception or guile. They speak their peace (somewhat aggressively) – or they say nothing. But they do not attempt to lie or deceive anyone – at least, so far as you have seen.

For now the apemen prefer Ariarh’s barony almost exclusively – with a potential for Brett’s. This is only because of the heavy forest. There are some ape men who would go to Sarahvale – but they do not wish to go to Oleg’s or Arasmes’s – Oleg’s because it has no true forests, and Arasmes’s because it was so close to their place of captivity. Kae’s barony has the opportunity for some to live there – but unless an apeman is a counselor – it seems highly unlikely they would congregate in Arasmes’s barony.

Kae – if you want a specific place for the Apeman to live – you will need to build them a “park” so they can be happy. This only applies to you – as your property is right in the middle of open plains. Arasmes will need both a Shrine and Park to purify the bad feelings left there.

Race: Golden Kobolds

Architecture/style: Heavily resembles Japanese design.

Culture: While the golden kobolds did spend time in the south – their natural inclination is to hearken back to “Asian Style” design. They are used to wetlands, rivers, swamps, and other types of Japanese architecture. Their buildings look like traditional “dojo’s” and they arm themselves with traditional samurai style gear. Their armor is close to samurai armor – preferring little armor at all, using more loose robes – generally linen, not silk – as linen was easier to work with and use in the deserts. Linen “kimono” style dress – often with versions of Osirioni writing worked into it is popular. Their foods tend to be quick fried meats – but they enjoy food that is very spicy.

Demeanor: Safest way to categorize them is like the samurai culture. That is the best way to think of them. They work well in any culture they congregate to. There are few of them located near Brett – the majority located near Ariarh; and the bulk of them have made her their “Liege Lord” or Daimyo –though some of them are also located near Kae and Arasmes.

They all have Lawful alignments in some variation. They are all loyal first to their lord – and through that lord their “liege lord” (generally the baron or baroness). It should be noted that if the “lord” tells his people to disobey their “Liege Lord” – the subjects follow the lord first. However – as long as the “lord” is loyal to his “liege lord” there will be no problem. This is nothing that should cause worry, but it is worth noting.

A true samurai has only one master. This master tells him who to obey, and who to follow. So far all lords are completely loyal to the barons/baroness – with no issue whatsoever. Arsinian can’t stress enough that things really are fine – but it is only because he is required to present all the facts that he makes that note. If their lord dies and another is appointed – you must make sure that lord is loyal to you as his predecessor was.

Race: Silver Kobolds

Architecture/style: Highly adaptable. You notice that they will simply copy whatever style is closest to them. There is no real “silver kobold style” – they are a very broad melting pot of mixed cultures. The most common mingling being with dwarves, goblins and humans – so those factors come into play with their style of building in general.

Culture: Again – they are a hodge-podge of cultures. The younger one’s more adaptable then the older ones – but they’ll borrow cultural nuances quickly – and take from any civilization an idea that will help their tribe survive. Currently – they do not favor a specific barony – and the general opinion is that they were encouraged to mingle with all baronies to help expand their race – and keep it safe. A wide base of population is less likely to be wiped out by a natural disaster.

Demeanor: Their general attitude would be best considered from Chaotic Good to Chaotic Neutral – some True Neutral, some Neutral Good – but almost none of the new kobolds are “lawful”. They also typically avoid the capital – not preferring to mingle with their “snobby” ancestors. They have not broken any laws – but ironically, they may theoretically cause the most trouble; consider them like a orphan who is trying to do what they can to survive. Anything to keep the people alive – but if tempted to do bad things for the good of the “people” – they may put their people over the needs of the nation. Special care will be needed in handling them; though the younger folk seem easier to deal with then the older folk.

Race: Southern Cultures

Architecture/style: Closely resembles pyramids and Arabian-style architecture.

Their type of buildings

Culture: Again – closest to Egyptian and Arabric – somewhere in between. Consider the mythos of Aladdin, Ali Baba and Sinbad. That is their type of culture, gear and clothing.

Demeanor: Their ethnicity is fairly diverse. Less reverence for gods then actual nature spirits – they place a great deal of respect for the forces of nature; powerful sorcerers; elemental beings; and dragons. To the southern mind – a man can become a “demi-god” – if he goes through the right ritual and practice. This erodes the “awe” they hold for true gods – but increases the awe the have for superstitious powers. A Mummy Lord is not unlike a demi-god to them; the same can be said for an Ancient Wyrm of a dragon – or a Lich Lord – or an Elder Elemental. Southern folk may worship these forces with the same respect that they show actual gods – there are less true priests among them – and more “druids” that are seen with them. In fact – the Southern culture believes more in reincarnation then Resurrection.