Kingmaker: Legacies. GM Wolfspirit's Kingmaker Teaser


Recruitment

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Still here, just letting people know.

As a clarification, this is pretty much a semi-blank Kingmaker character. Prospective GMs tend to have different ideas on point buys and whether or not to use Unchained skill sets. Once stuff is set in stone, I'll put in details like stats and skills.

Silver Crusade

dotting


Dotting for interest


I'd like to express my interest in joining! I have some minor kingmaker experience, though I've also used the kingdom rules pretty heavily. I'd be extremely interested in a more original/'off-the-mod' version of Kingmaker like you talked about.

I have something like three characters I'd be interested in playing, all of which straddle the nature/civilization divide in some way - I'll save details and builds for if you're interested in recruitment.

The gist of it is:

Moiche Bycopse - Halfling Ranger/Alchemist ('Borderland Chemist')

Yemu, Huntress of the Pride - Half-Orc Packmaster Hunter (& honorary lioness.)

Ojana - Inquisitor or Warpriest of Erastil

Question: are you open at all to homebrew material, or making allowances/interpretations for your game in general?


Dotting with a character from a Kingmaker PbP that fell through after the first encounter. She's gestalted for that campaign yet, so I'll clearly need to redo aspects of her stats to comply with your character creation requirements once you have those set.

Although it likely needs a bit of tweaking, her backstory will remain the same (Bastard of House Surtoval, with a nice hook to join the campaign's chartered exploration). This uncommonly taciturn and numbers-minded Half-Orc would serve well as Treasurer.

It's impressive how much you've kept up with the questions here, & I'm sorry to throw another at you, but what about guns/gunslingers?

Letter of Introduction for the Merchant Craftsman D'ahia of Port Ice & Recommendation of Her Services as Rendered Unto House Surtoval:

Blessings upon your house, Good Lord or Lady,

It is with great pleasure that I introduce to you the remarkably resourceful & undeniably skilled D'ahia; Merchant Craftsman of Port Ice. As you are undoubtedly aware, it has long been the duty of House Surtoval to mitigate & balance the somewhat-less-respectable business aspects that drive portions of the economic activity in Port Ice - & by extension all of our great nation.

Through the artful application of her mercantile acumen, in conjunction with certain talents of a more direct & noisesome nature, D'ahia was able to leverage our position with various "uncooperative" factions. This surprisingly brilliant half-breed not only helped House Surtoval avoid potential political discomfort, but turned the situation to our ultimate economic advantage.

Thus, when news of your expedition reached us I thought immediately of our friend here. I cannot begin to fathom the strange mechanical & alchemical experiments she conducts in the lab that she carries on her back, but I have seen firsthand demonstrations of the resulting destructive & transformative powers. Suffice it to say, I have been impressed enough to bring this woman to your attention & give her my strongest recommendation. I believe this aspiring young alchemical merchant may provide more than a few unique facets to your hopeful band, whatever their objective may be.

Best Regards,

Domani Surtoval, Lord of the White Manor & Mayor Steward of Port Ice
"Ours is the Right"

As is shown in her backstory, D'ahia is an unrecognized bastard of the Surtovals (oh the follies of youth). Her recent successes in Port Ice have brought her more attention than the family desires, as some members (as well as D'ahia herself) do know the Half-Orc's ties to the family, though none are willing to admit it. Most of those Surtovals aware of her birthright would prefer to have her taken care of quietly, but her recently gained modicum of fame makes a distant, dangerous adventure the better option.


Arnakalar wrote:
Question: are you open at all to homebrew material, or making allowances/interpretations for your game in general?

I'm going to steer away from homebrew classes / races. I might be open to small class tweaks (archetype interactions, for example) on a case by case basis, though the initial submissions should all be "RAW legal" to avoid a whole bunch of one off questions before the group is even set. Honestly, the vast majority of Homebrew attempts I've GMed for in the past have ended up de-stabilizing the game.


D'ahia wrote:
It's impressive how much you've kept up with the questions here, & I'm sorry to throw another at you, but what about guns/gunslingers?

No worries at all for the questions. They've helped me sort out some of the FAQ questions to clear up when things open up for real.

As for guns / gunslingers, firearms are rare, but they're still available. Numeria isn't that far away, and Pitax (a neighboring kingdom) has a decent use of rudimentary "technology" that they've traded for and scavenged. The one thing I haven't had a finalized decision is if it's going to be straight up just "primitive firearms" or have a bit more of a magitech flavor.

Dark Archive

I have a nice idea for a Magus that I would love to try out in this. It looks like a lot of fun.


dot, thinking a ranger, or an unchained rogue, not sure yet.

EDIT: nm, I will be going with a fighter (weaponmaster) archer.


Wow, the month as flown by so far. We're a week away from when I said I'd post Recruitment! Things have been a bit crazy of late with Thanksgiving approaching, but I wanted to at least make an update with the largest "fluff" change from core Golarion, the Æther! It's still a bit of a work in progress, but hopefully it will give people an idea of the scope of changes and flavor I have in mind. (For the TL:DR version, take the First World, Dark Tapestry, Planes (Elemental, Shadow, Hell, Abyss, etc), throw them in a blender, add some various fantasy influences (Dresden Files, Wheel of Time, Eberron) and sprinkle lightly over Golarion.)

Beyond the Material Plane of Golarion lies a shifting realm of magic, dreams, and nightmares known as the Æther. This “World Between” is a never-ending collection of planes tied together by Ways, paths through the shifting planescape.

Travel to the Æther is often very difficult and dangerous for non-natives as unprepared visitors get lost in the strange landscape or slain by its otherworldly inhabitants. Even accessing the Æther typically requires potent magic or the willing aid of a native creature. For most inhabitants of Golarion, contact with the Æther is as rare as a Haunt manifesting or a wizard’s summoning.

There are, however, locations where the Veil between the Aether and Material world is thin. These Ways allow the influence of the Aether to bleed through into the Material plane and grants easier access to Fey and other Aetherial natives. Some notable examples are the Worldwound (where a gaping fester allows beings from the darkest Hells to boil into our world) the Land of the Linorm Kings (where ancient unworldly behemoths cross over into the frigid North) and the Darklands (where the sunless caverns plunge into some of the darkest reaches of the Aether.)

The Stolen Lands are one other unique example of Æther phenomena and is a host of a remarkable concentration of Ways to the point that some ancient studies by Ætherial scholars even refer to the Stolen Lands instead by the name of "Æther Vale." The unusual connection to the Æther is widely considered to be the explanation to the exceptional frequency of encounters with the fae within the Stolen Lands.

Æther Denizens: The Æther is home to a varied collection of otherworldly beings including outsiders, elementals, and fae.

Fae: The Æther is the native home of the fae. Hidden within the depths of the Æther, the two Fae courts of Summer and Winter are rumored to be ruled by Nobility that hold near godlike powers within their domain. The unaligned Wild Fae are also notoriously known as tricksters that might aid or doom travelers.

Other Outsiders: All manner of outsiders from elementals to celestial and infernal beings can be found within the Æther. Ancient bindings and spells may be used to bring these beings forth to the Material world, but otherwise all outsiders require the magic of the Æther to survive.

Spirits: The spirits of the departed that haven’t been drawn to into the Boneyard can be found within the Æther.

Elves and Gnomes: Although distantly related to Fae, Gnomes and Elves have been reported to be viewed by the Fey similar to the way a human would view an ape. Some humans enjoy apes as pets and can even be trained to do tricks, but not the sort to bring to a Courtly function.

Gnomes: Gnomes were once residents of the Æther before some calamity or mass migration has drawn them into the Material plane. They still bear the shock of this departure in the form of the Bleaching, an affliction that affects the race and slowly ages them.

Elves / Drow: Elves and Drow are also distant relatives of the Summer and Winter fae (respectively) though they have adapted to the Material more effectively than the Gnomes. Often their dreams offer glimpses of walks through the Æther that were experienced by their ancestors. Their long past tie to the Æther is rumored to be the origin to their immunity to Sleep effects.

Æther and Magical transport:
Any Magical means of transport such as Plane Shift or Teleport are reflavored to interact with the Æther. This is largely for flavor and doesn’t have a large impact on actual gameplay, though a mishap might result in the unlucky mage getting misdirected in the Æther!

Other crunch changes:
Fae are treated as Outsiders and follow Outsider rules for spells and effects. Some Fae have existed on Golarion long enough to be considered Native Outsiders, though they require some contact with the Æther to survive.

Knowledge: Planes is replaced by Knowledge: Æther. Knowledge Æther identifies Fae, as opposed to Knowledge: Nature (although there’s enough Nature in the Stolen Lands that it’s still a valid skill to have.)

The Æther has variable planar effects (time, elemental, etc.) Legends abound of mortals trapped for centuries that seemed like days or realms that sapped the strength of those that venture into them.

Alignment: Although not limited to the Fae, nearly every creature has the potential for variation in alignment. There are Lawful Good orcs, Lawful Evil fae. The “typical” alignments represent the average and what the race is perceived to be, and stereotypes do exist. Trolls are generally known to be dangerous cannibals for example.


This just keeps on sounding better and better as time goes on. I for one, am really looking forward to the game and whoever gets in is bound to be very lucky and have a great game.


Sick. I'm still here and looking forward to it.


Ooooh, very interesting.


Ok, I'm going to make an effort to post something every day for the next week leading up to the new Recruitment thread going up!

First up: Campaign Duration, Aging, and Legacies

Aging usually isn't something that actually gets tracked in a campaign. Campaigns tend to last around 5 years in game (if that) and the passage of time is often just hand-waved. For Kingmaker, it is possible to have the campaign run to completion in around 5 in-game years, though it just feels weird. Realistically, though, Castles themselves could take nearly a decade to build (although clearly magical aids would speed that up.) In general it just doesn't seem right to go from an unsettled land to a backwater nation to a thriving metropolis in a matter of a few years.

The plan I have for the campaign is for it to last at least 20 years in-game, with 40-50 years probably the max. It all really depends on player actions and what *feels* right for the pace of the narrative. That length of campaign, however, would typically mean that some of the shorter-lived races would start incurring age penalties. I do have an in-game way to avoid that for characters that feel tied to their human or half-orc melee characters, but it could be an opportunity to actually get to use age penalties for people that appeals to. One final alternative would be to retire your PC and continue on adventuring as your character's child (depending on what point in the campaign we're at.)

Having children / families is one part of the "Legacy" in my Kingmaker: Legacies game that would be possible to explore. It's not something that is going to be forced on anyone (with the possible exception of the Ruler, who probably is going to have in-game pressure from the populace to have a consort and heir... or at least an adopted heir.) I'll work with the final group to feel out what sort of plan everyone would have for their character; it's not something that needs to be figured out in advance and I really don't want to get into family planning with the entire Recruitment pool.

I do hope that the players in the campaign have some idea of what they want for their character beyond feat / ability selection. I want people to figure out what kind of legacy they want their character to leave, so I can work to build that into the campaign.

And that's it for tonight! Happy Thanksgiving everyone! (even if your from a part of the world it doesn't apply to, just accept it ;))


Nice. Love this idea.

Dark Archive

I feel like the magus build I have in mind would really work to make magic and its uses as prevelant in the land as possible. At the same time I think he would work to have a strong home life. A elfs life span is a boon.

Sovereign Court

Kingmaker Wolfspirit wrote:

Ok, I'm going to make an effort to post something every day for the next week leading up to the new Recruitment thread going up!

First up: Campaign Duration, Aging, and Legacies

Aging usually isn't something that actually gets tracked in a campaign. Campaigns tend to last around 5 years in game (if that) and the passage of time is often just hand-waved. For Kingmaker, it is possible to have the campaign run to completion in around 5 in-game years, though it just feels weird. Realistically, though, Castles themselves could take nearly a decade to build (although clearly magical aids would speed that up.) In general it just doesn't seem right to go from an unsettled land to a backwater nation to a thriving metropolis in a matter of a few years.

The plan I have for the campaign is for it to last at least 20 years in-game, with 40-50 years probably the max. It all really depends on player actions and what *feels* right for the pace of the narrative. That length of campaign, however, would typically mean that some of the shorter-lived races would start incurring age penalties. I do have an in-game way to avoid that for characters that feel tied to their human or half-orc melee characters, but it could be an opportunity to actually get to use age penalties for people that appeals to. One final alternative would be to retire your PC and continue on adventuring as your character's child (depending on what point in the campaign we're at.)

Having children / families is one part of the "Legacy" in my Kingmaker: Legacies game that would be possible to explore. It's not something that is going to be forced on anyone (with the possible exception of the Ruler, who probably is going to have in-game pressure from the populace to have a consort and heir... or at least an adopted heir.) I'll work with the final group to feel out what sort of plan everyone would have for their character; it's not something that needs to be figured out in advance and I really don't want to get into...

All the more reason to have an elf! ;)


When the bew recruitment thread goes up I'll be there


Luckily, whenever I think of a Kingmaker campaign, I always assume it will last about 30 years. So Kerri is more than capable for that, she will just mature like a fine wine.


Sick. Let's do it.


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Well, the chance to build a family and then use my character's child on adventure would be great! Finally a game allowing this! For a faithful of Erastil it makes perfect sense I believe, and it is no coincidence that Vasilyan projects include building a family!


I love the idea of creating relationships between characters and having children for a game like this.


The best story is the one that never ends. All for this.


Loving all the info Wolfspirit, keep it coming.

I expected the timeline of the adventure to be measured in decades to begin with so that works perfectly for me.

Still tossing around a few ideas for my character. Sadly I don't think this campaign won't fit the character I had made previously for Kingmaker but the beauty of carving a new kingdom is it allows for nearly anything (My previous character being somewhat of an outlier with a very ambitious backstory).


FORGE YOUR LEGACY

Sadly Thanksgiving got the best of my plans to post last night, but I'm trying to double-post today to make up for it!

First up, a teaser-ish view of the Stolen Lands and where it is in relation to the surrounding nations, with a hex overlay I shamelessly stole from another GM's campaign. This isn't the map that's going to be used for normal gameplay (the scale makes it super hard to see details; I couldn't even label a couple Points of Interest.) I'll probably use a version of this to highlight where the group is in relation to nation borders (wouldn't want to start a pesky war by annexing part of Mivon, for example!) For reference, the "castle" marked by the 'C' in LEGACY is Restov, and the little dot next to the 'r' in Your denotes Oleg's Trading Post, somewhere that will be near and dear to everyone's heart!

You might notice all the white hexes on the map. Kingmaker has a number of almost "boardgame" mechanics in it, including exploration. I created a system I call "Hexploration" that abstracts some of the exploration aspects and managing resources. I'll hopefully post an overview of Hexploration later tonight!

Edit: Yes, I made all those little hexes in Google Draw. It actually was good practice as I'm staring down the "Real" map, which I'm convinced had hand drawn lines for the grid and is a nightmare to re-use hexes to cover up!.


Wow, the more information that you keep providing, the more and more your proposed version of a Kingmaker game sounds even more appealing than most.


It's odd to see my map being used in other games. Gratifying, but odd.

In other news, I'm still thinking about a concept for this game. I have an idea for a ranger bastard daughter of the Medvyeds, but past that, not much.

Edit: nothing in the grid was hand-drawn, but the grid was absolutely a nightmare to make. I can see how you're having problems with it.


Aest wrote:

It's odd to see my map being used in other games. Gratifying, but odd.

In other news, I'm still thinking about a concept for this game. I have an idea for a ranger bastard daughter of the Medvyeds, but past that, not much.

Edit: nothing in the grid was hand-drawn, but the grid was absolutely a nightmare to make. I can see how you're having problems with it.

Wow, that was your map? I stumbled on it while doing a search for Stolen Lands map and made a copy of the Google Draw page. Honestly, I wasn't sure it was going to work, but I'm glad it did; it's a super useful reference map. I couldn't find it again to properly attribute it, but thanks :)

For the "Hand Drawn" gridlines I was referring to the grid on the "official" Stolen Lands map from the AP. I've experimented with it in different forms (physical maps from the folio and the digital version) and I could never get it to quite work cutting out hexes to cover the existing map. Last time I ended up making a cheap printed copy to use as a stencil and cut out each hex individually with posterboard to layer over the main map I had.


So do we need to shift through this thread for all the nuggets of information or will you include a summary when you actually open up recruitment? May I suggest to copy/paste the relevant info into a spoiler or something? Recruitment opens up in a few days right? Any chance you'll be able to open it up early so we can spend the weekend making a character?

Reading over the thread more closely I think I'll be making a heaven's oracle for this one. I'll probably go with human, though I might consider Aasimar if that is open.


I'll re-post all the teasers I've put in some format, either on the Campaign Profile, my Alias profile, or a Google Doc.

Recruitment opens soon, yes. I originally said the 1st, and should be able to make it by then. For character creation, This post has a summary of a few pointers I've said already.

I have slightly relaxed what I was thinking about for "non-PFS races", mostly because I realized it might be interesting to have the token "odd race" in the group like often pops up in Bioware RPGs. There'll likely only be one, maybe two tops, though. Again, this isn't going to be a zoo campaign.

In the meantime, if you want to sift out some campaign info, all the posts I've made with this alias have been about this campaign. Makes it easier to separate my ongoing PbP games :)


How do you feel about Aasimar (with scion of humanity)? Are they oddball/unlikely (max one in the game?) or are they fine? If you don't like them I'll probably just go human for my heaven's Oracle. Gnome would be a good race if it wasn't so awkward to play out a relationship as one.


Aasimar and Tieflings are ok in limited numbers, but I'm going to try and get a couple of core races in the group.


Well Kerri is definitely Core Class, she is a Halfling ... although she will be becoming a Quarterling, as she will be using Reduce Person at the beginning of combat to go Tiny.


This sounds fantastic - The AEther seems cool , but particular your plans about in game time. I completely agree that PF/D&D games in general, and kingmaker-type stuff in particular suffers from a lack of significant passage of time.

The AEther actually makes several other character concepts I've had more interesting/viable for this campaign, I think.

Trying to avoid one off character questions, BUT: Do you think a AEther mystery Oracle would be viable in your game? I'm imagining reskinning a dark tapestry oracle (or, if you recruit her, possibly working together to make an editted 'AEther mystery')

Say the noble daughter of a modest but respectable house, haunted by madness and powers none of her family can understand or explain away who makes herself scarce by joining the expedition to the stolen lands.


Hexploration:

The map of the Stolen Lands is divided into a grid of hexes that represent areas to be explored, claimed, and settled. These hexes come in several different types of terrain including plains, forest, hill, mountain, and swamps. At the beginning of the game, the party will have only a few hexes already known and explored; these are areas that have already been mapped and tamed, such as the South Restov Road and Oleg’s Trading Post. They’ll also know a few things about the area surrounding them, including the type of terrain in neighboring unexplored hexes and the presence of bodies of water. All other information about the Stolen Lands is shrouded by the “Fog of War.” Strangely, few maps of the area exist…

Moving into and exploring areas costs resources: time and Provisions. Rations, water, and other supplies needed for adventuring are combined into a single resource of Provisions, which have an equivalent cost and weight to normal rations / water skins. Provisions help provide a bit of realism, reduce some bookkeeping (who all has waterskins?) and provide a “soft limit” to the amount of exploring the group can do before needing to return to town and resupply. Provisions can also be reclaimed by successful Survival checks while exploring, though this may increase the time it takes to explore!

Different terrain types take different amounts of time to explore and traverse; the final amount of time is further determined by the the slowest movement speed in the group. Plains are generally the easiest to move through and explore, while it can take up to 4 days for a group with a 20’ movement speed character to explore a hex of hills! Exploration time is further rounded to the nearest day.

During exploration, I will have random encounters pre-rolled, so it’s possible to resolve several exploration attempts in a row before hitting an encounter, depending where the group is going. I’ll also provide the details of the surrounding hexes (although some may require a successful Perception check.)

I’ll have a sample set of turns and some specifics in the next couple of days!


Wow, this seems really interesting.
I've been wanting to play a wizard in a kingmaker campaign; I hope you have room for one :D


Wolfspirit : I like your idea of Provisions, Kerri has Profession (Chef), would this still work with your Provision idea? I was think of someone hunting some food every other day and then Kerri preparing it, cooking it and making enough for 2-3 days each time.

If this still works for your game and Kerri gets selected I will have to buy a pony to carry my cooking gear (iron pot, etc) on, unless there is a strong PC willing to help out. I know that it is a skill that wouldn't get a lot of use in a game, but I figured it would make things more "real", fun and bring about some good roleplay segments. Also means that the characters wouldn't get bored of eating rations each day and would give people time to do craft checks or meditate.

Also, have you made a verdict about the Background skills yet? Not trying to rush you or anything and if it seems that I am, I deeply apologise. Just trying to think about if they were allowed what I would put the other skills in.


Re: Profession (Chef): It likely won't have a real in-game benefit, but it can be included as RP. Using Survival to supplement Provisions is very common, so you'd likely have an influx of fresh meat and wild fruits / veggies. Worst case, you could help do amazing things with rations ;)

Re: Background Skills: I've been debating this one. I've been leaning towards 'yes' on this one, if only so the 2-skills per level could actually have Knowledge: Nobility. The only thing I'm not sure about is the inclusion of the new skills. They seem a bit iffy and would have to be a case by case basis. Lore: Stolen Lands Bandits is something I'm not sure how I feel about at this second.

Also, no one should feel bad about asking questions. There haven't been many repeats and just help me sort out stuff before the actual campaign starts.


Well if Background Skills do become a definite yes, then I will be putting Profession Chef as one of mine, so I can get another skill that will be more useful.

I kind of don't want to remove the profession as I feel that is helps complete the character, so the worst case scenario is that it will be useless. But I can still use it for roleplay, great for around the camp. Maybe my rations taste better than everyone elses? What would you sya the price for herbs and spices would be? Just a small collection that any chef would want, I was thinking of spending 30 GP on it, but would very much like your opinion on it.


Hi! Just checking in to let you all know that I am alive.

Raven would probably take Craft (food) and Profession (mercenary) as her background skills.


Arnakalar wrote:

Trying to avoid one off character questions, BUT: Do you think a AEther mystery Oracle would be viable in your game? I'm imagining reskinning a dark tapestry oracle (or, if you recruit her, possibly working together to make an editted 'AEther mystery')

Reskinning "Dark Tapestry" or a couple other Mysteries (Heavens? Even Lunar?) to be Æther would work. For the actual submission, though, use legal options. I'm making it a point to avoid any class tweaks until after the recruitment has completed, for my own sanity :)


Kerri Corynian wrote:
What would you sya the price for herbs and spices would be? Just a small collection that any chef would want, I was thinking of spending 30 GP on it, but would very much like your opinion on it.

Spices could be potentially considered "Masterwork Tools" (and cost as such), or Trade Goods, which you can spend as much as you want on them. Whatever you think is appropriate, go for that.


I will go with the Masterwork Tools then, it is easier and a lot less hassle. Thank-you.

Raven, if we both got in, that could be a decent combo, you crafting food and me cooking it.

Sovereign Court

I wholeheartedly advocate background skills for characterization purposes.


Just popping in to offer an endorsement of GM Wolfspirit; I'm currently playing in one of his PFS games and have been having a blast! I think whoever ends up selected for this game will have a grand time :)


Not sure if this is answered somewhere here, but how many traits will we get and will drawbacks be allowed?

Silver Crusade

This PFS character is now stranded in Crypt of the Everflame.

I would like to use the idea of a hobbit goodwife turned paladin. Auras on arrow will be the theme.

I like the background and teasers. Should be a good game.


Belina Bojan wrote:
I would like to use the idea of a hobbit goodwife turned paladin. Auras on arrow will be the theme.

This is a great character concept in my unsolicited opinion and you are probably super cool. (I was also considering a mother-turned-adventurer but perhaps I'll leave that to you.)

I second third fourth background skills, I think.

Dark Archive

Background skills do definitely help.

Scarab Sages

Completely interested, bit it appears others are as well. ;). Awesome!

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