
Sir Andreas Eisfalke Von Ulm |

Greetings...again.
It is that time that I curse life for taking away a good DM.
Background...
This game has been fun and a PIA. We have had our fair share of DMs over the years. Most of them were great and I wish we were able to keep them around. I am the last original player that started this game back in November of 2016.
It has been a slow pace somewhat as we just have completed the first book...yes that is correct we have succeeded in finishing a PBP game through the first book. Took only six years.
We lost our DM to life and we also lost a few players at the end of the book.
The characters that remain...
Sir Andreas Eisfalke Von Ulm Human Cavalier 4...
Rillka Cloudhopper Halfling Sorcerer 4
Rhavi Female half-elf alchemist (mindchemist) 2/investigator (empiricist) 2
Current situation and our needs...
The party has just killed the Stag Lord and that is were we are.
We are in need of a DM that is willing to take over this game. I am also thinking we will need a a few more players to round out the party.
The link to the game...
https://paizo.com/campaigns/Kingmaker4t9lw/gameplay&page=last

Sir Andreas Eisfalke Von Ulm |

I have been considering running a PBP game. I have ran a home game group through several APs in person and on Roll20. I have all the books for this game. If you would like to be my guinea pigs for a PBP Adventure Path let me know.
Thank you for your interest. I hope to hear from the other players and their views on this.
I see that you are playing in several games. Are you sure you will have time to run a PBP game?

GM Elfriede |

Hello there. I tentatively set my hat in the ring through private message, but it's unlikely that I have the time to actually run another game on top of the two I'll be managing. I'd love to play in this one, though, so if you're in need of a body, let me know! I'm good at keeping knowledges separated.

Jakob Mulle |

Greetings.
I may be crashing this party a little early but you mention you might be looking for players?
If you are then I'd like to toss a Nature or Wood oracle into the ring.
The current build under the alias is as a Nature oracle for a campaign long ago..
I remember it being a coin toss between the two mysteries so who knows.
I've played Kingmaker in a couple of campaigns that faded before we left Oleg's. These things happen.
Anyway feel free to poke around in Jakob's old posts if you want an idea of my play style. And please forgive my trespass if I've wandered in before the New Player door was opened.
Thank you
~Poor Wandering One

GM_Coreyllon |

I have looked over the last few pages of the game play, reviewed the characters (it appears your missing a feat for 3rd) and tried to get at least a little feel for where you are.
As for the campaign, it appears you have exploration and some items left to finish in your primary mission from what the GM said and the current map, but you have finished the main storyline item in the first book, IE the Stag King. I was going to read more once the group decided if they wanted me to move forward with running.
Would the group like me to take over running?

Sir Andreas Eisfalke Von Ulm |

I am saying yes. I have sent a pm out to the other players for their input and we will see what they have to say. If they do not have anything to say by this Monday 11/14...then I say you are in.
I look forward to the game continuing.
If there are any changes you wish to make please let us know...character
builds, what you do not allow, etc.
Thank you for taking over this game.
Jovich

Caerwyn Callandriil |

I'm rather disappointed that you are not running a proper recruitment for this. I, like hustonj, feel that pitching a character idea in a GM recruitment thread is poor form but that is your decision to make and I wish everyone the best of luck.
GM_Coreyllon here is the link to DM Rostam's original recruitment thread.
Link

GM_Coreyllon |

Hello,
We are recruiting for 1-2 players. The group is currently working through the year between books 1 and 2. The group is 4th level and has an a Cavalier, a Sorcerer, an Oracle and an Alchemist.
We are using the original character creation rules located here.
I hope to select in by next Saturday night, June 2nd, so that whoever joins can help contribute to the building of the kingdom.
Starting wealth will be 6,000 gp. No item can cost more then half the starting amount.
If you have any questions let me know!

Xynl Silverthorn |

I've never played through any of Kingmaker in PbP...only on my PC game version. Would that be a problem?
Do you all have a preference towards a certain class to apply? Something "needed" more by the player characters than other things? In other words, is there someone or profession they'd be looking to "hire"?

Jackob Mulle |

The group Oracle here. Hi.
We could use another hand to hand type to flank for our knight. We could also use a prepared caster for the versatility. Our Alchemist will LOVE someone with good access to spells to turn into potions. There is a good bit of downtime in this game so crafting is a real option.

Xynl Silverthorn |

Since you have a sorceror in play, I think I'm leaning towards a Ranger(possibly multiclassed with Rogue), since what I could find on Amazon about book 2 was that there is a lot of wilderness. (I didn't look for spoilers, just the preview text.)
Does that work?
Edit: Looking over the Leadership Roles, I guess it comes down to whether you guys would be looking more for a Warden (Ranger focus) or a Spymaster (Rogue focus).

![]() |
Brawk!
Tengu Druid of the Green Faith.
Haling from Rostland, with a fiercely independent spirit, Ferz has always loved the wilderness. Now word has spread, the Stolen Lands are being colonized. But can this new nation live in accordance with nature? We shall see...
Mechanically, Dinosaur Druid with pteranodon companion.
Ferb
Male tengu druid (dinosaur druid) 4
N Medium humanoid (tengu)
Init 3; Senses low-light vision; Perception +13 (+15 in natural settings)
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 31 (4d8+8)
Fort 6, Ref 4, Will 8
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Offense
--------------------
Speed 30 ft.
Melee bastard sword +4 (1d10+1 S/19+) or
. . bite +4 (1d3+1 B & P & S)
Druid (Dinosaur Druid) Spells Prepared (CL 4th; concentration +8)
. . 2nd—barkskin, barkskin, cat's grace
. . 1st—acid maw, commune with birds[ARG], entangle (DC 15), heightened awareness[ACG]
. . 0 (at will)—create water, guidance, purify food and drink (DC 14), read magic
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Statistics
--------------------
Str 12, Dex 16, Con 12, Int 14, Wis 18, Cha 12
Base Atk +3; CMB 4; CMD 17
Feats Animal Affinity, Brew Potion
Traits eyes of the wild, rostlander, student of history
Skills Acrobatics +5, Climb +4, Fly +9, Handle Animal +10, Heal +8, Knowledge (geography) +9, Knowledge (history) +8, Perception +13 (+15 in natural settings), Ride +11, Stealth +4, Survival +13, Swim +4; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Cyclops, Druidic, Hallit, Tengu; primeval voice
Combat Gear potion of cure light wounds (4), potion of mending, potion of touch of the sea (CL 2nd) (2), wand of goodberry (50 charges), alchemist's fire (5), red flame torch[UW]; Other Gear hide shirt, bastard sword, ring of sustenance, belt pouch, blanket[APG], candle (50), flint and steel, holly and mistletoe, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, waterskin, Animal Companion, rosewood barding, 2,000 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Dinosaur Shape (Su) Size bonus to Con when taking the form of a dinosaur. Reduced wild shape duration with other forms.
Glide DC 15 Fly check to fall safely from any height.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex)
Primeval Voice (Su) Speak with dinosaurs (as per speak with animals).
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Summon Dinosaur (Sp) Add dinosaurs to animals you can summon with spontaneous summon nature's ally spells.
Swordtrained
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Tweety CR –
Female pteranodon
N Medium animal
Init 6; Senses low-light vision, scent; Perception +2
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Defense
--------------------
AC 20, touch 16, flat-footed 14 (+2 armor, +6 Dex, +2 natural)
hp 23 (4d8)
Fort 4, Ref 10, Will 3
Defensive Abilities evasion
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Offense
--------------------
Speed 10 ft., fly 50 ft. (clumsy)
Melee armor spikes (rosewood) +5 (1d6-1 P) or
. . bite +10 (1d8-1 B & P & S)
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Statistics
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Str 9, Dex 22, Con 10, Int 3, Wis 14, Cha 12
Base Atk +3; CMB 2; CMD 18
Feats Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +6 (-2 to jump), Fly +5
Other Gear rosewood armor
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Special Abilities
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Evasion (Ex) No damage on successful reflex save.
Fly (50 feet, Clumsy) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

JeminiZero |
I have an old Kingmaker character I should be able to repurpose as: Seeker Bloodline Familiar Imperious Sorcerer 1 / Occultist Arcanist 3+
Seeker provides Trapfinding. And should be compatible with Bloodline Familiar as they replace different things.
Q1: Since Imperious has Perform as its Bloodline skill, would you allow its Bloodline Familiar to have the Fey Amusing Familiar Power:
Fey—Amusing Familiar (Su): The familiar can fascinate other creatures as the fascinate bardic performance, treating your caster level as its bard level and using your Charisma modifier for the purpose of calculating the Will save DC. The familiar cannot perform any other actions while using this ability.
Arcanist, so sort-of-prepared arcane caster. With Bloodline Development exploit, can progress the Familiar.
Q2: Will you allow Bloodline Development to progress Seeker Trapfinding as well?
Occultist to pull out Summoned Monsters to flank with the Knight.
Would that be alright?
Crafting was mentioned. How would that be handled for new applications? Do we just start with unspent gold and turn that into items in-game?

GM_Coreyllon |

1- To get the Fey Familiar you need the Fey Bloodline.
2- No, the Seeker ability is not a Bloodline ability.
3- Occultists are fine.
4- You will have time to craft in the future. The initial build will not have crafted items on it. If you want to save some or all of your gold until you can craft in book 2, that you can do.

JeminiZero |
1- To get the Fey Familiar you need the Fey Bloodline.
Let me rephrase a bit. Would you allow Imperious bloodline to take the Bloodline Familiar archetype? As per the suggestion "GMs may use the following bloodline familiar abilities as written, or employ them as guidelines for devising bloodline familiar abilities for bloodlines not listed below."

FluidSynchronicity |

Really only one question to start with for me!
First, I know Vigilantes can be polarizing so would you be open to them. I feel like the duel nature of this AP fits them quite well and they can fit the sneaky rouge adjacent archetype well having a social role that I enjoy more! All characters and players would know both identities and that they are the same person unless players wanted to not know in game as I think that any other way causes a lot of tension.

GM_Coreyllon |

@JeminiZero, I would rather not create new rules. I am not familiar with all of the possible interactions and so balance becomes a real issue when you have such a large rule set and you start introducing concepts without considering those different interactions.
@FluidSynchronicity, I have no issue with a Vigilante. Just please be aware that this is not really a city based campaign. If you want an adventuring persona and a persona for the capital that is fine. But you will largely be out and about adventuring during the main story elements so make sure you enjoy that aspect of the character.

FluidSynchronicity |

Would you allow the Trap Finder Trait? It's the only way to get trap finding for Vigilante's outside of a dip which doesn't seem feasible with my build.

JeminiZero |
@JeminiZero, I would rather not create new rules. I am not familiar with all of the possible interactions and so balance becomes a real issue when you have such a large rule set and you start introducing concepts without considering those different interactions.
That's fine, I don't need any additional abilities, just the Familiar in exchange for L1 bloodline power. Would that be acceptable?

FluidSynchronicity |

Would you allow the Trap Finder Trait? It's the only way to get trap finding for Vigilante's outside of a dip which doesn't seem feasible with my build.
Nevermind on this, the trait didn’t end up fitting with the backstory I settled on! Should have the build and story up tomorrow!

FluidSynchronicity |

Presenting!
Leopold Surtova
NG Medium humanoid (Orc)
Init +6; Senses Darkvision 60 ft Perception +8
Defense
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Deflect)
hp 35 (4d8+12)
Fort +4, Ref +7, Will +6
Offense
Speed 20 ft. (30 ft. Unarmored)
Melee MW Falchion +9 (2d4+6/18-20) + or
Melee MW Falchion (Power Attack) +8 (2d4+9/18-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Twisting Fear
Hidden Strike (2d8/4)
Statistics
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 14
BAB +3; CMB +7; CMD 19
Feats Power Attack, Weapon Focus (Falchion), Improved Initiative
Traits Hidden Hand, Noble Born (Surtova), Extremely Fashionable
Skills
Acrobatics +4 (2 Dex, 2 Rank, 3 Class, -3 Acp)
Appraise +5 (1 Int, 1 Rank, 3 Class)
Bluff +14 (2 Cha, 4 Rank, 3 class, 1 Trait, 4 Class)
Diplomacy +7 (2 Wis, 1 Rank, 3 Class, 1 Trait)
Disable Device +8 (2 Dex, 4 Rank, 3 Class, 2 MW, -3 Acp)
Disguise +11/+31 (2 Cha, 4 Rank, 3 Class, 2 MW, 20 Class)
Intimidate +16 (2 Cha, 4 Rank, 3 Class, 1 Trait, 4 Class, 2 Racial)
Perception +8 (1 Wis, 4 Rank, 3 Class)
Ride +3 (2 Dex, 1 Rank, 3 Class, -3 Acp)
Sense Motive +6 (1 Wis, 2 Rank, 3 Class)
Stealth +8 (2 Dex, 4 Rank, 3 Class, 2 MW, -3 Acp)
Swim +5 (4 Str, 1 Rank, 3 Class, -3 Acp)
Background Skills
Slight of Hand +7 (2 Dex, 4 Rank, 3 Class, 1 Trait, -3 Acp)
K. Noblity +10 (2 Int, 4 Rank, 3 Class, 2 MW)
Languages Common, Orc, Draconic
Travelers Clothes, +1 Agile Breastplate , MW Falchion, Cloak of Resistance, Ring of Protection +1, Disguise Kit, Restovan Nobility Guidebook, MW Thieves Tools, MW Boots of Stealth, MW Backpack, Bedroll, Trail Rations, Nobles Outfit, Rings worth 100 gp
Wealth
885gp
Encumbrance
Light 0-133 lbs.
Medium 134-266 lbs.
Heavy 267-400 lbs.
Current Load 76 Ibs.
Class Abilities
Dual Identity: A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret.
Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.
Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.
A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.
Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Seamless Guise: A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Vigilante Specialization (Stalker): A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).
Symbol of Pride: At 2nd level, a ferocious hunter gains the signature weapon vigilante talent, but must select a falchion, greataxe, or a weapon with “orc” in its name as his chosen weapon. He gains this talent regardless of his chosen vigilante specialization.
Spirit of Ferocity: Starting at 3rd level, when using orc ferocity to continue fighting after falling below 0 hit points, a ferocious hunter fights on for a number of rounds equal to his Constitution modifier.
Social Talent
Social Grace (Bluff): The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.
Renown: The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.
Vigilante Talent
Signature Weapon (Falchion) The vigilante must select one type of weapon (such as longsword or crossbow) when he gains this talent. He gains Weapon Focus as a bonus feat for his selected weapon type. If he already has the Weapon Focus feat with the selected weapon, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Focus in the selected weapon. At 8th level, he also gains Weapon Specialization as a bonus feat for his selected weapon. He doesn’t have to meet any of the prerequisites for these feats.
Twisting Fear Whenever the vigilante causes an opponent to gain the shaken, frightened, or panicked condition, that opponent takes an amount of nonlethal damage equal to the vigilante’s reduced hidden strike damage, as the stress wears upon its body. A creature can’t take damage from twisting fear more than once per round. Panicked creatures that take damage from twisting fear are too winded even to scream as they flee in terror. Only a stalker vigilante can select this talent.
Racial Abilities
Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision Half-orcs can see in the dark up to 60 feet.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Darkvision Dwarves can see perfectly in the dark up to 60 feet.
Leopold Surtova's journey began with a tumultuous start, as he was born a bastard son to Olivia Surtova, the cousin of Natala and Noleski Surtova. From an early age, the signs of his mixed heritage, with orcish blood coursing through his veins, became apparent. These traits served as a constant reminder of his mother's infidelity, causing Olivia to disown and disinherit him.
With no place to call home, Leopold found solace in the slums of New Stetven, where he encountered a small group of half-orcs who welcomed him into their midst. These individuals, connected through their shared heritage and experiences, took it upon themselves to teach Leopold about his orcish lineage and instilled in him a sense of pride in his heritage.
As Leopold grew older, a burning desire ignited within him to reclaim his rightful place in the prestigious Surtova family. Recognizing the importance of knowledge and refinement in the world he aspired to enter, he immersed himself in the study of courtly manners and the art of living in high society. Through perseverance and relentless determination, he honed these skills, transforming himself into a polished and sophisticated young man.
At age 18, Leopold managed to secure an audience with his mother, Olivia. This meeting was a pivotal moment in his life, as Olivia presented him with an opportunity. She allowed him to retain the Surtova family name, with one condition: he must conceal his orcish heritage and sever his ties with New Stetven permanently. It was a bittersweet compromise for Leopold, as he had to deny a significant part of his identity to claim his place within the family he yearned for.
Leaving behind his old life, Leopold turned his gaze towards Restov, a city where he believed he could make a name for himself. Armed with his newfound knowledge of courtly etiquette and his determination to prove his worth, he ventured forth into the world. Restov offered opportunities for adventure, power, and influence, and Leopold resolved to seize them with both hands.
As Leopold stepped into Restov, he carried with him the burden of his hidden heritage, knowing that he must navigate the treacherous waters of high society while concealing his true self. However, deep within his heart, a fire burned, fueled by his unwavering determination to forge his own path, rise above his humble origins, and secure his place among the elite of Brevoy. With each step, Leopold Surtova embarked on a personal quest, driven by ambition and a longing for acceptance, as he sought to shape his own destiny in a world that often judged him based on his bloodline.
For the past three years, Leopold Surtova meticulously climbed the social ladder of Restov, carefully concealing his true heritage. But he couldn't abandon it completely. Instead, he devised a brilliant plan to establish a separate identity known as Viridian—one that would serve as a testament to the valor and nobility of half-orcs.
Leopold's motivation to create Viridian stemmed from a deep-seated desire to challenge the prejudices and misconceptions that plagued his orcish lineage. He yearned to prove that being of mixed heritage didn't diminish one's worth or potential for greatness. With Viridian, he aimed to shatter the stereotypes and illuminate the hidden virtue that resided within half-orcs.
Viridian became a symbol of the downtrodden and almost a legend. In the darkened alleys and shadowed corners of the city, criminals trembled at the mere mention of Viridian's name. They knew that crossing paths with this masked vigilante meant certain defeat and the swift hand of justice. Leopold skillfully exploited this fear, employing it as a deterrent to curb the violence that plagued Restov's underworld.
Meanwhile Leopold in his own guise skillfully maneuvered through the intricate web of Restov's social hierarchy, steadily climbing the ranks while cautiously guarding his true heritage. He became a master of concealment, skillfully presenting himself as an esteemed member of high society, all the while harboring the essence of his orcish blood deep within him.
Inspired by the impact he had made within the confines of Restov, Leopold’s ambitions began to reach beyond the city's borders. He had heard tale of a new fledgling nation in the Stolen Lands a country forged by lowborn warriors. He hoped that a nation coming from such a unlikely start might be able to be shaped to forge for a fairer world Leopold yearned to contribute his wisdom, experience, and the lessons learned from his dual identities to this emerging nation.
Leopold also saw an opportunity in this new world. A place to merge his two personas. He envisioned a future where Leopold Surtova, the refined nobleman, and Viridian, the champion of the oppressed, could coexist harmoniously, creating a legacy that would transcend the limitations of his bloodline. Venturing into the Stolen Lands, Leopold aimed to eventually unite his identities. In the meantime he could still channel his influence, knowledge, and the power of his reputation towards building a society that embraced diversity, accepted individuals for their character, and valued the contributions of all.
Leopold exudes an air of refinement and sophistication befitting his noble lineage. He is a composed and calculated individual, with a keen intellect and a natural charisma that commands attention in social circles. Leopold is a quick learner, adapting seamlessly to the intricacies of courtly manners and high society, mastering the art of diplomacy and the nuances of etiquette. His words are measured and his actions deliberate, reflecting a strategic mindset honed by years of navigating the complex web of political intrigue.
Beneath his composed exterior, Leopold carries a sense of longing and a burning desire to reclaim his place within the Surtova family. Despite the circumstances of his birth and the rejection he faced, he remains resilient and determined, fueling his pursuit of acceptance and validation. While Leopold may at times be seen as reserved and guarded, he harbors a genuine concern for the well-being of those around him. He possesses a compassionate nature, often displaying empathy and understanding towards the struggles of others. Leopold's experiences in the slums of New Stetven and his encounters with the marginalized have instilled in him a deep sense of justice and a yearning to protect the innocent. He is driven by a moral compass that guides his actions, always seeking to do what is right and just.
Veridian exudes an aura of determination and fearlessness. He is fiercely protective of the weak and the marginalized, driven by an innate sense of empathy and an unwavering belief in the inherent worth of every individual. Veridian's passion for justice burns brightly, guiding his actions as he confronts wrongdoing and stands against oppression. He is unafraid to challenge the status quo and disrupt the forces that perpetuate inequality, seeking to create a world where every person is treated with dignity and respect.
Beneath Veridian's masked visage lies a deep well of compassion. He understands firsthand the struggles and prejudices faced by those society deems as outcasts. Veridian's experiences in the slums of New Stetven and his connection to his orcish heritage have shaped him into a formidable advocate for those who have been silenced. He possesses an innate ability to inspire hope in the hearts of the downtrodden, offering them a glimpse of a brighter future and reminding them that they are not alone in their fight.
Veridian's personality is characterized by an indomitable spirit, a steadfast commitment to justice, and an unwavering compassion for the marginalized. He serves as a beacon of hope, embodying the power of resilience and proving that true strength lies not in physical might alone, but in the courage to stand up for what is right. Veridian's unwavering dedication to creating a more inclusive and equitable world marks him as a true champion of the oppressed, leaving an indelible mark on the hearts of those he fights for.
Leopold Surtova possesses a striking and refined appearance that befits his noble lineage. Standing tall with a commanding presence, he carries himself with an air of confidence and poise. Leopold takes great care in his personal grooming, his features adorned with meticulous attention to detail.
His attire reflects both his refined taste and his understanding of fashion. Leopold is often seen donning tailored garments made of the finest materials, chosen to enhance his regal aura. His ensembles are a testament to his impeccable sense of style, with each piece carefully selected to showcase his status and sophistication. From the cut of his suits to the choice of fabrics and colors, Leopold exudes an aura of elegance and refinement.
One notable aspect of Leopold's appearance is his fondness for jewelry, particularly rings. Adorning his fingers are ornate bands crafted with exquisite artistry. Each ring tells a story, symbolizing a significant event or a cherished connection. The jewels embedded within these rings glimmer with a mesmerizing brilliance, capturing the attention of all who gaze upon them. These precious ornaments serve as a reflection of Leopold's elevated status and his appreciation for the finer things in life.
Veridian’s most distinctive feature is his light green skin, a proud testament to his orcish heritage. The hue of his skin serves as a striking contrast against his piercing eyes, which burn with determination and an unwavering sense of justice.
Clad in armor that reflects both functionality and symbolism, Veridian stands as a formidable figure on the battlefield. His breastplate, forged with expert craftsmanship, encases his torso, offering protection without compromising his agility. Adorned with engravings that pay homage to his orcish ancestry, the breastplate serves as a reminder of the strength and resilience that flows through his veins.
A deep red sash, reminiscent of the flickering flames of a welcoming hearth, is draped across Veridian's armor. The vibrant color symbolizes his unwavering passion for justice and his role as a protector of the oppressed. It serves as a visual representation of his commitment to creating a world where all are embraced and accepted, much like the warmth of a hearth that invites those in need.
Veridian's overall appearance is one of power and nobility. His light green skin and distinctive armor make him a commanding presence, drawing the eyes of those around him. His attire not only embodies his unwavering spirit but also serves as a rallying symbol for those who seek solace and hope in his presence.
TLDR
Leopold is a half orc noble who made a deal with his family to keep his name if he hid his heritage, he now lives a double life as a human noble and a half orc warrior named Veridian. He's come to the stolen lands to try to shape them as a noble, prove the honor of half orcs and possibly merge his personas.