Once Upon a Time in Golarion

Game Master vayelan

A Kingmaker game with an emphasis on politics and the mundane

Resources:
Loot, NPC, and Misc Tracker
Kingdom Tracker Spreadsheet
Settlement Tracker: Horace

Map of the Greenbelt
Kingdom Building Rules

Current Encounter Map:
Lair of the Troll King


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Dark Archive

Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

I don't know if Wonky would be so keen to have LG be the alignment of the city, given her interest in preserving some of the natural influence over the nascent nation.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 17 T 10 FF 17 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Ahto will be angling for L (G or N), obviously.


Female Aasimar Sorcerer 5 | HP 37/37 | AC: 17 (T: 13, FF: 15) | Init: +2 | Perc. +9, Darkvision 60ft
More Info:
Resist: Acid/Cold/Neg. Energy 5 | Saves: F:+3, R:+3, W:+8 (+2 vs death effects/energy drain/neg. energy/necromantic spells | BAB: +2, CMB: 11, CMD: +13 | Spells: (1st) 5/7, (2nd) 5/5

I agree that LG makes the most sense. We can still preserve natural influence via roleplaying decisions.


Female Human Lv.6 Vigilante • Init:+2 • Perc:+0 • ♥️39/39 • AC:18~t14~ff14 • CMD:22/24v.Trip • F3~R7~W5/11v.Intimidate • CC:L153~M306~H460
Wonky Prong, Jr wrote:
I don't know if Wonky would be so keen to have LG be the alignment of the city, given her interest in preserving some of the natural influence over the nascent nation.

Two points on that...

1.) How would an LG alignment be an obstacle to that? (I realize nature itself is technically TN.)

2.) I believe LG is the only alignment that meets the ideal of every PC, and I say that as the only player whose character (half of her, anyway) is 2 steps away from LG.

In simple terms, all of us are either lawful or good.
• LN: Ahto
• LG: Eunomia
• NG: Wonky, Harmond, Addison
• CG: The Vermilion Vixen

...and that kind of goes along with the kingdom building's text regarding Kingdom Alignment:

The folks at Paizo wrote:
The kingdom’s alignment represents the majority outlook and behavior of the people within that kingdom when they’re considered as a group.

Considering our actions so far and our goal, if I were to use alignment terminology to describe us as a collective...

Lawful: We enforce the law.

Good: We really do care.

Neutral: This comes off as indifferent, accepting the status quo, letting nature take its course. We've done a bit of that with wild creatures, but even then, those were the moments in which some/most/all of us wrestled with our consciences. Then there are the executions, which I believe only Ahto and V.V. (not Addy) can stomach. Neutral is a place we occasionally feel we have to be, but speaking for the group, LN/TN is not in our collective comfort zone.

Evil: Just... no.

Chaotic: V.V.'s mind is in a perpetual state of dormant chaos that can erupt on a hair trigger. Harmond is a runaway with some warped ideals due to his upbringing. Wonky was hoping to keep Pervalish's manslaughter a secret. Hey, look at that! All the characters with non-lawful alignments march to the beats of their own respective drums. So we're RP'ing our alignments right. But any borderline chaotic behavior that came up was on an individual basis. Chaotic certainly doesn't represent us as a group.

Dark Archive

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Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

I'm not saying 'no' to LG. I'm simply emphasising Wonky's occasional discomfort with the more severe aspects of the lawfulness exhibited by Ahto (i.e. the executions).

Nevertheless, I do think that we can establish it as a LG place - roleplaying will be fun to highlight the philosophical differences.


Female Human Lv.6 Vigilante • Init:+2 • Perc:+0 • ♥️39/39 • AC:18~t14~ff14 • CMD:22/24v.Trip • F3~R7~W5/11v.Intimidate • CC:L153~M306~H460

That makes sense. It’s actually why I think the G matters to the group (and, for some/most of us, G > L).

I actually feel the harsher executions are more LN, particularly the borderline torturous death of the rapist. LG would be more, “end him quick, and let the gods do as they will with his soul.”

On nature stuff, Addy/VV is particularly interested in the well-being of the fey. (Between her hero complex and their being adorable, of course she wants to protect them!)


Female Human Lv.6 Vigilante • Init:+2 • Perc:+0 • ♥️39/39 • AC:18~t14~ff14 • CMD:22/24v.Trip • F3~R7~W5/11v.Intimidate • CC:L153~M306~H460

@Harmond,
Any preference on your leadership role?

As Vayelan has known for a while (before you joined the game, in fact), VV wants Ash to join our inner circle, which in OoC terms would make her one of the NPCs that would take a leadership role. (I don't mean I want her to be a tagalong NPC.)

VV's Motive (if you want to know):
VV thinks Garess is wasting Ash's talent. She's always digging ditches for him and she's never in a position to voice her opinion. Addy/VV sees her as someone who can relate well to both commoners and nobles. She is also very serious about improving her martial skills.

The former makes Ash qualified for Councilor. The latter, Warden.

PCs come first, of course. I just want to know what roles are available.

I think the plan for PC roles is:
• Ahto - Ruler
• Wonky - Magister
• Vixen - Royal Enforcer
• Eunomia - Marshal

...and I believe you expressed interest in three:

• Harmond - Councilor, Grand Diplomat or Spymaster


Male Half Elf Silksworn Occultist 5
Info:
Init:+2 • Perc:+12 • HP:33/33 • AC:15~t11~ff15 • CMD:13 • F5~R1~W4 • C: 1/1 D: 4/4 E:7/7 N:3/3 • Spells: (1st) 5/6, (2nd) 2/3

I'm honestly not sure where I want the character to go. He is turning out to be a bit more naive/ a little less suave than I had originally planned, but at the same time (mostly out of ignorance) he has those slightly creepy/sinister undertones.

I think Grand Diplomat is probably where I am leaning at this point.


Female Human Lv.6 Vigilante • Init:+2 • Perc:+0 • ♥️39/39 • AC:18~t14~ff14 • CMD:22/24v.Trip • F3~R7~W5/11v.Intimidate • CC:L153~M306~H460

Oh, awesome! I honestly felt Grand Diplomat was the best fit for Harmond. I also prefer pushing encouraging Ash in the less-military direction of Councilor. I would have gone with Warden if you wanted Coincilor, but honestly, there are two NPCs who are better fits to the Warden and General positions than Ash. It would have been a hard sell.

My last RP with Ash focuses on what qualifies her for Councilor, so if she permits, I'll go to Ahto with a recommendation (without using the word "Councilor," since VV lacks knowledge of position names and such).


Male Half Elf Silksworn Occultist 5
Info:
Init:+2 • Perc:+12 • HP:33/33 • AC:15~t11~ff15 • CMD:13 • F5~R1~W4 • C: 1/1 D: 4/4 E:7/7 N:3/3 • Spells: (1st) 5/6, (2nd) 2/3

How are we handling loot distribution? I'm not super concerned with it (Other than wanting to track as little as possible myself) As far as I am aware I just have the 23g I started with. =)

Dark Archive

Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

Yes, I was looking at the Muster and Quartermaster sheet. It would seem that we have a good deal of jewellery and gemstones that might be worthwhile selling to the merchants. I also see that Oleg has offered us either 600gp or 1000gp in credit for the tatzylwyrm head - I'd go with the credit if that's good by everyone.

I also have no cash on my person, so it would be good to know what our totals are so that we can divvy things up.

Also, GM, I see that I've purchased weapon-smithing tools before; could I purchase map-making tools instead?

Cheers.

-Magister Wonky Prong, Jr.


Female Human Lv.6 Vigilante • Init:+2 • Perc:+0 • ♥️39/39 • AC:18~t14~ff14 • CMD:22/24v.Trip • F3~R7~W5/11v.Intimidate • CC:L153~M306~H460

@CL,
Though I'm fine fully RP'ing it, if you'd rather minimize the number of posts it takes for VV to convince Ahto there's more to her request than blatant favoritism, one thing VV would fully disclose is the conversation she just had with Ash.

You can read the spoilers tags in the following posts to find out what VV would disclose (with the possible exception of the "petty officer" wordplay):
VV starts the conversation here.
Ash replies.
And VV wraps up the conversation and approaches Ahto.


Wonky Prong, Jr wrote:

Yes, I was looking at the Muster and Quartermaster sheet. It would seem that we have a good deal of jewellery and gemstones that might be worthwhile selling to the merchants. I also see that Oleg has offered us either 600gp or 1000gp in credit for the tatzylwyrm head - I'd go with the credit if that's good by everyone.

I also have no cash on my person, so it would be good to know what our totals are so that we can divvy things up.

Also, GM, I see that I've purchased weapon-smithing tools before; could I purchase map-making tools instead?

Cheers.

-Magister Wonky Prong, Jr.

The caravan does carry cartography tools, since one of the merchants heard that the adventurers in the Greenbelt were mapping the region, so you can purchase them instead of the weaponmaking tools.

Also, credit with Oleg can be used to purchase items from these merchants as he's willing to negotiate with them on your behalf. After all, these merchants usually visit the region just to do business with him.

Dark Archive

Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

I've updated the Muster and Quartermaster list to include the extra 1000gp in credit that Oleg has extended to us.

That means, in dividing everything equally (by five), that we each have 340gp with which to purchase supplies. Yay!

That does not dip into our actual cash on hand (about 330gp in gold and silver coins), or our near-7000gp worth of trade goods!

Wonky will purchase 33gp worth of ink (3 vials), paper (11 sheets), and mapmaking (artisanal) tools from the merchants using Oleg's store credit. I've updated the Muster and Quartermaster list.

Lastly, I see that there is an amulet of natural armor +1 on that list that's going unused. Could Sprocket have that?


Female Human Lv.6 Vigilante • Init:+2 • Perc:+0 • ♥️39/39 • AC:18~t14~ff14 • CMD:22/24v.Trip • F3~R7~W5/11v.Intimidate • CC:L153~M306~H460

Credit & naturally-armored dog sounds fine to me.

@Vayelan,
In the interest of posting in the present, I'd like to just say here OoC that VV spends the next few days prepping Ash based on what Ahto said of the job. If you want me to prep Ash in-game, I'm thinking it could be more of a "like I said..." in the present.

I assume you'll want to move on to making Ahto's Ruler status official sooner rather than later, so I'm flexible about how much RP goes into Ash getting the position and how much is behind the scenes.

Dark Archive

Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

Thanks for the boost to Sprocket!

Wonky is going to spend some time doing a few downtime things:

1.) Using her new mapmaking tools to formally start creating a lovingly-rendered map of the region.

2.) Using her weapon-smithing tools to tinker with her mancatcher and make it into a masterwork-quality weapon.

3.) Start brewing some more potions:

  • Lesser Restoration
  • Cure Light Wounds
  • Invisibility
  • Enlarge Person

    4.) Start prepping some more alchemical reagents:

  • Alchemist's Fire
  • Antitoxin
  • Tanglefoot Bags

    5.) She will also begin documenting what she's learned from the lorestone. I do see that there is a 'harmonisation' option for lorestones - is there one for this lorestone, and if so, do I need another skill check to unlock that, GM?

    I'll hold off on making rolls until I'm sure that we're into downtime. Wonky will likely be trying to do more than one of these things at once (that's just the way she does it); I'd be fine with a penalty applied for dividing her attention amongst things (or not, depending on GM ruling).

    Let me know when you'd like rolls.


  • Female Aasimar Sorcerer 5 | HP 37/37 | AC: 17 (T: 13, FF: 15) | Init: +2 | Perc. +9, Darkvision 60ft
    More Info:
    Resist: Acid/Cold/Neg. Energy 5 | Saves: F:+3, R:+3, W:+8 (+2 vs death effects/energy drain/neg. energy/necromantic spells | BAB: +2, CMB: 11, CMD: +13 | Spells: (1st) 5/7, (2nd) 5/5

    Eunomia will also spend any downtime we have crafting, although what she'll craft depends on the party. If there are any wondrous magical items people want, she can probably craft them for a discount. (So a Cloak of Resistance +1 would cost 500gp instead of 1000gp.)

    Otherwise I confess I'm not really sure what I should be doing in-game. Eunomia can't exactly help with building the castle.


    Male Half Elf Silksworn Occultist 5
    Info:
    Init:+2 • Perc:+12 • HP:33/33 • AC:15~t11~ff15 • CMD:13 • F5~R1~W4 • C: 1/1 D: 4/4 E:7/7 N:3/3 • Spells: (1st) 5/6, (2nd) 2/3

    And at this point, I realize I have nothing to do with my downtime. I guess Harmond will dive into the kingdom administration stuff.

    Oh, I know. He will spend his spare time using Craft (Toy) to make a toy dragonfly for the purposes of using it as the form of a Dragonfly familiar with the parasite archetype.


    Wonky - The "harmonisation" was represented by that final, hardest Knowledge check. Achieving this harmony with the lorestone is what allows you to use its magic property.

    With the abundance of time and materials available, you can take 10 on crafting checks during this downtime.

    Also, did we settle on what Tamlyn's first building would be?


    1 person marked this as a favorite.
    Female Aasimar Sorcerer 5 | HP 37/37 | AC: 17 (T: 13, FF: 15) | Init: +2 | Perc. +9, Darkvision 60ft
    More Info:
    Resist: Acid/Cold/Neg. Energy 5 | Saves: F:+3, R:+3, W:+8 (+2 vs death effects/energy drain/neg. energy/necromantic spells | BAB: +2, CMB: 11, CMD: +13 | Spells: (1st) 5/7, (2nd) 5/5

    Sorry for the long delay in answering your question. I've read over the Kingdom Rules, and here's my proposed first month. (Assuming we have the BP for it.)

    Kingdom Alignment: LG
    Capital City: Tamlyn (At the old Bandit fort)
    Build (Tamlyn): Castle, House
    Claim: River Crossing Hex
    Build (New Hex): Road, Farmland

    Leadership Roles:

    Ruler: Ahto
    Councilor: Asham
    Magister: Wonky
    Marshal: Eunomia
    Royal Enforcer: Vixen

    We don't need a Consort, Heir, or Viceroy right now, so we can ignore those roles. That leaves the following positions vacant. (I've listed the vacancy penalties for easy reference.)

    General: Loyalty -4
    Grand Diplomat: Stability -2, cannot issue Diplomatic or Exploration edicts.
    High Priest: Loyalty -2, Stability -2, Unrest +1
    Spymaster: Economy -4, Unrest +1
    Treasurer: Economy -4, cannot collect taxes
    Warden: Loyalty -2, Stability -2,

    Kesten is the obvious choice for General, given his military background.

    Jhod is the obvious choice for High Priest, although I imagine Ahto will object to an Erastilian in that role.

    I don't know if we can pull in Oleg or Svetlana if they're staying at the trading post, but if we could that might fill another couple roles. Maybe Oleg could be Treasurer?

    The remaining roles could potentially be filled by trusted indentureds or former PCs, but I'm not familiar enough with any of them to be sure.

    That's what I've got so far. What do other people think?


    Female Aasimar Sorcerer 5 | HP 37/37 | AC: 17 (T: 13, FF: 15) | Init: +2 | Perc. +9, Darkvision 60ft
    More Info:
    Resist: Acid/Cold/Neg. Energy 5 | Saves: F:+3, R:+3, W:+8 (+2 vs death effects/energy drain/neg. energy/necromantic spells | BAB: +2, CMB: 11, CMD: +13 | Spells: (1st) 5/7, (2nd) 5/5

    ...And I just now realized I'd forgotten that Harmond had decided on Grand Diplomat. Sorry Harmond, ignore that vacancy.

    Dark Archive

    Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

    We haven't had any of our absent characters represented in the mix, like Hexa, Paval, or Kalima. What say you about them, GM?

    Paval would make an excellent spymaster, I think. Kalima would be a wonderful grand diplomat. Hexa could be an excellent warden.

    The Exchange

    (*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 17 T 10 FF 17 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

    Didn’t Kalima and Paval go back to Restov? I seem to recall DM Vayelan having them return with one of the caravans.

    As for the High Priest position, Ahto would probably nominate Barris. He’s not against Jhod or the Erastilian Faith, but they aren’t his Church (and are a little too rustic to build a nation around, in his opinion).


    Female Human Lv.6 Vigilante • Init:+2 • Perc:+0 • ♥️39/39 • AC:18~t14~ff14 • CMD:22/24v.Trip • F3~R7~W5/11v.Intimidate • CC:L153~M306~H460

    They did go back. Hexa is still around. He's also extremely loyal to "War Chief" Ahto. I'd say that makes him more qualified for General than Captain Garess, but that's VV's biases talking. (Objectively, Warden Hexa and General Garess makes sense.)

    She would want Ash to provide input on her former leader—perhaps as a means to prove she really can handle "truth to power." (VV won't get in the way of Garess getting a position if the group selects him... as long as he holds no power over herself or Ash.)

    Dark Archive

    Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

    We could send for Kalima or Paval, if we feel like they would be useful. They are known personalities.

    Aurelius and Aris are other long-gone PCs that could be mobilised in this arena as well, if we felt that they could be used.

    I think Wonky would have a distinct problem with a former bandit who has NOT yet proven himself (i.e. Barris) being raised to the position of High Priest over Jhod, who quite clearly has proven his rehabilitation.

    As far as Hexa goes, I don't know if the population would be able to mobilise around a lizardfolk as their army general - or that Hexa could get his mind around being a military leader. I think warden is quite clearly the better role for Hexa to play.


    I agree that Hexa's best role would be Warden, both in terms of crunch and fluff.

    The AP offers a chart with scripted NPCs who can fill in vacant leadership roles:

    Oleg is suggested as Treasurer.
    Svetlana is suggested as a potential Councilor, but story-wise I think Asham is the better choice.
    Kesten Garess is suggested as General.

    There are some other scripted NPCs you haven't met yet, although I'm also mulling throwing in some homebrew NPCs as potential recruits. That being said, sending letters to Brevoy to appeal to other former PCs is also a valid option.

    .....

    Regarding the first turn, I think founding Tamlyn with the Castle and House serves as a "Turn 0" that establishes the capital and kingdom. You can begin claiming hexes and building terrain improvements on the following kingdom turn, which is the first "full" turn.

    This "Turn 0," as proposed, will consume 30 of your treasury's remaining 47 BP.
    I do like the idea of starting with the Castle right out of the gate, and I was going to have the Abadaran clergy dispatch additional laborers to ensure that it is completed quickly (justifying how it can be constructed in just a month, as per the rules as written).

    Dark Archive

    Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

    I have a request of the party.

    Wonky would like to re-train her archetype from Cryptid Scholar, which has never truly fit her, to Cartographer. This would allow for a much easier mapping of the wilderness, and seems to fit with both Wonky and the campaign much better.

    It's gonna cost, sadly. All of Wonky's remaining downtime and 1150gp besides.

    Could Wonky take it out of the trade goods kitty that we have built up (6850gp in trade goods)? It'll pay dividends to us as a group for sure.

    Thanks for considering.

    PS. Oh, and Wonky has spent approximately 948gp of party funds (taken from Oleg's credit limit) to create alchemical stuff for the party to use. *tee hee*


    Female Human Lv.6 Vigilante • Init:+2 • Perc:+0 • ♥️39/39 • AC:18~t14~ff14 • CMD:22/24v.Trip • F3~R7~W5/11v.Intimidate • CC:L153~M306~H460

    Using the money for retraining is fine with me.

    By the way, does Wonky's weapon smithing check mean she has, or will have, Craft Magical Arms and Armor? 'Cause—not gonna lie—there is a reason I blew 1610 on Masterwork modded boots and 1100 on Masterwork mithril at gamestart.


    For the first proper kingdom turn, you also need to set levels for your Holiday, Promotion, and Taxation edicts.

    Here is a link to the Edicts page of the Kingdom Rules

    Holiday Edicts dictate how many state-sponsored holidays your kingdom observes. The Taxation Edict, obviously, sets a tax level. Promotion Edicts represent events and actions the kingdom uses to attract new citizens and increase the well-being of the kingdom, such as recruitment campaigns, advertisements about services and goods, and propaganda to improve the perception of your kingdom at home and abroad.

    Holiday and Promotion edicts increase your kingdom's BP consumption each turn, but they provide bonuses to Stability and Loyalty. The Taxation level can increase the kingdom's Economy score at the cost of decreasing its Loyalty score.

    Dark Archive

    1 person marked this as a favorite.
    Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)
    The Vermilion Vixen wrote:

    Using the money for retraining is fine with me.

    By the way, does Wonky's weapon smithing check mean she has, or will have, Craft Magical Arms and Armor? 'Cause—not gonna lie—there is a reason I blew 1610 on Masterwork modded boots and 1100 on Masterwork mithril at gamestart.

    Indeed, yes! Wonky is planning on moving that route, VV!

    Also, as Wonky is spending the majority of her month retraining and creating items, she won't be available to play out her new role as Chief Magister. As such, that role will be vacant this month (as per Kingdom-building rules which I am familiarising myself with). We could have Harmond fill in as Chief Magister (instead of Grand Diplomat) if we feel that it's more useful (though I think the diplomatic role has better utility earlier).

    A question, GM: does our kingdom start with two settlements - both the capital city build site and Oleg's Trading Post? Lastly, we should name the capital city. Ideas? Horace?


    I thought Tamlyn was the name of the capital.

    You can still retrain and create items during downtime without incurring the vacancy penalty.
    The kingdom rules say you only need to dedicate at least 7 days per month to your leadership role. Given that the settlement is still being built and the kingdom is not officially founded, I would imagine that not all of a leader's responsibilities have begun yet.

    Oleg's Trading Post does not count as a settlement yet. The hex needs to be claimed and infrastructure needs to be built in the hex, both represented by an expenditure of Build Points. For now, it is still just a trading post.


    Also, considering the number of supply wagons that will be passing through Tamlyn, the trade goods you have stocked up can be treated like cash, so they can be used for retraining costs.

    Dark Archive

    Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

    Wonky's thoughts on edicts:

    1.) Holiday: We have four major religions reflected among the key PCs or NPCs in the party, to my knowledge (i.e. Abadar, Erastil, Green Faith, Milani). I think we should have at least one holiday for each of those per year. If we have two others - Founding Day and Harvest Day, for example, than that would be 6 per year at a Loyalty boost of +2 and a Consumption score of +2.

    2.) Promotion: We are expanding, so the expansionist Promotion edict level (+4 Stability; +8 Consumption) looks great, but I doubt that we can afford that at this point. Perhaps we start at a standard Promotion rate (+2 S;+2 C)?

    3.) Taxation: I don't think we have much to show for taxing the people at present, so Wonky would favour either no taxation (+0 Economy; +1 Loyalty) or light taxtation (+1 E; -1 L).

    Another thought: what are we calling our government? I know that Ahto has been named ruler, but what if we established an oligarchy where all people with ruling titles had equal levels of governance authority and we referred to each other as 'Counsellor' or 'Colleague' or 'Pillar' or something....

    Thinking about Vixen and her seamstress ways, what about 'Stitch' or 'Thread' or 'Weave' to denote our granted station? (i.e. Weave of the Nation).


    Female Human Lv.6 Vigilante • Init:+2 • Perc:+0 • ♥️39/39 • AC:18~t14~ff14 • CMD:22/24v.Trip • F3~R7~W5/11v.Intimidate • CC:L153~M306~H460

    The Vixen and her ego are fine with the seamstress related stuff.

    That's awesome that we have both Craft Wondrous and Craft Magical Arms/Armor in the party! As soon as we're level 5, give me a spending limit!

    2500 would get me +1 boots and +1 armor. I believe I need to be Lv.6 to get the first +1 ability I want, so no rush on going beyond the +1 enhancement. It's 3000g per boot to upgrade from +1 to +1 Training: Greater Trip and +1 Vicious Stomp. I'll have the prerequisites for each feat at Lv.5 (Imp Trip) and Lv.6 (Combat Reflex, free with vigilante talent).

    Holidays? To that I say Meeeeeeerry Crystalhue! You can bet Addy will color her hair. (My brother's gf is a redhead who works at a hair salon, so I actually know how certain colors stand out on red hair.)

    If Milani has a holiday, yeah... that too.

    Dark Archive

    Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

    Golarion Calendar

    Milani Holy Days

    The Exchange

    (*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 17 T 10 FF 17 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

    Vault Day

    Market's Door

    Taxfest

    Regarding the Milani Holidays, Armasse looks like a holiday Ahto would be likely to readily support.


    Female Human Lv.6 Vigilante • Init:+2 • Perc:+0 • ♥️39/39 • AC:18~t14~ff14 • CMD:22/24v.Trip • F3~R7~W5/11v.Intimidate • CC:L153~M306~H460

    The Vixen would likely need to be informed of the holiday (through Eunomia's Minali paladin contact?), but Armasse is the only one that VV would find interesting. It's actually relavent to her position, too!

    Crystalhue is definitely Addy's favorite part about Winter... which was likely an otherwise miserable season in her earliest years.

    Dark Archive

    Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

    I think we could make Market's Door an Abadar/Harvest day holiday but as I said - I think we should have only one holy day to start for each of the major 4 religions represented by our party. That would mean we'd need to pick between Vault Day and Taxfest to start our kingdom.

    Wonky would definitely lean towards Vault Day.

    If we were to go with just six holidays....

    Green Faith doesn't need a holy day. They celebrate equinoxes and the like.
    Harvest Feast (Erastil holy day) and the autumnal equinox (and the Swallowtail Festival) all fall on the same day. Crystalhue is on the winter solstice. Vault Day is in Abadius. Armasse is in Arodus.

    Market's Door is a moving target - it's based on when diviners predict the first harvest from autumnal goods to arrive in the city. I don't know if it's a practical holiday for us. I guess that adds Taxfest back into the mix (it's in Gozran).

    That's five - Harvest Feast, Crystalhue, Armasse, Vault Day, Taxfest. Should we leave the sixth holy day for a Founding Day? What date are we on in the adventure right now, GM?


    In regards to Holiday edicts, these are simply the celebrations sponsored by the kingdom. It does not prevent the population from observing other holidays on their own.

    Regarding the in-game date...
    The supply caravan arrived at Oleg's on 24 Gozran. It would take about 5-6 days for the caravan to cross the Greenbelt, since the heavily laden wagons would travel more slowly.

    This first month, representing "Turn 0" is Desnus, and your first full kingdom turn will be the month of Sarenith.


    Female Aasimar Sorcerer 5 | HP 37/37 | AC: 17 (T: 13, FF: 15) | Init: +2 | Perc. +9, Darkvision 60ft
    More Info:
    Resist: Acid/Cold/Neg. Energy 5 | Saves: F:+3, R:+3, W:+8 (+2 vs death effects/energy drain/neg. energy/necromantic spells | BAB: +2, CMB: 11, CMD: +13 | Spells: (1st) 5/7, (2nd) 5/5

    Alright. I think we're in good shape for Leadership positions. Here's what I've got so far:

    Ruler: Ahto
    Councilor: Asham
    Magister: Wonky
    Marshal: Eunomia
    Royal Enforcer: Vixen
    Grand Diplomat: Harmond
    General: Kesten
    Treasurer: Oleg
    Warden: Hexa
    High Priest: Jhod/Barris? (Probably going to have to have some in-character discussions about this. Eunomia would prefer Jhod.)
    Spymaster: Paval? (Would need to write to Restov and see if he's available.)

    Assuming we can get Paval as our spymaster, that means no vacancy penalties!

    Edicts: I agree with Wonky for the most part. 6 Holidays and Light Taxation sounds fine. I do think we should leave Promotion at a Token level right now, (+1 Stability, +1 Consumption), until our economy builds up more.

    Holidays: Eunomia doesn't care that much about specific holidays. I'm sure Armasse was celebrated in Liberthane, so she can tell Vixen about that in-character. Harvest Feast, Crystalhue, Armasse, Vault Day, Taxfest, and Founding Day (Desnus 1st?) sounds good as our state-sponsored holidays.

    Are there any other decisions we need to make?


    Male Half Elf Silksworn Occultist 5
    Info:
    Init:+2 • Perc:+12 • HP:33/33 • AC:15~t11~ff15 • CMD:13 • F5~R1~W4 • C: 1/1 D: 4/4 E:7/7 N:3/3 • Spells: (1st) 5/6, (2nd) 2/3

    Looks good!

    Looking through the gods book, the only holidays Harmond would care about are the Abadar ones, as Urgathoa doesn't have any, and those are the two "family religions"


    I think there are only two crunch-based decisions to be made before we start rolling the first kingdom turn.

    Firstly, the Ruler adds his modifier to either the kingdom's Economy, Loyalty, or Stability.
    Ahto needs to choose which one he wants to modify.
    This decision cannot be changed, but as the kingdom grows, he can later add his modifier to a second, and then the third attribute.

    Similarly, the Spymaster adds his modifier to either the kingdom's Economy, Loyalty, or Stability.
    However, this choice is made from turn to turn and can be changed regularly.
    Does the party want to make this choice, or should I take autonomous control of Paval and make the choice each turn based on what he thinks the kingdom needed?

    .....

    In terms of fluff-based decisions, if Tamlyn is the name of the capital, what will the kingdom's name be?

    Dark Archive

    Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

    I think Tamlyn is the name of the kingdom.

    I had suggested Horace as the name of the capital city.

    I like Paval as the Spymaster. I'd offer autonomy to you, GM, for his inscrutable decisions.

    Ahto, Wonky feels a great deal of loyalty towards you, so that might be the attribute that you bank on for your rolls....just a thought.

    Tamlyn's own Founding Day (1 Desnus) is a good idea. I'm assuming the year is 4719 AR?

    The Exchange

    (*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 17 T 10 FF 17 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11
    Wonky Prong, Jr wrote:


    Ahto, Wonky feels a great deal of loyalty towards you, so that might be the attribute that you bank on for your rolls....just a thought.

    I was thinking that either Loyalty or Stability would be the most important early on.


    Female Human Lv.6 Vigilante • Init:+2 • Perc:+0 • ♥️39/39 • AC:18~t14~ff14 • CMD:22/24v.Trip • F3~R7~W5/11v.Intimidate • CC:L153~M306~H460

    The Vixen's str mod (+4) can be added to Loyalty rolls. At least that's my understanding after reading about the Royal Enforcer.

    I was actually checking because I couldn't remember whether VV would add to Stability or Loyalty. Stability would have been ironic, considering where VV is psychologically. Loyalty is a perfect fit for her personality—both of them! ((Jerk-laughs at own joke.))


    The Royal Enforcer's modifier is applied to Loyalty, yes.
    I think it would be better to apply Ahto's modifier to Stability, since that has a bigger impact early on.

    ...

    Regarding your first kingdom turn, you also need to decide on buildings to construct in your settlement and terrain improvements.
    After the kingdom's consumption for the turn, you will have 12 BP in your treasury.
    Claiming the river crossing hex will cost 1 BP, building a road will cost 3 BP and a farm will cost 4 BP. That would leave you with only 4 BP in the treasury, which is only enough to build a House.

    For the first turn, you may want to hold off on claiming a new hex or building roads right away. You could then afford a Mill, Shop, Shrine, or Smithy.

    During the Income Phase, you can also make deposits to the treasury (with each 4000gp providing 1 BP) and sell expensive items to contribute to the treasury (selling it for half value, and dividing that by 4000 to determine its BP value).


    Female Aasimar Sorcerer 5 | HP 37/37 | AC: 17 (T: 13, FF: 15) | Init: +2 | Perc. +9, Darkvision 60ft
    More Info:
    Resist: Acid/Cold/Neg. Energy 5 | Saves: F:+3, R:+3, W:+8 (+2 vs death effects/energy drain/neg. energy/necromantic spells | BAB: +2, CMB: 11, CMD: +13 | Spells: (1st) 5/7, (2nd) 5/5

    I would vote for Economy, then Stability, then Loyalty. Just because I feel Economy will be most important during the early game, when we're trying to get enough BP to build things.

    Dark Archive

    Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

    I think we hold off on claiming a new hex and building roads right away - building a Mill would be an excellent use of the waterway in our new settlement.

    GM, I still don't know from you if Oleg's and the capital city count as two separate settlements.

    From what I've read, contributing gold and treasure as deposits to create BPs isn't an efficient way of earning them (says the person who just used a boatload of coin to re-train her archetype).


    1 person marked this as a favorite.
    Wonky Prong, Jr wrote:
    GM, I still don't know from you if Oleg's and the capital city count as two separate settlements.

    I thought I had replied to this, but I guess the post was eaten.

    Right now, Oleg's does not count as a settlement, and it is not a part of your kindgom.
    In the future, once you have claimed the hex that contains Oleg's, you can found a settlement there, and it will be a separate settlement that you manage in addition to your capital.

    Dark Archive

    Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

    So, are we building a Mill (3 BP)? Does that really prevent us from clearing the river hex? I'm a bit confused here, GM.

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