
Lorald Orlovsky |

Calling it a night in my part of the world, enjoy what could be the last rankings. At least from me, before the judgment falls. ;P
Current Rankings
Kingmaker- 15/12
Jade Regent- 12/8
Serpent's Skull- 5/3
Legacy of Fire- 10/7
Looks like Kingmaker is swinging hard in the last quarter. Reminder again first number is top two choices while second number is top single choice.

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Jade event and legacy of fire fought hard but in the end it's good to be the king, which is why Kingmaker won.
I'm thinking we'll do about 10-15 players to get the ball rolling. Kingmaker's open map allows multiple groups to romp around the same environment. So the standard creation rules. 20 point ability buy. Two traits, one from the campaign book. I'm fairly permissive when it comes to races but keep in mind this is Brevoy you're starting in.
You all seem like experienced players so for now I'm going to choose to trust you, since I have never run a pbp on this site, and defer to your knowledge of how such things are usually done.
One thing I do want to do with this campaign is enlarge the role your patrons play in the game. As written they just sort of form an anonymous cadre that sets you on your way. In this case I want to actually foster a relationship with these groups, know who they are and what it is they want of you. I want you to keep in contact with them and send them reports of your progress. Each of you will be encouraged to come up with who your patron is. The noble houses of Brevoy are obvious choices, but I trust you are also familiar with agencies outside Brevoy that might have an interest in gaining a foothold in the region. You will each have the opportunity to create an arrangement with your patrons individually, following that you may wish to team up to increase your chances of success.
I look forward to seeing what you have in mind.

hustonj |
I have a Noble House Swordlord I've been trying to get into a Kingmaker game. Well, okay, he got into one game, but the game just, well, stopped, before we saw any enemies.
In the interest of Mardavig's desire for us to put more effort into interweaving backstories, I'm posting just the existing backstory here right now (though I did link to the profile). This will provide the opportunity to discuss intertwining it with the backstories for other players.
Josef Orlovsky, male human Fighter (Swordlord), member of the House Orlovsky
Josef is a very easy man to look upon. His thick blond hair and still youth-scraggly beard are both cut short, as is common amongst combatants in order to prevent providing an enemy with something to grab. His green eyes sparkle from atop his thin nose, that has one strange crook in it. His well-tailored clothes highlight his slender form while not restricting his ability to move. His thick, brown leather jerkin, knobbed with bronze tokens, shows obvious signs that attacks have previously pierced his defenses, but the single wing image engraved over his heart stands unblemished. The wing image is duplicated on the similarly knobbed brown bracers which both protect his forearms and hold the end of his yellow shirt sleeves in place. The left side of his pants are a brown cloth to match the color of his armor. The right side of his pants are a deep maroon, matching the stain on the leather of his boots, gloves, scabbard, belt, pouch and pack. His hat is the same deep maroon, but he has attached a spray of feathers in brown and yellow. His confidence and swagger are far more obvious accouterments than his gear, though.
Josef Orlovsky was born to power and wealth. Being the second son of the third son of the second son didn't leave much expectation for getting to wield much of the family power. The family tried to get him to learn the merchant's arts, but he found little interest in manipulating people. They tried to get him to join the church, a fate typical for those destined not to inherit much of the family's power. Instead, he explored and investigated. He got into trouble. He even picked fights with the servants' children, most of which he lost.
His aunt Mariah recognized something of her father in Josef's behavior. She encouraged him to follow a very nontraditional path for the Orlovsky, but it was the path her father, Mikael, had taken, that of a Swordlord. She wrote a letter of introduction and provided Josef with Mikael's original dueling sword, before sending the 12 year-old to a training facility in Restov that Mikael had helped run for a while. Those kinds of connections carry an amazing amount of weight, and so the instructors accepted Josef as a student without questioning his inherent abilities. As his training progressed, they were pleasantly pleased with his native talent.
During his 14th year, Josef began experimenting with girls, finding himself quite fond of them fairly quickly. He eventually made the mistake, as so many young men do, of getting close to the girls closest to him, other students at the Sky Academy. Surah, a young peasant student, managed to take his interest far more than appropriate. He even started thinking about taking a merchant's position within the family, if she would go with him. Since we know he couldn't have followed that path, something must have happened. It was a training accident. Francith, one of the other students, failed to maintain proper control of his blade and accidentally severed the artery under her left arm instead of pulling the shot. As Francith stood there in shock, looking at what he had done, Josef leapt onto the field and drove his sword between the boy's left ribs and out through his right armpit. Surah's death was reported as an accident. Francith's was reported as the result of a matter of honor.
He claimed Surah's scabbard, replacing it with Mikael's scabbard, decorated with gilt and gems, so that her family would have a chance to get something from her death. Her scabbard had a cuirboilli cow-hide interior to protect the blade and a thin, soft, deep maroon-stained kid leather outer skin to make it attractive.
Josef found his life at the Sky Academy much harder after this event. His family name had kept him from the worst possible consequences of his actions, but it did not protect him from all of them. The other students no longer trusted him. He did find that he had a much easier time intimidating his dueling opponents, whether from his school or one of the others. He also discovered that despite his refusal to actually get close to another girl that quite a few were happy to have his attention temporarily. He had gained a reputation for being dangerous, of course.
Since he had already been blooded, Josef was graduated from the Sky Academy in fairly short order. He returned home to find that Mariah had died while he was gone. She had left him a book written in her own hand, detailing the stories of Mikael's adventures as a swordlord. That was the most welcoming thing he found at home, though. He had chosen a path of constant open confrontation. One where his name and presence would ATTRACT trouble to whatever family holdings he was near. Only three days after his return home, he was informed that the family would be sending him to represent their interests in the King's efforts to claim wild lands for Brevoy.
The wild, unwanted son of the Orlovskys was being sent to either die or increase the family wealth and power.

hustonj |
Ed: Well, you could always submit to this game and then start your own if you don't get in?
Mardavig: People will probably be asking questions about starting funds, which books/material are legal (or not), wanting to verify full HP for 1st level (and advancement plan), alignment limitations, etc.
Also, since you said you would trust us to limit the strangeness of alternate races, be prepared for a flood of submissions of the exotic things people have been wanting to play.

Lorald Orlovsky |

Well this is my kingmaker alias so everything is in the profile. I will need to look over it to make sure things match up. Will also work on fluffing up the patron aspect a bit. I see there is already another Orlovsky besides me. Greetings cousin. ;P
@Mardavig
Can we take drawbacks? Currently I have one which is why I ask.

The Dread Pirate Hurley |

I agree, the twists do add a little wrinkle that should ripple out in very interesting ways. It should give more weight to the political aspect of the campaign that so often goes ignored. I'm looking forward to see how this turns out.
EDIT: And the Swordlords have already begun to pour in. Competition is going to get fierce.

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Thank you for your questions, and thank you hustonj for pointing out those details.
For now we will continue on this post, as recruitment is not actually closed. Also people have already posted things here. This weekend I will create the campaign page and we'll move over there on Monday.
I have no problem with people resubmitting characters form previous attempts at playing Kingmaker. So long as there is some link to a patron. I will communicate with each of you to inform you of what your patron expects of you.
For starting funds I am going to say take half of the max as determined by your class.
Legal sources I'm going to say no psionics, no mythic. I'm fine with pretty much everything else. I like inner sea magic, so you are free to use that stuff, so long as it makes sense for your character. I would say that is my guideline in general. I can't think of anything else I'd specifically outlaw, but feel free to run it past me if you are uncertain.
Starting HP Max at first. Half plus 2 thereafter.
Alignment Go nuts.
Drawbacks Fine by me, but don't forget about them. a drawback you don't actually play will quickly come back to bite you, courtesy of me.
I'm fine with exotic races. and i'm fine with a passel of swordlords.
I see we already have two Orlovskys. Is there any connections between Lorald and Josef?

Edward Sobel |

well here was my submission from the kingmaker game that just closed (same one Lady Ladile applied for)
White Eagle
Human Shaman 1
N Medium humanoid (human)
Init +3; Senses Perception +3 (+5 familiar nearby)
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Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d8+4)
Fort +1, Ref +1, Will +5
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Offense
--------------------
Speed 30 ft.
Melee shortspear +2 (1d6+2) and
. . unarmed strike +2 (1d3+2)
Ranged sling +1 (1d4+2)
Shaman Spells Prepared (CL 1st; concentration +4):
1st—cure light wounds, magic stone
(1/day) charm animal [S] (DC 14)
0 (at will)—detect magic, know direction, stabilize
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Statistics
--------------------
Str 14, Dex 12, Con 12, Int 12, Wis 17, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats Totem Spirit - Shriikirri-Quah (Hawk Clan), Toughness
Traits devotee of the green, pioneer
Skills
- Diplomacy +5
- Handle Animal +5
- Heal +9
- Knowledge (geography) +6
- Knowledge (nature) +6
- Perception +3 (+5 familiar nearby
- Ride +8
- Sense Motive +3 (+5
familiar nearby
- Survival +7
Languages Common, Other Language
SQ spirits (nature)
Gear Healer's kit (10/10 uses remaining), leather armor, shortspear, sling, sling
bullets (10), belt pouch, falconry gauntlet, fetish, tribal, flint and steel, sack, spell
component pouch, tobacco (2), 7 GP, 4 SP, 7 CP
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TRACKED RESOURCES
--------------------
Healer's kit - 0/10
Shortspear - 0/1
Sling bullets - 0/10
--------------------
Special Abilities
--------------------
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the
Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with
a range of touch.
--------------------
Sikem
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref
+5, Will +1
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Offense
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1) and
. . unarmed strike +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Perception +6
SQ riding
Other Gear bedroll, bit and bridle, mess kit, riding saddle, saddlebags, tent, small,
torch (3), waterskin (2)
--------------------
TRACKED RESOURCES
--------------------
Torch - 0/3
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor
with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and
detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex
when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
--------------------
Elangomat
Eagle
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 6 (1d8)
Fort +2, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4-2) and
. . unarmed strike +5 (1-2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Diplomacy -1, Handle Animal -1, Heal +3, Perception +14, Ride +4, Survival +3;
Racial Modifiers +8 Perception
SQ improved evasion, spirit familiar (nature)
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Flight (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and
detail.
Spirit Familiar (Nature) Move through undergrowth without harm/slowing & no Fly
penalties up to windstorm strength.
Backstory:
Arcadia, the mysterious continent, lies across the Arcadian sea. A place of mystery and
wonder; Centuries ago Ulfen settlers called Arcadia their new home, until the natives took offence to their presence and nearly drove them from their home.
The native tribes called skraelings by the Ulfen settlers were considered savage and ruthless. But this I can tell you is not entirely true.
I am White Eagle, son of Ten Bears, and I am a skraeling. Though I was not born on the land my ancestors once called home My Father and I have held to the teachings passed down to us by my father’s father and his father before him. I am of the Defohy tribe, Nomads always moving with the changing seasons making our home in the plains of Arcadia in places where our horses may graze and the fish are abundant.
The Defohy depended on the land for their survival. The earth and rivers provided roots and berries, fish and game. Farming and land ownership were foreign to the Defohy. They believed (and still do today) the earth was not to be disturbed by hoe and plow. The land was their home, not a commodity to be bought or sold.
Chief Yellow Wolf, a relative of Chief Ten Bears said, “We were always here. The Great Spirit placed us on this land of ours.” Many miles south of the Ulfen settlement others from your world also journeyed to Arcadia.
Settlers, seeking trees, animals and metals came to our home. These settlers moved into land we have journeyed to for countless generations. We sought to make peace with the newcomers and many of them welcomed us. We showed the settlers how to farm the soil in Arcadia and where to hunt good food. The Ulfen were friends. My people called all who came to our land as Ulfen as we had no concept of the different races of other lands. To us what you call elf was called spirit beings that were as mysterious to us as our home is to you.
Not all settlers who came to our home were friend. Bad Ulfen, I have learned were called Cheliax in your tongue, came to take gold from the hills and mountains of Arcadia. They enslaved many skraeling to dig the gold from the earth.
My ancestors became scattered and many were sent on ships to Cheliax home. Among them was my grandfather Chief Charlo, whose wife was with child. My father was the first of the skraelings to be born on this new world.
My father was strong and it is said that he had the strength of a bear and would do the work of ten men and so was given the name Ten Bears. Ten Bears was a slave like all the skraelings brought over to Cheliax.
However the Great Spirit saw what was happening to the people of Arcadia and took pity on them. Many skraelings were freed when guardians of freedom who bore the sign of the eagle freed our people.
Ten Bears lead a small group of Defohy north until we found land to call home in what is called Restov Plains. There. Our people prospered living peacefully on the plains and many new Defohy were born. Ten Bears took a wife and bore a son, White Eagle.
For many years my people lived freely on the Rostov plains, trading goods with the settlements in this new land. My brother, Swift Elk, would lead hunting parties and trade furs with other Ulfen hunters and trappers.
Soon though Cheliax warriors would try and destroy the peace my people have created. (Note Cheliax is the name given to all human bandits, brigands, or other unsavory types, including warlords). Many disguised as Defohy attacked and scalped local Brevoy villagers.
Trust of the local villages and settlements was beginning to deteriorate. Ten Bears journeyed to the Ulfen city of Restov to plead the case of our people.
The Mayor agreed to a treaty with Ten Bears. The Defohy people would provide one of their own and explore the place called the Stolen Lands and there the Defohy could go and make a new home. And in return the people of Restov would assist and help protect the Defohy people. During this time White Eagle had recently returned from his journey of the Wyakin to receive his guardian spirit. White Eagle had a vision while alone that he would be a great leader of his people guiding them to new lands and better hunting grounds. White Eagle was to go to fulfill Ten Bears promise to the Chief of Restov.
The Defohy have a strong belief in dreams and visions. Young boys and girls went alone to remote places hoping to receive knowledge of a personal guardian spirit. This personal WYAKIN would warn them of danger and give them special powers. In all phases of daily life, the Defohy thought of the spirits of forces and objects around them as supernatural WYAKIN

Josef Orlovsky |

While there were no obvious connections between Josef, Lorald and Lelouch, they aren't hard to imagine.
Looking over what's in Lelouch's profile, nothing jumps out at me for a simple, direct connection. Frankly, I don't know that I want to be connected to a character who manifests divine power from worshiping himself.
Looking over Lorald's story, depending on how old he wants to be, he could still be a young adult as a half-elf and his mother could be Mariah (whether I need to change the name or not), the spinstress Aunt who set Josef on his path. That would make Mikael Lorald's grandfather. The bit in my story about her death would be altered to fit Lorald's vision for his character's mother, of course.
I should look at adding the drawback back to the character, and need to revisit the money spent, because I think your numbers will be the smallest I've been asked to use while equipping a fighter. Not a complaint, just an identification of the challenge.
Oh, and, this is hustonj, just in case.
Edit: Changing the Campaign Trait made the money difference almost invisible. It just changed how much pocket change he started with. That worked because there are 2 campaign traits that suit the character concept, though. It won't be as easy for everyone.

Tim Woodhams |

Submitting Dregan for consideration. I wrote him for another another campaign so have explicitly stated connections, I've left them in but can remove if you prefer.
As for patrons, I was thinking of the church of Erastil it would be a slight rewrite he went to them for help and was directed towards the charter group. however I am open to other possibilities if you have suggestions.
Just letting you know I playing in another game of Kingmaker but that one has been HEAVILY modified for people who have already played Kingmaker so shouldn't spoil plot too much. I live in Australia so tend to post in US evening-night.

Lorald Orlovsky |

@Lelouch
Lelouch's background kinda cuts him off from the Orlovsky family for most of his life, up to the point of the start of the adventure. Big obstacle to overcome. Also paints them or at least the current head, which is not official PF, as somewhat evil in my opinion. Conflicts with a lot of things concerning the Orlovsky family, seems like it is more suited to House Surtova really. Throw in the fact that Lelouch worships himself and seems bent on leadership, that could be an issue with Lorald considering his faith and own backstory.
@Josef
Lorald is 24 but as a half elf fighter I could reduce it to 22. Which would put him 4 years older then Josef. Small enough gap I think for them to have spent some time with each other before Josef went to the swordlord school. They both favor agility over strength so could incorporate that in as well. Noticed your stats are 25-point buy unless I am mistaken, this game is 20-point buy. Let me know what you think.

Josef Orlovsky |

Hmm? 25 point instead of 20 point? May be. Didn't check. Guess I need to clean that up, too.
I was actually thinking about the possibility of Lorald being OLDER, not younger. <g> Either way works.
Edit: Yep. Pretty clearly a 25 point buy. Time to cut that back, then.
Edit 2: Fixed, I think. I THINK I caught all the secondary calculations, too. Acitvely avoiding Dump Stats meant it was better to drop the 18 to a 16 (after racial adjustment) to get that 5 points back.

Lorald Orlovsky |

Well I was thinking they would need to cross paths before Josef went to swordlord school sense after that he only returned for three days before he was off to the stolen lands. If Lorald was older he would be in the field not spending his time with a kid. So I figure two kids would be more likely to spend time with each other. Maybe Josef picked a fight with Lorald and found out he got his butt kicked by someone faster rather then stronger so when his aunt took interest he was more inclined towards speed and grace already. xP

MiniGM |
1 person marked this as a favorite. |

I would love to get in on a google/skype type confernce call game on a saturday or sunday night. Looking to play a monk with a couple arch types that mat over each other really well. Something evil would be fun too or reluctant heroish. Down for whatever.
I don't want to sound like a jerk but you obviously did not read any of the thread. This is pbp and has been decided it is kibgmaker

T.A.U. |

So, I was finishing the build when I read this:
For starting funds I am going to say take half of the max as determined by your class.
It's ok that in this way the funds are less than the average of normal class? (e.g. the druid average is 70gp, the half is 60gp)
What about the traits that alter this, as the Rich Parents trait? Do you allow them?

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I am fine with people starting out with less gold, since in many cases your patrons may provide whatever you are missing, so long as it qualifies as necessary to the mission.
Rich Parents et al. are fine. I have already okayed them for people who have a reason for having them.
I think this kind of mission would be right up Erastil's alley. The 'church' of Erastil could easily sponsor a delegation. They don't have much cash but they could easily equip a party with hunting/survival gear. They might also disperse their agents among other groups, simply to ensure that soft booted city-dwellers don't end up stinking up the woods with their corpses.