Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7
Okay.
My proposal: constitutional monarchy.
The power to draft laws, appoint nobles, declare law and forge alliances etc. lies with the king/queen, but laws and declarations of war at least must be approved both by a court of noble houses and a court of citizen representatives.
Jurisprudence is NOT under royal control and the monarch may not level or overthrow a binding legal verdict. Judges must be elected by consensus vote of the two courts. Candidates may NOT receive financial support from either court nor reigning monarch nor foreign ppwers, and must be educated in the Law.
Religious groups may NOT wield direct political or military power (there will always be advisors). Public political figures and nobles may likewise NOT be church/temple officials.
All citizens will have inalienable rights to freedom and happiness under the law, barring those sentenced to indentured servitude or death for egregious crimes. All citizens are required to pay an annual tax, but no more than they can spare and not necessarily in coin; service and goods are perfectly acceptable.
Power over the army resides with the reigning monarch. Each noble house is allowed its own retinue guard, which must be made available for the defence of the nation and its citizens at need. Each community is allowed its own militia for the sole use of its defence against outside threats. The militias will be composed solely of people who have undergone formal training in peacekeeping techniques, have sworn loyalty to the nation, and are prepared to follow directives from a centralized militia organization to be formed. (The police.)
All community leaders have the right to call on local nobles or the reigning monarch to dispatch (part of) the army to aid in their defence against outside threats.
Any noble or monarch who consistently and/or egregiously abuses their station may be called to account for themselves before the court of law and stripped of rank, station, possessions and name, if not more, if found guilty.
If the monarch is deposed or dies, the crown passes to a candidate selected from among the noble and civilian representatives by majority vote. Inheritance does NOT apply to crown and throne; the right to rule must be earned, it is not given.
Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7
DM Kenderkin, now we're in power, Asta would like to invite representatives from the faiths of Apsu, Lissala, Milani and Sivanah as soon as possible. :)
I like it (Torod likes it) accept for that part about religion and politics not mixing. I am a priest of a god that values the community. In a sense, I am called to do both.
Seraph likes it, though being one of Arshea her religion isn't overall concerned with political sway. Building bathhouses and places of cleanliness aren't a lose lose in either department haha.
:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song
*Tips hat*
Is a fine and right soundin' set of ideas sure enough.
Maybe a few tweaks and tightenin' round tha' gussets here an' there.
*Nods*
The whole "Heir can be voted in." thing? Yah, that's somat I be a mite wary of.
Rather have heirs to thrones be related to them's what's passed away. Less inclined fer multiple people to quickly find themselves wearin' a crown, kind'a thing.
Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7
Hmmm...
How about:
Any priest who seeks political power must agree to leave the clerical hierarchy. Meaning that they can no longer train acolytes or give orders to clerical staff, and can no longer receive orders from superior clerical staff.
(All due respect to your deity, but I'd like to head off the possibility of a theocracy. Speaking of which...)
These same rules apply to any member of the Circle of Casters, which is to be founded to provide magical protection to this our nation.
(This includes yours truly. Once the Circle is up and running, I'm out of it. I take, but I also give.)
As for heirs:
The incumbent monarch is required to select and train potential heirs during their reign; a minimum of one, but a maximum of five at the same time, one of whom may NOT be related to them. Upon the monarch's death or removal from office, the noble and civilian courts choose the next monarch from among the available candidates by majority vote. Any potential heir found guilty of influencing the vote or eliminating other potentials from the running is immediately disqualified. If this discovery is made after coronation, they are immediately removed from rank, station and authority, in addition to other sentences levelled by the judicial court. If no potential heirs are available, the most successful ranking members of the noble houses are appointed as potential heirs and may be voted in by the noble and civilian courts through majority vote.
Yeah, I hope he comes back. Just looking at all of his games and he vanished in everything all at the same time. No word or warning from what I can tell. :/
So yeah hopefully he is okay. :(
I'd rather not take on another game, as I am slow enough as it is. But that depends what type of interest we get from other DM's. Should we wait one more week and see if anything starts moving?
Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7
Alright, I'm calling it.
DM Kenderkin has done well by us, but he now seems to have disappeared, whatever the reason -- and we are on the verge of getting to the next stage of our kingdom.
I am enjoying this adventure very much and want to continue.
If you all agree... then it is time to advertise for a new DM, and to get this show back on the road!
Should DM Kenderkin return, we can discuss the best way to move forward at that time.
Greetings,
I saw your missive and would like to offer my services as a GM, at least through the end of book 2 and probably book 3.
I have played through book 1&2 and GM book 3 before. While I haven't yet DM on this site I have DM PBP on another site for several years, and actively play on Pazio's PFS PBP.
I notice KinderKin was pretty much ignoring the Kingdom building part of book 2, while it does require more bookkeeping I think it's important for the Player/PCs to make the choices and and rolls to grow their Kiingdom. Some game time would be devoted to holding court and the small council meetings.
I hope to pick up the game pace as far as moving through the books. I see that the group as been playing for nearly 3 years and only in book 2, but an average of 4 post a day which is very good. I generally like to post once per day. The weekends and holidays can very.
I think I can pickup the threads that KinderKin was weaving the main ones being the Troll threat and girl Imiria, and weave them back into the story with the kingdom building.
It will take me some time to digest the story so far, but I would be able to start posting from the coronation if you want me pick up the GM duties.
Having tried and failed to PbP myself I can but be thankful, grateful and admiring that you're happy/willing to pick up our current game.
*Bows*
That being said, myself have had rather poor results from the 'Empire building' in my Real Life game though I do agree that it adds a level to the adventure path in relation to certain developments.
I would ask that you be gentle and sparing with your building rules/guidelines.
That you've offered to heard our pack of cats is awesome and amazing.
+1 to accepting GM Glyn.
Wishing DM Kenderkin all the very best.
(^_^)
P.S: With more research and tinkering... I believe I can make the Sunset character... better..
I'm in, work and the coming birth of my third child is consuming me this month. I hope to keep up we will see.
I don't mind the Kingdom Building rules at all but I haven't found a suitable way to track it well online. Except through spreadsheets of course.
So +1, lets get the ball rolling! :D
Are we tweaking characters or continuing as is? I don't know if there is much I need to tweak but I don't know what character requirement you may want GM Glyn
I haven't looked at the existing characters in detail yet and don't plan on requiring any changes to them if you have some tweaks then now would be a good time.
Going forward (new PC, leveling up) I would disallow 3rd party material (I haven't seen any obvious use of it yet. If there is let me know now). Primarily using the Pazio's main line of pathfinder books, kingmaker line and other Pazio pathfinder material selectively.
As for the kingdom building, I would be using the rules from the Ultimate Campaign book. Looking into using Hero Lab for tracking the effects of buildings, there is also a Windows application I found that looks interesting. I'll try to keep the number crunching to a minimum, players who like the number crunching are welcome to do so.
How was XP and PC leveling handled? I like the milestone method in other paths , but Kingmaker sandbox makes that more difficult.
Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7
At this point, I'd like to change Asta's alignment from Lawful Neutral to True Neutral. (No longer obeying others, but ruling on her own and writing her own laws. I'll probably shift to Neutral Good later in the AP.)
Question #1:
How would GM and players feel about retroactively activating background skills for our characters?
Question #2:
GM Glyn, for the coronation, could we invite representatives or preferably the rulers of the Kobold and Mite communities, as well as clerics of Apsu, Brigh, Lissala, Milani and Sivanah as well as Jhod?
From Asta's actions I would peg her as Lawful Good. Very much in favor of rules, oaths, treaties, and preventing the unnessary loss of life. But, you can change your alignment to what you believe your character's driving tendances are.
My concept of True Neutral is one of two thoughts. 1) You don't care about the axes of law vs chaos or Good evil. 2) your care very much about the balance of the axes of law vs chaos and good vs evil. IE too much of any one thing is bad. (Too much time playing as a NN Druid.)
1) Background skills - I would rather stick with the standard skill system for now.
2) Coronation invites:
I believe you were traveling with Crackjaw, Jhod and Mikmek.
While you can invite who ever you want the church of Milani is the only one of the five that established public presences in the river kingdoms. Still it would require delaying the coronation for weeks.
Also, Jhod may also be disappointed in the new kingdom actively inviting other religions into what he considers Erastil's prime hunting ground, not that he minds having other religions so long as they are on good terms with Erastil and his beliefs. His goal is to restore Erastil standing throughout the stolen lands.
Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7
Dax Thura wrote:
Invite Milani? We don't want an uprising at the outset.
No, but she's there to keep us honest. Milani only instigates uprisings against evil and oppressive regimes. ^_^
Oh -- and we should also invite a priest of Arshea!
GM Glyn wrote:
2) Coronation invites:
I believe you were traveling with Crackjaw, Jhod and Mikmek.
While you can invite who ever you want the church of Milani is the only one of the five that established public presences in the river kingdoms. Still it would require delaying the coronation for weeks.
Also, Jhod may also be disappointed in the new kingdom actively inviting other religions into what he considers Erastil's prime hunting ground, not that he minds having other religions so long as they are on good terms with Erastil and his beliefs. His goal is to restore Erastil standing throughout the stolen lands.
I don't mind waiting if we can do that in flex time. More time for folks to make their journey to Greenheart if they want to attend the coronation. ;)
While I'd apologize to Jhod, each of those invites is for a solid reason.
Apsu - draconic deity. A nod of respect to the Kobolds, and hopefully both a benign influence on them and a reason for average folks not to immediately equate draconic creatures with enemies.
Arshea - Seraph's patron.
Brigh - Brigh stands for scientific improvement, which is something I'd like for our kingdom. We don't want some isolated backwater, we want the place jumping! :D
Erastil - He has to be there, this is prime country for him, and his clerics have been very helpful. He'll help expand the kingdom.
Lissala - There are Always going to be evil people in any country. Using Lissala will give them a focus, and at least she's a deity of civil order. If used properly, we can at least have the evil folks pissing out, rather than in, and we can head off missionaries from Cheliax and Nidala, not to mention heading off chaotic evil deities and creeps like Norgorber.
Milani - As I said, she's there to keep us honest, and to show the people we mean to be good rulers.
Sivanah - Asta's patron, and a good alternative for the church of Nethys, which has negative as well as positive aspects.
The prior GM had it so that the people wanted the announcement and coronation to be soon. I suggested the next day, but now I say we give it two weeks to get everything in order, send invites, and make it a very festive two or three day event.
Got no problem with any of those as long as Erastil is the featured deity and a priest of Erastil (Jhod) actually performs the coronation. Not only for Torod's personal bias, but I think the people would be more accepting of Erastil's authority in this area.
I fully understand if and even recommend that Asta also receives a blessing from a priest of Sivanah. This would help show our religious tolerance.
I get Arshea, Brigh, and even Apsu, if that is the god they worship. We might want to check that. But you mention Lissala, a lost if not dead god, but not any of the major deities that hold some sway in the region like Cayden Cailean, Desna. You also left out Hanspur and Gyronna, local deities known for being spiteful.
Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7
Since I want Lissala to be a focal point for the local baddies and nogoodniks, it actually helps that she's at a really low ebb. ;) Any priests of hers we get will be easier to bully or negotiate into cooperating.
I suppose we could invite Hanspur's and Gyronna's priests to attend so we don't get a Sleeping Beauty scenario, but seeing as they're both Chaotic nasties, I'd hate to have them establish a permanent presence in the kingdom.
If Desna's and Cayden's priesthood want to put in an appearance, I'm all for it.
Samples of games I DM:
PF Shackled City SCAP, 3,900+ posts, started Sept 2010
Ashardaldon Series - Unoptimized KK, 2,500+posts, started June 2011
For whatever reason I have decided that I need to try Kingmaker through play-by-post.
I have book 1 and 2; Stolen Land and Rivers Run Red. I have the other pdfs listed in my wishlist. I am not promising to run the AP beyond the pdfs I have.
I have a lot of information listed in my profile, including DM style and other relevant information. I strongly suggest you give it a read through before applying.
Let’s say 20 point buy, two traits, one must be a campaign trait. (no rich parents trait).
Max gold to start.
I tend to like core classes and races, But remember I will not be voting ; )
I am not going to determine who will be included in this game, the applicants will each vote on who they want to game with. The voting will be via private message to me.
There are 5 slots, each applicant to the recruitment thread gets 2 votes. Please try to refrain from voting for yourself! Also try to just offer up your single best character/concept.
A concept is sufficient to apply, though if accepted your full character must be ready by the game kick-off. I will list a couple of alternates in the post that shows who came close to getting the votes.
This thread will be open until Friday. Voting will occur when this thread closes. If you vote prior to all the submissions I will delete your Private message, without counting your votes.
Game kick off should be the following Monday.
Any questions?
I'm going to offer my Human Cavalier from a previously failed KM PbP. I know it's not core, but he's one of my favorites.
A large, haggard man sits alone at a table, an empty flagon in hand. His face is brutally scarred from combat. With each new patron that enters, he looks up, as if waiting for someone. Each new patron is a dissapointment to him, causing him to grumble and return his eyes to a charter spread out before him..
I wish to adventure alongside this (soon to be) mighty band!
I propose, for your approval, Qirolli Treelurker, Neutral Good gnomish ranger, a traveling protector of nature and animals, wielding his trusty sickle.
Really interested. Have a social character in mind with lots of CHA, either a serpentine bloodline sorcerer or a ninja outfitted as kind of a scout and spymaster. A sylph listening to the "wind" or a kitsune could be good i think (although not core).I imagine them both more as different humans as described in PF. Would do with rogue as well if prefered. Will dwell on it over the course of the week.
KenderKin, would we be allowed to submit more than one character? I have a half-orc Inquisitor and a kobold Sorcerer that were both made for a Kingmaker campaign.
I'm working on a couple different ideas for an Aldori swordlord. One fighter. One bard. I've been through about half of Stolen Lands with another character. Are you ok with someone that has played that far, but can keep player/character knowledge separate?
That's a good point. Certainly don't wanna be reducing my chances by submitting multiple characters. I hadn't considered that angle of it when asking the question. Decisions, decisions, then. Out of curiosity, Kender, which of those two characters sounds more like one you'd like to see?
Submitting Lem Bander, a LG halfling Underfoot Adept Monk who is also a newly appointed Field Agent in the Pathfinder Society. He's a disciplined but cheerful halfling ready to tumble, trip, scout, explore, and settle the Stolen Lands!
I have played in a RL Kingmaker campaign before, but I have no idea how much of it I played. (I'm fairly certain it was just the first 2 books, though). I joined in somewhere in the 1st book and the GM was moving so he rushed through (I think) to the end of the second book to give a (relatively) satisfactory end to the group. I'm eager for another go at the Stolen Lands!
Lem has the Fleet of Foot alternate race trait from the ARG, if that is alright with you, GM :) Boosts him up to 30 ft land speed at the cost of the usual racial bonuses to Acrobatics and Climb.
Backstory:
He's the eldest son of the Bander family, favored servants of a House Orlovsky noble--he and his family always loved the irony of serving a human family with the motto of "high above". The Bander family recognized that being underfoot can be an advantage and thus came to read "High Above" as an instruction to keep your enemy--rather than yourself--above you.
In his school days, Lem proved a disciplined but ultimately average student, hindered by a lack of talent in book knowledge, though his strength, speed, and intuition developed strongly. Though opposed to fighting just for the heck of it, Lem faced bullies, who made fun of him for being a halfling at an almost entirely human school. Lem became a decent fighter by learning to use his small size to tumble around opponents unharmed and bring them down by tripping them. He and his brother and sister met a Pathfinder, who gave a lecture at their academy, and all three were enthralled with the idea of joining the Society.
Once he'd come of age, he headed to Absalom to apply as a Pathfinder and receive monk training under a Pathfinder guru. He developed a unique style of fighting, focusing on tripping opponents or tumbling right around them, using light weapons in a flurry of well-aimed blows. His Confirmation mission involved exploring an ancient, ruined monastery in Brevoy and recovering ancient monastic texts.
Lem was given instruction by his venture-captain to join one of the groups the swordlords were chartering to explore and settle the Stolen Lands. Lem readily agreed, eager to settle in the lawless lands, bring order, and to hone his skills so that he can eventually found a monastery and Pathfinder lodge in the area.
Crunch:
LEM BANDER
Male Halfling Monk (Underfoot Adept) 1
LG Small Humanoid (halfling)
Init +3; Senses Perception +8
Favored Class Monk
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DEFENSE
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AC 16, touch 16, flat-footed 13, CMD 16. . (+3 Dex, +2 Wis) hp 11 (1d8+2, FCHP +1) Fort +5, Ref +6, Will +5
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike* +4 (1d4+1 B/x2) and
. . Sai* +4 (1d3+1 B/x2/monk/disarm/sunder)
. . Nunchuku* +4 (1d4+1 B/x2/monk/disarm)
. . Dagger* +4 (1d3+1 P or S/19-20/x2)
Ranged Shuriken +4 (2 P/x2/10 ft) and
. . Dagger +4 (1d3+1 P or S/19-20/x2/10 ft)
. . Light Crossbow +4 (1d6/19-20/x2/80 ft)
*Weapon Finesse applies
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STATISTICS
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Str 13, Dex 17, Con 14, Int 10, Wis 14, Cha 9
Base Atk +0; CMB +0; CMD 16
Feats Improved Unarmed Strike, Improved Trip, Weapon Finesse (1)
Traits Noble Born, Helpful
TRAINED SKILLS Acrobatics +8 (3 Ability + 1 Rank + 3 Trained + 1 Trait) Perception +8 (2 Ability + 1 Rank + 3 Trained + 2 Racial + 1 Trait) Sense Motive +6 (2 Ability + 1 Rank + 3 Trained) Stealth +11 (3 Ability + 1 Rank + 3 Trained + 4 Size) Swim +5 (1 Ability + 1 Rank + 3 Trained) Languages Common, Halfling
SQ Combat Gear sai (2), nunchuku, dagger, light crossbow, crossbow bolts (20) shuriken (25)
Other Gear monk's outfit, backpack, bedroll, belt pouch, clay mug, dagger, fishhook (2), flint & steel, sewing needle, signal whistle, string (50 ft), thread (50 ft), waterskin, trail rations (7), whetstone
Money on Hand 1 gp 9 sp 10 cp Total Weight Carried 22 lbs (light load)
Light Load 51- lbs Medium 101- lbs Heavy 152- lbs
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SPECIAL ABILITIES
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Fearless(racial trait) +2 on saves vs. fear. Stacks with Halfling Luck
Fleet of Foot(racial trait) Have a base land speed of 30 feet.
Halfling Luck(racial trait) +1 to all saves
Keen Senses(racial trait) +2 to Perception checks
Noble Born (campaign trait) (House Orlovsky: "High Above": +1 trait bonus to choice of Acrobatics, Diplomacy or Stealth (chose Acrobatics) and to CMD.)
Honored Fist of the Society (combat trait) (+1 to ki pool)
Improved Unarmed Strike (bonus feat) Improved Trip (bonus feat) Weapon Finesse (1st level feat) AC Bonus(class feature) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows(class feature) Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike(class feature) At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Underfoot Grace(archetype feature) At 1st level, an underfoot adept uses his size and grace to avoid the attacks of those he passes. When using theAcrobatics skill to avoid attacks of opportunity by moving through a threatened area or an enemy's space, he only takes a –5 penalty when doing so at full speed, instead of the normal –10 penalty.
Underfoot Trip(archetype feature) At 1st level, an underfoot adept learns a number of maneuvers and grabs that can cause even the largest opponents to stumble and fall. He gains Improved Trip as a bonus feat, even if he does not meet the requirements. At 4th level, and every four levels thereafter, he acts as if he is one size larger for the purposes of determining the maximum size of creatures he can trip and when determining his CMB and CMD for purposes of a trip combat maneuver.
I'm going to submit an advisor-type character, a Tien man who is a Monk of the Lotus. He is very pragmatic and believes in the redemption of criminals although only because they could become valuable members of society whereas simply executing them could be a waste of resources.
It will be interesting to play such a pragmatic character, if chosen.
I'll post my kobold sorcerer today sometime. May not be as strong as my inquisitor, since kobolds are a little on the weak side, but the character just seems like so much fun to play that I really want that opportunity.
Vaho was chased out of his village in the eastern River Kingdoms because he is part dragon. He went to live with some brigands until he burned their camp down. He wondered into a trading post and heard of an exploration party and decided to join.
For your viewing pleasure, I present Tektik Spellscale, kobold draconic sorcerer:
Tektik Spellscale:
Tektik Spellscale
Male Kobold Sorcerer 1
LN Small Humanoid (reptilian)
Init +2; Senses darkvision; Perception +7
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Defense
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AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 6 (1d6)
Fort +0, Ref +2, Will +2
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee Spear +0 (1d6-1/x3)
Ranged Light crossbow +3 (1d6/19-20/x2)
Special Attacks claws (6 rounds/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Magic Missile, Mage Armor
0 (at will) Mage Hand, Ghost Sound (DC 13), Jolt, Spark (DC 13)
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Statistics
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Str 9, Dex 15, Con 10, Int 12, Wis 10, Cha 16
Base Atk +0; CMB -2; CMD 10
Feats Combat Casting, Eschew Materials
Traits Pioneer (Perception), Poverty-Stricken
Skills Fly +4, Perception +7, Spellcraft +5, Stealth +10, Survival +5 (+7 to avoid becoming lost when using this)
Languages Common, Draconic
SQ bloodlines (draconic [bronze dragon [electricity]])
Other Gear Crossbow bolts (20), Light crossbow, Spear, Backpack (12 @ 5.25 lbs), Bedroll, Blanket, Chalk, Compass, Rope, Trail rations (7), Waterskin (2), Weapon cord, 61 GP, 7 SP, 9 CP
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Special Abilities
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Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic (Bronze Dragon [Electricity]) +1 damage per die for [Electricity] spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Weapon cord Attached weapon can be recovered as a swift action.
--------------------
Tektik is kobold. Tektik from Longtooth kobold tribe. Tektik has had hard life. Life of kobold is hard already, but Tektik life harder than that! When Tektik is hatchling, he learn big people take advantage of kobolds. Think kobolds weak. Or at least...that what other kobolds say. All his life, clutchmates tell Tektik how big people bad. And Tektik believe them! Why not? Clutchmates not lie...they always tell Tektik truth. Tektik only kobold in Longtooth tribe that can use magics. Not big magics, though...only little magics. He think that why other kobolds act funny around him. Tektik not use magics much, 'cause he not wanting to be treated not-same.
Anyway...one day, Tektik out for walk. Tribe send Tektik out for walks a lot. But is ok, Tektik like to go out for walks. I walking around, then suddenly, ground fall right from under Tektik's feet! Then feel bad hurt in leg! At first he not know what happening, pain hurt so much. Then he notice that him in a hole in the ground and there is a sharp stick poking through leg! Well, Tektik know he in trouble. Can get stick out of leg, but cannot get out of hole with hurt leg. Tektik think..."This is it. Goodbye, cruel world!" But...then he hear someone above him, so he look...and there is big people! Human! Well, Tektik think again..."Goodbye, cruel world!" But is not goodbye, cruel world! Big human not like clutchmates say. Big human, he tell Tektik he sorry and try to get animal, not kobold! Tektik still very scared...human might lie! How Tektik know if he tell truth? I very worried at first, but then he give Tektik food and tell him if I stay night, he fix Tektik's leg! Tektik know he in trouble if leg not fixed. So...he stay. But he not talk to human! Human, though? Human talk lots. And lots and lots. Tell Tektik lots of things. Things that surprise Tektik! He start to think…maybe other kobolds wrong about big peoples. So…he start talking to human. Find out lots and lots of things about bad big people and not-bad big people. Then sleep...then next day, human uses magics to make Tektik's leg all better, just like human says!
Tektik go back to tribe, quick as can. Have to tell them about not-bad human! But...when he gets back to tribe's home, he find bad things! All tribe dead! All Tektik's clutchmates dead! He not know what happens to them. Tektik looks around to try and finds out what happens to them, sees many kobold footprints. Only kobold footprints. Tektik thinks to self, must be other tribe that kills them all! Tektik very sad. He know clutchmates not like Tektik much, but they still his family! Tektik know he cannot stay at old tribe home. He needs find out what happened to clutchmates, so must leave and find out.
Tektik never be by self before..not really...Tektik not know how dangerous world is! Tektik start finding good plants to eat and using tricks with his magics to get by. Makes big people hear things so can sneak in from other directions and take food. Need meat from somewhere! All time, look for what happened to clutchmates...but no have luck. But Tektik not give up! He has to find out truth! One day, Tektik hear big peoples talk about new place called 'Oleg's' where they get foods and things from! So Tektik decides maybe they be like first human and be nice to him, since theys been nice to others. Tektik hope maybe be someone who help find out what happened to clutchmates. So Tektik goes to Oleg-place now. He tired of living by self in woods and not knowing what happen to Longtooth tribe!
Seems we have some interest in starting kingmaker.
Looks like 2 kobold sorcerers already.
I can not wait to see how many total applicants there are and how everyone votes!
Ninja'd by Asta before I even started the post! Yeah, I made Tektik to submit to a different Kingmaker recruitment, but he unfortunately didn't make it in. Primary inspiration was Deekin from the Neverwinter Nights series. Probably my favorite sidekick in a game ever!
Alright, finished my equipment purchases. I shifted one rank from Use magic device to Craft (mapmaking); I figure we're going to need some good, up-to-date maps if we're going to found our own kingdom! ^^
Good Morning guys! I saw the recruitment post I am looking foward to submitting a character. Not quite sure what I will be writing up, but I know that I want to be apart of this AP! Best of luck to all and I look foward to reading each persons character.
After reading the kingmaker players guide, i would like to define the role i want to play. I would aim for the Charisma and Dexterity part of the leadership roles, royal assasin and spymaster, perhaps even ruler. For this i would take a rogue or ninja, as allowed, or a bard. For races i would consider halfling, kitsune or sylph because i think all could fit the theme very nicely and the lore also.
I'm going to throw my hat into the ring on this one as well. What do I intend to play? As core as you can get. Human Fighter, hailing from Restov but not involved with the Swordlords. While she highly respects them and their style, she never felt worthy to try to join their order, and instead worked as a mercenary guarding merchant caravans to the River Kingdoms until things became just too hostile for that line of work to continue.
I will post a full character sheet and backstory shortly.
Here is Hranos, a happy-go-lucky urban barbarian. He would fill the tank roll and would have little interest in taking on administrative tasks. If he is chosen he would dip into fighter for a few levels.
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 13, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 19
Feats Dodge, Double Slice, Two-weapon Fighting, Weapon Focus (Dogslicer)
Traits Defender of the Society, Noble Born - Orlovsky (Diplomacy)
Skills Acrobatics -3 (-7 jump), Climb +3, Diplomacy +1, Escape Artist -3, Fly -3, Perception +1, Profession (soldier) +4, Ride -3, Stealth -3, Swim -1
Languages Common, Skald
Other Gear Four-mirror armor, Heavy wooden shield, Dagger, Dogslicer, Dogslicer, Dogslicer, Dogslicer, Javelin, Morningstar, Backpack (25 @ 102 lbs), Bedroll, Belt pouch (8 @ 22.66 lbs), Blanket, winter, Bread, Crowbar, Feed (per day) (5), Grappling hook, Linnorm mead (per mug), Mug/tankard, Oil (2), Pole, Rope, Signal horn, Survival kit, Torch (2), Trail rations (5), Troll (Dog), Weapon cord, Weapon cord, Whetstone, 24 GP, 9 SP
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Feed (per day) - 0/5
Javelin - 0/1
Torch - 0/2
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.
-------------------
DESCRIPTION
--------------------
Wulfgars was born in Trollheim , Land of Linnorm Kings.
His father was a Ulfen Noble,that belonged to the PFS , but his mother , was a refugee from Brevoy who came to Trollheim to escape political ploting in her home country.
One summer , when he was twenty, Wulfgars left his home, with his family, when his father asked them to met him in Absalom.
During the journey thou, the caravan was attacked by strange goblins ( in a place where goblins usually don´t dwell), and everyone, except him, was killed.
Using the skills learned with his kin in his homeland, he chased down the attackers and killed the one that murdered his mother. He know wears those same Dogslicers that killed her, and are his signature mark weapons.
In grief, he started drinking a lot, while getting jobs as a guard and soldier in caravans, until he arrived in Absalom.
There, he learned that his father hadn´t come here for some years now, although he truly was a Pathfinder Society Hero,but more than ten years ago.
Lost and confused, he continued drinking.
Then came the day when Cayden Cailean intervined, and he,during a hangover outside a Inn, saved a Venture-Captain of the Pathfinder Society. It was an old friend of his father, and that man, and the God Cayden Cailean, saved his life that day, because of that incident , he got into the PFS, learning to better fight with The Swords.
That was where he has been for the last two years, going in missions around Absalom, especially those of the Lantern Lodge, with whom his father´s friend belonged , and from whom he received his strange looking armor, and "living the good life" his God talks about.
Then came the day when he was called by another VC, to go on a mission in Brevoy, specifically in the town of Restov, where he was to receive further instructions ,this was strange because he never worked with that man before, but , nevertheless , he went dutifully.
He came into the PFS Lodge in Restov and waited ....
Wulfgars, is at the forefront of the batlle , and takes the lead in combat, doing a prayer of thanks to Cayden Cailean, and singing a Ulfen battle song while he rushes unto his enemies with his Dogslicers in hand, defending his comrades...
Me as a player:
I abide by the rules always, as i´m a GM myself (and Venture-Captain), i don´t like when someone upsets the game i´m running, and spoils mine, and everyones hard-earned "immersion", just to do something out of the rules. So why would i even consider not doing the same?! I also like to roleplay a lot, so PBP is ideal for this.
I also can post daily and at various times of the day.
I´m currently not playing any PBP game , so my commitment is total , and my schedule is free.
Since we'll need to be voting on characters, here's the list of everyone interested and their characters so far as I know. I only included your character in main part of the list if you had provided an alias and/or crunch sheet. Sorry if I missed you! Let me know and you'll be added to the next edition of the unofficial character roster :)
Raul Wulfgars Moura da Silva - TN Human (Ulfen) Fighter:
Wulfgars Orlovsky Valisson
Male Human (Ulfen) Fighter 1
N Medium Humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 12 (1d10+1)
Fort +3, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +5 (1d4+4/x2) and:
Dagger +5 (1d4+4/19-20/x2)
Dogslicer +4 (1d6+6/19-20/x2)
Gauntlet (from Armor) +5 (1d3+4/x2)
Javelin +1 (1d6+4/x2)
Morningstar +5 (1d8+4/x2)
Dogslicer +4 (1d6+4/19-20/x2) and :
Dogslicer +4 (1d6+4/19-20/x2)
Gauntlet (from Armor) +5 (1d3+3/x2)
Javelin +1 (1d6+3/x2)
Morningstar +5 (1d8+3/x2)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 13, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 19
Feats Dodge, Double Slice, Two-weapon Fighting, Weapon Focus (Dogslicer)
Traits Defender of the Society, Noble Born - Orlovsky (Diplomacy)
Skills Acrobatics -3 (-7 jump), Climb +3, Diplomacy +1, Escape Artist -3, Fly -3, Perception +1, Profession (soldier) +4, Ride -3, Stealth -3, Swim -1
Languages Common, Skald
Other Gear Four-mirror armor, Heavy wooden shield, Dagger, Dogslicer, Dogslicer, Dogslicer, Dogslicer, Javelin, Morningstar, Backpack (25 @ 102 lbs), Bedroll, Belt pouch (8 @ 22.66 lbs), Blanket, winter, Bread, Crowbar, Feed (per day) (5), Grappling hook, Linnorm mead (per mug), Mug/tankard, Oil (2), Pole, Rope, Signal horn, Survival kit, Torch (2), Trail rations (5), Troll (Dog), Weapon cord, Weapon cord, Whetstone, 24 GP, 9 SP
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Feed (per day) - 0/5
Javelin - 0/1
Torch - 0/2
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.
-------------------
DESCRIPTION
--------------------
Wulfgars was born in Trollheim , Land of Linnorm Kings.
His father was a Ulfen Noble,that belonged to the PFS , but his mother , was a refugee from Brevoy who came to Trollheim to escape political ploting in her home country.
One summer , when he was twenty, Wulfgars left his home, with his family, when his father asked them to met him in Absalom.
During the journey thou, the caravan was attacked by strange goblins ( in a place where goblins usually don´t dwell), and everyone, except him, was killed.
Using the skills learned with his kin in his homeland, he chased down the attackers and killed the one that murdered his mother. He know wears those same Dogslicers that killed her, and are his signature mark weapons.
In grief, he started drinking a lot, while getting jobs as a guard and soldier in caravans, until he arrived in Absalom.
There, he learned that his father hadn´t come here for some years now, although he truly was a Pathfinder Society Hero,but more than ten years ago.
Lost and confused, he continued drinking.
Then came the day when Cayden Cailean intervined, and he,during a hangover outside a Inn, saved a Venture-Captain of the Pathfinder Society. It was an old friend of his father, and that man, and the God Cayden Cailean, saved his life that day, because of that incident , he got into the PFS, learning to better fight with The Swords.
That was where he has been for the last two years, going in missions around Absalom, especially those of the Lantern Lodge, with whom his father´s friend belonged , and from whom he received his strange looking armor, and "living the good life" his God talks about.
Then came the day when he was called by another VC, to go on a mission in Brevoy, specifically in the town of Restov, where he was to receive further instructions ,this was strange because he never worked with that man before, but , nevertheless , he went dutifully.
He came into the PFS Lodge in Restov and waited ....
Wulfgars, is at the forefront of the batlle , and takes the lead in combat, doing a prayer of thanks to Cayden Cailean, and singing a Ulfen battle song while he rushes unto his enemies with his Dogslicers in hand, defending his comrades…
Tektik Spellscale
Male Kobold Sorcerer 1
LN Small Humanoid (reptilian)
Init +2; Senses darkvision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 6 (1d6)
Fort +0, Ref +2, Will +2
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee Spear +0 (1d6-1/x3)
Ranged Light crossbow +3 (1d6/19-20/x2)
Special Attacks claws (6 rounds/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Magic Missile, Mage Armor
0 (at will) Mage Hand, Ghost Sound (DC 13), Jolt, Spark (DC 13)
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 10, Int 12, Wis 10, Cha 16
Base Atk +0; CMB -2; CMD 10
Feats Combat Casting, Eschew Materials
Traits Pioneer (Perception), Poverty-Stricken
Skills Fly +4, Perception +7, Spellcraft +5, Stealth +10, Survival +5 (+7 to avoid becoming lost when using this)
Languages Common, Draconic
SQ bloodlines (draconic [bronze dragon [electricity]])
Other Gear Crossbow bolts (20), Light crossbow, Spear, Backpack (12 @ 5.25 lbs), Bedroll, Blanket, Chalk, Compass, Rope, Trail rations (7), Waterskin (2), Weapon cord, 61 GP, 7 SP, 9 CP
--------------------
Special Abilities
--------------------
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic (Bronze Dragon [Electricity]) +1 damage per die for [Electricity] spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Weapon cord Attached weapon can be recovered as a swift action.
--------------------
Tektik is kobold. Tektik from Longtooth kobold tribe. Tektik has had hard life. Life of kobold is hard already, but Tektik life harder than that! When Tektik is hatchling, he learn big people take advantage of kobolds. Think kobolds weak. Or at least...that what other kobolds say. All his life, clutchmates tell Tektik how big people bad. And Tektik believe them! Why not? Clutchmates not lie...they always tell Tektik truth. Tektik only kobold in Longtooth tribe that can use magics. Not big magics, though...only little magics. He think that why other kobolds act funny around him. Tektik not use magics much, 'cause he not wanting to be treated not-same.
Anyway...one day, Tektik out for walk. Tribe send Tektik out for walks a lot. But is ok, Tektik like to go out for walks. I walking around, then suddenly, ground fall right from under Tektik's feet! Then feel bad hurt in leg! At first he not know what happening, pain hurt so much. Then he notice that him in a hole in the ground and there is a sharp stick poking through leg! Well, Tektik know he in trouble. Can get stick out of leg, but cannot get out of hole with hurt leg. Tektik think..."This is it. Goodbye, cruel world!" But...then he hear someone above him, so he look...and there is big people! Human! Well, Tektik think again..."Goodbye, cruel world!" But is not goodbye, cruel world! Big human not like clutchmates say. Big human, he tell Tektik he sorry and try to get animal, not kobold! Tektik still very scared...human might lie! How Tektik know if he tell truth? I very worried at first, but then he give Tektik food and tell him if I stay night, he fix Tektik's leg! Tektik know he in trouble if leg not fixed. So...he stay. But he not talk to human! Human, though? Human talk lots. And lots and lots. Tell Tektik lots of things. Things that surprise Tektik! He start to think…maybe other kobolds wrong about big peoples. So…he start talking to human. Find out lots and lots of things about bad big people and not-bad big people. Then sleep...then next day, human uses magics to make Tektik's leg all better, just like human says!
Tektik go back to tribe, quick as can. Have to tell them about not-bad human! But...when he gets back to tribe's home, he find bad things! All tribe dead! All Tektik's clutchmates dead! He not know what happens to them. Tektik looks around to try and finds out what happens to them, sees many kobold footprints. Only kobold footprints. Tektik thinks to self, must be other tribe that kills them all! Tektik very sad. He know clutchmates not like Tektik much, but they still his family! Tektik know he cannot stay at old tribe home. He needs find out what happened to clutchmates, so must leave and find out.
Tektik never be by self before..not really...Tektik not know how dangerous world is! Tektik start finding good plants to eat and using tricks with his magics to get by. Makes big people hear things so can sneak in from other directions and take food. Need meat from somewhere! All time, look for what happened to clutchmates...but no have luck. But Tektik not give up! He has to find out truth! One day, Tektik hear big peoples talk about new place called 'Oleg's' where they get foods and things from! So Tektik decides maybe they be like first human and be nice to him, since theys been nice to others. Tektik hope maybe be someone who help find out what happened to clutchmates. So Tektik goes to Oleg-place now. He tired of living by self in woods and not knowing what happen to Longtooth tribe!
Interested (Player, then Character Name if applicable)
AdamWarnock
Mr. Lector - Qirolli Treelurker - NG Gnome Ranger
Hayato Ken
Dreamweaver
michaelane
Checkerwall
Kastarr Eunson - Monk of the Lotus
Celeador
My background is posted, as well as some bare-bones statistics. Have tinkered with them some as the character really completely conceptualizes in my head, but will not deviate much from a "sword and board" style in relation to combat.
RP-wise, Valeria is a confident person, but can be a bit reserved around those she respects or admires. As far as the AP and it's leadership positions go, I don't have anything in particular in mind for her, as I find it far more interesting to let the RP decide that for her.
Jakob "The Rock or Torag" Giesler, defender of the abused and shield for the oppressed.
For ease of reference
backstory:
Port Ice, on the southern bank of the Lake of Mists and Veils in northern Brevoy, is a refuge for ruffians and lake pirates. A place known for harsh winters and hard people. Jakob was born here in the slums near the docks where it seemed no one ever escaped. His father, George, was a broad shouldered strong fellow who sometimes worked at the docks. That is when someone was desperate enough in the need of help because Geroge's temper was well known and always got him into trouble. Too many times George fought just to see another man fall. When George wasn't working and fighting he was drinking and fighting, Drink didn't do George's temper any good it only fueled it to white hot, which spelled disaster for Jakob. George was abusive both physically and mentally and Jakob bared the scars to prove it so. Jakob took to spending more time on the streets and less time at home to escape his father's wrath. It finally became a full time occupation for the young lad.
Living a life on the streets wasn't what Jakob wanted but it was the only way he knew how to escape. Of course Jakob was running with the wrong crowd. They always seemed to find trouble no matter what stealing a little bread here running a few errands for the local riff-raff whatever it took to survive. At thirteen he was caught trying to steal food from a vendor in the market, the boy was never really good at being stealthy. The man who caught Jakob was not the vendor nor was he just an ordinary man. His name was Jasper and he was a cleric of Torag. The cleric did not turn him over to the authorities, but actually took him back to the temple and talked with and listened to Jakob. Jasper took the time to find out why Jakob was stealing and in the end Jasper offered Jakob an opportunity to live and work at the temple instead of living a life on the street. Why was Jasper doing this for Jakob when there were so many other children on the streets living the same life? Jasper always said is that Torag showed him the spark that was within Jakob.
Jakob eagerly jumped at the opportunity it gave him. It was a chance to escape not only his father but the streets as well and to him that was the only thing that mattered. At first Jakob simply helped clean around the temple, the ground, and fix meals for the clerics, priests, and monks that lived there, But Jasper found that spark of divine favor in Jakob and he watched it blossom. Soon Jakob was being taught the way of Torag in healing and battle. Jakob was a strong student in the art of war and defense. His healing arts were a little lacking but not bad and his wisdom grew seemingly on a daily basis. Torag's favor was definitely upon the boy.
The years passed and Jakob continued to learn and grow and finally ended up becoming a full cleric and a fine young man. A man who never forgot where he came from nor the god that pulled him from that life.
In the spring that Jakob was nineteen, Jasper told him that a journey awaited him that would help spread the faith of Torag and expand his knowledge and abilities even further. There was an opportunity to explore the stolen lands to the south and if successful a new settlement would be created. With this new settlement a chance to build a new Temple to Torag and spread the faith. Jakob did not hesitate in accepting the request but immediately got his weapons, tower shield, and supplies ready. Jakob packed his suppllies on his riding horse and was set to depart, but first he wanted one more chance at making things right with his father.
He had tried many times before but was always turned away by anger and fists. His father never gave up drink, but it seemed to control him. To his father there was only the bottle and nothing else mattered. Jakob could easily defend himself now being even bigger than his father. He could have easily taken him down a peg or two and gave him a taste of what Jakob grew up knowing. Jakob could have but he never hit his father in any of their altercations. When Jakob got to the house his father was on the front porch almost as if he was waiting for him.
"Well it be lookin like you be takin a trip der sonny", his father slurred. "Well I hope you get what you be deserving after abandonin me like you did".
Jakob just stood there looking at the man. He felt sorry for him. Jakob wanted to succeed at settling the stolen lands. He wanted an opportunity to make something of himself. He wanted to have a family one day and be the father he never had. And this adventure seemed to be the very best thing to accomplish everything.
Jakob is strong and determined he will fight to the end for his party. He doesn't believe in abuse and will step in when ever he sees it regardless of the consequences. His objectives are to spread the faith of Torag and create a new life for himself.
stats etc:
Cleric Level 1 (Earth / Protection)
HP 9 AC 22 (12 touch 20 FF) Gold 20
This is Celeador, I just wanted to give a quick update for Lem's list. Over tonight and tomorrow I'll be putting together Andrei Rogarvia, Human Bard and the last bastard son of House Rogarvia. Backstory will follow shortly with crunch coming after. I just want to say again how excited I am to see another Kingmaker on the boards.
Remember, we aren't voting until after recruitment closes on Friday, and then we'll vote by sending a PM to KenderKin rather than posting our votes here.
I would like to take part in this adventure.
Updating character information soon.
Basically i have been a rebel and lived among humans making my own way sometimes not in a lawful way. Trying to find a way to change the past and be a free elf.
Dotting for interest. I'll work up a character and have him or her posted by Friday! Thanks for running, KenderKin, and thanks for forcing me to up my game with all these excellent applications everybody else!
Sigaldren is the Gnomish Servant and childhood friend of Audrey Swan, a scion of House Orlovsky. He and Audrey recently had a falling out over the best course of action concerning the growing tensions in Brevoy. He after this argument he ran off (half-cocked) to take a more active role in the coming conflict to prove his argument to Audrey.
In the stolen lands, Sigaldren intends to protect House Orlovsky's interests.
Sigaldren learned the basics of the witch's arts from his mother who served as Audrey's caretaker/nanny. He learned the arts of diplomacy (second-hand) from Audrey's tutors.