"West of Arkham the hills rise wild, and there are valleys with deep woods that no axe has ever cut. There are dark narrow glens where the trees slope fantastically, and where thin brooklets trickle without ever having caught the glint of sunlight. On the gentle slopes there are farms, ancient and rocky, with squat, moss-coated cottages brooding eternally over old New England secrets in the lee of great ledges; but these are all vacant now, the wide chimneys crumbling and the shingled sides bulging perilously beneath low gambrel roofs. The old folk have gone away, and foreigners do not like to live there. French-Canadians have tried it, Italians have tried it, and the Poles have come and departed. It is not because of anything that can be seen or heard or handled, but because of something that is imagined. The place is not good for imagination, and does not bring restful dreams at night."
- H. P. Lovecraft, The Colour Out of Space (1927)
Restov is restive. Swordlord Jamandi and her fellow civic leaders can only barely contain the latest waves of anti-Surtovan sentiment in the city. Between these internal threats to stability and the growing influence of Pitax, bandits and barbarians in the river kingdoms - none of whom are friendly with Brevoy - the southern leaders of Brevoy have decided to act. Each of you received a formally worded invitation from Jamandi herself, inviting you to meet her in Restov's city hall this afternoon.
The invitations read as follows:
Nitina:
To the esteemed Sister Nitina:
It has come to my attention that you are recently arrived from Cheliax. You may not be aware of the current political situation in these parts, but at present Brevoy is plagued by bandits to the south. As such, we, the Swordlords of Restov, have taken a new initiative to explore these lands, to permanently disrupt bandit activity, and eventually to settle the region. While normally we do not deal directly with your order here in Restov, the assistance of an Asmodean priestess in this venture could be of great benefit to both Restov and to your own order. If you would like to learn more of this undertaking, please join me and several others for afternoon tea at two o'clock this afternoon. I look forward to meeting you in person.
- Swordlord Jamandi, Governor of Restov
Karina and Klinn:
To the esteemed Sharasik siblings:
It has come to my attention that you are both experienced travelers and are skilled at surviving in the face of adversity. You may or may not be aware of the current political climate of southern Brevoy, but we are plagued by bandits from the riverlands to the south. As such, we, the Swordlords of Restov, have taken a new initiative to explore these lands, to permanently disrupt bandit activity, and eventually to settle the region. While normally we would not deal with individuals of your repute, you might be uniquely well-suited to performing these tasks, and as such your involvement could be of great benefit to both Restov and to your personal fortunes. If you are interested, please join me and several others for afternoon tea at two o'clock this afternoon. I look forward to meeting you in person.
- Swordlord Jamandi, Governor of Restov
Assuming you accept your invitation, you are shown into a small circular dining room at the appointed time by a guard. The walls are stone, with a single window on the side opposite the door that looks out onto Restov's central plaza, including the city gallows. In the center of the room stands a small rectangular wooden table with five chairs set about it - one at the head of the table and two on each long side. The table is set for afternoon tea. Seated at the table are two women. One of them is unmistakably Swordlord Jamandi - she is in her late 30s, has black hair and dark brown skin, wears a magnificently ornamented chain shirt, and most importantly carries a rapier with a glowing blue stone set in its hilt. The other woman is young, blonde, petite and obviously Issian. She dresses simply - white shirt, tan trousers, and riding boots. At her side is a worn revolver.
Seeing you enter, Swordlord Jamandi rises and motions for you to be seated, saying "Welcome. Please sit, and join us for tea. I am Swordlord Jamandi, governor of Restov."
Sorry for the lack of a map, but MapTools has completely crapped out on me - once I get back from this vacation I will have time to troubleshoot.
"Hmmm. Well, it seems like a bit like a trap to me, except Jamandi and her guard could have simply arrested us if that is what they were up to. I say go, but we should make a quick escape plan."If you say there is no need for an escape plan and just go, Klinn will try to think of one, consulting with his Eidolon. Odds are, any plans he comes up with by himself will be completely half-cocked.
"Now, see, that was my first thought too. But I'm not so sure that it's as much of a trap as it is a desperation play with all the unrest here. I think we're the ones with the diplomatic advantage.
If you're that worried about this being a trap, I could speak on our behalf and you could go out and find some leverage. You know, like Jamandi's family. Or you could work to turn more of the public against Restov. If something happens to me, do your worst." She laughs.
Unless you stop her, Karina will go to the meeting in the next post or two. Up to you if you want to come with her/scheme at your own will.
ARG! That is brilliant! What a plan! Klinn would totally bite if he didn't have to leave your side. Also, I want him at that meeting.
"And risk losing you again?! No, I'll try to think of something. Anyway, that guard who delivered the invitation could have arrested us, or they could have sent more. You're probably right sis, you usually are."
As the pair walks into the room, Klinn and his eidolon follow Karina into the room (see profile for descriptions). He introduces himself and sits in an unoccupied chair, nest to his sister (unless she stands? he still sits). The bizarre creature sits next to him, scanning the room.
A young, attractive woman struts into the room, dressed in tight leather armor, with a whip attached to her left hip and a sword sheathed on her right hip. She walks straight towards Jamandi, with her hand extended gracefully.
"A pleasure to meet you, Swordlord Jamandi."
As she shakes Jamandi's hand, she gives a tight, aggressive grip, but her facial expression remains very friendly and innocent.
She takes a seat next to Klinn, brushes her bangs to the side and introduces herself, "My name is Karina and Klinn here is my brother."
Noting the empty chair, she adds, "I see that we're expecting one more?"
Actually, I reject the invitation! What else've you got? (just kidding)
At this, another woman walks into the room. She wears the habit and veil of a nun, though over top it is tight-fitting studded leather armor. Despite the veil, you can tell that she is beautiful, and yet despite this the guardsman keeps clear distance. A carbine is strapped to her right thigh, and she wears a dagger at her belt.
As she walks to the table, she speaks to the Swordlord, though her eyes are already sweeping the others assembled, resting longest on Klinn's creepy-ass pet. Her voice is oddly lazy, and cold as ice.
Swordlord. An honor to meet you. Let us hope this venture may be of mutual benefit.
Without further word for any of the others, and without waiting for a response, she sits in the chair, suddenly fixing Jamandi with a laserlike stare.
EDIT: Also, I think we're expecting at least two more.
I thought I might as well throw up a quick description...
Klinn is wearing his adventuring boots, studded leather armor leggings and top, his gloves tucked into his belt, and a brown cloak. He looks young, in his late teens perhaps. Dark brown eyes and hair decorate his unremarkable face. He has not taken off his pack as he sat, but, for convenience, has removed the cumbersome 8ft longspear from his pack and lay it on the ground next to the monster at his side. Another 5ft spear he leaves on his pack (which he does not remove), yet he manages to appear graceful in spite of it. You gimps a sling also hanging from his belt. He sits on the edge of his seat and appears cool and confidant.
I mean, depending on how soon they can post, perhaps the others can bw worked in shortly.
We'll go ahead with just you guys for now, and I can work in the others once they finish their characters. Dave has apparently been finished for a week, but hasn't sent me squat. AH's character can be introduced at our next location without difficulty.
"Now that we're all here, let us begin," Jamandi announces. "As you know, to the south of Restov lie the so-called 'Stolen Lands.' These lands have been claimed by many groups and governments in recent times, but none have managed to settle them for long. At present, the lands are overrun by bandits and wandering monsters. We cannot make a formal excursion into these lands without risking further unrest here and provoking our neighbors. As such, we would like to offer to you the following task: to explore and pacify the Stolen Lands. If your performance in this task proves satisfactory, we may grant you additional responsibilities. Do you have any questions?"
Karina steps in, "Yes, I have a question. As you may or may not be aware of, my brother and I do not typically carry out contracts for third parties. And you said in our invitation that you don't typically deal with our type. So why is it so pressing for you to organize this... random group to explore these long-overrun lands right now, with all the unrest on your doorstep?
She takes a sip of her tea. "Delicious tea, by the way."
"Point the first: you were chosen for this expedition because you are all ruthless, have combat experience, and have either familiarity with bandits and their tactics, training in the art of intrigue, or diplomatic experience. As such, you are hardly a random group. Point the second: by pacifying banditry to the south and by scouting the area for other potential threats and dealing with said threats, we can focus our attentions elsewhere."
After Nitina asks her question, Jamandi replies, "The punishment for unrepentant banditry is execution by sword or rope. Beyond that, you may employ whatever measures you deem necessary for the successful completion of your task."
Jamandi continues, "And to forestall your next question about what's in it for you, allow me to say that if you can explore and pacify the designated territories, making them safe for unmolested trade and travel, we may allow you to take the lead in settling and governing these lands." Jamandi then turns to Arastine and asks her, "Would you please present the charters?"
Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2
"Certainly," Arastine says, reaching into her scroll case and removing a scroll sealed in wax with the emblem of House Surtova upon it. Breaking the seal, she unfurls the scroll and stands up to read it out. "Ahem. The charter reads as follows:
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the
Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Talistril, under the watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne."
Arastine sits back down, pausing momentarily to allow you to digest the meaning and implications of these charters, and in a moment continues, "The swordlord and I have been authorized to offer to each of you one of these charters upon receiving your pledge to carry out these instructions to the best of your personal ability, should you deign to accept the duties and responsibilities described herein. Possession of one of these charters will empower you to serve as an agent of the Dragonscale Throne, and as such all law-abiding citizens within the Stolen Lands will be honor-bound to acknowledge you as such, as well as to provide assistance to you in the process of performing your duties." She pauses again, grinning slightly. "Well, I say 'you,' but really I suppose I meant 'we.' I will be going into the Stolen Lands with you as well, you see."
Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2
Thanks for establishing my credentials... Arastine thinks, endeavoring to maintain a happy face.
Arastine grudgingly says, "What the swordlord says is true. My name is Arastine Surtova, and I am here because my family wanted one of their own to participate in this excursion. As for the swordlords, their role in this endeavor was to assemble a suitable team, nothing more. Besides," she smiles sweetly at Jamandi, "the swordlords have enough on their hands already, what with all of this unrest."
Sense Motive DC 7:
Bluff:1d20 + 6 ⇒ (1) + 6 = 7
Arastine is visibly distraught at the revelation that she is a Surtova, and now appears more than slightly miffed at Jamandi.
Sense Motive 1d20 + 5 ⇒ (9) + 5 = 14
KnowledgeNobility 1d20 + 2 ⇒ (19) + 2 = 21 to read the House Surtova section in the players guide.
You misunderstand me. I'm not referring to Lady Surtova here. I mean, what are the chances that the Brevoy will try to swoop in and wrest away control once we've done your dirty work.
Sense Motive on Jamandi's reply 1d20 + 5 ⇒ (15) + 5 = 20
Bristling slightly at Arastine's pointed remark, Jamandi responds, "As Lady Surtova said, we have enough on our hands here. We won't get involved unless things go badly wrong on your end of things. By the same token, don't expect much help from us. You are responsible for what happens down there, and we expect you to deal with problems on your own."
Nitina:
You think Jamandi is telling the truth, and also that she is not nearly as confident in your group as she first appeared. She seems resentful of Arastine's presence, and is deeply distrusting of Klinn and Karina.
Karina switches the focus of the negotiations briefly.
She sits forward in her chair and addresses Jamandi, "Suppose that we do get involved and accept this charter. It appears that our success is important for both the swordlords and the Dragonscale Throne. Given that, would it be too much to ask for your smiths to provide some finer masterwork weaponry or armor to help us accomplish your goals? I know that Klinn and I are only using basic equipment; consider it an advance to ensure that we'll do some good work."
"You are responsible for providing your own equipment," Jamandi curtly responds. "By carrying out the assigned work, you may be able to better equip yourselves."
SM Klinn: 1d20 - 1 ⇒ (20) - 1 = 19
Klinn gets a little grin on his face. "So, let me get this straight. You are asking us to explore and pacify the Stolen lands. As the charter is written, we have more than 4,000 square miles to cover, and that is just the portion south of Oleg’s Trading Post. What is it, exactly that you want us to do? Are you asking us to be a police force? As an expedition? A long trip to the south get us out of your hair? Are you just sending us with this charter and nothing else? And what is in it for me?"
Klinn leans back in his seat.
"All that aside, I'm very interested. We would, of course, need a copy of your best map of the area before we began, or we will simply wander uselessly through the wilderness."
If you need the diplomacy roll for the map:1d20 + 9 ⇒ (19) + 9 = 28
Karina or DC 25 Perception, Understand Skald:
"That is a dandy piece of paper. I'd do it for the charter alone!"
Please reread the rules on passing secret messages. Doing so requires a flat DC 15 bluff check for a simple message or DC 20 for a complex one. You message is simple, as it boils down to saying "No profit. Say something." Your current bluff check will stand, and linguistic barriers do not apply, as this is basically covert sign language. That said, you failed the check by 5 or more, so you conveyed the wrong message.
You have not previously cast Message, so therefore its duration is not active. Further, you lack the ability to covertly cast it, due to its components (Verbal, Somatic, and Focus). As such, using it covertly is impossible for you in this meeting. I am therefore resolving this as a bluff check to pass secret messages.
Due to some rules confusion, please ignore all of Karina's spoilers from her most recent post, apart from the first one. This includes you, Klinn!
Klinn or Sense Motive DC 10:
Karina is using hand signals to convey the following message to Klinn: "Much profit! Say something!"
Oh sorry, I was attempting to use the spell message, but I guess I wasn't able to do that covertly given the components. I didn't read message carefully enough I suppose - I thought that you cast it to send a message, but apparently you cast it beforehand.
I agree with your revisions to make this a pass secret message. Sorry for the misunderstanding.
Klinn, sorry for the confusion. Disregard my previous spoiler to you as best as you can.
No apologies needed, I thought it worked that way too for the longest time! Besides, I'm glad we got that straightened out early on.
"Does the word explore mean nothing to you? If not, it means to venture into and map out a region. As I have already said, you would explore and pacify an area within the stolen lands. Exactly how you do so, I leave up to you," Jamandi replies. "As for your question of what's in it for you? Should you and your sister choose to undertake this task, I won't authorize these." She rummages briefly in a scroll case of her own and produces a pair of official-looking documents. "These are arrest warrants for you and your sister. The charges are blackmail, extortion, theft and murder."
After a smug pause, Jamandi continues cheerfully, "But of course things won't come to that, will they? Once you have completed this assignment, I will wipe the slate clean and you and your sister can have a fresh start. Does that seem acceptable? In any event, I do have a map for you. Be warned - it is somewhat rough." She says, retrieving another document from her scroll case, but she does not give it to you. "I will only provide the map to you once you agree to undertake this assignment."
Karina's grin widens and her eyes narrow. "Oh, I don't think there will be any need for those warrants. Klinn and I are in. But let the record show that we're helping here because we're intrigued with this proposition and not because you're blackmailing us. And we'll need that agreement in writing that you'll clear our names when this is over, Swordlord."
I must admit, the prospect of free reign and royal charter is... thrilling. But given that I don't have a criminal record to wipe clean, well, it seems like you don't have any such leverage on me. She pauses.
And I intend to keep it that way. I'm in, but I owe you nothing for this, no allegiance, no fealty. We're doing you a favor, not the other way around. This isn't Brevoy's project, nor House Surtova's. This is ours. The four of us.
"Very well. Please excuse me while I draft a statement regarding your legal status," Jamandi says, looking at Karina and Klinn. "I suggest you take this opportunity to get to know each other. I shall return shortly." With that, she gathers up her papers and leaves you alone in the room.
Sense Motive DC 10:
You think she is being honest, and that she intends to return soon with an official statement.
Karina waits to make sure that Jamandi has left the room and is out of earshot. She then turns to Klinn and in a soft, stern tone, says, "Damn it all Klinn, this is why I told you to get us some leverage before the meeting. I could have taken care of myself just fine."
She sighs then looks up at Nitina, then states suggestively, "I don't think you ever gave us your name."
Nitina Jediana, of the Sisters of Iron in Cheliax. From your record, I'm guessing the two of you are simple criminals, whereas this one, she nods at Aristane, as though ignoring the fact that she's in the room, is some nobleman's brat, seeking a little fame and fortune to compensate for being far out of the line of succession. Honestly, as a group you don't inspire much confidence.
Knowledge (Religion) DC 18:
The Sisters of Iron are a monastic order devoted to Asmodeus, lord of tyranny.
To his sister, "Karina, look at the deal we've got! That charter is invaluable! We'll get rich off it alone! We're doing fine." He turns to the other two at the table. "What is it that you do with your lives, exactly? Or I suppose, did up to now?" It is clear that Klinn is in high spirits.
Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2
Karina's the brains of the pair - she looks for leverage, whereas her brother is an opportunistic thug. Nitina's just another Asmodean b!@&$. Hmph, Jamandi sure can pick them.
Laughing, Arastine says, "Don't be so quick to judge me, Sister. After all, aren't you here to promulgate your order's ideals? That seems similar your view of me, doesn't it?"
Sense motive DC 16:
Bluff:1d20 + 6 ⇒ (10) + 6 = 16
Arastine may have unwittingly revealed that she is here for more important reasons than personal glory.
Hearing Klinn's question, Arastine responds, "Well, the consensus seems to be that I'm a 'nobleman's brat.' Whether or not that's true I leave up to you to find out. Don't worry about me, though. I'm a pretty good shot."
Those two are so transparent. Brought over by their organizations to carry out their agendas. The only person I think I can really trust here is Klinn.
Karina interjects, "Of course Miss Jediana is here to spread her order's ideals. Just like you Arastine. Why wouldn't the Surtovas have a vested interest in this little project? I don't know what kind of agendas you two have, but if we're going to work together you need to come clean right now. This is our assignment after all, not the Surtova's or... whatever Order you said you belonged to."
With a smirk, she glances across the table towards Arastine and Nitina. "Who wants to go first?"
Guys, Neutral Evil doesn't mean Neutral Grumpy. I mean, look at Emperor Palpatine! He is a very pleasant fellow! What about Davy Jones from Pirates of the Caribbean (admitadly, a little less pleasant)? Iago, Mrs. Lovett, Scar, Plankton (from Spongebob). Not grumpy or rude. Just plain evil. We can even be friends!
P.S. lawful evil doesn't mean grumpy either.
I could do for a good turkey sandwich...
Just kidding, my character doesn't project his thoughts! :P
Klinn interjects, "Ladies, please! There is no reason to be feisty! No of us can do this alone, and none of us needs to. Simple introductions are fine for now, we can slit each-other's throats later."
"As for me, I'm Klinn Sharasik. I grew up north-east of here and Karina and I have been traveling around a bit, sight-seeing, shopping, and the like, if you know what I mean." He grins, and you get the picture that "and the like" is probably highway robbery, murder, and thievery.
Karina:
What happened to your cunning? Your cleverness? Your charm? Come on man (woman?), pull it together!
"I apologize for being quick tempered. I'm just a little on edge with being threatened and blackmailed."
She pauses, then leans forward in her chair.
"You know what? I think I'm gonna like you guys. There's something you both have. Conviction. Determination. I think that's why Jamandi picked all of us. So let's wipe this slate clean. No hard feelings. My name is Karina. They may call me and my brother criminals, but you'll note that we have never been arrested for any kind of crime. They also call me a people person, but that can be for you to judge."
Klinn:
Yeah, yeah, yeah. You're right. But I think Karina would have been a little bit on edge with the way this turned out. I'm still ironing out some of Karina's heuristics so I may have overreacted.
Given Nitina's cold stare, Karina avoids engaging her in conversation and instead turns to Arastine. "So, Arastine, I must say, I've never had the opportunity to work with a Surtova before. What is it your family always says? 'Ours is the right'? I like that motto. I think it'll translate well to the stolen lands.
Anyways, you mentioned you were a good shot... I take it then that you are a gunslinger?"
Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2
What Klinn said.
Ignoring Karina's vicious mood swings with practiced ease, Arastine replies "Well, I had one as a tutor for a time. Some skills do rub off. Personally, I think I may need to develop a more diverse skill set as we travel, but all in good time."
And by diverse skill set, we all know that I mean for Arastine to find ways of applying that big intelligence bonus!
After taking a moment to sip her tea, Arastine continues. "Anyway, to ease any fear you may have regarding the possibility of ulterior motivations on my part, allow me to point out that knowledge is power, and that there is considerable value in knowing what lies beyond one's own borders."
"So then, given your... well, let's call it a pet, I can deduce that you are a summoner of some sort." Arastine says to Klinn, before turning to Karina. "Whereas you appear to be some sort of rake - I intend no disrespect by the term, but that is certainly the appearance you make," Arastine says, her eyes resting momentarily on the whip Karina carries.
The monster glares at Arastine. I would prefer the title Companion to pet, thank you. If you find it necessary to call me some name, Nysro will do." it says in a voice that strikes you as human, but also distinctly reptilian. It almost spits as it says the word "pet."
Klinn smiles to himself. "You may want to watch that around him. He is his own sentient being, you know. And yes, I am a summoner of sorts. I've dabbled a bit in bringing creatures from this and other planes. Oh, I suppose I'm decent with a spear when I need to be, but who isn't?"
Karina laughs, "He's not kidding about his Companion. Mister Stalky here has a better sense of his surroundings than Klinn ever did. And on the contrary, Arastine, I take no disrespect from your words about my appearance. In fact, I relish being underestimated. At one point I was an actor in a troupe, so it's only natural that I've picked up on some of their rakish traits.
Say what you want about my weaponry, but I am very practiced in using the whip to great effect. I also consider myself talented in the arts of illusion and charm. I'd offer you a demonstration, but now does not seem to be the proper time."
Jamandi returns with two freshly-written scrolls in hand fifteen minutes later. "Here is our agreement," she says, laying both scrolls out on the table. "Each of you must read and sign both copies, but know that its terms are not negotiable. One copy is for the two of you, while the other is for our records here."
Document:
"The following constitutes a formal agreement between the following parties: Swordlord Jamandi Aldori, Governor of Restov, and the siblings Karina and Klinn Sharasik:"
"Under this agreement, the lawful governors of Restov hereby agree to waive all outstanding charges levied against the Sharasik siblings, provided they adhere to the following stipulations:
1) The Sharasik siblings agree to participate in the expedition into the Narlmarches, colloquially know as the "Stolen Lands." While on this expedition, the Sharasik siblings will explore and chart the region outlined in the expedition charter.
2) For the duration of this expedition, the Sharasik siblings may not plan, attempt, or execute any hostile activity against Brevoy or her peoples. Doing so will void this agreement, and all charges held in abeyance will be brought to bear against the two. Hostile activity is defined as any activity contrary to the laws of Brevoy."
"So authorized on this 29th day of Talistril, by Swordlord Jamandi Aldori, Governor of Restov, acting under authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne."
There are signature lines below Jamandi's for both Karina and Klinn.
Turning to the group as a whole, she asks "Now then, have you any remaining questions or concerns for me regarding any aspects of the task before you?"
"Look, now I know you said these terms are non-negotiable, but don't pardons usually include something about future charges about alleged past actions? Not that I'm saying you've missed anything, but can add something about that?
"And when and where can we pick up our charter and map?"
Hey everyone, welcome to my version of Kingmaker! This will be our discussion thread. First of all, there are a couple of things you should be aware of.
This is an invitation-only game.
The Setting:
- This is Kingmaker. As such, it takes place in and around the Stolen Lands. If you have not yet done so, please download the player’s guide for the campaign.
- In light of the recent release of the Ultimate Combat sourcebook, we will be playing with firearms. Specifically, we will be playing at the fifth and final level of firearms development: Guns Everywhere (described below).
“Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the base prices given in UC. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at first level.”
- With this level of firearm development, I think it would be reasonable to make the following change: If a character would gain a firearm at level one due to a class feature, he or she may select a revolver, rifle, or shotgun in addition to the early choices available. This gun is otherwise limited by all characteristics of the gun as described by the class entry.
- Given the high proliferation of firearms, I think it’s fair to offer up Gun Training as a feat in this game. This feat is described below:
Gun Training
Prerequisite: Proficiency with at least one firearm, Base Attack Bonus +5
Effect: Select one specific type of firearm (i.e. rifles, shotguns, pistols, etc.) with which you are proficient. You add your dexterity modifier to damage rolls you make with that type of weapon. In addition, the misfire value of a broken gun of this type increases by 2 rather than by 4.
You may take this feat multiple times, but each time you must apply it to a different firearm with which you are proficient.
- This is an evil campaign. Your characters do not need to have an evil alignment, but good- or neutral-aligned characters may have difficulty working with their fellow party members.
- This game will have a very western feel to it (western as in the genre), and it might behoove you to flavor your character backgrounds and descriptions accordingly.
Character Creation and Source Availability:
1) 25-point buy
2) Characters begin at level 1
3) All Paizo Pathfinder core races, base classes, and class variants are allowed
4) Non-core, variant, or monstrous races may be allowed on a case by case basis
5) Apart from the aforementioned racial limitations, you may use any and all WOTC 3.5 sources other than Dragon and Dungeon magazines. All official Pathfinder sourcebooks are available.
6) Keep the cheese to a minimum, and run it by me beforehand.
7) Your characters begin with the average starting wealth for their class, and gain two traits. I am open to homebrewed traits of equivalent power to the example traits, but these must be submitted for my approval. One of these traits must be a campaign trait (see the Kingmaker Player’s Guide for examples).
8) We will be using JC's algorithm for calculating Hit Points as seen HERE.
House Rules:
1) Classes
Paladins
- Paladins may follow any deity or cause – much akin to Clerics. Accordingly, Paladins follow the same rules for alignment as Clerics (within one step of deity).
- Smiting, Paladin codes, and other alignment-oriented abilities adjust as appropriate for your character and his or her cause/deity of choice.
- Paladins of deities or causes that would grant the Magic domain gain access to the following Mercies:
Dispelling: The Paladin’s Lay on Hands also acts as Dispel Magic, using the Paladin’s level as the caster level. As this is a mercy, the Paladin must succeed on a melee touch attack to apply the effect, and the ability may only be used as a targeted dispel. This mercy may first be selected at level 6.
Greater Dispelling: The Paladin’s Lay on Hands now functions as Greater Dispel Magic, but otherwise remains subject to the same limitations as its lesser variant except as detailed below. It may also be used as a counterspell effect if the offending spellcaster would provoke an attack of opportunity from the Paladin by casting and the Paladin connects with his or her melee touch attack. At the cost of two uses of Lay on Hands, however, the paladin may use this mercy as an area dispel as normal for Greater Dispel Magic. This mercy may first be selected at level 12 and requires the Dispelling mercy as a prerequisite.
Bards and Barbarians
- May be Lawful
Monks
- May be of any non-Chaotic alignment
- A monk may, as a swift action, expend one point from his ki pool to negate size modifiers on any combat maneuver checks he makes or are made against him during that turn. The monk gains this ability at level 4.
- At 16th level, a monk may, as a swift action, expend 4 ki points to gain the effects of a freedom of movement spell for a number of rounds equal to his or her wisdom modifier.
2) Alignment
I’m fairly flexible on questions of character alignment, and while I’m tentatively inclined to say “anything goes,” your characters need to be able and willing to work together.
This is especially true for this evil campaign - your characters should be able to find some common ground and reasons to work together.
3) Critical Hits and Fumbles
We will be using Paizo’s Critical hit deck to determine the effects of critical strikes. Every critical hit you lot score will prompt a certain number of cards to be drawn (x2 damage weapons draw one card, x3 draw 2, and x4 draw 3), from which you may choose one effect to apply to your critical strike. If no drawn effect is appropriate, simply apply additional weapon damage as normal. The drawn effects replace the regular critical damage multiplier of your weapon.
Double (or more) crits prompt additional drawn cards, and you may apply multiple effects. Any critical may be doubled, and if a foe scores a multiple crit, that foe will also be entitled to use the deck.
We will be using Paizo’s fumble deck for critical fumbles. If you roll a 1 on an attack roll, and then confirm the miss, you have fumbled! Draw a card! There are no multiple fumbles.
For this play by post game, I will upload an excel file with all the cards indexed on it, such that you can make the appropriate roll. For this, I will need your email address so that I can share it with you as a Google Doc.
4) Massive Damage
A failed saving throw against massive damage prompts a roll of 1d6. A result of 6 corresponds to instant death, as per the standard massive damage rules. A result of 1 means you are in shock: you are dazed for 1d4 rounds. 2 and 3 correspond to loss of left or right legs (respectively), while results of 4 and 5 correspond to loss of left or right arms (respectively).
5) New Feat: Trapfinding
“Trapfinding” is now a feat. It requires 4 ranks in perception as well as any one of the following: 4 ranks in knowledge: engineering, 4 ranks in knowledge: dungeoneering, or 4 ranks in survival. Anyone who meets these prerequisites may select this feat, which functions as the rogue class ability. Rogues still get this ability as a class feature.
6) Unconsciousness and Nonlethal Damage
If an unconscious character suffers nonlethal damage, he or she must roll a fortitude save (DC = 10 + damage dealt). On a failure, half of that damage is instead lethal. Certain abilities, such as a merciful weapon, do not prompt this saving throw when used to inflict nonlethal damage.
7) Triple 20s
If an attack roll is a 20, confirms the critical with a 20, and confirms that critical with a 20, a triple 20 has been scored. I would normally employ the triple 20 insta-kill rule, but in light of my new massive damage rule, I’m going to rule it as follows: Whenever a triple 20 is scored, a massive damage roll is triggered upon the recipient, with a saving throw equal to the last confirmation result. Creatures immune to critical hits are immune to this effect.
8) Misfires with multiple barrels
When a firearm with multiple barrels (like a pepperbox or double pistol) misfires, only the barrel that misfired gains the broken condition. The remaining barrels function as normal. If a barrel with the broken condition misfires once more, the gun is destroyed as normal as described under the misfire rules in Ultimate Combat. Note that revolvers have multiple chambers, not multiple barrels.
I will also be playing a DMPC in this campaign. This character will be subject to all of the same rules that you are.
As this is an evil campaign, some elements of the campaign will differ from the printed version. This is both to provide variety for me, as I have run Kingmaker before, as well as to better suit an evil adventuring party.
Please keep your acts of villainy rated PG-13 or lower. This is a public messageboard, after all.
Please post your characters and discussions in this thread.
Lastly, we need to come up with a name for this game. Something western-esque seems appropriate. I'm thinking something along the lines of "A Fistful of Gold Pieces," but I encourage you all to come up with a better name.
If anyone is interested I have a character idea for me and whoever would want to join me. First one to call dibs (if anyone) should let me know and we can talk about syncing up our backstories.
If you're interested!:
We're a team of con artists (potentially, but not necessarily siblings) that after striking a few big scores, are either:
1) Running from the the trail of authorities
2) Trying to advance our "careers" by robbing the current ruling bandits in the stolen lands.
3) Both 1 and 2.
Mechanical ideas:
We both need to take the teamwork feat in Ultimate Combat, Team Pickpocketing:
Requirements: Bluff 1 rank, Sleight of Hand 1 rank
Benefit: Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend an immediate action to make a Sleight of Hand check to pickpocket that opponent and gain a +4 bonus on that attempt.
Obviously, we'd move on beyond the simple arts of pickpocketing and the sort, but this would be a starting point for our characters.
One of us would be very skilled at dealing with people, maybe a kind of bard, maybe some kind of rogue, or whatever, but high charisma. This person would be a smooth talker/deals with putting the marks at ease.
The other would probably be a kind of rogue/sneaky/assassin/high dex character. They would be the ones taking out the mark or stealing from the mark.
I have no preference to which of these two I'd like to play.
I'm sure we'd end up bickering heavily between ourselves, but we can figure out the specifics of our interactions on our own.
Feel free to offer suggestions as you see fit, or be like "Nah Mang, your idea sucks."
If more than one person is interested, then we can figure something out, but only if we want a large percentage of the party to be involved.
Update: I'm thinking about playing a Sandman (or woman) bard that might (not sure yet) consider dipping into master spy and will work on kicking as much ass as possible with a whip. (Dazzling display, improved trip, whip mastery, etc.) I'm still considering my options, but I figured I'd throw an idea out to the ring.
With my character idea, if it gets off the ground, this would obviously put me as the high charisma character and not the high dex character.
I have an awesome character already built, but for another system, so I'll rewrite him and have him up soon. Probably inquisitor or inquisitor/gunslinger.
As this game is set in Golarion, I think it would be most appropriate to use the Pathfinder deities. Your character may follow a 3.5 deity if you wish, but such worship would probably be limited to small cults. That could be an interesting concept to play out, though.
The Kingmaker Player's Guide can be found as a free download from the Paizo store.
Introducing Sister Nitina, a nun (of Asmodeus) with a gun. Though damn, being a gunslinger is expensive. 15gp per shot, I might as well be firing small rubies out of that thing.
Human Gunslinger 1, multiclassing to Inquisitor ASAP. Fluff and crunch will be elaborated upon shortly.
When firearms are this developed, the base costs for them and their basic ammunition are 10% of the prices listed in UC, and I'm inclined to round down for simplicity's sake, so each shot with a metal cartridge costs only 1 gold piece.
When firearms are this developed, the base costs for them and their basic ammunition are 10% of the prices listed in UC, and I'm inclined to round down for simplicity's sake, so each shot with a metal cartridge costs only 1 gold piece.
Oh, that 1/10th drop applies to ammunition too?!?!
Praise the Prince of Darkness!
(Still, I had to take the Rich Parents trait, but that fit with the character I was adapting this from anyway)
Additionally, the gunslinger variants of musketeer and pistolero work with rifles or shotguns and revolvers, respectively. This choice must be made at level one, and may not be changed at a later time.
My character will also start as a gunslinger (Rifle specialist using the Musketeer variant updated for rifles), but will multiclass into wizard as soon as possible.
It is also worth noting that Kingmaker typically ends around level 18, so more complex builds are very possible.
Do remember that gunslingers do not gain the gunsmithing feat at first level at this level of firearms development, but instead gain weapon training at level one. This change applies even to the gunslinger variants that replace gun training (Musketeer, Mysterious Stranger, and Pistolero). These variants gain their new ability at first level instead (Musketeers/riflemen gain the first level of musket/rifle training, mysterious strangers gain stranger's fortune, and pistoleros/revolver specialists gain the first level of pistol/revolver training).
Fun fact: by RAW, the updated version of rapid reload as given in Ultimate Combat has no effect on advanced firearms. I think we will stick with this interpretation of the feat, barring an official ruling.
Gareth, I'm totally interested. I've really only played casters before, so it'll take a bit for me to get ready for this, but I'll definitely work on it. Heck, I've still got to finish putting Waynab together (btw, many thanks for the help on that, CD) I'd rather take the rouge brother, if it is all the same to you. :) Sounds like fun. You thinking NE or CE? Should we continue this discussion elsewhere?
As tensions mount in Brevoy, some of Rostland’s swordlords hope to change that fact; they have issued charters to several groups of adventurers, sending them south into the Stolen Lands. These initial charters are simple enough: re-open the old trade routes along the rivers and scatter or defeat the bandits who have made them too dangerous to use. Beyond that, it seems apparent that Rostland wants to encourage new nations to grow in this region—and believes that by supporting these nascent kingdoms as allies, it’ll gain loyal support in any coming conflict with Issia.
This is still the basic story outline/adventure hook, yes?
Indeed. The background politics of the AP remain as written, albeit with some small tweaks. I've had to make some changes to the kingdom management rules to better reflect an evil party, and some specific NPCs will be very different/react differently to the PCs, but story wise things should play out somewhat normally.
As for specifics, I have a few options for how the adventure begins:
1) Chartered by the swordlords to go wipe out bandit activity (This is the normal hook)
2) The players are already a group of bandits or adventurers who stumble upon these charters and decide to take them for themselves.
3) You start out working for the bandits in the area and decide to seize the initiative and conquer this area for yourselves (same hook as option 2, but characters already in the area as opposed to being wandering bandits/adventurers)
Awesome! I am like 95% sure that I'll be playing a sandman archetype bard, in that case. I'm a little nervous because I'm going to be feat starved as f*** unless we go human, but I could go half-elf as the skill focus would be useful.
The general character idea I had so far was to play your sister, and attractive and charming lady who is incredibly good at deception. At first glance, I put up a facade with being very bubbly, easygoing, and fun, but really I am greedy, cold hearted, and emotionless. Skills I'd focus on would include mostly Intimidate, Bluff, Diplomacy, Sense Motive, Perform, and UMD, along with a smattering of others to a lesser extent. We could certainly have overlap with skills, and should. Between the two of us we'll have a ton of skill points to handle. Offensively, I was thinking about using a whip or a dagger whip, which you can do fun things with like tripping at 15 ft range, or use the feat dazzling display to get a free intimidate check (something I'll be good at) everyone in 30 ft range. I may consider multiclassing to arcane trickster or master spy later, but I'm not 100% sure because I'm really feat starved and sandman gets some cool things in later levels.
I was thinking NE for alignment. The reason is because I'm not just out to kill everyone for the sake of killing, but I'm out to better ourselves. So ideally we will steal from, cheat, lie, manipulate, kill, ruin, and do whatever we want to better ourselves. Normally, NE characters are okay with turning on any of their allies to better themselves, but the two of us have made a pact that no matter what happens, we will look out for each other. Whether we both choose to honor that pact, we'll see, but I suspect if I turn on any party member, it won't be you. In your case, you can choose your alignment as you see fit - you can be vastly different from me if you'd like.
When you get a chance (if you haven't already) grab a copy of the player's guide for Kingmaker. I was thinking about us grabbing the Brigand campaign trait, but if you have any other ideas, let me know. We can definitely switch things up as needed. I'll let you develop your character more before we start working on direct backstories and linking them together.
@DM:
Hmmm... Option 1 could be possible but it might not work well with some of our backstories. We shall see.
Option 2 seems like it could work, though I'm sure that we will not have been together for that long as a group.
My backstory (currently in the editing phase) contains option 1, which makes the most sense for me, though I could do option 2. I'm also okay with us being a pre-existing group, since I'm a follower, not a leader.
1) Holy epic backstory, batman!
2) Looks good overall. You seem to be gunning for the marshal position, correct? The marshal organizes patrols and enforces justice in rural and wilderness regions.
3) Your backstory/futurestory looks fine to me. I love the idea that you brand people with the butt of your gun!
4) What exactly does the "Extremely Fashionable" trait do?
Probably, yes, though I'm more interested in inquisitor-type things than ranger-type things.
Extremely fashionable can be found here, but I missed the part about the other trait needing to be a campaign trait. I'll look through those and grab one, and then probably redo my equipment to liberate at least 150gp worth of gear.
Stronger and more dexterous too, it seems. Now I'm really glad I didn't get a horse (which I had first planned to do, before realizing they're almost as expensive as guns), or else we'd be far too eerily-similar.
To be honest, none of the campaign traits appeal to me, since they all seem to assume that you are from the Stolen Lands. I was assuming I was from Cheliax, since that seems to be the place most likely to have an open Convent of Asmodeus. I looked through the other traits and have a few others that seem to fit.
Child of the Temple
Killer
Focused Mind
Suspicious
Aspiring Hellnight
Would any of those be all right? I'd also be willing to homebrew something more focused to my involvement with this particular adventure if you'd prefer.
The purpose of campaign traits is to give your character a strong backstory element that ties her into the campaign world and influences how others react to the character. That said, your backstory seems pretty solid, and I think you have a good sense of who your character is. I will let you take any other trait - including Extremely Fashionable - if you can flesh out Nitina's reasons for heading into the stolen lands beyond simply "spreading influence." I ask you to flesh this element out a bit more because "spreading influence" is rather vague - I understand that propagating Asmodean worship would be Nitina's ultimate goal, but what does she want to accomplish in the short term?
Does that make sense? You may also homebrew a campaign trait if you want to. Just keep it in line with the existing ones.
And the gunslinger grit ability gives you grit points equal to your wisdom modifier (minimum 1).
Hmmmmm... By influence I actually don't mean worship, but the things in his portfolio: tyranny, oppression, slavery, that sort of thing. Hence her strong interest in found a new nation--of which this charter is her best shot--so that she can make it a tyrannical empire and thus please Asmodeus.
So for that purpose, let me suggest a homebrewed trait:
Agent of Bureaucracy: You gain a +1 bonus on diplomacy and intimidate when doing the lawful business of a government.
Also, would you be open to the following homebrew of a carbine?:
Two-handed advanced firearm, price 5000, damage 1d8/1d10, crit x4, Range 50 feet, misfire 1, capacity 1, Weight 9, Type B&P, uses metal cartridges, can be fired one-handed at a -2 penalty.
Basically, trading 30 feet of range increment from a rifle for the ability to fire one-handed at a minus 2 penalty (though it would still load like a 2-hander). It's mostly an aesthetic thing (I like the idea of Nitina carrying a gun like Zoe's from Firefly more than a full-on rifle). I will rarely use the one-handed option, and I don't intend to have a shield or dual-wield or anything crazy like that.
Need to sit down and have a massive backstory writeathon still. And I have to fill out my equipment (I have a little extra money from the Brigand trait, but I didn't have a rich parent like you snobs).
But everyone, meet Karina Sharasik, sister of *insert Nathan's character's name* and brigand looking to take her enterprises to more profitable lands.
Nitina - Go ahead. Both the trait and the homebrew look good. And thank you for the clarification.
Karina - Looks good so far. Just remember that you don't threaten AoOs with a whip, and that using one provokes attacks of opportunity as if you were using a ranged weapon.
Backstory writing session complete! Equipment also more or less complete. I may change a few things around before the campaign starts as I see fit.
Feel free to take a look, NNM, and sync your backstory up as necessary.
And for you others, feel free to peruse and ask questions as you see fit. With the style I chose to write the backstory in, some elements may need to be fleshed out a little more. If that is the case, let me know, and I will throw you some supplementary text.
I thought about that too. In my case, I'm not exactly sure. I thought it would be interesting to play a female character before you two rolled your characters, and then I thought of a few personalities of characters I wanted to combine to create this one. This is definitely really amusing though.
Thanks for the reminder about the AoO's DM. I could potentially abandon the trip route and grab the UC feats for whip mastery to avoid this, but we shall see when we reach that point (if I make it that long!).
Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2
It is amusing, isn't it? In Arastine's case, she is based on the initial character design for Lynessa from the Unrest in Atlus game. When I went back and revised some of the Act 1 NPCs for that game, Lynessa was one of several who got a total redesign. I liked the initial design, but the new one fit better for that game. This just gave me the opportunity to use the original.
Also, now that some characters are (mostly) finished, we need to think up a name for this game. Thoughts?
In my first post, I said I was just remaking a character I'd made for another game (the AWESOME indie system Dogs in the Vineyard) but I ended up changing virtually everything about that character, including, and I'm not 100% sure why, the gender.
I'd love to come up with a parody of "The Good, the Bad, and The Ugly," but so far we're all bad and none of us are ugly.
Brevoy: Land of Feuding Nobles Alignment: Chaotic Neutral
Capitol: New Stetven
Ruler: King-Regent Noleski Surtova
Government: Hereditary Monarchy
Languages Spoken: Common, Draconic, Hallit, Skald, Varisian
Religion: Abadar, Gorum, Pharasma
In the far northeastern reaches of Avistan, the land and its people become harsh and unforgiving. Winters are long and deadly here, forcing common folk to scratch out a meager existence farming the near- frozen soil and fishing its rivers and lakes during an all- too-short spring and summer. All the while, the lords of the land plot in their keeps and strongholds, jealously eyeing their neighbors’ domains. This is the nation of Brevoy.
The northern half of Brevoy consists of the once-independent nation of Issia. A stark landscape of sparsely vegetated, rugged hills, the region exhibits a uniformly poor quality of the soil that makes it nearly impossible to grow anything here. The people live primarily on fish from the Lake of Mists and Veils, a diet supplemented by food shipped up from Rostland or areas farther south. In centuries past, the people of Issia were infamous raiders, and their river-raiding craft were feared along the length of the Sellen. South of the Gronzi Forest lies Rostland, a vast rolling plain of fertile grasslands, dotted with farms and small villages, and serving as breadbasket of the north and homeland of the Aldori swordpact.
On the whole, Issians are a reclusive and enigmatic bunch. Each village has its own traditions dating back hundreds of years. Outsiders find themselves distrusted and shunned. Rumors of bloody rituals and human sacrifice remain unsubstantiated, but in the faraway cities of Restov and New Stetven, people whisper that the true masters of Issia remain hidden beneath the waters of the Lake of Mists and Veils, emerging in the dead of night to strike terrible bargains with the villagers.
The people of Rostland are mainly farmers, craftsmen, and tradesmen. Most are outgoing, happy, and welcoming of strangers—as long as the strangers are willing to conform to the local customs, of which there are many. This apparent welcome is somewhat misleading, however, as the people of Rostland are obsessed with honor and personal standing, and take offense at the slightest provocation. One wrong word is likely to find the offender in front of the local magistrate or facing a prospective duel. But if outsiders take the trouble to learn their customs, Rostlanders prove to be fast friends and staunch allies.
History
For more than a thousand years, the Surtovas ruled the lands of Issia along the central southern banks of the Lake of Mists and Veils. This long-lived family of pirates and scoundrels is known to be made up of crafty schemers. Lacking both natural resources and a large population, Issia has never possessed anything like a mighty military force, and has traditionally survived by outsmarting its enemies.
While the Issians toiled in the northern reaches of this harsh landscape, the much more forgiving southern plains were colonized by Taldan explorers, arriving under the leadership of Baron Sirian First, a fiery, impulsive noble forced to emigrate from Taldor after losing one too many duels. They named this realm Rostland. In the early days of the colony, bandits struck from hidden camps in the River Kingdoms, nearly destroying the budding colony before it had a chance to get started. The bandit leader was himself a master swordsman and challenged the baron to a wager: half the baron’s fortune against the bandit’s head. Unable to pass up the challenge, Baron First took the wager and was broadly humiliated by an ignoble defeat. After he paid the bandit, he disappeared for several years. Most assumed he had fled to another land, too ashamed to show his face after such a defeat.
The people were surprised when the baron returned several years later a changed man, a swordsman the likes of whom the world had never before seen. Calling himself Sirian Aldori, he promptly challenged the bandit lord to a rematch, whereupon he disarmed and defeated the bandit in seconds. Reestablishing his rule, Baron Aldori issued an open challenge of 100,000 gp to anyone who could beat him in a duel of swords. Thousands answered the challenge from across the world. Some were earnest and honorable duelists, while others tried to cheat with magic or other tricks. It didn’t matter. Sirian defeated them all, forever cementing his reputation as the greatest swordsman in the world. At first, Sirian refused to teach his techniques, but eventually he selected a small group to train. He made them change their names to Aldori and to swear an oath not to reveal anything they learned to someone not of the swordpact. Through the generations that followed, Sirian’s pupils became known as the Aldori swordlords, a force feared throughout the continent.
Then, in 4499 AR, the delicate balance of power between Issia and Rostland fractured as a mysterious Iobarian warlord named Choral the Conqueror stormed into the region at the head of an army and with the allegiance of several red dragons. Choral confronted the Surtovas on the shores of the Lake of Mists and Veils, and they surrendered immediately to the powerful warlord and were therefore spared the retribution that nearly destroyed their southern neighbors in Rostland. For most of the following 2 centuries, the descendants of Choral the Conqueror, powerful House Rogarvia, led the people of two formally separate (and vastly different) nations, gradually welding them together to forge the nation of Brevoy. During that time, the Surtovas worked, slowly and carefully, to advance their position in the royal hierarchy of Brevoy—and their diligence paid off when the Rogarvias mysteriously disappeared nearly a decade ago.
Government
In the middle of winter in early 4699 AR, every member of House Rogarvia vanished without a trace. Rumors flew of palace coups and sinister plots, but it quickly became clear that what had occurred was something altogether stranger than a mere rebellion. There was no evidence of foul play or struggle within the royal palace, or in any of the noble villas owned by the Rogarvias throughout the land—the nobles were simply gone, leaving empty manors scattered across Brevoy. A brief period of chaos and panic followed, but by the end of the year, the Surtovas had made their move. Citing their age-old ties with the Conqueror’s line, they were quick to seize power in New Stetven and extend their reach across Brevoy. With all of Issia seemingly backing the move, Rostland (whose standing army and defenses had increasingly been shifted north during Rogarvian rule) had little choice but to bend its knee again. Today, King Noleski Surtova holds the Ruby Fortress and the Dragonscale Throne, yet it remains to be seen how long he can maintain his rule over a kingdom growing increasingly fractious.
Today, seven great noble houses dominate Brevoy’s political landscape. Most of these date back to before the arrival of the Conqueror, when they existed as powerful tribes of raiders and barbarians. Choral apportioned lands and titles to those lords willing to pledge fealty to him, reordering the houses into their modern forms. The current houses of Brevoy are listed below, along with a short description of each.
House Garess: Based in the eastern foothills of the Golushkin Mountains, House Garess has many strong ties to regional dwarven clans.
House Lebeda: This house controls much of the plains southwest of Lake Reykal, as well as much of the shipping interests on the lake itself.
House Lodovka: Located on Acuben Isle and the central northern coast, House Lodovka has the strongest presence on the Lake of Mists and Veils, having never abandoned their traditional waterborne ways.
House Medvyed: The easternmost house, Medvyed claims much of the Gronzi Forest. They are a hardy folk who remain associated with the “Old Ways” of worshiping nature.
House Orlovsky: Northeastern Brevoy is controlled by House Orlovsky, a family that traditionally seeks to remain above petty politics.
House Rogarvia: Until recently, House Rogarvia ruled Brevoy. Their recent disappearance has thrown the nation into chaos.
House Surtova: The most influential Brevic house, Surtova is also its oldest. They control Port Ice and much of northwestern Brevoy.
Gazetteer
Gronzi Forest: The dark expanse of the Gronzi Forest is simply “the Forest” to the people of Brevoy. It extends from the highlands of the Icerime Peaks to the shores of Lake Reykal, forming part of the old border between Issia and Rostland. Although technically the forest belongs to the Brevic crown, hunting and even woodcutting is largely unregulated around its outskirts, particularly in the western reaches. The stretch of forest nearest New Stetven was largely cleared generations ago to obtain wood needed to rebuild and maintain the city, and Brevic woodcutters must delve deeper each year to meet their needs.
Icerime Peaks: The Icerime Peaks wall off most of Brevoy from the former lands of Iobaria to the east. Their heights are perpetually covered in ice, even in the summer months, when cold rivers tumble and cascade down their sides, forming towering waterfalls and clear mountain lakes. The late spring thaws open what passes there are through the mountains, although few make use of them. Skywatch is by no means the only ancient site in the Icerime Peaks. Tales tell of half-buried entrances to mountain dungeons, some of them outposts of old Iobaria, others even older. Some of the ruins are said to be haunted by the chill shades of soldiers or miners who perished there, still guarding whatever treasures they found in life.
New Stetven: Choral’s rough-and-tumble capital at New Stetven is a bustling trade city despite the recent collapse of its aristocracy. Grain, fish, timber, and ore flow from Brevoy through New Stetven and out to the rest of the north. The food from Brevoy sustains much of the River Kingdoms, Numeria, and Mendev, where constant bandit raids and invading demonic armies make farming difficult, and most of that food passes through New Stetven. In return, exotic goods from all corners of Avistan (and beyond) flow back up the Sellen River to New Stetven. Although bandits and robbers in the River Kingdoms are still a serious obstacle to trade, the market nevertheless offers a wide variety of goods, from Numerian skymetal to Osirian relics.
Port Ice: House Surtova’s ancestral lands extend south and east from Port Ice. Although connected to the lakeshore villages by a reasonably well- maintained road, Port Ice is locked behind its walls for much of the cold winter months, mainly accessible by sled and visited only by the occasional foolhardy traveler. The rest of the year, the city’s residents stockpile all the supplies needed for the next season. The White Manor is the Surtova ancestral seat, currently in the care of King Noleski’s uncle, Domani Surtova.
Restov: Nowhere is the Rostlandic spirit more alive than in the Free City of Restov. The city owes its allegiance to the Brevic crown, and Lord Mayor Ioseph Sellemius must bend his knee before the Dragonscale Throne like any lord, but otherwise Restov belongs to no house, making it a haven for the lost glories of the Aldori swordlords and those who look back to the old days before the coming of the Conqueror. Restov is a city of both refinement and rough-and-tumble manners, as only a colony can be in fondly recalling and imitating its motherland. The gentry of Restov consider themselves sophisticates, although a Taldan visitor would think their ways quaint and touched with no small amount of northern barbarism. Restov’s relative wealth supports no small number of idle and titled lordlings and merchants’ sons. They frequent the various Aldori and Taldan dueling schools, as well as the alehouses, and fight each other in street corner challenges at dawn and dusk. The schools, salons, and taprooms of Restov are also hotbeds of rebellious talk against the reign of King Noleski Surtova, with young firebrands in search of a leader to rally them to the cause.
Skywatch: High in the mountains along the eastern border of Brevoy is the city of Skywatch. This city is built around a massive observatory that predates any known settlement in the region. Despite its age, the observatory is perfectly preserved and maintained by powerful magic. Exactly who built the observatory and why are unknown, although the building is clearly meant to accommodate beings much larger than humans. In the early days of Issia, the Surtovas established a small outpost adjacent to the observatory to study it. The Aldori captured and fortified this outpost during one of the long wars between Issia and Rostland. After Choral conquered the rest of Rostland, Skywatch remained the seat of independent Aldori power for a few years, before the conqueror and his dragons burned the fortress to the ground. After razing the fortress, Choral took a great deal of interest in the observatory and began a massive project to unearth and restore it. House Rogarvia continued his work, and the current city of Skywatch was built to serve this project. Despite the scale of the project, its exact goals and much of the work remain shrouded in secrecy. On the day the Rogarvias disappeared, Skywatch sealed itself off completely from the outside world, refusing to allow anyone—even supply caravans— into or out of the settlement. So far, no message sent to Skywatch has received a reply, and divination magic cannot penetrate its walls.
Valley of Fire: In the southern Icerime Peaks lies the mountain valley where Aldori rebels fought their last battle against the forces of Choral the Conqueror. They were lured into the valley with the hope of cornering Choral, but instead found themselves in a trap when the Conqueror’s red dragon allies bathed the valley in fire, wiping out the men of Rostland. To this day, the Valley of Fire is an infamous place where life refuses to return to the blackened and melted earth; and here the tortured shades of dead soldiers are rumored to linger, seen in the night as fiery shadows seething with a burning hatred for the living.
The River Kingdoms: Independent Realms of Low Character Alignment: Chaotic Neutral Capitol: None Rulers: Various bandit kings and petty lords
Government: Multiple squabbling kingdoms
Languages: Common, Hallit
Religion: Calistria, Cayden Cailean, Desna, Erastil, Gorum,
Gyronna, Hanspur, Lamashtu, Norgorber
The massive Sellen River basin drains all the eastern lands, carrying waters from the Lake of Mists and Veils north of Brevoy, the massive Lake Encarthan, and lakes and rivers all over Galt, Numeria, and Ustalav down to the Inner Sea. As the tributaries pass through the hundred marshes and forests of the River Kingdoms, they seem to carry an especially heavy freight of sin, treachery, and thievery, for the River Kingdoms are where desperate men go to escape their pasts and carve out new lives.
History
A true history of the River Kingdoms could fill a number of tomes, for the kingdoms that currently thrive or struggle here are but the most recent. Dozens, if not hundreds, of kingdoms have risen and fallen in this region over the past several thousand years—some, like Razmiran, have managed to stabilize and become their own nations, while others have faded forever into obscurity. Yet regardless of each specific kingdom’s creed or goal, they all share one rough code of justice called the Six River Freedoms. Not all honor the code, but enough do that it serves as a sort of shorthand for the independence that all people of the River Kingdoms hold dear, the closest thing this region has to a common ground and shared legacy. The six freedoms are summarized below.
Say What You Will, I Live Free: Talk is cheap, and everyone is entitled to speak their own words.
Oathbreakers Die: Those who swear oaths—particularly those of fealty to a River King—and break them can expect any number of painful and lethal fates.
Walk Any Road, Float Any River: Freedom to travel is fundamental. No River Kingdom is allowed to bar traffic on a river or a road, save in times of active warfare.
Courts Are for Kings: The law is always malleable. Who you know and who you can count as friends are more important than what the law says, and a lord can change laws in his territory at will.
Slavery is an Abomination: Slavers may visit the River Kingdoms, but taking or holding slaves there upsets the many people who were once slaves themselves.
You Have What You Hold: Property laws are weak in the River Kingdoms. Taking something openly by force is different from stealing, and those who can’t protect their property don’t deserve to keep it.
Government
Each of the tiny River Kingdoms follows its own ruler or council, and each possesses its own idiosyncrasies. Most are city-states of a few thousand souls at most. The River Kingdoms are bound together by the River Freedoms and by the Outlaw Council, a group that gathers each year in Daggermark, a town known for its effective assassins’ and poisoners’ guilds (and thus rarely a target of conquest). At the Outlaw Council, rulers of the region’s various holdings gather to argue, fight, and plan how to keep their freedom for another year against the larger forces arrayed against them. The Riverfolk would be offended at the very idea that their lands have a prime city or ruling principality, although if pressed they might confess that Daggermark comes closest. Others might argue that Gralton is the most central city, or Sevenarches the oldest, but Daggermark is the largest and has long served as the seat of the Outlaw Council.
Gazetteer
Daggermark: With almost 30,000 inhabitants and the deadly guilds that keep bandits and troublemakers at arm’s length, Daggermark is large enough to have a substantial amount of crops and livestock, forges turning out arms and armor, and even its own coinage. The city proper has both an inner and outer wall; the inner section is called the Dagger Keep, and is home to the wealthiest and most powerful of the city’s captains. The ruler is Martro Livondar, although the dwarven Lord Captain Jallor Clovesh commands half the army, and no one dares ignore the sister guilds of assassins and poisoners. Daggermark fields by far the largest army of the kingdoms, with more than 1,500 veteran foot and cavalry.
Most of all, though, Daggermark attracts applicants to its schools for poisoners and assassins. Those who learn these trades in Daggermark are feared throughout Golarion. The current head of the assassins’ guild is Lady Smilos, whose assassinations included the use of magical poisons, curses, and fatal misadventure through monstrous encounters.
Her equal partner in the poisoners’ guild is the elven druid and herbalist Tragshi, a golden-skinned maiden from the east with a lilting voice and strange notions of what constitutes the worship of nature. She is always accompanied by a dozen venomous snakes, which slither beneath her robes disconcertingly.
Gralton: The poor inhabitants of Gralton consist mostly of the old aristocracy of Galt, all exiled or fled from that land’s Red Revolution. Many of these ruined nobles cannot accept their exile, and scheme and plot to regain their lands and wealth from the ruins of Galt. Every so often, a powerful noble gathers an expedition or finds the funds to pay adventurers to conduct a rescue or recovery mission. The nobles grow increasingly desperate, which brings both swindlers and false prophets calling, peddling hope or quick fixes. Many of the citizens in town behave quite strangely—some believe that a spirit of vengeance or an avatar of Calistria controls them. Certainly, the priests of Calistria are always present, preaching revenge, even on the steps of the temple of Cayden Cailean.
Lambreth: In the River Kingdoms, some realms are held together by magic or threats. Lambreth is held together by the sheer physical power of Lord Arnefax, an Andoren knight banished for his excesses and crimes against nature. Leading a company of 50 heavy cavalry (unusual in the River Kingdoms, where bandits rarely use heavy armor or heavy horse), he rules from Maashinelle’s small citadel and makes frequent nocturnal visits to his borders riding a powerful nightmare. His people are terrified of both his night riders and their shadowy dogs, and perversely proud that Arnefax is powerful enough to keep their lands free and unmolested by raids. The few occasions when Lambreth has lost livestock, the ensuing retaliation usually involved the death of two people for every cow or sheep stolen—often by lynching and burning. Few dare challenge the Andoren’s ruthless rule.
Mivon: Mivon began as a refuge for Aldori swordlords fleeing Rostland during the era of Choral the Conqueror. Today, Mivon is home to a thriving industry in eels and fish harvested from the marshy ponds all around the city. It is said that the eels of Mivon often feed on the flesh of men. Certainly, the swordlord Raston Selline, who rules the city under a guise of gentility but with a network of informers second to none, is sometimes seen walking out into the marshes with some petty miscreant or annoying adventurer and returning accompanied only by his faithful guards. “A walk to the fishponds” has a very particular meaning in Mivon.
Pitax: Ruled by the megalomaniacal King Irovetti, Pitax is a place of garish, trashy art created by sculptors and poets tightly controlled by the city’s despot. As long as Irovetti’s massively bloated ego remains fed, all is well, but those who oppose him in the most trivial details soon learn that he sees himself as an all-conquering god. Underneath his mania, the small town struggles to survive in the face of hostility from Brevoy and borderland barbarian tribes of Numeria. Stories claim that Irovetti is himself little more than a bastard son of a minor Numerian lord, hounded from the kingdom by ancestral enemies. He leaves the hard fighting to others, and prefers to use bards and insults to tear down his enemies.
Sevenarches: This ancient elven settlement is named for the elegant stone gateways scattered in and around the forest town. Sevenarches is now a human habitation, and has been for thousands of years, since the sect of Oakstewards claimed the land from the elves who failed it. Indeed, the Oakstewards especially forbid elves and other outsiders from visiting, and are quite strict in who and what they allow to approach Sevenarches. Stories claim that the arches each once led to another world, and the elven council of Kyonin hopes to reclaim them and complete or restore the work begun on them long ago. So far, the elves remain unwilling to use force to oust the human presence there, but at some point the idea of war might carry the day, especially as the Oakstewards grow increasingly rigid and intolerant with each passing century.
Tymon: The half-orc champion Ullorth Ungin, one of the most influential members of the Outlaw Council, controls the timeworn city-state of Tymon. Founded by a Taldan gladiator and hero of the Fifth Army of Exploration who mapped the riverways of the unsettled territory centuries ago, Tymon’s gladiatorial college and fabled arena enjoy a reputation that stretches into all lands that thrill to the dance of bloodsport. The insane “living god” Razmir hatches plots against Tymon from his expanding homeland to the southwest, increasingly forcing Ullorth Ungin to turn his trained warriors loose not on the arena floor, but upon the field of battle. Fortunately, a large cadre of priests of Gorum assists him in this endeavor. Each year, Ullorth Ungin pleads for “true champions of the Riverfolk” to step forward at the Outlaw Council to help him as well, and so far each year, various lordlings have pledged their support against Razmir, and the independence of the kingdoms has been preserved.
Uringen: Standing near the Embeth Forest, this strange settlement appears and disappears with the mists. Its travelers are distinctive, with black-and-white garments and unsmiling faces, and the alchemical goods sold are always welcome for their healing and strengthening properties. The people speak a dialect of Skald, and the city itself seems somehow suspended half in and half out of time, perhaps entangled in fey magic or trapped by horological magic.
Other River Kingdoms
Numerous other River Kingdoms exist in this region—brief descriptions of these other kingdoms are listed below.
Artume: Plagued by assassinations and treachery, Artume is a kingdom without a king. Only unexpected luck or the aid of a powerful new patron can save this realm from becoming the River Kingdoms’ most recent failure.
Cordelon: Once used by the elves as a staging ground for their return to Golarion after their self-imposed exile preceding Earthfall, this small kingdom has been claimed by a loose-knit tribe of humans.
Heibarr: Disputes over taxation and the destructive influence of the cult of Gyronna reduced Heibarr to its current status—a ruin haunted at night by ghosts.
Hymbria: This woodland kingdom was established by Kyonin as a base of operations for elven interests in the River Kingdoms.
Liberthane: A glimmer of hope and idealism in the cutthroat milieu of the River Kingdoms, Liberthane is ruled by an old revolutionary who hopes, one day, to save his homeland of Galt.
Loric Fells: Currently unsettled, the wildlands of Loric Fells are a gloomy, troll-haunted wilderness of dense forests and rocky canyons.
Mosswater: Established by an exiled merchant from Ustalav and decorated with strange luminescent paints and dyes, Mosswater now lies abandoned thanks to the rampaging of a family of merrows (aquatic ogres).
Nystra: Once a well-established producer of silk from rare silkworms, the kingdom of Nystra now stands eerily empty after a mysterious night of savage ruin brought down by some unknown, shadowy force.
Outsea: Perhaps the most unusual kingdom in the region, Outsea is as large below the waterline as it is above, and is populated by humans above and merfolk and sahuagin below in the briny waters magically transported here from the sea.
Protectorate of the Black Marquis: This realm is ruled by a single despot guided by the principle of “shared” wealth—shared in that any who wish to do business here must share their wealth with the Black Marquis, paying protection money for the privilege.
Riverton: The people of Riverton follow the teachings of Hanspur the Water Rat with a ferocious tenacity.
Scrawny Crossing: All that remains of this realm is an abandoned ferry landing known as Scrawny Crossing—the site is now the lair of an unseen but sinister force.
The Stolen Lands: This large swath of land along the northeastern border serves as a buffer between Brevoy and the River Kingdoms—traditionally the haunt of bandits and monstrous humanoids, the Stolen Lands are regarded as “stolen” by all nations along its border, even though none have ever been able to keep these realms under their control for long.
Touvette: Touvette’s current ruler served the previous king as general. Today, Touvette is a realm where religions are not tolerated and all young men of age are required to serve in the kingdom’s growing army.
Also did I mention that my uncle is the king of Cheliax. And my Great-Aunt is the Raven Queen?
And they both totally help me out whenever I need anything. Like, I can just call out to Auntie Raven and she sends high level outsiders to, like, make me sandwiches or whatever.
HaHA! My profile is up up up! I have only my Eidolon's skills to finish and a bit of backstory and I'm ready to go. Sorry it took so long everyone. I kept trying to put together a melee fighter, and I couldn't seem to get a decent build. Anyway, I've got us a melee fighter {still need to come up with a name for my eidolon, but it will come soon, not that any of you will likely know it ;)}
Speaking of which, I was reading about initiative rolls online, and I think it makes a lot of sense for the DM to make all initiative rolls when they need to be made and then people can act from there. This way, rather than spending a day or two rolling initiative before the start of combat, we can just start combat. If anyone has conditional buffs, they could talk to CD about it now, yeah? What do you guys think?
Speaking of which, I was reading about initiative rolls online, and I think it makes a lot of sense for the DM to make all initiative rolls when they need to be made and then people can act from there. This way, rather than spending a day or two rolling initiative before the start of combat, we can just start combat. If anyone has conditional buffs, they could talk to CD about it now, yeah? What do you guys think?
If you all want me to do so, I will. It doesn't speed things up much if people don't post, however. Your vote must unanimous for me to do this.
I don't really feel strongly either way. The nice thing about rolling your own initiative is it's a way for each character to check in before combat, but then again it could be superfluous. I don't mind taking out the extra step if it's unnecessary.
Okay folks, we have four characters posted in. Dave has apparently finished his character, but he hasn't sent me anything since he told me he was done on Saturday. Therefore, if he hasn't posted in by Friday, we will proceed without him.
Accordingly, I will create the IC thread on Friday. Please use the remaining time to fine tune stats or starting wealth as you see fit.
Also, we need to think up a name for this game. The following are some ideas:
- A fistful of gold pieces
- DM CD's Tyrantmaker
- The Stolen Empire
- Of Bandits and Brigands
Okay, I will post the IC thread this afternoon or evening. I'm down at Pebble Beach with only my iPhone at the moment, which isn't quite powerful enough to make a first post for a game.
As a heads up, I am modifying the standard kingmaker background slightly in that you are part of Brevoy's third recent attempt to settle the Stolen Lands, rather than the first. What fate befell the earlier attempts will be a major question in this campaign.