Kingmaker

Game Master Galahad0430

Expanded Kingmaker campaign


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Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

Amiri?


HP:55/55|BaB:5|AC:20(18) FF:18(16) T:12(10)DR:2|Fort:7 Ref:3 Will:3(5)|Init:+3|Percept:+9|
resources used:

Hey everyone. I'm really sorry for vanishing off the face of the planet for a little bit.
So finals week turned more into finals week and a half. That always ends up being a huge time loss, and I tend to lose track of time during that period. Which brings us to graduation. I'm an undergraduate, and I would have graduated this year, had I not taken a semester off during the height of Covid. None of my friends, who were also seniors, took that time off. So all of, and I mean literally all of my friends have graduated. And since none of us are initially from Ohio in the first place, they've all left/are leaving very soon. I, on the other hand, am graduating next semester, in the middle of the school year.
After finals, I spent most of my time either dreading everyone leaving, or spending as much time as I could with them. It was very bitter-sweet, and I won't bore with details, but I said I'd throw myself back into the forums when they were gone. That time has come.
I am beyond thankful to have got the chance to meet these incredibly talented, intelligent people. Some of them even helped me carry my belongings the two miles to my new apartment! I found a location to live in, and all in all it's pretty nice. A bit lonely, but nice.

I'm back now, and should have even more free time than before, but I get if that level of flaking out is enough to make you reconsider having me as a player. I'll respect your decision either way!


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

Sometimes life punches you in the gut and it takes a bit to catch your breath. I don't have a problem with you continuing. Half you're feeling up to it again


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

That was supposed to be glad, not half. Lol


HP:55/55|BaB:5|AC:20(18) FF:18(16) T:12(10)DR:2|Fort:7 Ref:3 Will:3(5)|Init:+3|Percept:+9|
resources used:

As much as I'd like to RAGE! I don't seem to have a mini on the map!

Sovereign Court

Trust me, I went through this also, I graduated from Law School in December and then had to study for the Bar until mid-February. After the Bar, my schedule opened up as well. So you can rejopin at any point.


Male Half-Elf Fighter (Aldori Defender/Steelbound) 5 VMC Magus: HP 8/53 : AC: 28, T: 21, FF: 18 (+1 after full attack, +4 if fighting defensively): Fort: +8 Ref +6 Will: +2 (+2 vs Fear) : Perception +12, Low-light vision, Init +4 Fighter (Aldori Defender/Steelbound) 5 VMC Magus
Galahad0430 wrote:

You explore the area around the ruined tower, an obvious relic of the Road of Shields built by the dwarves a long time ago. In the ruins of the tower you do find a buried cache containing some worthwhile items. In addition, just north of the tower is a statue of Torag. Unlike everything else in the area, it shows no signs of weathering or decay, almost as if Torag himself has kept it pristine. Ekun pays his respects, he must be a worshipper of Torag, but Harrim stomps off muttering under his breath about "the traitor god."

While inspecting the statue, you find an old dwarven mechanism with several cogs out of place. With Harrim's reluctant help, you easily figure out their correct placement and find another hidden cache.

Of the stuff you find, besides gold and such, here is a list of the important stuff:
+1 falcata
+1 handaxe
+1 heavy crossbow
Trollreaper (+1 corrosive Greataxe)
+1 full plate
+2 breastplate
+2 studded leather
Amulet of natural armor +1
Cloak of resistance +1
Belt of Physical Perfection +2

Thoughts on the items? I'm thinking Amiri should hang on to the Trollreaper, at least until the trolls are dealt with. Or Valerie could use it, but she'd have to put the shield aside.

I don't want to hog all the good stuff, but I'd trade my Explorer's Belt for the Belt of Physical Perfection in a heartbeat. The only other stuff there I'd get any use out of are the amulet and, I guess the crossbow.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

I agree. I know Amiri's sword has thematic/background significance, but having Trollreaper as a specialist weapon, she only uses for troll slaying would be a really good idea.

I'd say either Pyros or Valerie would be good choices for the belt. (Pyros seems to end up taking more damage than anyone else on average so more HP is always a good thing. And Valerie being the literal shield wall, would definitely benefit from boosting her physical stats.

I can't use any of the armor or weapons for that matter, and already have my amulet slot taken. I'd take the cloak if no one else wants/needs it.


Half-Orc Magus (Eldritch Scion) 4 / Shifter (Elementalist Shifter) 3| HP - 64 | AC - 19 | F+9, R+7, W+7| Perc +1 (DARKvision 90') |

Reg would certainly take the handmedown Explorer Belt for the CON, if it doesn't go to Valerie. Pending the 'studs' being made out of bone or ironwood or something, Reg would take the studded leather obviously.

Grand Lodge

Female Human Fighter 5

Valerie is only interested in the belt and maybe the crossbow.


Half-Orc Magus (Eldritch Scion) 4 / Shifter (Elementalist Shifter) 3| HP - 64 | AC - 19 | F+9, R+7, W+7| Perc +1 (DARKvision 90') |
Valerie Medvyed wrote:
Valerie is only interested in the belt and maybe the crossbow.

Reg concedes the belt in that case :)

Grand Lodge

Female Human Fighter 5

Valerie will pass on the crossbow.

Also, I am moving and starting a new job in the next two months. I'm not sure I'll remember or be able to post.

Sovereign Court

Valerie, just keep me up to date. I can bot your character if needed.

Grand Lodge

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Female Human Fighter 5

Things are kinda unpredictable.

Sovereign Court

Was gone for the weekend, I'll continue tomorrow


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

Before we go forward, who's still here?


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Half-Orc Magus (Eldritch Scion) 4 / Shifter (Elementalist Shifter) 3| HP - 64 | AC - 19 | F+9, R+7, W+7| Perc +1 (DARKvision 90') |

I am


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

Anyone want any of these?

+1 bastard sword
+2 ring of protection
+2 cloak of resistenace
Amulet of Agile fists
+2 amulet of natural armor
Bracers of Archery (to Ekun?)
+2 Con belt


Male Half-Elf Fighter (Aldori Defender/Steelbound) 5 VMC Magus: HP 8/53 : AC: 28, T: 21, FF: 18 (+1 after full attack, +4 if fighting defensively): Fort: +8 Ref +6 Will: +2 (+2 vs Fear) : Perception +12, Low-light vision, Init +4 Fighter (Aldori Defender/Steelbound) 5 VMC Magus

Still here. The Ring and Cloak are both upgrades from the +1 I have currently, and I don't have an amulet. So any of those would work for me. But that's going to be the case for everyone, I suspect.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

I already have my amulet slot taken by the Amulet of Mighty fists. Do we even have anyone that uses Dex in melee and fights unarmed or with natural attacks? If not we def want to sell the Amulet of Agile fists.

I considered it but most wild shape forms bigger than tiny have more of a STR bonus than a Dex bonus.

I could definitely use the Con belt as I don't currently have a Con boost.


F CG Half-Elf Arcane Trickster 3/Rogue 1/Wizard 3 | HP 40/53 | AC 20 (22 ranged) T 14 (16 ranged touch) FF 15 +4 | CMB +2 CMD 16 (18 vs ranged) | F +5 R +11 (+12) W +9(+11)* | Impromptu sneak attack: 1/2

I'm here. I don't currently have a Ring of Protection, but if someone who spends more time in melee needs it that's fine.


Half-Orc Magus (Eldritch Scion) 4 / Shifter (Elementalist Shifter) 3| HP - 64 | AC - 19 | F+9, R+7, W+7| Perc +1 (DARKvision 90') |
Pyros Aldori wrote:
Still here. The Ring and Cloak are both upgrades from the +1 I have currently, and I don't have an amulet. So any of those would work for me. But that's going to be the case for everyone, I suspect.

Reg would take the Baron's handmedowns then :)

Grand Lodge

Female Human Fighter 5
Pyros Aldori wrote:
Still here. The Ring and Cloak are both upgrades from the +1 I have currently, and I don't have an amulet. So any of those would work for me. But that's going to be the case for everyone, I suspect.

yep.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

I'd be surprised if Valerie doesn't punch this dude before we're done. Lol.

Grand Lodge

Female Human Fighter 5

My life has gotten very busy with my new job, and I don't currently have time to dedicate to PbP. I'm dropping out. Sorry.


Half-Orc Magus (Eldritch Scion) 4 / Shifter (Elementalist Shifter) 3| HP - 64 | AC - 19 | F+9, R+7, W+7| Perc +1 (DARKvision 90') |

I have been feeling the same way ... and then today tested positive for COVID. So I'll have a little more time (if I stay out of the hospital).


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Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

Sorry to hear that. Make sure to reach out to your doctor to get a hold of the meds that can help make it less devastating.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

So we currently have Pyros, Regongar, Octavia and Myself. Anyone else active?

Would that be enough to continue?

Sovereign Court

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yes, we can always add more players if need be. Also, I caught up with the random stuff so everyone can level up as well.


Male Half-Elf Fighter (Aldori Defender/Steelbound) 5 VMC Magus: HP 8/53 : AC: 28, T: 21, FF: 18 (+1 after full attack, +4 if fighting defensively): Fort: +8 Ref +6 Will: +2 (+2 vs Fear) : Perception +12, Low-light vision, Init +4 Fighter (Aldori Defender/Steelbound) 5 VMC Magus

1d10 ⇒ 9

Sovereign Court

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We already have a new player joining as Ekun.

Sovereign Court

Pyros Aldori wrote:
1d10

Nice roll!


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

HP: 1d8 ⇒ 5


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

Druid 6
+1 BAB
+1 All saves
Zephyr Message (Sp):At 6th level, once per day, the Green Faith initiate can cast whispering wind as a spell-like ability, treating her druid level as her caster level. This replaces the druid’s additional daily use of wild shape gained at 6th level.
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
+1 2nd level spell
+1 3rd level spell
+4 Skills (Diplomacy, Knowledge (Nature), Perception, Spellcraft )
+2 Background skills (Knowledge Geography, Knowledge Religion

Sovereign Court

OK, so we have Pyros, Reg, Octavia, and Faerin for sure, I don't know about Amiri. Ekun will join now as well.


LG Male Human ranger 7

HP - L1:10+Con:12+L2-L6:5d10: 22 + 5d10 ⇒ 22 + (1, 9, 7, 9, 1) = 49

So: 10+12+5+9+7+9+5 +6 Favored Class Bonus = 63


LG Male Human ranger 7

Hi, Ekundayo player here.

FYI, I have DM'd Kingmaker at my home game, but they all died horrible deaths, or wished they had died, at the end of Book 3 (about 1.75 books ahead of where this campaign is now). I also have almost finished the Owlcat Kingmaker CRPG (near the final dungeon).

My two favorite companions were Harrim and Ekundayo, but the DM suggested Ekundayo, so here I am. I have however made him more of a 'switch hitter' Ranger rather than only Archery, although he still will mostly do Archery.

I've been following the campaign for a couple of months so I am reasonably caught up.

-- david


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

Welcome to the group. Happy to have you!


F CG Half-Elf Arcane Trickster 3/Rogue 1/Wizard 3 | HP 40/53 | AC 20 (22 ranged) T 14 (16 ranged touch) FF 15 +4 | CMB +2 CMD 16 (18 vs ranged) | F +5 R +11 (+12) W +9(+11)* | Impromptu sneak attack: 1/2

Arcane Trickster 2
HP: 1d6 ⇒ 6
+1 BAB
+1 Fort
Sneak attack +1d6
Spells as 5th level Wizard (1 3rd level)
9 skills (Disable device, Escape Artist, Knowledge Arcana, Knowledge Dungeoneering, Knowledge Local, Knowledge Planes, Stealth, Spellcraft, Perception)
2 Background skills (Knowledge Engineering, Sleight of hand)


Male Half-Elf Fighter (Aldori Defender/Steelbound) 5 VMC Magus: HP 8/53 : AC: 28, T: 21, FF: 18 (+1 after full attack, +4 if fighting defensively): Fort: +8 Ref +6 Will: +2 (+2 vs Fear) : Perception +12, Low-light vision, Init +4 Fighter (Aldori Defender/Steelbound) 5 VMC Magus

I'm going on vacation starting today. I'll have my phone, but posting will probably be limited until thursday.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

Are there any potions/scrolls/alchemical items available to prepare for this before we head out? Can be handled OOC if you just want to get on with heading there.

Sovereign Court

Yes, there are many such available in the Capitol now.

Zarcie has many Arcane scrolls and some potions, as well as the more costly spell components.

Arisinoe has the same for Divine spells.

You all can make a list here on the discussion page and I will give costs and availablility


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

Scrolls:
Acid Arrow
Produce flame
Flaming sphere

Bokken:
Flasks of Alchemist fire
Flasks of Acid

Sovereign Court

All of those are available at normal costs.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

Purchases:
4 Alchemist fires each (400g)
4 Acid each (200g)
2 Alkali flasks (30gp)


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Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

Did we ever settle on a name for the Barony as a whole? I know Stagfall for the capitol,


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Male Half-Elf Fighter (Aldori Defender/Steelbound) 5 VMC Magus: HP 8/53 : AC: 28, T: 21, FF: 18 (+1 after full attack, +4 if fighting defensively): Fort: +8 Ref +6 Will: +2 (+2 vs Fear) : Perception +12, Low-light vision, Init +4 Fighter (Aldori Defender/Steelbound) 5 VMC Magus

Hey folks. I’ve recently gone back to school, flight school. I’m hoping to be an airline pilot in a few years. I knew it would take a lot of commitment, but now that it’s underway I realize the commitment is going to be significantly more than I even realized. As much as I enjoy it, I’m not going to have time for gaming for a while. Maybe I can come back in a year or so when I’m done training and just trying to build up my hours. (I’m not asking you to hold a spot for me, to be clear), but for now I have to step away. It’s been fun, and I’ll miss it, but real life has to come first. I want this career, and in the short term that’s going to require some sacrifices. Hope I see y’all around some time. Best of luck, and happy gaming.

This is one I especially hate to leave because of the larger role my character has. If y’all want him to step back and rule in the background as an NPC I’m good with that. But if not I totally get it.

Sovereign Court

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This presents an interesting change in the dynamic. I can either go with the idea of the Baron being a background NPC, or we can go another direction if you all want. Everyone chime in with their opinions please.

Pyros, it is sad to see you go, but I understand fully what you are going through. I juts finished Law scholl last December and took the Bar in February. In fact, I am in orlando this weekend because I had my final Bar approval hearing yesterday.


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Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins),

Best of Luck to you Pyros, and good luck with Flight School.

I could definitely see the idea of having the Baron be in the back ground, but I've also wondered how things would play out if the Kingdom were sort of a.... I guess Heirocracy would be the word for a nation ruled by Druidic law? Kind of like the Celtic/British Isles early on.

There's also the idea of a ruling council if people have objections to one specific ruler, though that might cause issues with how things play out with other rulers and interactions in the AP.

Looks like the main options are:
Autocracy: A single person rules the kingdom by popular acclaim. This person may be elected by the people, a popular hero asked to lead, or even a hereditary monarch who rules with a light hand. Modifiers: None.

Magocracy: An individual or group with potent magical power leads the kingdom and promotes the spread of magical and mundane knowledge and education. Those with magical abilities often enjoy favored status in the kingdom. Modifiers: Lore +2, Productivity –1, Society –1.

Oligarchy: A group of councilors, guild masters, aristocrats, and other wealthy and powerful individuals meet in council to lead the kingdom and direct its policies. Modifiers: Corruption +1, Law –1, Lore –1, Society +1.

Overlord: The kingdom’s ruler is a single individual who either seized control or inherited command of the settlement and maintains a tight grasp on power. Modifiers: Corruption +1, Crime –1, Law +1, Society –1.

Republic: The kingdom is ruled by a parliament of elected or appointed officials who represent the various geographic areas and cultural constituents of the kingdom, making decisions for the whole through voting, bureaucratic procedures, and coalition-building. Modifiers: Crime –1, Law –1, Productivity +1, Society +1.

Secret Syndicate: An unofficial or illegal group like a thieves’ guild rules the kingdom—the group may use a puppet leader to maintain secrecy, but the group pulls the strings. Modifiers: Corruption +1, Crime +1, Law –3, Productivity +1.

Theocracy: The kingdom is ruled by the leader of its most popular religion, and the ideas and members of that religion often enjoy favored status in government and the kingdom. Modifiers: Corruption –1, Law +1, Lore +1, Society –1.


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Half-Orc Magus (Eldritch Scion) 4 / Shifter (Elementalist Shifter) 3| HP - 64 | AC - 19 | F+9, R+7, W+7| Perc +1 (DARKvision 90') |
Faerin Cordova wrote:

Best of Luck to you Pyros, and good luck with Flight School.

I could definitely see the idea of having the Baron be in the back ground, but I've also wondered how things would play out if the Kingdom were sort of a.... I guess Heirocracy would be the word for a nation ruled by Druidic law? Kind of like the Celtic/British Isles early on.

There's also the idea of a ruling council if people have objections to one specific ruler, though that might cause issues with how things play out with other rulers and interactions in the AP.

Looks like the main options are:
Autocracy: A single person rules the kingdom by popular acclaim. This person may be elected by the people, a popular hero asked to lead, or even a hereditary monarch who rules with a light hand. Modifiers: None.

Magocracy: An individual or group with potent magical power leads the kingdom and promotes the spread of magical and mundane knowledge and education. Those with magical abilities often enjoy favored status in the kingdom. Modifiers: Lore +2, Productivity –1, Society –1.

Oligarchy: A group of councilors, guild masters, aristocrats, and other wealthy and powerful individuals meet in council to lead the kingdom and direct its policies. Modifiers: Corruption +1, Law –1, Lore –1, Society +1.

Overlord: The kingdom’s ruler is a single individual who either seized control or inherited command of the settlement and maintains a tight grasp on power. Modifiers: Corruption +1, Crime –1, Law +1, Society –1.

Republic: The kingdom is ruled by a parliament of elected or appointed officials who represent the various geographic areas and cultural constituents of the kingdom, making decisions for the whole through voting, bureaucratic procedures, and coalition-building. Modifiers: Crime –1, Law –1, Productivity +1, Society +1.

Secret Syndicate: An unofficial or illegal group like a thieves’ guild rules the kingdom—the group may use a puppet leader to maintain secrecy, but the group pulls the strings. Modifiers: Corruption +1, Crime +1, Law...

From my perspective, a druidic hierocracy would make a LOT of sense given the direction things have gone: there's a Druid ... there's a Shifter who actually speaks Druidic ... there's a Ranger. While I know some of the NPCs still believe in other gods, the idea that the Shrike Hills might be ruled by nature worshippers makes sense to me.

Especially given that The Arch Druid would already have General/Warden candidates built in.

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