Kingmaker

Game Master Rackal28

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Brevoy is a proud land, known throughout Golarion for producing able warriors, regal nobles, and clever rogues. Yet Brevoy’s two regions, Issia and Rostland, have long held one another in contempt and now stand on the verge of civil war. Both Issia and Rostland were independent nations until Choral the Conqueror’s barbarian armies and red dragon servitors united the regions into a single kingdom two centuries ago. Until recently, the iron rule of House Rogarvia maintained a fragile peace between the two regions. But a decade ago, House Rogarvia mysteriously disappeared, and the conniving leaders of Issia’s House Surtova supplanted them as Brevoy’s rulers. Now a labyrinthine political landscape plagues the nation, full of secret alliances, provincial loyalties, and nefarious plots; civil war seems inevitable. In Rostland to the south, the swordlords see in many of Issia’s recent political moves the swift approach of such a war. They rightly fear such an event, for Rostland is smaller than Issia, it has fewer armies, and its rolling hills and grasslands offer very little in the way of natural defenses. Worse, unlike Issia, whose northern border stretches along the Lake of Mists and Veils, which offers some defense, Rostland’s southern border lies along a stretch of wilderness infested with bandits and monsters. If Brevoy falls into civil war, it won’t be long at all before the violent, opportunistic vultures to the south move to take advantage of Rostland’s problems.

This southern region of wilderness is called the Stolen Lands. While these lands are technically a part of the River Kingdoms, several of which have advanced claims in the past, Rostland has long viewed them as “stolen” from it by bandits and monsters. Many attempts have been made to settle the Stolen Lands, but to date, none have succeeded, making these 33,000 square miles of unclaimed wilderness the largest swath of unclaimed land in the entire River Kingdoms. 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. It’s a bold and brilliant political move—for if Rostland turned its own resources to the task, not only would such a move weaken its defenses against the north, but the blatant power grab would certainly force Issia’s hand. By sending free agents south, the swordlords of Rostland hope to create new allies without sacrificing their own position
of power in Brevoy.

Yet as with most complex and brilliant plans, there are plenty of opportunities for disaster.

Alrighty well, hi there everyone! I've been wanting to play this adventure path for a long time but ever since COVID hit it's been really difficult to het a group together at the table so I've decided to give play-by-post a try! Not gonna lie, I'm not super experienced in it but I am a pretty good writer and I absolutely love to flesh out the world with every gory little detail~

So hopefully you're prepared to take this ride with me and correct me (politely) if I make some mistakes along the way. What I can promise you all is time, effort, and dedication <3

Character Submissions:

Attributes: 20 point buy

Races: Almost all of these are fine, I'd prefer characters with more of a tie to Brevoy and the surrounding regions so keep that in mind when creating you characters. No cyborgs (get your sci-fi out of my fantasy!) and no Drow Nobles or anything crazy overpowered like that.

Alignment: Any is fine really just no chaotic stupid characters. Essentially, no murdering NPCs and if the rogue steals a loaf of bread you can only be cross with him/her no 'justice' murders kay?

Classes: No 3PP but otherwise pretty much everything is fine here.

Money: Max gold for first level.

Hitpoints: Max for first level, half plus one for each level thereafter.

Traits: Two traits, one of which must be a campaign trait. You can take a flaw if you want but you wont get anything for it.

Skills: In addition to your normal skills you with get two Background skills of your choice.

Backstories: I love a nice detailed backstory with hooks I can use to bring your character to life more in this adventure!

There is a one post per day requirement. You get 3 strikes per month then it resets. Message me for exceptions.

I will be recruiting 4 characters.

Recruitment closes on 03/06/2021 at 0400 GMT -7


How do you feel about players with prior knowledge of Kingmaker? It's a very popular AP with a lot of attempts to run it on this board.


DBH wrote:
How do you feel about players with prior knowledge of Kingmaker? It's a very popular AP with a lot of attempts to run it on this board.

I have no issue with people having some prior knowledge of the campaign. It is fairly popilar after all, even has a video game now. For people who have played already I would only ask that you act with in-character knowledge only and everything should be fine.


Thanks. I'll have a Shaman done soon. Taking the Life spirit to function as the healer. She'll take the nature spirit as her wandering spirit at 4th.

With the Pioneer trait she starts with a horse. Thankfully Shamans get both Handle animal and Ride as Class skills.

Just have to work out her life story and give her a full background.

You will get a lot of applicants. As I said Kingmaker is a very popular AP. How many are you planning on using as a party?


DBH wrote:

Thanks. I'll have a Shaman done soon. Taking the Life spirit to function as the healer. She'll take the nature spirit as her wandering spirit at 4th.

With the Pioneer trait she starts with a horse. Thankfully Shamans get both Handle animal and Ride as Class skills.

Just have to work out her life story and give her a full background.

You will get a lot of applicants. As I said Kingmaker is a very popular AP. How many are you planning on using as a party?

Sounds good, healers are the unsung heroes of heroes in my books <3

Shaman does sink up nicely with the Pioneer trait and there will be a lot of need for horses in this AP as the party explores the Greenbelt so that's a well thought out decision.

I plan on having four players this campaign.


Thanks. I played a Life Shaman through Rise of the Runelords and found them a solid healer, and the ability to change the Wandering spirit daily making them a flexible caster as well.

Well I'm getting off the board now. Have a good day or whatever?. It's late night for me. :)


I am interested and will have this character adjusted to fit your requirements.

As you already know this AP is very popular and this thread will be hit with alot of attention. I have played in several games that did not make it out past the first encounter and it is not necessarily the fault of the DM. Finding a good mix of players is hard but not unknown. I wanted to thank you for stepping up and running a game for us. I have always wanted run to DM a game or two but my time is limited with the kids.

Would you be using the Elephant in the room feat taxes?

I will adjust soon and have this up but this is about what you will see with the advancement of this character right. The character was created for another KM AP that fell apart.

Thank you again.

Silver Crusade

This sounds great! Haven't seen a recruitment for Kingmaker in a while and really wanted to play it once. :)

I have a previously made submission which was for a level 5 game. Background was that he was part of house Rogarvia but was disinherited prior to the Vanishing due to disorderly conduct, which somehow made the event skip him. Ever since, he's been in hiding, biding his time for a chance to reclaim his lost inheritance and honor.

For a class, I originally had him as a multiclass fighter/swashbuckler, but I'm considering redoing it to something else, like paladin/swashbuckler or slayer/swashbuckler. I like a charisma-decent character for what I know of the Kingdom management mechanics, where it's supposedly important for a lot of different posts.

Will probably be able to post it in the next few days after some tweaking.


Dotting :)


Hmmmm... I've got a few ideas for characters in the past, just need to harmonize them with the rules of the table (assuming no elephant and adjusting for 20 point buy).

Been itching to try a psychic, though I don't see that fitting too well setting-wise.

A cavalier dedicated to one of the noble houses or one of their vassals would be especially thematic, though I know as written the AP has us being set up against the House Surtova and the others politically.

A mesmerist Aldori swordsman done as a gentlemen swordsman sounds fun, as does a magus mixing sword and spell mastery.

It's first level, so I'll probably slap them all together and see what I like best.


This sounds interesting! I’ve had a character idea on the back burner for a while that seems to gravitate towards the River Kingdoms, so if nothing else, throwing my glove into the ring for recruitment will motivate me to flesh her out. :)

I’m thinking of a social, witchy (puppetmaster, hexcrafter) elven magus who, after spending some time in Daggermark picking up the basics of toxicology alchemy and herbalism, drifted off to explore, with the vague idea of helping re-establish elven interests in the Stolen Lands. (That’s Telvurin, the Shifting Lands to you, you Rostland upstarts. ;) ) At least by finding a comfortable place to keep an eye on things.


Cool! Kingmaker!

Signy here will be my application. She's an Arcane Duelist Bard who will be taking a 1 level dip into Swashbuckler. She made it a little ways into Book 1 of a Kingmaker campaign a while back. She needs to be reduced back to level 1 and adjusted for the campaign requirements but that will be easy since she's only at level 2.

I'm giving some thought to reversing the order from last time and go with 1st level Swashbuckler and Bard from 2nd level onward. Last time I did Bard 1 then Swash 2.

I'll be keeping the background and other non-mechanical character information as they are.


I would love to play Kingmaker! I'm going to start thinking of a backstory this weekend :)


I would love to finally get to play this campaign. I'd like to enter Alice here for consideration, will have her profile and backstory set before the weekend ends.


I am dotting. My go to character is another swashbuckler but it looks like we already have a bunch of those in the running so I'll consider something else.


Definitely interested. I have a number of ideas, but given the current party composition, I'm inclined to provide an archaeologist bard.


So I am considering being a Hunter with the Forester archetype. I still get a ton of teamwork feats but I have no animal companion. Is anyone interested in a cavalier or something?


Trakas Aeramirdal wrote:


Would you be using the Elephant in the room feat taxes?

I will adjust soon and have this up but this is about what you will see with the advancement of this character right. The character was created for another KM AP that fell apart.

Thank you again.

Well, you're very welcome for starters! And second, no I will not be using the elephant in the room feat tax adjustment.

Trevor86 wrote:
I have a previously made submission which was for a level 5 game. Background was that he was part of house Rogarvia but was disinherited prior to the Vanishing due to disorderly conduct, which somehow made the event skip him. Ever since, he's been in hiding, biding his time for a chance to reclaim his lost inheritance and honor.

Ohhh I had a Rogarvia witch named Grettle once with a very similar backstory. Such an interesting and lore filled house leads to so many rich-story telling possibilities.

ArendK wrote:

Been itching to try a psychic, though I don't see that fitting too well setting-wise.

A cavalier dedicated to one of the noble houses or one of their vassals would be especially thematic, though I know as written the AP has us being set up against the House Surtova and the others politically.

A mesmerist Aldori swordsman done as a gentlemen swordsman sounds fun, as does a magus mixing sword and spell mastery.

Psychics are welcome here but this campaign is lacking in the psychic department itself so you may feel a little out of place, sure.

With enough thought I'm sure you can make even House Surtova work for this AP. In fact they sound super fun. You could be a double agent or maybe you are at odds with the rest of your house?

All of these options sound good to me personally so have fun!

A surprising amount of swashbucklers for a largely landlocked AP but hey I'll take it xD

Swashbucklers are still welcome as any class so don't be shy submitting them as they will all recieve equal consideration. I go for story not mechanics.

I am also very happy to see an archeologist submission. I completely adore that archetype.


Dotting! I'll need to read up a little on Brevoy, but I am really curious about Kingmaker. I know almost nothing about it apart from the name and what I just read here.

What are your thoughts on characters who originate in or have spent time in the Stolen Lands (or River Kingdoms as a whole) before now?


Kobold Cleaver wrote:


What are your thoughts on characters who originate in or have spent time in the Stolen Lands (or River Kingdoms as a whole) before now?

Oh hey fancy seeing you again xD

More than happy to have characters from the Stolen Lands themselves. Just remember that there is no real civilization in this area, just some bandits and a couple groups of monsterous humanoids.


Hi GM, here's Archlich with my submission for the game :) I added backstory and some crunch to the profile, and I might be adding more details on the next few days. Thanks for running it! I hope you like her, and please feel free to let me know if you have any questions or concerns.


Okay, I got a different idea rolling around in my head now.

@Rackal88 - Would you be okay with having a bloodrager's rage work like the unchained barbarian? Instead of it changing my stats when I rage, I get temporary HD and damage bonuses. It works out basically the same but I don't have to worry about killing myself in a rage.

I am thinking of either Brigand or Pioneer for my character. An Ulfen descendant of witchwolves that were forced out of their home and hunted down trying to start a new life.


KingHotTrash:I'm afraid that all classes will work exactly how they do on paper. This is to avoid any kind of balancing problems. Keeping things simple for my first PbP Adventure Path so I don't muck anything up. I'm not even using my monster part harvesting rules I've been so eager to try out for fear of upsetting balance xD

Everyone Thank you all for you interest and submissions so far! I'm going to be compiling notes on everyone's characters and posting that at some point today~


Do you have any issues with the changeling race (as in, hag-blooded) and the shifter class? I'm currently thinking about a gnome or changeling with a backstory closely intertwined (perhaps negatively) with the fey elements of the Stolen Lands.


No worries, just means I will definitely have to take another feat. :)


Kobold Cleaver wrote:
Do you have any issues with the changeling race (as in, hag-blooded) and the shifter class? I'm currently thinking about a gnome or changeling with a backstory closely intertwined (perhaps negatively) with the fey elements of the Stolen Lands.

That sounds absolutley fantastic to me! And no problems at all with either race or class. I'm excited to see what you come up with :)

Silver Crusade

@Rackal Glad you like the base concept :)

I took another look at the background traits in the player's guide today and i might slightly change my backstory to being a bastard son who was temporarily accepted into house Rogarvia as a ward on the premise/excuse of his talents. Before he then got banished from court due to disorderly conduct (and maybe, just maybe, for partly alterior reasons such as hoping that would make the vanishing skip him)?

Reason for altering it is that none of the traits as written seem to fit a disinherited ex-Rogarvian, and I'm not sure to what extend these campaign traits are important to the story. The one for local nobles understandably doesn't have an entry for the Rogarvians, and Bastard assumes you are actively trying to claim your lineage rather than hiding it for now. Still, it seems like the best fit? Rostlander would be a workaround but seems a bit generic and bland in flavor compared to the others. Do you have some advice?

I think Swashbuckler reasonable fits the whole dueling scene with the Aldori swordlords in the region. I'll probably start as Swashbuckler to represent his past of courts and swords and move into Inquisitor of Erastil for the rest of the levels, to give him survival skills and as an atonement for past behavior of sorts. He'll be a rogue-ish ranger type character for flavor who knows his way around courtlife and social situations. I have the mechanics and background mostly done and hope to post the first draft of the submission somewhere today!


DBH here with my Life Shaman as promised. PCGEN forgot the horse so I'll be adding that to her character sheet.

Natalia Aslanov:

NATALIA ASLANOV

Female Human (Kellid) shaman 1. NG medium humanoid (human)

Init +1; Senses Perception +7,

Languages Common, Hallit, Sylvan

AC 14, touch 11, flat-footed 13. hp 10 (1HD)

Fort +1, Ref +3, Will +5, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares)

Ranged crossbow, light +1 (1d8/19-20), within 30 ft. +2 (1d8+1)
Melee cold iron dagger +0 (1d4/19-20)
Ranged cold iron dagger (thrown) +1 (1d4+1/19-20), within 30 ft. +2 (1d4+1)
Melee cold iron spear (two handed) +0 ((two handed) 1d8/x3)
Ranged cold iron spear (thrown) +1 (1d8+1/x3), within 30 ft. +2 (1d8+1)

Base Atk +0; CMB +0; CMD 11

Prepared Spells Prepared Spell List
Shaman (CL 1st):
1st - cure light wounds (DC 14) , detect undead , entangle (DC 14)
0th - create water , dancing lights , detect magic
*: Domain spell.
Deity ; Domains Life (Spirit),

Abilities Str 10, Dex 12, Con 13, Int 13, Wis 17, Cha 14

Special Qualities Bonus Feat, Channel (1d6, DC 12, 3/day), Familiar's Alertness ability Active, Life (Spirit), Orisons, Skilled, Spirit, Spirit Animal, Spirit Magic, Weapon and Armor Proficiency,

Feats Alertness, Fast Learner, Point-Blank Shot

Skills Appraise +1, Bluff +2, Climb -1, Craft (Untrained) +1, Diplomacy +6, Disguise +2, Handle Animal +6, Heal +7, Intimidate +2, Knowledge (Nature) +5, Perception +7, Perform (Untrained) +2, Ride +4, Sense Motive +5, Spellcraft +5, Survival +3, Swim -1,

Possessions studded leather armor; cold iron spear; Crossbow, Light ; Wrist Sheath [ Cold Iron Dagger; ]; Pouch, Belt [ Flint and Steel; String (50 ft.); ]; Backpack, Common [ Rope, Silk (50 ft.); Bedroll; Healer's Kit; Whetstone; Grooming Kit; Mess Kit; Blanket, Winter; Survival Kit (Common); Soap; ]; Canteen ;

Channel (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 3 times per day.

Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Life (Spirit) Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th)

Orisons Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Pioneer (Perception) You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you've learned how to survive on the rugged frontier. With the wilderness ever at your door, you've also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family's land, you've joined the expedition into the Stolen Lands. You begin play with a horse.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spirit (Su) A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

Spirit Animal (Ex) A shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Magic A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.

Weapon and Armor Proficiency A shaman is proficient with all simple weapons, and with light and medium armor.

KALAN

Male Familiar Arctic Fox animal 1

TN medium magical beast (familiar, augmented magical beast, familiarbase, augmented animal)

Init +2; Senses Low-Light Vision, Perception +8,

AC 12, touch 12, flat-footed 10. hp 9 (1HD)

Fort +3, Ref +4, Will +1. Speed 40 ft. (8 squares)

Melee bite -1 (1d6-1)

Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +0; CMB -1; CMD 11 (15 vs trip)

Abilities Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6

Special Qualities Low-Light Vision,

Feats Skill Focus (Perception)

Skills Acrobatics +2, Acrobatics (When Jumping) +10, Appraise -4, Bluff -2, Climb +2, Craft (Untrained) -4, Diplomacy -2, Disguise -2, Escape Artist +2, Fly +2, Heal +1, Intimidate -2, Perception +8, Perform (Untrained) -2, Ride +2, Sense Motive +1, Stealth +2, Stealth (In snow) +6, Survival +1, Survival (Track by scent) +5, Swim +2,

Possessions

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Quadruped (Claws) Available Magic Item Slots; armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist

Some background:

Background:

Natalia was born to a farming family on the edge of Brevoy. She is a tall, good looking girl of Kellid ancestry. Thick black hair tied back in a braid. Good shoulders from farm work and grey eyes that look at the world with calm interst.

Father Dimitri. Mother Irina

Older brother Olezka

Younger brother Michail (Micha)

She loves her parents, even though they don’t understand her and are solidly traditional in their outlooks.
.
She loves her older brother Olezka, though she argues with him constantly. He is convinced being the eldest means he knows best.

She loves her little brother Mischa, though she doesn’t think he’ll stay bound to the farm much longer. Even if his habit of putting on a dress and flirting with the local boys is fun for him she thinks he’ll be setting out for his own adventures soon.

Growing up she heard many tales from Nana Katina about the wonderful farm they had been forced to leave when she was only a child. A farm in the stolen lands many times the size of theirs. And much more prosperous with it.

Olezka grew up solid, a farmer’s son to the core. Solid and unimaginative. Natalia learnt healing from her mother, and later from the village healer. As she grew older and began to develop into an attractive young woman her parents began to hint that she should look for a husband. One who could bring more land or stock to their farm.

This did not appeal to Natalia in the least. While she’d enjoyed a few tumbles in the local hay barns she had no interest in settling down as a farmer’s wife! The various pretty dresses she was gifted by her mother mysteriously vanished. But were just as mysteriously rescued by Micha. Who Natalia thought actually looked better in them than she did.

She did feel there was more Fey in Micha than just his looks. His talent for magic being one sign.

The pressure to marry came at the same time as Natalia finding her spirit animal. Kalan understood mating, he didn’t understand marriage?

So she decided it was time to leave for a while, at least until her parents got over the idea she would make a good wife anyway. Quoting Nana Katina’s tales of their lost farm and the call for adventurers in Restov to reclaim the Stolen lands Natalia declared she would find and reclaim the family farm… Someday, eventually.

Packing her gear and promising to send money to her family Natalia set off to Restov hoping to find an adventuring party that needed a good healer.

Any questions or corrections just let me know.


@Trevor86 Swashbucklers will fit in just fine, I just always imagine them as pirates so it's amusing to me~

For my House Rogarvia character I made her a Brigand. That fit well with her as she was morally. . . Alright she was a straight up cannibal whacha gonna do? Buuuuuut, the point being that I felt it was more important to focus her trait on what she had been up to after House Rogarvia dissappeared rather than just her time with the house. If you want to go a more "Good" route Pioneer is a fantastic choice as well in my personal opinion but the Bastard Trait works just as well.

@DBH Fantastic! I'll give it a read and be back with notes later today~


Ok, I have always wanted to play this AP and wizard is my class. I have the concept semi-created, but will flesh it out soon.


Are you ok with newish players?


@Signy Birkirsdottir: An interesting character for sure, I love her independent and devil-may-care attitude. My only question would be does she have any friends or other relations or is she just a leaf on the wind?

@Lorna Medvyed: Loving the backstory and the conflict in there, quite exciting! Question though! Did she have any struggles in accepting her powers after the initial outburst? And what exactly are Lorna's intentions, and that of her family, in regards to the adventure into the Stolen Lands?

@DBH: Looove the way you described her family gave a lot of depth to the character. Question. When did Natalia's powers start to manifest and how?

@GoblinFiddler: New players are A-okay with me! I'm also new to PbP sooooo we have something in common! Yay~ Welcome~

@Everyone: After having read these character submissions I have a few more questions I'd like everyone to answer in order to help develop your characters and really bring them into this campaign.

1. What is a short-term goal of your character?

2. What is a long-term goal of your character?

3. If your character was given the opportunity to found their own kingdom what would be their motivation to do so?


Dot for interest


Thanks for the comments Rackal! I'll reply with a PM since the answers could get kind of long.


IMPORTANT UPDATE

We wont be having the one post per day requirement. Some excellent advice was given to me and so all I have to say is, if you feel you have something to contribute please post. If not no biggie. That will be all~


For whatever it's worth, the "3 strikes" rule seemed a little stringent, but I think a rough expectation of one post per 24 hours is perfectly reasonable.


A character that I submitted for a prior attempt.

Was trying for Mystic Theurge. Will take a day or so to get him to your specs.

Mokshai.


GM Rackal28, I have a few questions.

What modules and APs have you run? Did you GM for friends or did you go to a hobby shop?

Also, have you played through Kingmaker before or is it a story you've been wanting to experience?

What application(s) are you planning on using for hex maps, combat, settlement builds, and kingdom bookkeeping?


Two questions, will you be allowing background skills and item creation ?

Silver Crusade

@ Rackal thanks for the response! I'll put the answers for your questions in my application when it's complete.

On the background thing, if you like detailed backgrounds, I could include both the old background where he was a legitimate son and was exiled, and the rewritten one for bastard where he was temporarily allowed into the courts prior to exile, so that you could pick whichever one you like better?


Mokshai, looks like background skills are allowed, checking the OP.


@ Kobold Cleaver, Thank you. I missed that.


This is Qunnessaa with the beginnings of the character she'll be submitting.

Mostly a quick sketch of what I think are the most important elements to get a sense of who this witch is, so far. I could add a paragraph for a bit more of a narrative backstory in the next couple of days, but definitely the mechanical bits, I hope.


Rackal28 wrote:
@Lorna Medvyed: Loving the backstory and the conflict in there, quite exciting! Question though! Did she have any struggles in accepting her powers after the initial outburst? And what exactly are Lorna's intentions, and that of her family, in regards to the adventure into the Stolen Lands?

So glad you enjoyed it! It was a blast to write.

You will notice the story has somewhat of an “Elsa from Frozen” vibe, but my inspirations are also very much Game of Thrones of sorts, with a bit of “”Sansa Stark and Yara Greyjoy.

While initially Lorna didn’t fully understand her powers, after her months confined she’s a lot more comfortable with them - since her “phantom” is literally part of her own psyche getting “free”.

As for intentions: still in a Game of Thrones fashion, the Medvyed as a whole see in it an opportunity to grow in power via new lands. While Lorna is more altruistic and seeking thrill, she’s very much educated to be a noblewoman and likes to play the game accordingly... So I could easily see her trying to put herself in a leadership position. Even Queenmaker, why not? If my colleagues so feel like that too :)

Thanks again for reviewing her background and feel free to send me any other questions and concerns you might have.

Cheers!


I have no idea how to do all the fancy changing of the profiles and such at the moment, so my submission will be done in the classic "linked character sheet to my google drive format."

Margus Blackfeather.

"Through Struggle, We Are Eternal"

The motto of the Rostlandic House Kessler, a vassal of House Lebeda. Margus Blackfeather is a retainer who serves House Kessler as a sworn man-at arms. The tengu and his clan have been allied with the Kesslers for decades. The Kesslers have long permitted a "tengu clan" within their small town, in which have been allied with the Kessler family for generations. The tengus offer a natural affinity for swordplay and have often offered their services to House Kessler (and by extension, House Lebeda) to compliment House Kesslers lack of martial ability. House Kessler is known largely as a group of scholars and historians, but have produced several wizards and mages to serve the family.

House Kessler controls a smaller portion of the southern holdings in the House Lebeda controlled section of the Rostland, with their base centered at Daggerpoint, affectionately called the Aerie by house loyalists. They are led by Morgan Kessler, the matriarch of the family who often seems cold and icy, but underneath the strict facade is a caring heart for her people.

Margus' family came with raiders who pillaged from the Shackles all the way through the Inner Sea and the rivers up through to the River Kingdoms. They settled in Rostland, eventually consolidating in Daggerpoint where they formed a natural alliance with House Kessler given tengus natural affinity for swordplay combined with the proximity to the Aldori Swordlords home city.

Margus is the latest of the tengus to offer his loyalty to House Kessler. Margus is tall and muscular comparatively for tengus, and serves as a competent warrior, especially on horseback. He had been raising an axebeak for use as a mount, but had been called away by Morgan to answer the call for the charter of the expedition into the Stolen Lands from Restov as a representative of both House Lebeda and House Kessler; House Kessler hopes that if the expedition is successful, it would provide an opportunity for House Kessler to increase their holdings and status amongst the other noble houses. He gathered himself a horse, made arrangements for the care of the axebeak he had been raising (his mount when he hits the appropriate level) through his friend Naomi Kessler (daughter to Morganna), and set off for Restov.

Margus is generally quiet, preferring to let others speak and show their intentions. Regardless, he enjoys the companionship of those who struggle and suffer alongside him. Songs and tales by the fire, ale at the tavern, and jokes with friends are his bread and butter, and one of his greatest enjoyments. He is skeptical about the intentions of the other applicants for the charter, but makes an effort to treat everyone without judgment first as tengus know all too well the danger of ill-informed judgments.

Short Term Goals- Margus' primary goal in the immediate is to complete the conditions of the charter on behalf of House Kessler. He is devoted to the House of Kessler (whose become so synonymous with the tengu that their crest is a raven), and believes his service to the House brings honor to himself, his tengu clan, and the House of Kessler. He is grateful that House Lebeda shares many of the same tenants and beliefs he himself does.

Long Term Goals- Margus personally cannot wait to until Kwark, his axebeak at Daggerpoint, is able to accompany him into battle and on the road. While it was almost ready to go prior to his departure, there was still at least a few more weeks of training and growing left before the axebeak was going to be ready to be ready to serve as a proper mount. Long term professionally, Margus would love to see the balance of power politically shift away from House Surtova to either split Issia and the Rostland or have a family of a more down-to-earth perspective on the Dragonscale Throne (House Lebeda of the major houses is his preferred).

If given the opportunity- Margus would try to establish a kingdom. While he believes a warriors purpose is to protect and not govern, Margus would take great pride in helping establish a land that may provide the assistence to House Lebeda and Kessler. While tengus aren't exactly the rarest in the area, he would like to see a land built as a haven to all the non-dominant races who don't have a homeland. Tengu, the ratfolk, catfolk, skinwalkers, etc would be welcome freely to prove their worth and value.


My current concept is a changeling shifter (Adaptive Shifter archetype). For now, I'll call her Wisp. She's probably more of a skill monkey than a frontliner (focus on Heal, Survival, etc), but able to make trouble if she needs to. She was raised by her human mother in a bandit camp, and bad luck and curses have followed her wherever she goes.

Even though she's 25 now, the Call still haunts Wisp, mostly because she refuses to admit there's a problem. With other PCs, she's a smartass, irreverent wilderness guide with a superstitious, pessimistic side. Her disrespectful attitude has made her a lot of enemies amongst local fey and human alike. Honestly, her main source of hooks will probably be the people who really don't like her very much.

1. Short-Term Goal: Wisp has very few friends in the area these days, estranged at best from her old bandit buddies and facing everything from meanspirited pranks to malicious harassment from the local fey she's annoyed. What few friends she still has she's pretty desperate to take care of. I think she might have a friend she's looking out for—an elderly hermit who needs medicine or supplies, a fey who's been getting pushed out by banditry.

2. Long-Term Goal: Wisp is actually pretty afraid of her hag mother, who she knows is still looking for her. She really just wants to be free from the control of others.

3. Kingdom Motivation: Wisp is a firm Chaotic Neutral, and the waters of the River Kingdoms race like rapids in her. She detests tyrants, and would sooner cut off her arm than shake a king's hand. She's not learned enough to have a specific alternative government system in mind, but she would want to ensure that nobody's getting pushed around.

EDIT: Pfft, okay, I always forget how disappointing the shifter class really was. I may just go with druid or modify the concept entirely. Goodness.


Here is a little information on how Natalia met Kalan.

First meetings:

Natalia was grumbling to herself one chilly morning, gathering the eggs the chickens had laid in the night. For the last few days she had constantly felt she was being watched. She had looked openly and secretly but been unable to see anything out of the usual.

Pushing a broody hen aside to get the egg it was trying to protect Natalia froze as she heard an amused voice. “I like eggs.” Turning slowly she saw a silver fox sitting beside her. Tail curled elegantly over its feet as it eyed the fresh egg in her hand.

Her thrifty farmer’s daughter upbringing took over, “You can’t have it though. It’s breakfast.” The foxes expression suggested amusement. “If you give me the egg I’ll teach you a trick.” It offered temptingly.

“What sort of trick?” Came her wary response. Straightening up the fox looked in her eyes. Its own eyes’ deeper and wiser than any animal’s. “Magic tricks. Tricks to bring life young healer.” Slowly her hand reached out and gave him the egg.

Kalan did teach her tricks to help with healing and magic. If only he didn't think that teasing was just as important in her training!

1. Short term goal?

Get away from the farm and find a life that she wanted to live on her own terms.

2. Long term goal?

Lands of her own and founding a healers college and a hospital. The more people can heal themselves without needing magic the less a burden illnesses will be on them.

3. A Kingdom of her own?

Protection of those people who needed it. Education and healing. A Lot less of all this noble nonsense getting people killed for their pride and greed.


Working on an archer of some variety


Interest...


Completely changed concepts—here's Wisp, a gnome druidess from the River Kingdoms, raised by bandits and struggling to escape her mysterious premature Bleaching. It's a bit of a long backstory, I'm afraid!

Short-Term Goal: Wylhia is looking for protection. She's hoping she can find a fey connected enough to the First World to at least explain to her why she's Bleaching, but such a meeting could be dangerous to undertake alone.

Long-Term Goal: Wylhia wants to find a way to stop the Bleaching, and overall, to finally feel safe again. She also wants to know what happened to the elf from her backstory.

Kingdom Motivation: Wylhia has a sort of skewed moral compass—to be expected, considering her upbringing—and a kingdom under her care would be run much like the chaotic River Kingdoms. That said, she wants the land to be safe for travelers, and wishes to promote a more harmonious relationship between mortals and fey.

Backstory:
Wylhia has always been especially close to the First World. As a child raised in the River Kingdoms, her parents unaccounted for and the bandits that "found" her woefully unprepared to raise a young gnome, her best friends were the corn snakes and ground squirrels that riddled the area. She endlessly pestered the bandits for stories of the Endless, sought to befriend fey that had no idea what to make of her. She always dreamed of going to the First World one day, and was hit very hard when someone finally told her the stories of gnomes being exiles from that realm.

The bandits did their best, considering they were deeply amoral people who had almost definitely murdered Wylhia's family prior to "rescuing" her, to raise Wylhia well. They taught her the perils of the forests, though the foxes and rabbits were sometimes better teachers, and did their best to encourage her interests in druidic and arcane traditions. They probably hoped she would grow up to be a member of the crew, in that very well-meaning but ill-directed impulse of guardians trying to guide their children down the same path once walked by the parents.

It was not to be. Wylhia's strange friends and family had protected her for a long time from the dangers of the world, but a gnome takes forty years to grow up, and most of the crew were human or half-orc. Wylhia's guardians aged like mayflies before her eyes. Some retired, but it's not easy to retire from banditry. Many found their rest in other, quicker ways. New bandits joined the crew, and by the time Wylhia reached puberty, only three of her original guardians remained: Most notably, their half-elf leader and a Forlorn elf who was used to watching his human friends wither away. Wylhia seemed to take it all in stride, aside from making much more frequent prayers to Pharasma, but started wandering further and further in her explorations, as if increasingly less comfortable with her changing family.

One day, Wylhia was a little incautious while chatting with a nixie and fell headfirst into the rapids of a fast-flowing river. The gnome youth could not swim with her bad leg, and she called for help. She's not sure why, to this day, the nixie did nothing. Just as she saw the bandits racing towards the river banks, she hit her head on a rock and went unconscious.

When Wylhia awoke, she was lying in a tent, bundled up tight in the much-too-big-for-her quilted cloak the Forlorn elf had always worn. She was camped near the same river, but far, far downriver, in a place she didn't recognize. The elf had saved her, but, he told her, they had gone down too many forks to easily find their way back. He left her there, shivering in his coat, to go and see if he could find help.

Wylhia stayed at the campsite for seven nights. He did not return. A sense of dread began to overtake her the longer she waited. She started to get irrational, paranoid, her sleep filling thick with nightmares about whatever had happened to the elf. Eventually, she packed up what supplies remained and began the journey south—in the opposite direction.

Since then, Wylhia has become a familiar presence in the Stolen Lands, working with bandit crews and legitimate travelers alike as a guide and ambassador to the local fey. She doesn't want to go back. She's afraid of what she'll find, and besides, the bandit crew has no doubt moved on. She supposes she should too. She has bigger problems.

Wylhia began noticing her hair and eyes going paler four years ago. It has only worsened. Nothing she has attempted seems to work, and though the gnome doesn't like to talk about it, she's getting scared. The Bleaching is never supposed to come this early for a gnome, and she doesn't know what she's doing wrong. Perhaps her deeper ties to the First World have come at a cost.

Wylhia is terrified of death. She is terrified of losing people and she is terrified of losing her own life. Her prayers to Pharasma—and sometimes darker deities—only grow more desperate as time goes on. Dread hangs over her as heavy as her cloak, and irrational fear wars with grief for her lost family. Fear has been winning for a long time. She fears the mercurial fey, who might leave her to die as easily as gift her with a flower crown. She fears the Bleaching, that sickness that will tear her mind from her body in time. She fears the nameless evils that lurk in the shadows of the oldest trees and darkest marshes. She fears the bandits and monsters in this area that regard her as easy prey.

And on some level, she even fears those she calls friends, for she knows how violence and cruelty can hide behind smiling faces—one of the many lessons her bandit family did not mean to teach her.

As a sidenote, Wisp is currently Neutral Evil, but this is more to reflect the sorts of things she sees as "normal". She doesn't see violent robbery as being such a horrible act in and of itself, for instance, but likely wouldn't perpetrate it herself. Her moral compass is completely skewed, but she's fairly likely to move towards Neutral Good if she makes some friends who are better influences on her.

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