Jhofre Vascari

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At our last game we had a revelation about one of the PC's. He's a worshiper of Rovagug.

Our part consists of a NG Inquisitor of Ragathiel (me), a CG Spellslinger with a CG Cleric of Milani as a cohort, a CG Magus, and a CN Barbarian, who just revealed to us all that he is a worshiper of Rovagug.

At the beginning of the campaign we decided as a group not to indulge in PvP with these characters, and we have all made small allowances to avoid such, but I can't wrap my head around how to deal with the situation now. I can't imagine Ragathiel being cool with me casting healing on him, or buffs or whatever. (Honestly I can't imagine Milani being cool with it either, but that isn't my character so I'll let them worry about it.)

So any advice on how to continue playing with the party as is, not have any PvP, and still stay true to my character?


Some preliminary information. I am currently playing a NG Inquisitor of Ragathiel in the reign of Winter campaign. My DM and I had a differing opinion on some actions taken by my character, and while we are going with his interpretation (as per DM fiat), the other players and I (mainly I) were wondering if one act in particular crossed the line.

Without using any spoilers, the situation was that we had captured a neutral priestess during the course of the campaign, and I told her I would let her go if she gave me the information on her 'boss'. She divulged that she had been working for this 'boss' for some time, and had been using her powers to attack and waylay travelers and other innocents in addition to the PC party, and that she would do it again if she felt like it. She also gave us no information on her 'boss' (like whereabouts or anything else). Then she went on a minor tirade about how her goddess was far superior to Ragathiel and that I need to take my worship of a minor cult and get out of her face. Then she claimed that she answered my questions and demanded to be released.

In response I told her that her acts demanded vengeance for those that she had wronged. Since I told her I would let her go I did, but first I broke her leg, as a non-lethal way of taking some measure of retribution, both for her slight against my god and for those she had injured while working for the 'boss'.

I'm sorry if this is a little vague, but I wanted to avoid any possible spoilers.

Ultimately though, I wanted to know. Was I indeed in the wrong there? Is what I did an evil act according to the rules? heck, even if it is just a judgment (heh, judgment!) call, was i stepping outside my NG alignment and the tenants of my deity?

I am curious to know what you all think.


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After a lot of back and forth, (and not a little searching through these forums for pre-made answers) I thought I wold share my ideas for figuring out city populations using the kingmaker rules that made sense to me. Of course, actual numbers doesn't mean anything as far as population is concerned, but the standard 250 per city block didn't seem to work for my campaign. In addition, I wanted a way to have the cities in the PC's burgeoning kingdom grow a little more naturally in size.

During the preparing phase a new city starts with a population based on what kind of hex it is started in. Cities started in Plains hexes begin as Villages with 75 residents. Forest and Hill hexes start as Hamlets with a population of 30 people. Mountain and Swamp settlements start as a Thorpe with 15 people. Each month new people are added to a settlements population based on the city improvements that are built, (After all, a settlement with a castle and city walls will draw more people to live there for the increased protection those structures offer). Different city structures provide a different bonus to the 'Population Growth Modifier' which is then modified by the Kingdom's Promotion level and then still further by city special Qualities (for example, a city with the 'Insular' Quality has a severe reduction in growth rate, and a city with the 'Plagued' disadvantage would be hard pressed to grow at all.)

This Population growth modifier is then translated into a 'd6 +' variable which is rolled every month and added to the city's total population. At the same time, a cities total population is defined by what kind of housing it has. Houses, castles, shops, tenements, etc all have a 'Maximum Population modifier' which defines how large a population can grow without issues. If a city reaches this maximum number then the PC's can either build more housing, or their kingdom will gain unrest due to over-crowding.

The system seems to be working very well so far, although I am still tinkering a bit. I may add taxation level and unrest as negative modifiers to the Population Growth Mod (which makes sense) and perhaps tweak the actual numbers a bit. I would appreciate any thoughts or Questions though.