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![]() Seerow wrote: 3) The region based kingdom management. Especially if you're making this as a PF2 product and have a chance to redesign from the ground up, claiming and upgrading hex by hex turns kingdom management into a spreadsheet simulator. Instead of claiming 50 hexes 1 at a time for 1 bp each I'd rather see claiming a region for 50bp. The CRPG's... Quoted only part of the post, because I really agree with this, but had been thinking that this would be a great way to incorporate a form of feudalism. Basically, in order to 'claim' an additional region, you appoint a character or NPC as the 'duke' of that region, pay 50 BP plus any other requirements, and then give the new duke/duchess their own treasury with which to build up that region. That way, if some players really like the kingdom management, they can become lords of their own land, owing fealty (and taxes) to the primary ruler, and can then manage those lands however they like, rather than needing consensus from the party. And, since most players should be familiar with Game of Thrones, they'll be aware that having their own lands and castle far to the north doesn't mean they can't still be Hand of the King... ![]()
![]() My personal thoughts on the tournament: Have Mivon host it first, sometime during Book 2. Then let it rotate through some of the more distant river kingdoms, like Daggermark, with the players maybe just sending representatives or something. (Great way to establish some notable NPCs in the players' kingdom!) Then, for Book 5, it's Pitax's turn to host the tournament, and with it being so close, the players have a good reason to attend again, but now everything gets dialed up to 11 from the first time. The players are more experienced and more likely to win, and maybe some of the competitors can be champions who defeated them back during Book 2 when they were far less capable and just trying to prove they belonged! ![]()
![]() The way kingdom events are implemented in the game feels far more interactive than how they were implemented in the original AP or in Ultimate Campaign. I like the idea of each event being a tangible thing that one council member needs to take point on solving, with multiple possible outcomes, which can be affected by which council member takes on the task. The main trick would be to balance the system with party members wanting to use downtime for other stuff, and needing to spend time adventuring, but in the CRPG, you could go adventuring with a party member who was working on an event and it would still complete... and that kinda implies that each council member has their own organization underneath them. The high priest(ess) can delegate tasks to other clerics, the spymaster has a network of spies, etc. ![]()
![]() Nepotism could also play a big role, but allow it to swing both ways. There should be both advantages and disadvantages. Maybe Perlivash starts delegating work to other faeries so as to have less to get done, but those faeries now own those responsibilities for good or ill. Maybe some Pooka is now the only being who can decide where to place magical academies, and anyone else attempting to do so will curse the land they choose so that foundations crumble and nothing can be built. ![]()
![]() Playing as a paladin of Abadar, my faith has come up a handful of times, but mostly with the other NPCs, but it doesn't seem to have opened up any meaningful options/opportunities. Personally, I feel like faith should guide dialog options sometimes just like alignment does. I mean, the 'typical' LN alignment choice for a given decision isn't going to be the same as the Abadarian choice, which might not even be strictly LN. A paladin of Abadar should be focused heavily on building infrastructure and promoting trade, whereas a paladin of Shelyn is going to care more about endeavors like Linzi's print shop, or sponsoring an acting troupe by building a theater for them to perform in. But that feels more or less completely absent from the game so far. ![]()
![]() I only just defeated Vordakai last night, because the loading times can take several minutes at times, and because I took chapter 2 extra slow and focused on getting my kingdom stats leveled up as much as I could before I somehow triggered the Varnhold Vanishing quest line. There's definitely some bugs, but aside from some missing items for the collection quests, I've not come across a single bug that couldn't be fixed by reloading my most recent save. For me, it's the ridiculously long load times that are cutting into my enjoyment the most, especially when something going wrong means waiting 5 minutes just to load my last save so that I can start over again. It's one thing to be set back to your last save. It's another to be set back *and* have time to go make dinner and use the toilet before you can even get started. ![]()
![]() I mean, if a player has somehow gotten their character turned into an iron golem, it might be reasonable for them to ask to use the full 24-hour day for adventuring/exploration/travel, but so long as they're still mortal, they need to eat and sleep, and it takes time to make a campsite for the night and then break it down in the morning, and I would be all too happy to apply morale/exhaustion penalties to someone who was just sleeping on the ground, eating nothing but hard tack, etc. (Not to mention that they would likely contract scurvy/rickets/etc eventually, and would take huge circumstantial penalties to diplomacy checks for looking like the murder hobos they clearly are at that point.) ![]()
![]() Personally, I feel that there is a lot that is missing from the rules, even the improved set from Ultimate Campaign. For example, there's plenty of references to sieges, but no actual rules, so it's not like there's some stat that you could add a bonus to for resisting a siege better on account of unlimited freshwater. What I would go with, without adding all new rules and other complications, is that it has no inherent effects, but provides water for up to X buildings that require water to function (such as a brewery or public bath), and that you need to either be adjacent to a river/lake, have an aqueduct/canal, or one of these fountains to build those buildings. ![]()
![]() For a sense of scale, however, 50 gallons/minute works out to 72,000 gallons per day, whereas an Olympic-size swimming pool contains ~660,000 gallons of water. It would take slightly more than 9 days to fill just a large swimming pool, which means that as long as the water is able to flow out into the local river system, you should be just fine unless you're adding large numbers of these fountains, in which case there's a point at which you could cause flooding downstream and invite declarations of war from very upset kingdoms. If all you want to do is have a purified source of water for drinking, with any excess then being utilized by your public bathhouses before being used to flush out your sewer system, you should be all good, but stick to the Kamelands, which are hilly enough to support natural drainage. ![]()
![]() I rather like the idea that Nyrissa has been carefully laying claim to the Stolen Lands so that the Inevitables would recognize her as the rightful owner and thus wouldn't interfere in what she is doing. The players are just upstart squatters on her rightful land, and as long as she can successfully evict them, then her claim remains strongest and the Lhaksharuts have no cause to intervene. ![]()
![]() Much as I like the Summoner and Witch, I feel that a revamped Investigator would be much more interesting, especially if they dropped the spellcasting mechanic to focus on solving problems and analyzing the weaknesses of monsters. With a bit of effort, this could even work to effectively add in other classes, since an Inquisitor could be represented by an Investigator multiclassed into Cleric. ![]()
![]() Maybe have them encounter destruction along the way, signs of a massive creature rampaging through, headed north towards their capital. Then, if they return fast enough, perhaps they can pursue the beast back to its lair, catching it out in the open? The path of destruction left in its wake should make finding its lair trivially easy even after killing it, so it's not like they would necessarily miss out on the treasure there. ![]()
![]() Chemlak wrote:
Strictly speaking, it doesn't have to be an aqueduct per se. I mean, a 'farm' could represent pastureland for herd animals, orchards, vineyards, or any number of other agricultural products... so why couldn't an 'aqueduct' represent something like an advanced irrigation network? ![]()
![]() The Diplomat bit is also a great point. If you go off script and have an 'adventure' that involves a bunch of political intrigue with another realm, there's no reason the Diplomat (and maybe even some other roles, depending on circumstances) couldn't count that towards their 7 days, which means that even if other party members still need to get in their seven days that month, the Diplomat can now use that time for downtime activities like crafting, retraining, etc. It rewards players for thinking about how their character can be performing their role even as they go adventuring, which should hopefully increase their investment in the role. ![]()
![]() Phntm888 wrote:
Basically this. So, you'd do something akin to: Month 1
So you have two weeks of back-to-back kingdom management, which is probably a good way to run things anyway, and then you have 6 weeks for downtime, adventuring, whatever, which should be plenty even if you have to do a lot of travel between locations. (And honestly, 6 weeks is a long time to be away from a proper bed, bath, and kitchen.) ![]()
![]() Drage13 wrote: Am I correct that, under UCam/UR, it's feasible just to build a canal in the hex where Oleg's trading post is (not adjacent to any kind of river/water) and the water requirement for farms is taken care of? Only if you can convince the GM that the act of digging canals will cause them to automagically fill with water despite not being connected to a river or other water source. There's a lot of stuff in even the UCam rules that assumes that the GM is going to adjudicate things in a sensible way, such as not letting the players build a 'city' comprised entirely of 12 breweries, 12 libraries, 12 mills, and nothing else in order to get +24 to each of economy, loyalty, and stability. ![]()
![]() GM_Solspiral wrote:
What I would really like to run is a Kingmaker campaign that is a lot heavier on roleplay, with a focus especially on exploration, intrigue, and investigations/mysteries. I'm sure there's some other solo Kingmaker campaigns I could take a look at if I looked hard enough, but I mostly wanted to see how this goes because it's relatively similar to how I would set up a campaign to make sure the character was likely to at least survive any combat encounters that take place in spite of low action economy. ![]()
![]() CorvusMask wrote:
This is exactly what I was trying to say. If my option is to either pay full price for all of this content again or simply input the content manually on either Roll20 or FG, then what is the advantage of FG compared to Roll20 to me? Especially since I tend to modify campaigns by adding additional content, swapping out monsters for stuff I feel is more thematically appropriate (especially for older APs that rely heavily on just Bestiary 1 content) and generally make enough edits that even with the pre-made content, I'm still going to have hours worth of prep work to do. Now, if I could get reduced cost for the assets based on buying the books from my FLGS, that might be enough to get me to at least look at FG. If the content were offered on Roll20, and I wasn't going to have to learn a whole new VTT just to use it, I might even pay full price for stuff I know I would get a benefit from. But having to pay full price and learn a new VTT for something that won't even eliminate more than about half of my prep work is just too steep to be worth it to me. I am 100% glad that it's worth it to others though. GMing is a tough job, and anything that makes it easier gets the thumbs up from me. ![]()
![]() I suppose the issue for me is that I bought all the products from my FLGS to support them, so I get no discount at all, which means essentially paying for my entire collection of books again in order to run those games on FG. That's a really hefty pricetag to stack on top of learning an entirely new virtual tabletop interface. Yeah, the pricetag would likely be the same for Roll20, but honestly I'd be happy just buying all of the Bestiary content (even at full price) and then managing the game mechanics and AP stuff myself if that were an option on Roll20. ![]()
![]() redcelt32 wrote:
That's an excellent way to play things, and I think I would do the same thing in reverse if I were running a campaign based out of Mivon, with the Swordlords of Restov snatching up lands in the northern Greenbelt, then handing those lands over to refugees fleeing from the civil war. Or, alternatively, just tossing in a bunch of minor lords similar to Maegar Varn and Hannis Drelev. Let them opportunistically seize on the moment, and the players have all sorts of options available to them. They could recognize those fiefdoms as minor kingdoms and open diplomatic talks, they could demand or negotiate fealty, go to war, or come up with any number of plans that I could never hope to anticipate. ![]()
![]() I should think that the threat of war with Brevoy is the main thing keeping Mivon from expanding north, since Brevoy claims that land even though they've done nothing in decades to actually enforce the claim. If not for the civil unrest in Brevoy, such a move would probably be treated as an act of war and you'd have armies marching down through the Greenbelt to lay siege to Mivon. The lack of loyalty issue could actually be turned around into an opportunity. The houses of Mivon could simply offer to recognize the party as founders of a new major house, complete with the right to compete for a position in the Mivonese government. Whether the party accepts or declines, the nobility of Mivon win, either by being gravely insulted so they have just cause for war against these upstarts, or by making them a pseudo vassal state. ![]()
![]() I'm going to take a shot at this based on my own interpretation: 1. Lord Mayor Ioseph Sellemius is in an interesting position, because it is strongly implied that House Rogarvia reserved eastern Rostland as their person duchal fiefdom. (ie, the King of Brevoy would also be the Duke of East Rostland, or possibly would assign the title to their designated heir) What this means is that with the disappearance of all known members of House Rogarvia, there is no actual Duke of East Rostland, so Sellemius no longer has any clear feudal overlord save the king, and the Swordlords are refusing to recognize Regent Noleski as their king, on account of him being from House Surtova. The implication here, to me, is that Sellemius is justifying his actions because he regards Noleski as an usurper, thus making Sellemius a 'faithful patriot' upholding the interests of House Rogarvia. The Stolen Lands would be regarded as rightful property of the crown, and so empowering adventurers as magistrates-at-large to put an end to brigands and other lawlessness in the region would indeed appear as a faithful execution of the 'best interests' of House Rogarvia. The problem comes when the Swordlords grant funds for establishing independent realms within the Stolen Lands. At a bare minimum, the Swordlords should require the players and other groups to swear fealty in absentia to House Rogarvia, because otherwise there is no validity to any of the claims, and the Swordlords would now be in open rebellion against both Regent Surtova and House Rogarvia, since they would have financed the theft of crown land from their own kingdom. 2. The Swordlords themselves are seemingly the closest thing that Restov has to a landed gentry, and many operate as mercenary captains or serve with the local military in fending off attacks from the south and east. However, their also a bunch of rabble-rousers who detest House Surtova and would prefer to seek independence rather than swear fealty to Noleski. I would assume that the Swordlords would be the source of funding for the initial 50 BP, rather than the city of Restov providing those funds, since they have money and are interested in agitating for civil war. Ultimately, it might help to think in terms of the American Revolution: there were plenty of Americans with wealth and a desire to break from England, and a strong desire to let someone else do the fighting for them so they could focus on enjoying getting to run things themselves. 3. The Stolen Lands were originally settled by the same Taldan settlers who also founded the city of Restov and make up much of the population of Rostland. The name 'the Stolen Lands' refers to this ancient claim that Brevoy/Rostland has on this region, which they regard as rightfully theirs, in spite of the notable absence of any actual presence in the area. It is partially because of these claims that the region remains unsettled, as the petty lords of the River Kingdoms don't want to risk incurring the wrath of Brevoy, so they generally stay away from the region, though Mivon and Pitax are slowly encroaching. (Mivon is ruled by Swordlords who fled Brevoy rather than face the red dragons of Choral the Conqueror, so they have a weak claim on the lands, and Pitax is ruled by a megalomaniac with an ambition for world conquest.) 4. The River Kingdoms aren't actually a united realm, but rather a whole bunch of petty kingdoms, most of which are simply a town and all lands within a day's walk. The ruler of Pitax is certainly interested in expansion, but does not have the strength to actually prevail in a war with just the city of Restov at the start of the campaign, much less the full might of Brevoy. The same is also generally true of the other petty kingdoms, most of which were founded under similar circumstances and would have to consider that marching off to war with one of these upstart fiefdoms would invite a neighbor to do the same to them. ![]()
![]() Maybe the perception check was to notice a black dragon flying over the Narlmarches near the horizon, or to spot some tracks that if followed could have led to a small band of bandits/kobolds/mites ranging far from their normal locations. There's any number of reasons that a failed check doesn't mean that you missed something in that specific hex, and the sheer size of each hex (~100 square miles!) means that there's always plenty of room for additional things to find aside from what's officially there. Pick a couple of relatively high DCs and let the party find stuff even if there's 'nothing there'. Reward them for being highly perceptive by noticing a camouflaged hunter camped out in a blind, or an overgrown ruin of a house from when the region was settled, or just an encounter with a benign type of fey or other such creature (perhaps a pooka or mockingfey?) ![]()
![]() Spatula wrote:
She's not actually described at all in the Kingmaker AP books, but rather makes an appearance in the appendix of the final book of the Carrion Crown AP, where she gets a half page blurb and a picture, but no stats. Given the lack of stats and how hard it is to even stumble across her, I'm not at all surprised you've not heard of her before now. I'm putting a lot of effort into crafting a 'living' campaign world, so I want to have high level enemies even in low level areas... who are unlikely to try and murder low level PCs before they have a chance, and dragons, liches, and vampires are all perfect for that. ![]()
![]() I am curious if anyone has done anything with Wilendithas the Eternal Hag? As another lich present in the Stolen Lands region (in the southern area of the Narlmarches, just past the edge of the map, I would assume), I feel like it could be rather interesting if Vordakai straight up ignored the players' kingdom initially and instead started raising an army to march against Wilendithas so as to establish himself as the undisputed undead ruler of the region. With the players' kingdom thus located in between two powerful liches intent on going to war, they would have to deal with at least one if not both or their kingdom would inevitably become the battleground on which the undead would fight each other. ![]()
![]() Regarding how Vordakai 'fits', the change I'm making on that front, aside from foreshadowing and stuff, is to have him worship Zon Kuthon instead of having a vague relationship with Abaddon. Your first reaction might be to wonder how that ties him more closely to the campaign, but remember that Nyrissa was in love with Count Ranalc, who like Nyrissa was banished from the First World, and vanished into the Plane of Shadow, which is home to Zon Kuthon. Basically, the idea is that Count Ranalc fell prey in some way to Zon Kuthon, and Vordakai, as a powerful worshiper, was tasked with keeping an eye on Nyrissa, lest she recover Briar and come looking for her lost love. Except Vordakai has been slumbering and is much weaker than he once was, and is no longer quite a match for Nyrissa, so he needs to re-establish a kingdom of his own to even have a hope of keeping his ancient pledge. ![]()
![]() My own plan for Candlemere was to make it into a ruined wizard's tower situated on top of an ancient cyclops library. The upper areas would be mostly deserted aside from perhaps a haunt or a 'trap' (weak floor that gives way under the weight of an adventurer, stuck door that causes a cave-in if forced, etc) and would be clearly built for the comfort of human occupants. The lower floors, however, would be a maze of corridors filled with ancient tablets containing works of writing from thousands of years ago... and would contain the tortured ghost of the wizard who was studying them, who would need help in finally passing along to face Pharasma's judgement. This would serve to introduce the idea that there was once a cyclopean empire in the region, and provide research material once the characters encounter Vordakai and want to find out more about him. ![]()
![]() I would strongly consider beefing up the effect of a number of highly thematic mythic spells. Mythic Animate Plants, for example, when cast by Nyrissa, should animate as many large plants as she has hit dice, allowing her to potentially animate multiple colossal trees, which in turn should make for a much more memorable encounter, even if such creatures are 'trivial' for the party to defeat now. ![]()
![]() kadance wrote: I think I'd need a very programmed excel sheet or custom app to track that. The idea was to take advantage of the fact that you already need a spreadsheet to track kingdom building rules, so you might as well go all the way. I'm not fixing that problem, since spreadsheets are something I'm naturally good at. All my efforts were focused on fixing issues with: runaway control scores, lack of balance for city-building, and events that lack interactivity. ![]()
![]() I don't know your kids, but I would scrap a lot of the math heavy components of kingdom building and incorporate as much other play as possible into the campaign. If they like Legos, for example, have them actually build their town and toss out most of the mechanics, focusing more on what sort of town they want to rule over and how they resolve 'random' events that come up. I would especially take it as a great time to go over civics, politics, and philosophy with your kids. Something completely ignored by the game's mechanics, but which ought to be really important, is what the laws of the new kingdom are going to be. Do your kids want their kingdom to harshly punish thieves by lopping their heads off in the town square? There's also plenty of issues that can be discussed in more abstract forms than you might normally encounter, like religious freedom, how to respond to protesters, or even just racial issues. (If your kids decide to ally with the Sootscales, that's great, but how well exactly will all the Brevic settlers get along with a bunch of kobolds?) ![]()
![]() Much like Canadian Bakka, I've gone the route of just collecting as many portraits as possible, from the entire range of PF products and beyond, and if there's no portrait available or I don't like the one provided, I just go looking through my stash and pick something that fits how I envision that character in my head. The main problem with fanart is that the vast majority is going to be iconics, PCs, or recurring characters that show up all through the entire adventure path... especially ones that show up in the very first book. A lot of groups never make it more than halfway through an adventure path, or if they do, a lot of storylines get discarded as the GM either condenses things down or rewrites stuff to better fit the interests of the party. Remember, there is absolutely nothing wrong with tossing out entire plot arcs if they go in directions the party isn't interested in. If your players want to get involved in the Brevic Civil War, then maybe make that the entire focus of books 5 and 6. Sure, it's more work for you, but it will be far more rewarding than railroading them through something that just simply isn't as interesting. ![]()
![]() Been working on a massive overhaul of the Kingdom Building rules, and thought I might post my notes here in case anyone else might be interested in it. As soon as I've actually finished it, I'll post a link to a pdf or something in a thread of its own, but since I'm also massively overhauling the campaign itself, that might take me the rest of the year or longer. Notes
Major changes
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![]() Rysky wrote: "Here's what all I changed in Kingmaker!" Is perfectly fine to post to these boards as elsewhere, as long as you don't try to make money off of it ^w^ Well, yeah, but that's far from what is implied by a 'rewrite'. Still, I would love to see Kingmaker fully updated and reworked with all the rules from Ultimate Campaign and Ultimate Intrigue, with the new classes and beasts worked in where appropriate, and a lot more focus on the kingdom as actually being a meaningful part of the story, rather than just a side minigame. ![]()
![]() Working on a variation of Kingmaker that starts in Mivon instead of Restov, and I'm actually planning to use the Sootscales as a replacement for Hargulka and the monster kingdom. Instead of there being just one tribe, there will be several, ruled over by the Sootscales, with the mites having recently been defeated and made into a slave undercaste. I really wanted to play around with the four extremes of alignment, and kobolds seemed a great way to introduce lawful evil's approach to taming the Stolen Lands, and their low CR means that I can either add lots of minions or plenty of class levels to make each encounter unique and challenging, rather than being constrained by the limitations of encounters with trolls that won't wipe a group of level 4-6 characters. It also seems a great way to introduce mass combat, since kobolds just simply aren't going to be as formidable on the battlefield as trolls when present in numbers large enough that the party won't try to kill them all on their own. (I am still leaving open the possibility of a diplomatic solution, but I wanted to make it clear that the kobolds are evil, and dealing with them is likely to have consequences.) ![]()
![]() All the discussion about Mivon got me thinking... wouldn't it be particularly interesting to start a Kingmaker campaign that originated in Mivon rather than in Restov? The Stolen Lands aren't considered 'stolen' at all by the nobles of the River Kingdoms, and Mivon would likely see the territory as rightfully theirs, and the brewing civil war in Brevoy could be just the sort of distraction needed for them to finally press that claim and settle the lands before anyone could stop them. Alternatively, the GttRK suggests that the Mivonese nobility are already building keeps to guard against Pitax, and the players' kingdom could start out as a small grant of land at the northern edge of Mivon and funds to raise a keep to guard the area against further bandit/monster incursions. This would then allow the party to decide how to deal with the desire to expand further: to just ignore Brevoy's claims, to offer support to Restov in exchange for relinquishing any claim to the land, or perhaps even allying with Regent Surtova. (And hey, they're PCs, I'm sure they could come up with options I'd never even think of.) Regardless, since none of the Houses of Mivon formally swear fealty to anyone, independence wouldn't be an issue, and mostly you would just need to swap encounters from book 2 down to book 1, re-balance the CR of encounters, and/or encourage players to avoid the Narlmarches initially and stick to the hills of the Kamelands. ![]()
![]() Dαedαlus wrote:
It seems to me that what would really fix the Aldori Swordlord archetype is to just move it over from fighter to swashbuckler, since that seems to be the obvious class for 'dex-based 1-handed fighter', and it's patently clear that if the archetype had been released after the ACG, that's what would have happened. ![]()
![]() A couple of things that help to better illustrate the difference between downtime buildings and kingdom buildings: A city grid is 1 square mile, and has room for 36 buildings, each of which represents over 17 acres worth of that 1 square mile of space. Even we account for very large boulevards, courtyards, and space for an enclosing city wall, you're still going to have at least 10 acres for each building. One acre, in turn, is enough space that even with 20' roads and 'blocks' that are 1x4 buildings, you are going to end up with 20 buildings that each have space for 8 10x10 rooms on each floor, plus space for 5' corridors up the middle of each floor, with a spiral staircase at one end. Multiply that by 10 acres, and you get 200 houses per 'building' in the city grid. If you use the maximum values for each of the rooms included in a house, you get 42 squares, or 10.5 10x10 rooms. We already established you get 8 of those per house, but that's for a single story dwelling, so let's throw in a second story and a basement, and now our houses can have additional bedrooms, which increases their cost, but also makes them a bit more realistic. Let's throw in four extra bedrooms, which makes for a nice sized family residence, and a new cost of 2,490 gp per house. Now, remember, there's 200 of these things, so that works out to 498,000 gp, or 124.5 BP. Doesn't look like you're saving all that much money by building individual houses now, does it? Now, some players will then ask why a house is so 'cheap' in the kingdom rules, when other buildings, like a wizard's tower, are so incredibly expensive compared to how much it would cost to build using downtime rules. The answer of course, is that BP doesn't represent actually paying for the construction of each and every building, it represents promotion and assistance. You're spending money to attract people to come live in your new settlement, and that's a lot more expensive when you're trying to attract a wizard than when you're trying to attract commoners. Also, that wizard is going to want something FAR nicer than the basic setup you get from the downtime rules, and is certainly going to expect you to chip in for the whole cost, which is how you're convincing him/her to move to your kingdom in the first place. ![]()
![]() After less than half an hour more of pleasantries, Lord Kaijitsu politely calls an end to the meeting so that he may go check on his wife. Tsutamu returns, bearing four bronze medallions, each marked with the same set of characters in a foreign language, suspended from simple leather lanyards. He explains that the stablehands will recognize these and allow you to take four horses, saddles, saddlebags, and a week's worth of feed. The stable where Lord Kaijitsu's horses are kept is not far from the villa, so he can actually point it out once you leave the Kaijitsu estate. By the time you return to Breakbottle Villa (with or without the horses) a message will have arrived from Lord Foxglove, stating that he would be happy to meet with the party if you could meet him down in Dockway near the Bazaar of Sails. His letter describes his store as having a sign depicting an Osirian scarab beetle, and that he'll be stuck there all day dealing with a recent shipment. DC 15 Knowledge: Local or Nobility: For anyone who rolls 15 on either check
The young Lord Foxglove has been making his money importing spices from the distant lands of Osirion and Qadira. Though a lucrative trade, as the merchants and nobles of Magnimar can certainly afford the luxury of liberally spicing their foods, it is also quite risky, as the business invites theft, as some spices are worth more than their weight in platinum. His proximity to the Bazaar of Sails means he probably has an arrangement with Nazir Kalmeralm, the so-called 'Prince of the Market', an up-jumped gang lord who operates in broad daylight, unlike the Sczarni and other gangs. ![]()
![]() Lord Kaijitsu looks about ready to begin an explanation on the sorts of rocks useful to glassmaking and how to find sources of them, but Zindelo's expert knowledge shows that this is unnecessary, "My, I wouldn't have guessed you to be so scholarly, and yet here I am mistaken! You are quite right, and I am much comforted to know that this endeavour shall be carried out by such astute and knowledgeable persons." He smiles and then sips his tea some more while hearing the various arguments for loaning horses to the party. Setting his glass down on its saucer, he looks back and forth between Arduinne and Jubal, "You have certainly made an excellent case, but I suspect my interests would be ill-served by loaning you the horses. Therefore, I shall instead gift them to you for a period of not more than one month, trusting that, as you have said, you will take good care of them and return as many horses as I have granted. I look forward to breaking ground on a new glassworks once you have surveyed the site for the new settlement." He then claps his hands and a young serving girl, her features a mix of Chelish and Tian, rushes in with a platter laden with small round cakes, each topped with half of a strawberry and proving to be filled with strawberry preserves. "Now, please do eat, and I shall see to it that you are escorted to the stables where my horses are being kept. It is not far, but they will want to know that you are properly authorized."
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