Your Growth: Kingdom Pictures


Kingmaker


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I thought it'd be neat to show some pictures of my PC's kingdom as it currently is. Keep in mind, this is after a couple of years of kingdom building after the second module, right before Varnhold Vanishings. Here they are!

Agrowan, The Nation of Second Chances
Agrowan City, the Capital
Whitestag, the Spiritual Heart
Svetleton, the Venture Border Town


Very nice. Funny thing -- my group called their realm the "Kingdom of Second Chances," too.

Lantern Lodge

Really like it! Thanks for sharing.

How did you manage to draw all this up? Photoshop?


Love it too - I've done something similar for my group with 'stick on'
printed buildings etc.

I do have to say that you have done a better job :) & the use of the
actual trading post picture was inspired...consider it stolen for use over
the top of my generic picture of the old trading post...(now a shop? I
seem to remember)...


Heh, well, a Chaotic Good nation seems to have that "screw the rules, you can do whatever (as long as you play nice)" feel to it. Agrowan is actually extremely tolerant. They accept anyone so long as they've proven to have changed. Most notably, there's a population of afflicted lycanthropes (who lock themselves up 3 nights of the month - everyone knows about the full moon in Agrowan) and Munguk the Hill Giant became the Peacekeeper (Royal Assassin/Protector position) after being given a +2 headband of Int so he could be taught to be better (As a result, he's also the foremost linguist in Agrowan because the headband's skill was attuned to linguistics). Just some of the stories.

The changes were not made by photoshop. My group and I game online using Maptool. I simply take the pictures from my PDF files, paste them onto maptool, add tokens and objects as needed, and painted the borders of the kingdoms (including Brevoy's and Varnhold). I added scenic pictures and drawings I found and liked to show visuals of iconic landmarks.

Glad you liked that I used the ol' Oleg's shop background. It's an iconic location, the first to be visited by the would-become rulers of the land, so I felt it was necessary to keep it. I would've used the Stag Lord's Fortress map for the castle, but since that part was only used as a foundation, it wouldn't have looked the same. Also, I know the book said the town would be named "Olegton" or something to that regard, but that seemed singularly egotistical of an otherwise rustic man, so I had him name it after his wife instead.

Each building in Agrowan has some history to it. If you'd like to read more on it, go ahead and open the spoilers.

Agrowan City Historical:

Castle Agrowan: Rebuilt and remodeled on top of the Stag Lord's Fortress, Castle Agrowan is the first of Agrowan's buildings to ever be raised. It served as the home of all of the kingdom's first settlers before they had their own living space. It was the center of government during its period as a monarchy and shortly after it became a republic (most of the matters of state have been shifted to the town hall).

Bloody Boar's Head Tavern: Agrowan's first business, built by the over-talkative dwarf Cru Droffursvon, who named it after the tale of Tuskgutter. He invented the best head cheese in all of Avistan here.

Feyfriend Park: Built to house the sudden and unexpected host of lesser fey that migrated into Agrowan, Feyfriend Park is named after Emeric "Feyfriend" Palomer, Agrowan's half-elf spymaster and close companion of Tigg and Perlivash. It was ravaged by the owlbear, but was swiftly rebuilt.

Corril Foundation Library: Built at the final request of Agrowan's first and only non-elected ruler prior to her ascention (it's a long story), Corril Foundation Library is named after the first grand magister of Agrowan, Corril, who was devoured by a tendriculous after rushing in without thinking.

Party General Brewery: Ewan "Party General" Farrenal, founder and general of Agrowan's (only just nascent) military, is a follower of Cayden Cailean. He immediately aimed to build his own brewery. He succeeded. Party General Pale Ale was invented here, a product that would become the pride of the nation. The brewery has an extension in Svetleton and is likely to expand to other towns.

Agrowan Town Hall: Agrowan is a republic loosely modeled after Andoran with a greater focus on the needs of the people and hospitality toward strangers. After this decision was made, the town hall was constructed to better publicly decide matters concerning the state.

House of Autumn: Prince Tolodhion Autumntide, nicknamed (unwantedly) "Eight" due to how far he was from the line of succession in Kyonin, came to Agrowan seeking a better chance to establish himself. On arrival, he became the grand diplomat of Agrowan and had a villa built from which he could enjoy the life he was accustomed to. Though a fish out of water in the otherwise classless Agrowan, he nevertheless gained massive popularity after convincing Brevoy to send a huge cargo of supplies, laborers, and other goods to the city.

Wild's Rest Memorial: Built to accommodate the tragic number of deaths caused by the massive, rampaging owlbear, Wild's Rest nevertheless has a statue dedicated to the very beast in peaceful repose, as investigations had revealed it was just as much a victim. A necromancer attempted to raise the dead soon after it was finished. He was promptly punted out by Peacekeeper Munguk.

Tuskwater Tradeway: Branching out from Stagshoof Pier, Agrowan's Tuskwater Tradeway is a massive hub for merchants going to and from Brevoy, the River Kingdoms, and beyond. The kingdom's wealth exploded after its construction, leading to its rapid expansion and growth. Stolen Bounty Market Row was built to better tend to business transactions resulting from the influx of commerce.

"The Sifters": Warden Akiros "Iron Grip" Ismort takes no quarter with criminals and they quickly learn why. Agrowan's jail is situated next to the dump. Prisoners are required to sift through the refuse for useful items. Though they are well-cared for medically, the work is back-breaking and the stench - both in and out of the jail - is horrendous. As a result, Agrowan rarely has repeat offenders, and most do not stay more than a week or two. Truly heinous criminals are kept here in the cells closest to the dump until their sentences are carried out.

Crackjaw Fishermen's Guild: Feeling their trade was under-represented in a lakeside city (and most of the attention relegated to farmers instead), the local fishermen of Agrowan banded together and formed a guild to further their interests. Fishing is now rapidly becoming more than just something an Agrowanian does to feed his family, but a part of a wider cultural sport. Some of the more adventurous fishermen intend on having extreme monster fishing contests later down the line.

Autumn Academy: Tolodhion is not only Agrowan's grand diplomat. While not allowed enough time to serve as its grand magister as well, education is held very dearly by him and thus he had an academy founded next to his villa. The more promising students are taken under his personal wing to become even greater.

Sleepy Swine Inn: Run by Susanna Olsen, a long-time favored employee of Cru turned business partner (and Emeric's wife!), the Sleepy Swine Inn is an extension of the Bloody Boar's Head, but far more focused on room and board accommodations.

Sootscale Smeltworks: The Sootscale kobold tribe is Agrowan's border guard, scuttling unseen in its outer reaches in constant watch against encroaching invaders. They are, however, also owners of Agrowan's richest mine. Every week, loads of ore are sent down from Sootscale Cavern to the Sootscale Smeltworks, where its workers proceed (with the help of more strong-armed races) to melt down the ore into a form more usable by tradesmen. A rumor has recently been spreading that the Sootscales have, as a result of working in the smeltworks, been acquiring a metallic sheen to their black scales due to their exposure to splattering hot iron, but kobolds who have never even set foot have been noted for also acquiring a brilliant sheen.

Halls of Singing Iron: Perhaps one of the strangest and most notable of Agrowan's achievements was becoming the birthplace of heavy mithral, a semi-accidental music form caused by an equally-accidental mixed meeting between a former dwarf cleric of Gorum, a gnome wizard with a strange enchantment, a human singer who shouted more than he sang, and an over-ambitious elf who felt no music captured her passion well enough. The band pitched their music to Agrowan, which quickly delighted in the new sound and promoted them. Three years after their arrival, 'Hammer of Gorum' now runs Agrowan's amphitheater, where many come to hear and experience the new sensation sweeping the nations.

Lantern Lodge

Wow.... that is really detailed. :D

Thanks for sharing maptool, going to dl and try it out.
I need a tool that is easy to use and available online, for my players to access and use.


Looks very nice.
I too will be testing maptool, currently we just print it out and colour the borders. :)


Iomrall as of the end of Rivers Run Red

Grey borders are claimed hexes.
Green borders are explored but unclaimed hexes.
Blue borders are the "nature reserve" cordoned off for Rannulf the Worg, the council's Warden, and his pack.

Dun Raige is the capital.
Oleg's is now a city called Gildgate.
The Abandoned Keep (Dancing Lady's Keep) is now a city called Duskgrove.
Akiniyi is the kingdom's Diplomat, and is an Arachne (a Drider-like adult stage of Araneas in my group's homebrew setting); the temple might thus become a city for the spiderfolk sometime in the future.

The Mazewood is a sidequest location that I substituted over the Hodag's lair, where the veil between the mortal world and the faerie realm is thin; the party met The Puck there.

The Talonquake, through a crazy magical mishap, got turned into a ridiculously tall tree. It is now the home and demesne of the kingdom's spymistress.


Good idea drawing a border for the lizardfolk. It would make an interesting RP when the PCs try to acquire the hex. Your campaign's got some immense variety. What alignment is the kingdom?


The Lizardfolk's border is just because it's been explored but not claimed. The Lizardfolk are dead - negotiations went badly. Strangely enough, they and the Trolls are about the only things the party hasn't negotiated some kind of peace with.

The Kingdom's alignment is TN. The party is LG, TN, TN, CN, CE, and the council spans almost all the alignment grid.


The Kingdom of Greenmarch, shortly after things have heated up in War of the River Kings.

We've converted over to the Ultimate Campaigns kingdom building rules, so the grey 'roads' are highways.


Yeah, I converted to the UCam rules only recently, too. We did a couple months and found it to be a lot more rewarding. Most of our BP no longer comes from selling magic items. Now it feels like our kingdom's wealth is due to its hard work and resources. Gives me a lot more to RP with. For instance, the newly-made lumber mill at the coachwood grove? Under attack by a dire bear during the monster attack event. I'd post what led to that, but I don't want to risk my players popping in and discovering it >:)

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