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Players work together to choose an origin for their party, and this effects their choices as far as alignments go. Also the party gains a benefit for choosing a party origin.
So without further ado, the rules.
Party Origin
Characters must be within one step of the party alignment (For example: A Lawful Neutral party may include Lawful Good, Lawful Neutral, Lawful Evil or True Neutral). For some parties this may effect class/deity choices, so be open to discussion.
Format:
Suggested Party Name This is the name that will appear on the Kingmaker charter, the name of the adventuring party is completely negotiable.
Party Alignment: The alignment of the party, remember, your character must be within one step of this alignment.
History: A brief history of how your party came to work together.
Origin Bonus: A mechanical method your party can reliably earn hero points during the campaign.
Recommended Ancestries, Lineages, Classes and Archetypes: These are recommended classes and races for your character, but the recommendations are non-restrictive. Find a way to work your particular choice into the party's history.
GM Opening Encounter: This will be under a spoiler tab, so that GMs have an opening encounter to draw the group together.
The Crusaders
Lawful Good
Country of Origin: Mendev
History: Mendev, home to countless crusades against demonic forces and terrible cults. You went to Mendev to enact some real good in the world, to make things safer, to fight back the chaos that threatens the stability of every decent hard working person. What you found was a corrupt war, that created more victims than it saved.
You find yourself in a Temple of Iomedae, the last remaining building in a burning village alongside a group of fellow crusaders. So much has happened to convince you of the destructive waste of these crusades, too much has been torn down or destroyed. Sickened by these crusades you long to find some new purpose in life. Working together you feel that if an opportunity arose to create something, then you would be living more truly to the values you treasure.
Origin Bonus: Whenever you use the Aid action on an ally while fighting an undead, dragon, or evil outsider either you or the ally gains a Hero Point on any result outside of a Critical Failure.
Recommendations:
Ancestries: Human (Taldan, Mendevian or Brevic), Dwarf, Half-Elf, Half-Orc or Halfling. Versatile Heritages: Aasimar, Aphorite, Tiefling
Classes: Bard, Cleric (of Iomedae, Erastil or Torag), Champion, Fighter, Monk, Ranger, Sorcerer (Celestial bloodline), Investigator, Oracle, Summoner, Thaumaturge.
Archetypes: Aldori Duelist, Bastion, Blessed One, Cavalier, Knight Vigilant, Marshal, Medic, Soulforger
GM Opening Encounter:
The party is in a Temple of Iomedae, in the charred ruins of a village called Dalaska. The doors are currently being battered in by the PCs former "allies". 'Low Templars' who decided to loot and sack a village out of boredom and greed. While most people managed to escape the destruction of the village the PCs have remained to protect the aging priestess of Iomedae and her two young grand-nieces from the battle-mad 'Templars'.
The "templars" are taking time to break open the doors of the temple, so the PCs have approximately two minutes to figure out a way to defend the small temple. (Temple is shaped vaguely like a 40ft. long sword, with the entrance at the pommel. Rows of pews, and an altar at the sword's tip.)
High Moderate Encounter 1:
Low Templars (x4)
Sir Hawthorne, Battle-Mad crusader
Because the Templars are trying to break down the doors they will use Athletics for their Initiative roll.
Allies:
Sister Brigid Thorne (Acolyte of Iomedae) (Swap Staff for Longsword, and swap Harm for Heal spells)
Jani and Lani Thorne-Aldori (Urchins) (2)
The objective of the fight is to protect the priestess and her 2 grand-nieces, and prevent any looting of the temple, gaining 10 xp for each objective succeeded.
After the fight, Sister Thorne thanks the PCs for their timely rescue. Realising that the village she was sworn to protect has been ruined by the Mendevian Crusades Sister Brigid asks the PCs to accompany her across the Lake of Mists and Veils to return her nieces to her sister in Brevoy.
The journey takes a number of weeks (montaged journey), but eventually the PCs reach the city of Restov where they are greeted by a grateful family glad to see their daughters safe. Jamandi Aldori will be impressed enough by the the story of the player's endeavours to invite them to a Feast she is holding, where she hopes to present an opportunity to those with courage and moral fortitude.

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The Pioneers
Neutral Good
Country of Origin: Brevoy
History:
You've grown up together in the small village of Nivakta's Crossing, the second sons and daughters of farmers, craftsmen and very, very minor lords. Nivakta's Crossing is a fairly unimportant town, but it has been a particularly poor harvest season. This season has been made worse by raids from bandits, multiple requests have been sent to Restov to see the bandits cleared off, but no reply has yet arrived. While waiting for extra soldiers to be sent from Restov, you and your friends have volunteered to protect the granary until help arrives. Still, knowing that you'll never inherit your family holdings, and the general unequality between peasants and nobles chafes you. You all feel you're destined for so much more than the simple life in a backwater.
Origin Bonus: A life time living in a small-town has gifted you with an honest work ethic that lasts from sunrise to sunset. You gain a hero point whenever you use a downtime activity to Craft, Earn Income or Subsist on any result outside of a critical failure.
Recommended Ancestries: Human (Brevoy), Dwarf, Halfling, Gnome, Leshy.
Recommended Versatile Heritages: Aasimar, Oread, Half-Elf, Half-Orc, Undine
Recommended Classes: Bard, Champion, Cleric (Erastil, Sarenrae, Shelyn), Druid, Fighter, Ranger, Rogue, Wizard (Abjurer, Diviner). Alchemist, Oracle, Witch.
Recommended Archetypes: Animal Trainer, Archer, Beast Master, Cavalier, Bounty Hunter, Game Hunter, Geomancer, Herbalist, Horizon Walker, Medic, Scout, Wrestler
GM Opening Encounter
Allow the PCs to gamble against each other for a short time, and then call for Notice checks. The sounds of barking informs the PCs that trouble approaches. Trouble comes in the form of a trio of bandits (Lanky Lear, Chubby Oros and Stumpy)
Trouble:
Lanky Lear, Chubby Oros and Stumpy (3)
Dogs (2)
The Bandits approach the PCs cockily, telling them to "lay down their arms or have them chewed off by the dogs."
If the PCs decide to let the Bandits take the grain one of the dogs gets off the leash and starts attacking a PC. This causes the bandits to panic and a fight ensues.
The next morning Lady Jamandi Aldori arrives with a retinue of soldiers and quickly learns of the PC's accomplishments. Impressed she invites them to a feast she is hosting, and hopes to present our the PCs with an opportunity that might hopefully end the banditry in the area.

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The Rebels
Chaotic Good
History: You're a member of a rebel cell that has longed chafed under Issia's iron rule of Brevoy. You've done little to overthrow the tyrant Noleski Surtova, besides sew dissent and rouse rabble. Tonight though you're going to do something real to get those Issians to stand up and listen.
Origin Bonus: You earn a hero point whenever you succeed or critically succeed on a saving throw vs a mind-effecting effect.
Recommended Ancestries: Human (Brevic, Iobarian, Varisian, Taldan, Ulfen), Halfling, Gnome.
Recommended Versatile Heritages: Aasimar, Ganzi, Ifrit, Half-Orc, Half-Elf, Tiefling, Sylph
Classes: Alchemist, Barbarian, Bard, Cleric, Druid, Fighter, Ranger, Rogue, Sorcerer, Wizard, Oracle, Witch
Archetypes: Acrobat, Aldori Duelist, Alter Ego, Archer, Assassin, Bellflower Tiller, Blessed One, Captivator, Cathartic Mage, Celebrity, Dandy, Firebrand Braggart, Marshal, Medic, Poisoner, Scout, Spell Trickster, Vigilante, Weapon Improviser
GM Opening Encounter:
You are gathered together in Restov. The local Bank of Abadar is closing up and a wagon is being loaded with the day's takings. As tempting a prize as that is for the cause you aren't here for that. While the guards are distracted your goal is to sneak into the Vault, and take the bank's copies of the deeds to some Issian holdings in Rostland territories. You're going to take your lands back, one way or another.
Getting into the Bank shouldn't be too difficult while the guards are distracted the PCs can attempt a DC 13 Stealth check to get into the bank. Give them a bonus for entering at dusk, and if they fail a DC 12 Deception check might get the PCs past the guards.
(Otherwise they can come back later using climbing equipment to get in through the stained glass dome).
Once the PCs are in they need only search the Bank a successful DC 12 Perception check can get them to the right lock-box. It will take a DC 15 Disable Device, or DC 20 Athletics check to open the lock-box. The characters can use Aid on these checks. There is an alarm spell on the lockboxes which can be spotted with a DC 14 Arcana or Perception check and disabled with a successful DC 14 Thievery check. Once the PCs are successful they can seek to make their getaway with the deeds. They have a contact who they need to take the deeds to. If the alarm is triggered have nearby guards give chase (use chase rules if you want to spice things up).
If the PCs want to loot the bank, you can let them, there is 100 sp easily accessible in the bank.
Once the PCs make their getaway. They should take the deeds to their contact. Calling herself the Secret Sword, she has a hideout in the basement of a local pub named The Quiet Night Inn. Upon handing over the deeds the masked woman thanks the PCs for their ingenuity. At this point there is a crash from above: The bar is being raided by Issian Soldiers.
"Dammit, it sounds like you weren't as careful as you thought. You've been followed. Get out of here, lay low. I'll be in touch." The Secret Sword races up the stairs to meet the soldiers head on.
The Secret Sword (Use the stat block for Jamandi Aldori)
Issian Soldiers (x6) Weak Guards
The players can either sneak or fight their way out.
Days later, as the party holes up in a safe-house. There is a knock on the safehouse door.
"Let me in," the familiar voice of The Secret Sword on the other side of the door. You lost track of her after the raid.
The Secret Sword assures the party he was not followed, and a DC 10 Perception check verifies he is alone.
Once the PCs open the door, the Secret Sword comes inside and says:
"Listen, you've done an amazing thing by stealing these deeds from under those Issian bastard's noses. But we weren't counting on Gargoyle surveillance. You've been spotted, and they have your descriptions. It's not safe for you to be in Brevoy."
At this point let the players exclaim and respond.
"Hold friends. You've done a great service to Rostland, and Rostland repays its debts," at which point the Secret Sword takes off her mask. Revealing the face of Jamandi Aldori, a Sword Lord of Brevoy."One of these deeds you took was in fact the Exploration Rights to a tract of land South East of Restov. It's called appropriately enough, the Stolen Lands. As a Sword Lord of Brevoy, I have both the right and privilege to imbue you all with the right to explore and colonize those lands. Technically you'll be outside Brevoy's lawful borders and can not be pursued for your crimes here."
Jamandi Aldori smiles.
"Join me tomorrow at my mansion, I have some political cover, and you should enjoy a feast while meeting some of the other parties we're sending south to found allied nations."
From here you can go into A Call For Heroes

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The Soldiers
Lawful Neutral
Country of Origin: Various, but currently working in Brevoy
History:
You're all members of a mercenary company, you joined as a way of seeking adventure, fortune and glory. Instead so far all you've discovered is tedium, boredom and monotony. Your company is a finely disciplined regiment, following a chain of command in battle. Outside of a fight though you tend to work a little more democratically voting on which jobs to take, who to put in charge of what etc.
Relatively inexperienced you've mostly found work as caravan guards, travelling the meandering roads of the world. You've yet to draw your blade, or spell anywhere outside of the practice ring.
You know you're meant for more than drudgery, but it seems that this is the only work going at the moment. If only there were some way you could prove your abilities, if only there was an opportunity to gain the fortune and glory you've always sought...
Origin Bonus: You gain access to a special downtime activity which requires all members of the party to participate in:
Practice Drills
You spend time as a unit practicing your combat tactics and strategy so you can best work together. This requires at least 8 hours. Make an attack, performance check or soldier lore check with a Standard DC for your level (see table 5-10: DCs by Level in Pathfinder Core Rulebook).
Critical Success: All members of the party gain a hero point, and for the next week gain a +1 status bonus on Initiative checks, and Aid checks.
Success: As critical success but do not get a status bonus on Initiative.
Failure: As critical success but do not get a status bonus on Initiative or Aid.
Critical Failure: No Effect.
Ancestry Recommendations: Human (Brevoy, Varisian, Chelish, Andoran, Taldoran) Elf (Kyonin, Forlorn), Dwarf (Brevoy, Janderhoff), Gnome, Halfling (Andoran);
Versatile Heritages: Half-Orc, Half-Elf, Aphorite, Aasimar, Tiefling, Duskwalker, Dhampyr, Changeling
Classes Alchemist, Bard, Champion, Cleric (Erastil, Abadar, Irori, Asmodeus, Pharasma), Fighter, Gunslinger, Magus, Monk, Ranger, Rogue, Summoner, Sorcerer, Thaumaturge, Psychic, Wizard.
Archetypes: Acrobat, Aldori Duelist, Animal Trainer, Archer, Assassin, Bastion, Bounty Hunter, Cavalier, Celebrity, Demolitionist, Dual-Weapon Warrior, Duelist, Eldritch Archer, Elementalist, Flexible Spellcaster, Gladiator, Hellknight (Armiger and Signifer), Hoizon Walker, Loremaster, Marshal, Martial Artist, Mauler, Medic, Overwatch, Poisoner, Scout, Scroll Trickester, Sentinel, Snarecrafter, Weapon Improviser, Wrestler
GM Opening Encounter:
The PCs have been hired by Lady Jamandi Aldori to guard a caravan train of newly made weapons and armour from New Stetven to Restov. The train consists of three caravans, each driven by a human driver. The PCs are mounted. It is a three day journey from New Stetven to Restov. It is during the second day of the journey that the opening encounter occurs.
The wagon train is crossing a stone bridge across a creek somewhere in the Rostland Plains. The Bridge is approximately 80 feet across by 20 ft wide, it stands not even 5 feet above the river (not enough room to get a caravan turned around). Ask the PCs where they would like to be positioned.
The bandits who were hidden beneath the bridge climb up onto the bridge's ramparts at the half-way point yelling:
"In the name of the Stag Lord, we're claiming these caravans! Lay down your arms and your lives may be spared."
Bandits (3)
Fire arrows at anyone that moves.
Thoruk Black (1)
Leaps off his rampart and attacks the most heavily armoured individual.
Caravan Drivers (3)
The PCs shouldn't have too much trouble with this fight. The rest of the journey passes relatively uneventfully. Upon reaching Restov the caravan drivers tell Lady Jamandi Aldori of the PCs bravery fighting off Bandits. Realising that the mercenaries she has hired are far more skilled than they first appeared Lord Aldori invites them to a feast you can then go into a Call For Heroes.

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The Bastards
True Neutral
Country of Origin: Brevoy
History:
You're all the bastard, third born children or wards of Brevic nobility. While you can probably claim a tie to the rich upper-class, the rich upper class doesn't really want to claim a tie to you. As the years have gone on, you've come to realize that your chances for inheriting your parents fortune is growing slimmer and slimmer.
Raised to rule, but with no opportunity to rule you can't help but feel somehow cheated. Your destiny was robbed from you before you were even born. So you and your fellow Bastards have whiled away the time, travelling the Brevic countryside, looking for adventure, but mostly finding wine, companionship and song. If only there were an opportunity to prove yourself, as more than the bratty noble-born that people assume you are.
Origin Bonus: Born to rule. You begin play with an additional 150 silver pieces. Whenever you complete a downtime week performing your duties to your kingdom you gain a hero point.
Recommended Ancestry: Human (Brevoy), Elf, Dwarf, Halfling or Gnome.
Recommended Versatile Heritages: Aasimar, Changeling, Dhampir, Ganzi, Half-Elf, Half-Orc, Ifrit, Oread, Suli, Sylph, Tiefling, Undine
Recommended Classes: Alchemist, Bard, Cleric (Abadar, Nethys, Gorum, Pharasma), Investigator, Fighter, Ranger, Rogue, Sorcerer (Draconic), Wizard (Diviner, Enchanter), Summoner
Recommended Archetypes: Aldori Duelist, Archaeologist, Archer, Assassin, Bastion, Blessed One, Captivator, Cavalier, Celebrity, Dandy, Dragon Disciple, Duelist, Eldritch Archer, Flexible Spellcaster, Linguist, Loremaster, Marshal, Poisoner, Sentinal, Vigilante
GM Opening Encounter
Have each player begin play by rolling a Fortitude Save. The characters awaken in order of highest to lowest.
For the first character who awakens read the following:
You awaken, slowly, groggily with blurred vision and a splitting headache. It takes you a moment, but flashes of the night before start to come back to you. You were out last night for someone's birthday? Who's birthday was it again?
Ask the player to choose a fellow PC who's birthday it was.
Then have the second character awaken:
That hangover is something else, why is it so bright in here? Oh that's right you decided to do the epic barcrawl, that would take you across every brilliant bar and seedy dive through Restov, what was the name of that last bar?
have your second PC come up with the name of the last bar they remember.
Then have the third character awaken:
The inside of your mouth definitely tastes like the muddy part of the wagon wheel. Last time you said you'd never drink that much, but those guys at the bar challenged you to play a drinking game, what was the name of that stupid game?
Have the third player give you the name of the drinking game the party played the night before.
Finally have the last character awaken:
Those guys though, were really generous to buy you all those drinks. Weird, you normally hold your liquor better than that, and there was definitely something weird about those guys... what was it again?
Have your remaining players describe some weird features of the guys from last night.
Once everyone is awake have the players roll Perception checks and describe the following to the players (from lowest to highest):
Lowest: You appear to be in a dusty abandoned warehouse, it stinks of fish in here.
Second Lowest: You are tied together with the rest of your party members with course rope.
Second Highest: The room you are in is about 15 feet by 15 feet, shoddy workmanship there's loose nails and random junk all around.
Highest: There's voices just on the other side of the door. If you could get closer you might hear what they have to say.
Players can escape their ropes with a successful DC 14 Acrobatics, Athletics or Thievery Check. Alternatively they can work together to cut the rope on a loose nail (which will take a few minutes, and requires a group Stealth Check DC 14).
If the players listen at the door read the following:
"What do you mean they aren't going to pay up?" Says one.
"Apparently, these kids ain't so important as we thought. They don't care less what happens to them."
"After all the trouble we went to! We should be rolling in coin. Bah, I guess we'll have to toss out the trash and sell their treasure if you catch my drift Mr Brown."
"Indeed Mr Teal, that sounds like a most equitable deal."
The players can try and ambush their kidnappers (using Stealth for initiative) or try and rush them by breaking through the flimsy door (using Athletics).
Once the PCs are out of the storage room they've been locked in they can easily spot their equipment on a table in the warehouse, carefully spread out in order of value.
After the fight. The front door of the warehouse bursts open, and the local constabulary lead by Lady Jamandi Aldori rush in. Seeing the PCs safe and the criminals handily defeated Lady Aldori remarks how impressed he is by the PC's resourcefulness and ability.
She explains how he was visiting one of the PC's parents when the ransom note arrived, and he was shocked at the coldness they had displayed. Impressed by their abilities she offers to invite them to a dinner she is hosting. You can proceed directly to A Call For Heroes.

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The Outcasts
Chaotic Neutral
Country of Origin: Brevoy
History:
Outlaws, criminals, outsiders, outcasts. For whatever reason you've always had trouble dealing with the law, perhaps you saw its inherent inequalities as an injustice. Maybe you just don't like people telling you what to do. Either way you fell in with a group of like-minded people, setting your sights on fortune and glory, with little regard for hard-work and toil.
For the past few weeks you've spent your time robbing fat caravans in the Rostland Plains between New Stetven and Restov. The money wasn't great, but it's certainly been fun. At least until you were caught, now you're rotting in death row...
Just a note: The opening encounter of this origin requires player buy in. Once you reach the Stolen Lands the world will open up quite a bit.
Origin Bonus: You gain access to a new downtime action.
Carouse
Spend 5 silver pieces per level you are. You spend time drinking, fighting, flirting, singing and carousing, blowing off steam and generally enjoying yourself. Make a Fortitude Save, Performance Check or Attack roll Standard DC for your level (see table 5-10: DCs by Level in Pathfinder Core Rulebook). For every 10 pieces per level spent above the minimum gain a +1 item bonus to this check (maximum +3)
Critical Success Gain a hero point, a +1 status bonus to saves against Fear Effects for 1 day, and a +1 status bonus to Deception, Diplomacy and Intimidation checks.
Success As critical success but do not gain a bonus to saves against Fear effects.
Failure As critical success but do not gain a bonus to saves against Fear efffects, or to Deception, Diplomacy or Intimidate.
Critical Failure You have a -1 penalty on Initiative checks for 1 day (Hangovers are the worst).
Recommendations: Ancestry (Any), Versatile Heritage (Any), Classes (Any), Archetypes (Any)
GM Opening Encounter:
The PCs are sitting in a cell, unarmed and shackled.
It is the morning of their execution, but nobody has approached them with a last meal or a prayer from a cleric.
From outside their cell window the PCs can hear the sound of a trumpet.
"Ladies and Gentlemen, we are here to witness the execution of (insert the PCs names here) the foul bandits who have been praying on the roads in the Rostland Plains. Their deaths will pay in blood for the gold lost to the honest and good people of Brevoy..."
The speech goes on for a little while, PCs who look out the window of their cell can make out the gallows, on top of which stands a judge, an executioner and a number of hooded individuals equal to the amount of PCs.
When the PCs begin to wonder what's going on, the door to the jail opens and Lady Jamandi Aldori steps in.
"I suppose you're a little confused. Who is being killed out there, if you're sitting safely in here?"
After the PCs respond Lady Aldori sits quietly across from them.
"Let me tell you. Those people didn't believe in Angels. An angel offered deliverance, and in their fear, recalcitrance and ignorance they refused."
Jamandi then goes on to explain what she needs.
"I require expendable resources, and plausible deniability wrapped in the bodies of competent criminals. In return you get something the simpletons outside did not. Deliverance. Tonight one of the guards will open the entrance to a secret tunnel, your job is to follow that tunnel, you will find a crate with gear and false papers with new identities for you. You will make your way to my estate where you will be guests at a fine feast. You will be made an offer to explore the untamed wilderness to the South and kill the self-styled bandit king named the Stag Lord. So this is your choice, become a lesson for tomorrow's crew of criminals or enjoy the fresh air and freedom far from the laws and borders of Brevoy, along with a generous stipend to outfit your expedition. What say you?"
Presumably the party will accept the offer, but if they refuse, have them roll new characters and repeat the above scene. Once the PCs accept read the following:
"A wise choice. Be at my estate tomorrow, if you refuse, you will be hunted and caught again, used as an object lesson for the next group. Do not betray me, because something you should know about Angels. You only ever get one.
That evening a guard opens a secret passage in the prison, tossing the key to the PCs shackles into the dark tunnel beyond, and closing the door behind the PCs once they shuffle through.
Somewhere along the tunnel they find a crate full of equipment (allow the players to add their starting equipment to their character sheets), and papers with false names (allow the players to choose their own new identities), 10 minutes further along the tunnel the PCs encounter a Hunting Spider.
Once they reach the end of the tunnel they find themselves in the streets of Brevoy. When they step out into the streets, an arrow fires from a nearby rooftop into the wall of the building behind the PCs with a note.
"Your angel is watching."
If the party refuses to attend Lady Jamandi's party, have them roll up new characters and start again. Otherwise go directly to A Call For Heroes.

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The Monsters
Party Alignment: Neutral
History: For too long humans, elves, halflings, gnomes, dwarves and their ilk have held power in Avistan, while others have been relegated to the sidelines of political power. Too long have living intelligent beings been relegated to the status of "monsters". It's time for a Monster Kingdom, a place where non-humans can hold power. It's a dream you and your allies have held close to your heart.
Origin Bonus: Whenever your party successfully resolve a conflict against a non-humanoid creature peacefully gain a Hero Point.
Recommended Ancestries: Goblin, Gnoll, Grippli, Hobgoblin, Kobold, Leshy, Lizardfolk, Orc, Ratfolk, Tengu, Fleshwarp, Goloma, Poppet, Shisk, Skeleton, Sprite, Strix.
Recommended Variant Lineages: Beastkin, Changeling, Dhampire, Duskwalker, Ganzi, Ifrit, Oread, Sylph, Suli, Tiefling, Undine
Recommended Classes and Archetypes: Any
GM NOTES:
You may need to make extensive changes to the various NPCs and Quest Givers throughout the campaign, as a general rule: Swap Humans for Hobgoblins, Half-Orcs for Orcs, Halflings for Goblins, Elves for Drow, Dwarves for Duergar and Gnomes for Kobolds. Rivers Run Red may also need some changes, but potentially it could work as written if you play up Hargulka's hunger for power and troll supremacy against the player's inclusive kingdom. Alternatively Hargulka and his ilk could be replaced by Giants of various types and he could be trying to create a Giant Kingdom.
GM Opening Encounter:
Our stories begin where all great stories do. In a tavern. The Two-Headed Dragon is a well known establishment in Restov, and due to their unusual ancestries for the region our heroes have a corner of the place to themselves. The other patrons looking at them with barely veiled suspicion.
A tavern server finally pulls up the courage to head over to your table and take your order.
"So uhh, what would you like tonight?" the Server stammers, "We have specials on m-m-mead and m-m-mutton."
Allow the PCs to place their orders, before the final character can place their order interrupt with the following:
The door to the tavern bursts open, and a woman looks desperately around the tavern, when she spots your party she stumbles to your table.
"You must listen to me, the Issian monsters can't get their hands on this." She pulls a sealed scroll tube from her belt and puts it onto the table. "Get this to Lady Jamandi Aldori quickly, let nobody stop you. I'm sure you'll be well compensated-" she trails off, stumbles forward and crashes into the table, revealing arrows sticking from her back.
You barely have a moment to think when a trio of thuggish humans wearing all black and brandishing blades step into the room. They spot the scroll upon your table.
"Lookit this mates, we can slay some monsters, and retrieve the scroll for the boss. We're gonna be big damn heroes." They have a predatory grin on their faces as they approach.
The woman is dead.
Roll initiative.Issian Goons (3)
Once the goons are dispatched. Our heroes can figure out the location of Jamandi Aldori's estate with a successful DC 10 Society check, or one of the more patriotic patrons of the tavern will gladly direct the PCs. If the PCs choose to open the scroll case, it appears to be full of legal documents (a DC 18 Society check reveals these are deeds to unclaimed lands to the South of Restov, awaiting the signature of a noble to be ratified).
Our heroes can race through the streets of Restov to eventually reach Lady Jamandi Aldori's estate. Upon seeing these unusual visitors and having these deeds returned to her Jamandi will be saddened to hear about the death of her agent.
"I'm looking for individuals with talent and capability, you might be exactly what I need. Please, join me for a feast I'm holding, there may be opportunity for capable heroes such as yourselves."
Proceed to A Call For Heroes

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Party Roles
As the player characters set out into the Stolen Lands it can really help a GM to remove some of the cognitive load of running a game and put it in the hands of the players. The players can take on these meta roles in exchange for an additional Hero Point each session. It's recommended that players switch duties at least once per level. If you have less than 6 players The Chronicler role can be combined with The Agent, and the Quartermaster Role can be combined with the Treasurer.
Agent
The Agent keeps track of the party's goals and requests.
Player Job: Keep a log of open quests, including the name and location of the quest giver, and potential rewards for the quests. The Agent should remind the group of what tasks are open and pressing during the session.
Cartographer
The cartographer keeps detailed maps of the party's journeys, noting interesting and important locations on their maps.
Player Job: Mark the player journey on the map, including interesting locations discovered on the journey. The cartographer should also clean up the map between sessions (if it gets drawn on in the VTT).
Chronicler
A chronicler keeps notes of the party's exploits and keeps track of the calendar.
Player Job: Take notes, and perform the recap of the most recent game at the top of the session. The Chronicler should share an online document for the players to review between sessions.
Naturalist
The naturalist keeps track of enemies and creatures faced by the PCs.
Player Job: Keep a list of monsters and challenges faced in the session, and keep a tub of the current experience points of the party. The naturalist should inform the party when they've earned enough experience to level up.
Quartermaster
A quartermaster keeps track of the party's camping equipment and rations.
Player Job: Keep track of the party's rations and ingredient supplies, cooking recipes and leads the party through the camping activity when the party chooses to rest in the wilderness (see Kingmaker Companion page 107) and assigns watch duties.
Treasurer
The Treasurer keeps track of the character's equipment and cash reserves, as well as the sale and purchase of equipment.
Player Job: Keep track of treasure the party finds, including the location it was found, and party funds, the Treasurer should share an online spreadsheet with the group for this purpose.

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Would you allow a Sarkorian character in The Crusaders? There's lots of room for Kellids to shine in Kingmaker, and it always bums me out to see the Sarkorians so rarely mentioned in the talk of their homeland.
Absolutely I would. I could easily see a Sarkorian in the Crusaders, the Pioneers or the Outcasts. As I said these are recommendations and not straight jackets, it's a place for your players to riff from in session zero and a brief encounter to run once character creation is complete.

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I somehow missed a few classes in my recommendations:
Barbarian: Pioneers, Rebels, Outcasts, Monsters
Swashbuckler Crusaders, Rebels, Soldiers, Bastards and Outcasts.
Gunslinger Crusaders, Soldiers, Rebels, Bastards and Outcasts
Inventor Soldiers, Bastards, Outcasts, Monsters
Psychic Crusaders, Soldiers, Bastards, Outcasts and Monsters
Kineticist Crusaders, Pioneers, Rebels, Soldiers, Outcasts and Monsters

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The Scientists
Party Alignment: Any (Party should decide and be within one step of the primary alignment)
History: Numeria, a land of barbarians, robots, mutants and strange magic. Ruled by a Barbarian Warlord and the Technic League, it is hardly a place where innovation and vision can thrive. You have decided to leave that place with a cache of stolen technology and start a new life elsewhere, however the Technic League does not release the secrets of Numeria lightly...
Origin Bonus: Whenever you use a downtime activity to Craft, Research or Investigate you gain a Hero Point on any result outside of a Critical Failure.
Recommended Ancestries: Android, Automaton, Fleshwarp, Dwarf, Goblin, Halfling, Human (Kellid), Kobold, Orc, Ratfolk
Recommended Versatile Heritages: Aphorite, Ganzi
Recommended Classes: Alchemist, Cleric (Brigh, Unity), Barbarian, Fighter, Gunslinger, Kineticist (Metal, Air) Inventor, Investigator, Psychic, Ranger, Rogue, Sorcerer, Wizard
Recommended Archetypes: Archaeologist, ARtillerist, Bullet Dancer, Chronoskimmer, Clockwork Reanimator, Demolitionist, Eldritch Researcher, Game Hunter, Gladiator, Golem Grafter, Mammoth Lord, Marshal, Mind Smith, Oozemorph, Overwatch, Pistol Phenom, Provocator, Scrounger, Snarecrafter, Sniping Duo, Spellshot, Sterling Dynamo, Time Mage, Unexpected Sharpshooter, Vehicle Mechanic.
GM Opening Encounter:
The smell of ozone and thick oily smoke permeates the air. Your ears still ring from the explosion, you look around, the Technic League automata that were chasing you all lie broken and smashed. Miraculously you and your allies remain unharmed. Then you hear it, the unmistakable whirr and click of a gearsman. Blocking the exit from the technological ruin you were looting. It sparks and whirrs, it is clearly damaged, but still following its most recent orders: Kill the Intruders.
Broken Gearsman (This Gearsman's armor is already broken, and its AC is 13). It occasionally will waste an action trying to shoot its eye lazer, but its eye just smokes and sparks uselessly.
Once defeated there is 150 silver pieces worth of technological scrap weighing 10 Bulk (the players can distribute the load between themselves). the PCs can use to Craft techological items, snares and the like.
You escape Numeria and the Technic League bounty hunters to the neighbouring nation of Brevoy, eventually finding your way to a tavern in Restov, where a generous bar patron listens to your story of daring escape from Numeria and the scientific marvels of that strange land.
She smiles at the end of your tale.
"Allow me to introduce myself, my name is Lady Jamandi Aldori, and I have an interesting opportunity to present a capable group such as yourself, please join me at my estate tomorrow for a feast and a proposal."
Proceed to A Call For Heroes.

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The Green
Party Alignment: Neutral Good, Chaotic Good, Neutral, Chaotic Neutral
History: Your time in your Druidic Circle has come to an end, and now it is time for you to choose a new land to explore and protect. Your travels have brought you to the plains of Restov
Origin Bonus: Whenever you resolve a conflict with an animal, beast, plant or fey peacefully you gain a Hero Point.
Recommended Ancestries: Dwarf, Elf, Gnome, Goblin, Halfling, Human, Catfolk, Gnoll, Grippli, Kitsune, Kobold, Leshy, Lizardfolk, Orc, Ratfolk, Tengu, Sprite
Recommended Versatile Heritages: Changeling, Ganzi, Ifrit, Oread, Suli, Sylph, Undine, Beastkin
Recommended Classes: Barbarian, Bard, Cleric (Erastil, Gozreh), Druid, Fighter, Kineticist, Monk, Oracle, Ranger, Sorcerer, Summoner, Witch
Recommended Archetypes: Animal Trainer, Archaeologist, Archer, Beastmaster, Blessed One, Dragon Disciple, Eldritch Archer, Elementalist, Familiar Master, Flexible Spellcaster, Game Hunter, Geomancer, Hallowed Necromancer, Herbalist, Horizon Walker, Loremaster, Mammoth Lord, Martial Artist, Poisoner, Ritualist, Scout, Snarecrafter.
GM Opening Encounter:
Your journey across the Restov Plains from your druidic circle has been largely uneventful, until now. You hear the roar of a bear and the frightened whinny of a horse just past the nearby ridge. What do you do?
When the PCs investigate the noise they find themselves facing quite a situation.
You spot a woman pinned under a fallen horse, a black bear menaces the pair of them rearing on its hind legs.
The PCs can resolve the situation either by defeating the Bear in combat alternatively they can attempt a Nature check against the Bear's Will DC (15) with a +1 item bonus if they offer the bear rations or food or scare the bear off with an Intimidate check against the Bear's Will DC (DC 15).
PCs can also calm the horse with a Nature check against its Will DC (15), or try to lift it off the woman with an Athletics check (DC 19). Once the bear is dealt with the woman gets up and introduces herself as Lady Jamandi Aldori. She thanks the PCs for their assistance and invites them to a feast she is holding at her Estate. Proceed to A Call For Heroes.

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The Echoes
Party Alignment: Choose a primary alignment.
History: A decade ago an attempt was made to tame the Stolen Land, but the attempt failed, the details of that Lost Kingdom are sketchy, as if history itself has forgotten that it happened, a whole Kingdom Lost just as House Rogarvia once was. You may have some relation, scholarly interest or odd dreams about that Lost Kingdom. Whatever happened to that place, you hope to explore the Stolen Land, and solve the mystery of the Lost Kingdom, and raise a new banner in its memory.
Origin Bonus: Whenever you resolve a quest or encounter very differently from the Old Kingdom, or encounter a quest they did not gain a Hero Point.
Recommended Ancestries: Any
Recommended Versatile Heritages: Any
Recommended Classes: Any
Recommended Archetypes: Any
Note: This Origin is recommended for parties who have attempted Kingmaker in the past and had the campaign fall apart due to TPK, life schedules, lost momentum etc.
GM Opening Encounter:
Our heroes are dreaming right now, and won't use any resources in the real world during this battle. Anyone who dies in the dream awakens in real life with a sense of unease, and echoiing thought you died bravely, but it takes courage to live. Don't let death trace your steps..You stand in a grand throne room of a castle, you see its walls overgrown with vines, and buckling apart, ghosts float, immaterial and barely discernable along the walls looking upon you sorrowfully.
A figure draped in shadow and sorrow sits upon the throne. The figure speaks:
"Once upon a never, we built this Nation,
we built this Nation, with love, wood and stone.
We bound ourselves to it, and gave ourselves station,
we were proud of our place, and how far it had grown.What we built was stolen, and can never be restored,
but with our final moments, we cast a desperate wish,
that long lost love be found and bound into a sword.
When love is reunited, with that which was lost,
Live happily ever after, so we did not waste the cost.
Long have we called the Worthy, via dream and deja vu,
many have failed this test, let's find out will you?"
There is a flurry of shadow, flesh and feathers, as the figure on the couch streams forward into the Throne Room, a horrifying beast part owl, part bear, and part dead lets out a hollow racking screech.
If the PCs win the combat. The owlbear offers one last prophecy:
Beware the gifts, the helm, the ring, the crown, the eye, the bane, the favor, the lantern...
Our heroes awaken, a little foggy and addled from their strange shared dream.
You come down to the common room of the Two-Headed Dragon Inn for breakfast. A little later than intended. "Was wondering when you were coming down," says the friendly innkeep, "There's a message for you lot from Lady Jamandi Aldori. Her messenger asked me to deliver it upon your waking." Seems you've caught the lady's attention.
Allow the PCs to order breakfast, and discuss their strange dream if they wish.
When they read Lady Jamandi's letter read the following:
Dear [PC names],
I have heard word of your unique connection to the Stolen Lands, a place which defies exploration and taming. I believe there is an opportunity for one of your particular expertise. Join me this evening at my estate, I am hosting a feast, and have a potential opportunity for you.
Kindest regards,
Jamandi Aldori,
Swordlord of Restov.
Proceed directly to A Call for Heroes.