KINGDOM COME - A PATHFINDER: KINGMAKER CK2
The year is 4723, Absalom Reckoning.
On the planet of Golarion, in the eastern reaches of the continent of Avistan, between Brevoy to the north and the squabbling self-titled lords of the River Kingdoms to the south and west, there sits a strip of land claimed by both but conquered by neither. A bountiful wildland of marsh and river and forest and mountain, brimming with untapped resources that could form the core of a new nation to stand apart, to match or surpass its neighbours, if only it could be tamed. The subject of fierce desire in the highest halls of Brevoy and the Riverlords alike, and of curiosity and idle musing in the thoughts of adventurers, treasure hunters, and fortune-seekers in half of the inns and taverns of Avistan.
The Stolen Lands.
Aptly named, for none who have ever tried to claim the region in truth have ever succeeded. Armies that march in inevitably retreat, whether in good order or in tatters. Would-be settlers vanish into the wilderness never to be seen again. The ruins of dozens of attempts to put footholds into the region can be found in the gutted, abandoned ruins of settlements, mines, and forts, their people fled or worse. Despite centuries of effort, barely a handful of hardscrabble outposts exist at the edges of the Stolen Lands - none of them more than a handful of years old - and the region is otherwise the domain of monsters and small nomadic groups, the latter largely comprised of the desperate or the foolhardy.
And now despite this, you have come to stake a claim on these lands. Whether you will be any more successful than those who came before remains to be seen, but you have the gumption to take that risk.
Who are you?
[Pick One Each]
[] [Name] Write-in
[] [Gender] Man
[] [Gender] Woman
[] [Gender] Write-in
[] Optional: Appearance (write-in or image)
[] [Ancestry] Human
As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.
[Gain the following trait: Sharp-Witted - +2 Diplomacy, +1 Intrigue]
[] [Ancestry] Elf
As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving the world in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes, most notably from terrible demons that have invaded parts of their lands. To some, the elves are objects of awe—graceful and beautiful, with immense talent and knowledge. Among themselves, however, the elves place far more importance on personal freedom than on living up to these ideals.
[Gain the following trait: Worldly Knowledge - +2 Learning, +1 Stewardship]
[] [Ancestry] Dwarf
Dwarves have a well-earned reputation as a stoic and stern people, ensconced within citadels and cities carved from solid rock. While some see them as dour and humorless crafters of stone and metal, dwarves and those who have spent time among them understand their unbridled zeal for their work, caring far more about quality than quantity. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring, their halls filled with the sounds of laughter and hammers hitting anvils.
[Gain the following trait: Proud Traditions - +2 Stewardship, +1 Martial]
[] [Ancestry] Goblin
The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. The wars of a few decades ago might as well be from the ancient past. Misunderstood by other people, goblins are happy how they are. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big.
[Gain the following trait: Dauntless Enthusiasm - +2 Martial, +1 Learning]
[] [Ancestry] Gnome
Long ago, early gnome ancestors emigrated from the First World, realm of the fey. While it's unclear why the first gnomes wandered to Golarion, this lineage manifests in modern gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naivete. These qualities are further reflected in their physical characteristics, such as spindly limbs, brightly colored hair, and childlike and extremely expressive facial features that further reflect their otherworldly origins.
[Gain the following trait: Fey Lightfoot - +2 Intrigue, +1 Spirituality]
[] [Ancestry] Leshy
Guardians and emissaries of the environment, leshies are immortal spirits of nature temporarily granted a physical form.
Leshies are "born" when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home.
[Gain the following trait: Wildspeaker - +2 Spirituality, +1 Diplomacy]
[] [Ancestry] Write-in (subject to GM veto): Choose any 2 attributes (Martial, Diplomacy, Stewardship, Intrigue, Learning, Spirituality), gaining +1 to each.
What is it that separates you from your peers?
[Pick Two Traits]
[] [Trait] Strategist
The planning and movements of battle and war come naturally to you.
[+3 Martial]
[] [Trait] Charismatic
Oration is the art of speech, and you are an artist most excellent. No matter the situation, you have a way with people.
[+3 Diplomacy]
[] [Trait] Deceitful
A rumour in the right place can deflect almost any danger one can imagine. If that's just onto someone else, well, that's just how it goes.
[+3 Intrigue]
[] [Trait] Administrator
Politics, poetry, promises - all lies, and more importantly they are luxuries compared to the cold reality of numbers and statistics. With a pen and a ledger, you can change the course of wars, nations, and the world itself.
[+3 Stewardship]
[] [Trait] Scholar
Experience may be the greatest teacher, but you prefer a good manual as a first resort.
[+3 Learning]
[] [Trait] Acolyte
You have a greater than average respect for the larger forces of the world. Where some might shy away from things beyond mortal ken, you find comfort.
[+3 Spirituality]
[] [Trait] Duelist
You've thrown down the gauntlet a few times in your life, and each time you've walked away unbowed.
[+2 Martial, +10 Personal Combat]
[] [Trait] Attractive
You have the looks to feature in many a sordid fantasy, and the charm of the most troublesome of bards.
[+2 Diplomacy, +10 Fertility]
[] [Trait] Cunning
Like a fox.
[+1 Martial, +2 Intrigue]
[] [Trait] Engineer
You've studied architecture and siegecraft, and know all the best ways to raise a building and to tear it down.
[+1 Martial, +2 Stewardship]
[] [Trait] Horticulturist
You're an able gardener and are something of a scholar in the science of agriculture. You've even bred a cultivar or two of your own, in your time.
[+1 Stewardship, +2 Learning]
[] [Trait] Mystic
Through your own research, you've been initiated to the mysteries of the cosmos, the spirits and monsters of this world and the next.
[+1 Learning, +2 Spirituality]
[] [Trait] Lawful
Rules are what separate civilized people from beasts, monsters, and worse. Law is immutable and must be upheld.
[+4 Stewardship, -2 Diplomacy]
[] [Trait] Honourable
No treachery nor subterfuge from you. The straight path only, unto death.
[+2 Diplomacy, +2 Stewardship, -2 Intrigue]
[] [Trait] Hedonist
Eat, drink, and make merry, for tomorrow you may die.
[+2 Diplomacy, +1 Intrigue, -1 Stewardship, -1 Spirituality, +10 Fertility]
[] [Trait] Sage
The world's wisdom is at your command. Shame about everything else, though.
[+1 Stewardship, +2 Learning, +1 Spirituality, -1 Martial, -1 Diplomacy]
Of course, not all notable features are positive ones.
[Optional: Pick one Flaw and gain an additional slot for Traits from the above list]
[] [Flaw] Frail
Due to injury or ailment or random misfortune, you're not well-suited to fighting or leading troops, nor… other physical activity.
[-1 Martial, -10 Fertility]
[] [Flaw] Arrogant
Everyone seems to think you're an insufferable ass for some reason. Can't be true, of course, they just can't handle that you're right.
[-1 Diplomacy, -1 Spirituality]
[] [Flaw] Credulous
"Follow you into this dark, isolated alley? Don't mind if I do."
[-2 Intrigue]
[] [Flaw] Spendthrift
Haggling is for misers, budgeting is dull, and you can always make more money, right?
[-2 Stewardship]
[] [Flaw] Unlettered
Be it lack of education or a disability, you struggle with reading and writing, and you'd rather do anything at all rather than pick up a book
[-2 Learning]
[] [Flaw] Cursed
You really shouldn't have back-talked that witch.
[-1 to all stats, -10 Fertility] [Allows an additional bonus Trait for a total of 4 Traits]
No one who hopes to make anything lasting comes to the Stolen Lands without an expeditionary force at their back. You are no different in this regard. From where do you hail, and how did you assemble an expedition?
[Pick One Origin]
[] [Origin] River Kingdoms
You are an envoy (or perhaps an exile) from one of the many petty states that constitute the River Kingdoms, either to expand the domain of one of those lords or intending to carve out your own. The River Kingdoms are commonly derided as a den of scum and villainy, and the upjumped hubris of tinpot dictators - and indeed the River Kingdoms comprise one of the largest collections of lowlives and brigands (per capita) outside the notoriously pirate-infested Sodden Lands. Coming from such a tumultuous background, you have a working knowledge of both regular statecraft and the many ways your home fief and others might undermine and attack one another, and with such knowledge comes the means to defend yourself. Of course, being forewarned is not in and of itself a deterrent, and it is highly likely you will have to weather attacks from rival Riverlords as well as whatever dangers you might find in the Stolen Lands.
[Gain +2 to Intrigue; begin with a network of informants placed in the River Kingdoms; will be at risk of attack from the River Kingdoms within 2 years]
[] [Origin] Brevoy
Coming from Brevoy to the north, you are receiving patronage and a charter from a Brevoyan noble family looking to expand their influence and curry favour with the crown. Your patron's coffers are the largest you would be able to find easy access to at this far edge of Avistan, and their support is the surest. However, your patron is looking to expand the borders of Brevoy or at least to create a favourable subordinate, so you must tread carefully if your dream is indeed to achieve independence and be more than a simple colony.
[Gain +2 to Diplomacy; begin with a favourable trade connection and income stream from Brevoy; actions may be restricted, more difficult, or carry additional risk if they go against Brevoy's interests or seem to do such]
[] [Origin] Independent - Mercenary Company
Your place of birth is irrelevant. What matters is what you have made of yourself, and you are proud of it. You captain a remarkably large and successful mercenary company - perhaps you've fought from one end of the River Kingdoms to another, or campaigned in Numeria, Galt, or the Worldwound, or perhaps even further afield. Whatever your origin, you've known battle, victory, defeat, the rush of adrenaline and the crush of grief both, the clink of cold gold traded for cold steel. With time however, alongside experience, money, and more than a few scars, came the desire for something more. You wanted more than just being a nomadic soldier for hire, and now you turn your thoughts to leadership on a grander scale. Of course, while those of your company who share your vision and joined you on this last march make for a fearsome fighting contingent, an army does not a state make. Your numbers (especially those with the skills needed to establish a more permanent settlement) are few, and drawing the necessary people to your banner will be difficult.
[Gain +2 to Martial; begin with a bonus to army quality and advisors; certain actions will be made at a penalty or with reduced effect until manpower/skilled labour shortage is compensated for]
[] [Origin] Independent - Druidic Circle
You are not a representative of any nation nor any single people, but the leader of a circle of druids and other folk aligned more with the rhythms of the natural world than the pulse of industry and civilization. While some might consider the state of the Stolen Lands merely an example of the dangers of the untamed natural world, in a world that is already amok with wild terrors that claw at the edges of civilization, you know better. What is happening in the Stolen Lands is no natural force, but something stranger, and it has drawn your attention. Of course, to prod at an enigma in this world is often enough to draw attention oneself, and your community is liable to draw the focus of whatever force defends the Stolen Lands sooner than it might otherwise.
[Gain +2 to Spirituality; begin with more advanced Spirituality (druidic) actions available; immediate risk of attack from esoteric threats in the Stolen Lands as druidic magic is detected]
[] [Origin] Write-in (subject to GM veto; appropriate attribute, bonus, and downside will be determined)
And finally, where have you chosen to plant your flag?
[Pick One Territory]
[] [Territory] East Sellen River
This tributary of the Sellen runs broadly north-to-south through the Stolen Lands, connecting Brevoy and the River Kingdoms to an extensive trade network that accesses most of the markets on the eastern expanse of Avistan before finally spilling out into the Inner Sea far to the south. A settlement on the Sellen then is poised to have easy access to river trade, as well as bountiful fishing from Hooktongue Lake, though such a visible location means that it will be impossible to stay under the radar for any length of time, and similarly easy access to the river makes defence… complicated.
[] [Territory] The Greenbelt
Immediately off the southern border that defines Brevoy's practical domain, the Greenbelt is a perfect example of the Stolen Lands' strangeness. Despite the lack of a land barrier, Brevoyan settlers have never managed to claim the area long-term. Despite this, the Greenbelt presents prime potential farmland, and is abutted to the west by the expansive forest known as the Narlmarches, which gives any prospective settlement access to both abundant lumber and game. In addition, the region grants easy access to Brevoy for future trade. Of course, this bounty has hardly gone unnoticed, and the area is infested with brigands - who camp in the Greenbelt and take advantage of local superstition to stymie pursuit between raids - and other, worse creatures.
[Not available with a River Kingdoms origin]
[] [Territory] Glenebon Uplands
Glenebon is a harsh and unpleasant territory in the far western expanse of the Stolen Lands, characterized by rolling, craggy hills and badlands, scrub and grass, and not much else. Lumber is scarce, the soil is dry and thin, water is difficult to find without digging wells, and the local wildlife is both lacking in quantity and highly unpleasant in character. Logically, it would be a terrible place to settle, but for one fact: the region, being the foothills of the Branthlend Mountains, is rich in mineral wealth, much more accessible than most anywhere else in the region aside from the much more treacherous Tors of Levenies to the east. And for the truly intrepid (or perhaps foolhardy), there is always the possibility of forging a land route through the hills, past the mountains, and into the strange techno-barbarous land of Numeria.
[] [Territory] Hooktongue Hinterlands
West of the miserable, stinking swampland known as Hooktongue Slough is another expanse of easily arable yet unclaimed land - broadly similar in character to the Greenbelt, though this area trades the sheer variety of resources available there for relative anonymity, as well as the dubious but valuable products of the Slough. Hooktongue Slough is the only known source of several rare and highly sought-after botanicals - including the azure lily, the pollen of which acts as a powerful paralytic and is greatly valued by assassins and brigands of all stripes - and a settlement poised to exploit the area could enrich itself quite easily. Of course, such enrichment would have to be careful to avoid the attention of the Riverlord domain of Pitax to the west. Pitax's famously megalomaniacal king has done the domain no favours in terms of its strength or influence, but even as it is, a fledgling settlement could easily find itself crushed or subsumed if he desired such.
[Not available with a Brevoy origin]