Kingdom Come (A Pathfinder: Kingmaker CK2 Quest)

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The Stolen Lands have, for time immemorial, resisted any and all efforts at settlement. Rumours speak of people vanishing in the night, buildings and settlements torn apart by wandering monsters and impossible storms, and other, more fanciful things.

But despite the seeming impossibility of such an endeavour, the Stolen Lands have a mystique about them that will always draw the brave, the curious, and the foolhardy.

After all, why else would you have come?
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Character Generation

Strunkriidiisk

THE LEGEND
Location
Canada
Pronouns
He/Him
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]
 
Character Sheets
Cricket
First Druid of Greenhold

Ancestry: Goblin
Born: 4704 AR (Age 19)

TRAITS
  • Dauntless Enthusiasm - You are a goblin, often derided by the longshanks in their big cities as little better than vermin. Well, you don't care what they think, you have wit and ferocity and friends to impress! [+2 Martial, +1 Learning]
  • Druid - You are one of those who hear nature's call. You stand in awe of the majesty of its power and give yourself over to its service. [+2 Spirituality]
  • 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]
  • 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]
  • Sage - The world's wisdom is at your command. Shame about everything else, though. [+1 Stewardship, +2 Learning, +1 Spirituality, -1 Martial, -1 Diplomacy]
  • Strategist - The planning and movements of battle and war come naturally to you. [+3 Martial]
  • Cursed - You really shouldn't have pissed off that witch. [-1 to all attributes, -10 fertility]

ATTRIBUTES
  • MARTIAL: 11 + 2 + 1 + 3 - 1 - 1 = 15 - You're an able general, if the need should arise.
  • DIPLOMACY: 8 - 1 - 1 = 6 - What the fuck is tact?
  • INTRIGUE: 11 - 1 = 10 - You've engaged in a spot or two of skulduggery in your time.
  • STEWARDSHIP: 11 + 2 + 1 + 1 - 1 = 14 - You know your math well.
  • LEARNING: 16 + 1 + 2 + 2 - 1 = 20 - You don't think it's conceited to say that you're extremely smart, and you love putting your ideas into practice.
  • SPIRITUALITY: 13 + 2 + 1 - 1 = 15 - You're in tune with the rhythm of the world.
Martial Advisor
Almandine (Diplomacy Advisor/Privy Secretary)

Almandine

Your diplomatic secretary, an elven woman of unclear origin - though from her bearing and her accent you suspect she's an exile or a runaway from Kyonin and almost certainly some kind of noble, to which you're inclined to shrug and leave alone. It's none of your business where people are running from or why. What matters is that she clearly knows all the interminable diplomatic bullshit you don't have the tolerance for and could probably talk a troll into stepping into a raging bonfire given enough time. That said, she's an unapologetic lush, and with a tongue loosened by drink or smoke she has… bold opinions about how useful some of the less immediately practical druidic practices are.

TRAITS
  • Worldly Knowledge - Almandine has the indistinct agelessness of an elf, and could be anywhere between fresh-faced youth and older than your ancestors out to the seventh generation. You suspect she's on the older side of that curve, based on her experience.
  • Courtier - Almandine has clearly spent time in a noble court or two. She has a talent for using a great many words to say absolutely nothing, except when she looses a single vicious observation that cuts through any defences and straight to the heart. [+2 Diplomacy, +1 Intrigue]
  • Hedonist - Almandine could live a long time as an elf (you don't actually know how old she is) but her real focus is clearly on having a good time. That she remains functional most of the time is probably more the result of your current supply situation than anything else.[+3 Diplomacy, +1 Intrigue, -1 Stewardship, -1 Spirituality]
ATTRIBUTES
  • MARTIAL: 10 - Almandine clearly knows how to fight, though it's obviously more due to a thorough education than a natural inclination.
  • DIPLOMACY: 16 + 2 + 3 = 21 - You're half-convinced she could sell salt to someone adrift on the ocean and dying of thirst.
  • INTRIGUE: 14 + 1 + 1 = 16 - Court politics can get pretty brutal. You don't doubt she has a skeleton or two in her closet, but they're well hidden.
  • STEWARDSHIP: 12 + 1 - 1 = 12 - She can balance a budget and draft a contract well enough.
  • LEARNING: 11 + 2 = 13 - Almandine isn't a great reader outside her area of expertise, but she has a practically encyclopedic knowledge of everything to do with formal correspondence and manners.
  • SPIRITUALITY 7 - 1 = 6 - Almandine openly (and loudly) doesn't have much of a care for spiritualism of any sort - which includes all of your druids, sometimes. It's concerning.
Karth (Intrigue Advisor/Spymaster)

Karth

Karth is the First Ranger of the troop that came with you to the Stolen Lands. They and the rangers they've trained have worked with your Circle for several years now, and they were willing to accompany you into the Stolen Lands despite lacking any obligation to do so - when you asked why, Karth only said, wryly: "Why does any gnome need an excuse to go on an adventure?"

An enigmatic, androgynously beautiful gnome with a shock of blood-red hair, Karth is especially adroit as a hunter, a tracker, and a scout. You're not quite certain whether they extend that skillset to other parts of their life as a deliberate ploy, or if it's the other way around, but they have an admitted tendency to size people up like they're deciding how best to kill and field-dress a bull elk. Frankly, Karth is more than a little unsettling, though they manage a certain eccentric charm despite that. The gnome reminds you of nothing so much as seeing a great cat or other large predator in the wild - dangerous and worthy of respect, but remarkably relaxed.

TRAITS
  • Fey Lightfoot - Unsettling as they are, Karth shares the typical gnomish enthusiasm for new places and new experiences, and a bone-deep spiritualism that makes them remarkably self-assured and stable. [+2 Intrigue, +1 Spirituality]
  • Predatory - Karth is an extremely skilled hunter. They claim that a lot of the principles also apply to understanding how people think and act. It's moderately unnerving at times to share space with someone who on some level sees other people as potential prey. [+3 Intrigue, +1 Martial, -2 Diplomacy]
ATTRIBUTES
  • MARTIAL: 15 + 1 = 16 - As befits a senior ranger, they're quite dangerous.
  • DIPLOMACY: 14 - 2 = 12 - Karth is surprisingly likeable.
  • INTRIGUE: 16 + 2 + 3 = 21 - They're an expert in spycraft, and have an impressive grasp of all the ways an infiltrator could harm you - and how they might be countered.
  • STEWARDSHIP: 8 - One of Karth's more 'humanizing' traits is how consistently terrible they are with money.
  • LEARNING: 11 - They're decently well-read.
  • SPIRITUALITY: 10 + 1 = 11 - They honour Erastil.
Stewardship Advisor
Tybalt (Learning Advisor/Chancellor)

Tybalt

Your chief wizard and Chancellor of your intended college. Tybalt is a catfolk man, grey-muzzled and scarred, with one arm ending at the shoulder and a limp you suspect to be at least partially affected. He's past his prime but still capable, with a long career as a mercenary behind him and the scars to reflect that. You wouldn't necessarily expect a hardened killer with the self-proclaimed title of 'Ashmaker' to be an able educator, but he seems intent on kicking the 'young bucks' into shape - apparently considering it his duty as the only formally trained wizard among them. Apparently he considers this to be 'retirement.'

TRAITS
  • Curious Cat - Catfolk have something of a reputation for being dauntless explorers and remarkably friendly with even total strangers, and Tybalt doesn't seem to be an exception to this. [+1 Diplomacy, +1 Intrigue, +1 Spirituality]
  • Mercenary Veteran - the Ashmaker has fought across half of Avistan, from joining the last Mendevian Crusade to a short stint as a bodyguard in Galt, and he has a story (and a scar) to show for every job. [+1 Martial, +1 Diplomacy, +1 Intrigue]
  • Sage - Long careers lead to great accumulated wisdom… and bad knees. [+1 Stewardship, +2 Learning, +1 Spirituality, -1 Martial, -1 Diplomacy]
  • Spendthrift - Sellswords (or sell-spells) aren't often known for their robust budgeting skills. [-2 Stewardship]
ATTRIBUTES
  • MARTIAL: 16 + 1 - 1 = 16 - One doesn't spend as much time fighting as Tybalt has without acquiring at least a modicum of strategic sense, and Tybalt was very good at his job.
  • DIPLOMACY: 10 + 1 + 1 - 1 = 11 - Being a successful mercenary (especially alone) requires being able to find work and negotiate one's own contracts.
  • INTRIGUE: 6 + 1 + 1 = 8 - One doesn't acquire the title of 'Ashmaker' by being known for subtle action.
  • STEWARDSHIP: 15 + 1 - 2 = 14 - Tybalt's lived hand-to-mouth before, and he doesn't care to repeat the experience. Despite his penchant for personal extravagance, he keeps his house in order.
  • LEARNING: 16 + 2 = 18 - He's quite smart. More focused on practical applications (which is to say, blowing things up) than you are, but no slouch.
  • SPIRITUALITY: 10 + 1 + 1 = 12 - There are no atheists on the battlefield, even among wizards, and Tybalt has a healthy respect for divine and primal traditions.
Rakka (Spirituality Advisor)

Rakka

Your long-suffering but good-humoured Second Druid, Rakka is a piebald ysoki with the genial air of someone's favoured grandmother - though unusually by the standards of a ysoki of her age she has no children of her own. Despite her greater experience and attunement to the Green Pact, she didn't protest your selection as the successor to the position of First Druid of the Circle, and has been a steadfast ally and quite able at helping manage the junior druids (and smoothing over ruffled feathers among those who agree less with your more radical ideas). While the two of you occasionally butt heads - you being the radical, her the conservative - she is nonetheless willing to entertain many of your ideas, and has often provided a useful sober perspective on your wilder impulses.

TRAITS
  • Hoarder - Given the ysoki proclivity for large families and tight spaces, it's no surprise that they value canny budgeting and providing for the group as a high virtue. [+2 Stewardship, +1 Intrigue]
  • Mystic - Rakka is extremely well-versed in the magical lore and history of the Circle, as far back as you have records for. [+2 Spirituality, +1 Learning]
  • Orthodox - She's very comfortable with established tradition. Less so with anything new. [+4 Spirituality, -1 Intrigue, -1 Learning]
  • Unlettered - Rakka is almost entirely illiterate, and can only reliably read and write in Druidic. [-2 Learning]
ATTRIBUTES
  • MARTIAL: 10 - When the need arises, Rakka will answer the call to defend herself and others.
  • DIPLOMACY: 14 - She gets people in a way you never have.
  • INTRIGUE: 13 + 1 - 1 = 13 - Rakka is more than a little tricksy, when she wants to be.
  • STEWARDSHIP: 13 + 2 = 15 - She's a natural when it comes to organization.
  • LEARNING: 10 + 1 - 1 - 2 = 8 - While not a fool by any standard, Rakka is fundamentally incurious.
  • SPIRITUALITY: 15 + 2 + 4 = 21 - That Rakka isn't First Druid is more due to personal preference than lack of ability.
 
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State of the Realm
The Town of Greenhold

Population: 450 (small town)


ECONOMY
Treasury: 773 gold

Total Upkeep per Turn: 236 gold
- Military: 236 gold

Total Income per Turn: 340 gold
- Agriculture: 240 gold
- Trade: 100 gold


MILITARY
- 40 militia foot (32 gold/turn)
- 30 militia archers (24 gold/turn)
- 30 rangers (60 gold/turn)
- 20 light cavalry (80 gold/turn)
- 5 journeyman druids (40 gold/turn)


Militia footmen - a collection of farmers and people who have volunteered to defend their homes with more enthusiasm than outright skill, your militia at present are mostly armed with a motley assortment of antique or improvised weaponry, armoured with layers of cloth and padding, and have little combat experience aside from chasing off the odd fox that had been terrorizing their chickens.
[Equipment: Sub-par (-1) - Training: Minimal (-1) - Morale: Eager (+1)]
[Upkeep: 4 gold per unit of 5]

Militia archers - more volunteers, these ones with sharper eyes and steadier hands. Most of them have experience as hunters, shooting for fowl or game. You're not certain how well they'll take to fighting off bandits though.
[Equipment: Sub-par (-1) - Training: Minimal (-1) - Morale: Eager (+1)]
[Upkeep: 4 gold per unit of 5]

Rangers - Professional warriors, hunters, and trackers, these people have sworn themselves to haunt the border where civilization touches the wilds and guard one from the other, and while not all of them are of the same mind as druids are, your goals usually coincide well enough. Their equipment is eclectic and haphazard by the standard of any professional army, but all of them know their tools and wield them like extensions of their own bodies.
[Equipment: Standard (0) - Training: Professional (+1) - Morale: Stoic (0)]
[Upkeep: 4 gold per unit of 2]

Horse Archers - Ugh, horses. You personally can't stand them, with their horrible sideways eyes and huge flat teeth and just… bigness. A horse could kill a longshanks easily, let alone you, and you have no idea why anyone could trust one around them. But it can't be denied that they can run faster than any longshanks, and the deeply strange people who ride them seem to be good at controlling the horrible things and using their bows from up there. You suppose you can let them stay, if you must.
[Equipment: Sub-par (-1) - Training: Drilled (0) - Morale: Stoic: (0)]
[Upkeep: 4 gold each]

Journeyman druids - Younger druids who've proven their basic competence and have been cut loose to grow on their own merits. In battle, they call on the primal forces of nature to turn the very environment against their foes, empower and direct the beasts of the wild, or even turn into animals themselves. Untested, but eager to prove themselves.
[Equipment: Standard (0) - Training: Drilled (0) - Morale: Eager (+1)]
[Upkeep: 8 gold each]
 
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[x] Sexy druid elf
- [x][Gender] Man
- [x] [Name] Adolei
- [x] [Ancestry] Elf
- [x] [Trait] Attractive
- [x] [Trait] Hedonist
- [x] [Trait] Mystic
- [x] [Trait] Horticulturist
- [x] [Flaw] Cursed
- [x] [Origin] Independent - Druidic Circle
- [x] [Territory] Hooktongue Hinterlands
 
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What's the voting style? Approval, plan etc.?

For now, I'll pick

[X] [Ancestry] Elf

[X] [Trait] Charismatic
[X] [Trait] Sage

[X] [Origin] Independent - Mercenary Company
[X] [Territory] The Greenbelt
 
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[X]Plan Human Fighter
-[X] [Name] Fran Johson
-[X] [Gender] Man
-[X] Optional: Appearance (default male character 2)
-[X] [Ancestry] Human
-[X] [Trait] Duelist
-[X] [Trait] Strategist
-[X] [Origin] Independent - Mercenary Company
-[X] [Territory] Hooktongue Hinterlands
 
[X]Plan Human Fighter
-[X] [Name] Fran Johson
-[X] [Gender] Man
-[X] Optional: Appearance (default male character 2)
-[X] [Ancestry] Human
-[X] [Trait] Duelist
-[X] [Trait] Strategist
-[X] [Origin] Independent - Mercenary Company
-[X] [Territory] Hooktongue Hinterlands

[X] Plan: Ready To Fight!
 
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[X] Plan: Supreme Druid
- [X] [Name] Tordil
- [X] [Gender] Man
- [X] Optional: Appearance
- [X] [Ancestry] Horticulturist
- [X] [Trait] Scholar
- [X] [Trait] Acolyte
- [X] [Flaw] Frail
- [X] [Origin] Independent - Druidic Circle
- [X] [Territory] East Sellen River

[x] Sexy druid elf
 
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[X] Plan: Ready To Fight!
-[X] [Name] Hanson Morgan
-[X] [Gender] Man
-[X] Optional: Appearance
-[X] [Ancestry] Human
-[X] [Trait] Strategist
-[X] [Trait] Duelist
-[X] [Trait] Honorable
-[X] [Flaw] Arrogant
-[X] [Origin] Independent - Mercenary Company
-[X] [Territory] The Greenbelt
 
[X] Goblin with ADHD
-[x][Gender] Woman
-[x][Name] Cricket
-[x] [Ancestry] Goblin
-[x] [Trait] Engineer
-[x] [Trait] Strategist
-[x] [Trait] Sage
-[x] [Trait] Horticulturist
-[x] [Flaw] Cursed
-[x] [Origin] Independent - Druidic Circle
-[x] [Territory] The Greenbelt

[X] Let's Cook
[X] fake it till you make it
 
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[X] Plan Let's Cook
-[x] Nander Myxiin
-[x] Female
-[x] Half-Orc (+1 Martial, +1 Intrigue)
-[x] Charismatic (+3 Diplomacy)
-[x] Hedonist (+2 Diplomacy, +1 Intrigue, -1 Stewardship, -1 Spirituality, +10 Fertility)
-[x] Attractive (+2 Diplomacy, +10 Fertility)
-[x] Horticulturist (+1 Stewardship, +2 Learning)
-[x] Cursed (-1 All, -10 Fertility, +1 Trait)
-[x] Origin: Drumish
You are from rich and cruel Druma, to the West, where money and purity are god, and love, luxury and good cooking are all four-letter words, as it were. You have far more entertaining ambitions ahead. [+2 Stewardship, can access superior trade contacts, Spirituality actions are restricted/more difficult]
-[x] Territory: Hooktongue Hinterlands

[x] Plan - fake it till you make it
[x] Goblin with ADHD
 
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[X] Goblin with ADHD
[X] Plan Let's Cook
 
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