Be it so known that the bearer of this charter has been charged by the Prince Oargev ir’Wynarn of Cyre, acting upon the greater good and authority vested within him by the office of King Borenal ir’Wynarn of Breland, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles north of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behaviour to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on eleventh day of Aryth, 996; under watchful eye of King Borenal of Breland and Prince Oargev of Cyre at Thronehold Castle.Adventure Background
These land are your lands. They have always been your lands. The rest of the Five Nations conspired to steal away what was rightly Cyre’s, to deny Mishann her throne and crown. Now they have destroyed the Jewel of Galifer, denying you home and homeland, so you will take back the lands that have been stolen from you and forge a New Cyre from the ashes.
Today is the day. Today, the Treaty of Thronehold has been signed. Today is the day that the Last War is over. You are part of one of four groups, handpicked by Prince Oargev himself, to settle the southern boarder of Breland. Theoretically, this could only happen once the war was officially ended and hostilities between Breland, Thrane, Darguun and Cyre brought to a halt. In practice, this deal has been done for months and all you’ve been doing has been waiting for the official rubber stamp. You don’t have to wait any longer.
Now you stand on Breland's south eastern boarders, North of the Seawall Mountains. On hundred years ago, this was farmland. Now it is wilderness again, as the Last War drove all civilization from it, used only by bandits and the few traders who make a living between Breland and Darguun. One of those traders is this Oleg Leveton, who has been plagued by robberies and malcontents. From his trading post, you will reforge your nation's destiny.
New Cyre will rise. Above
: New Cyre (left) to Oleg's Trading Post (right)Setting
: Eberron, 996 YK. The Breland-Darguun-Mournlands boarders will be the focuses of this game. System
: PathfinderAdventure Path
: Modified KingmakerStarting Level
: 1st level (Medium EXP track)Character Age
: 21+, or racial equivalentRating
: Exotic, BondagePosting Rate
: I don't expect daily posts, since I know few people who can keep that rate up, however if you are gone 72 hours without posting in the game thread with no prior notice, I'll be checking in via PM. If that's going unanswered, or happening multiple times, I'll be opening the game back up to someone who can post more regularly. I don't want to be a hardass, but that's what it takes to keep forum games going I'm afraid. Players will also have to be somewhat self-motivated and able to come to a consensus as a group, since Kingmaker is a fairly sandbox style game, so sometimes you'll have to just go off an explore to find the plot. Genre
: This is probably my favourite thing about this game concept. It will absolutely play with Kingmaker's original genre of kingdom building and wilderness exploration. With that said, I'm also hoping to get you knee deep in the politics of the Five Nations and the struggles that Cyre faces in rebuilding itself. While I'm not sure that we'll ever get a chance to actually cross into the Dead-Grey Mists of the Mournlands, its also going to loom large in this game as a motivator and there will be interaction with it, even if its not direct. Finally, I plan for this game to span years, possibly decades of in-game time. I will be keeping track of the days and nights, as well as giving opportunity for character growth and change. We will will be starting before the established start time of the Eberron Campaign Setting and hopefully ending well after it. Character selection
: I'm going to see how much interest this thread garners in a week. If a lot of people are interested, I'll set a deadline, between a week and half from two weeks out from today. If not, I'll take people on a modified first come, first serve basis.Books
: Pathfinder’s Core, WotC’s Eberron books, Dreamscarred Press’s Psioncs Unleashed & Path of War, and Abandoned Art’s Amazing Races & Class Acts. Blogs
: Anything that I post in my Eberron Blog is fair game. Races
: Human, Elf, Dwarf, Halfling, Half-Orc, Half-Elf and Gnome (no subraces)
: Shifter (but see below), Changeling, Kalashtar, Warforged and Daelkyr Half-Blood
: Goblin, Hobgoblin, Hagborn (Paizo's Changeling), Orc. Classes
: Any from the approved sources. Note that some of them (like the gunslingers and psionics) will require some discussion to find a way for them to fit in properly.
-While I allow gunslingers in Eberron, they are extremely rare, not at all organized and thought to be slightly crazy since magic is far more reliable than gunpowder from the average person’s POV. That being said, if you play a gunslinger in this game, perhaps you will be able to change that opinion in the mind of the people of New Cyre!
-Psionics is fairly rare as well, although more common than gunslingers.
-Classes from the Advanced Classes Guide are approved.Hit Points
: Full at first level. Half or roll, which ever is better after that.Ability Scores
: 20 point buy.Alignment
: This adventure is about rebuilding a nation. That can be done by people of any alignment, however, I do prefer my Eberron games to be heroic, so this game will be limited to non-evil characters. Background
: This game is fundamentally about rebuilding Cyre, the other Nations be damned if we have to carve it out of their flanks to do so. Characters must Cyran, or a very have a very, very good reason for helping them if they are not. Dragonmarked characters would be a good example, since they may have been hired as specialists by the Prince to help consolidate the land his people have been granted. Personality
: Your character needs to be trusting enough to work with others without trying to screw them over (… screw them on the other hand…). Keep a game cohesive on the boards is hard enough with characters getting sarcastic with one another. Likewise, I respectfully ask people to avoid "lone-wolf" or "reserved" personalities in their characters. Those can and do work for in person games, but on boards, I find that it leads to a lack of participation, intentional or not, when not in combat. Appearance
: As you please, although a picture is required so that I can use it with our maps, although it doesn’t have to be a perfect representation of your character. Sexuality
: Just like in my other games, don’t expect sex to be a given here, you will have to work for it a bit, just like real life. That said, feel free to create NPCs that you already have a connection to in your background! I am open to telling a story with any genders/orientations. Traits
: You must select two traits. One of these may be any published trait that reflects you background. The other must be selected from the campaign traits below. No more by any means. Wealth
: Average for your class.
Goblins and Hobgoblins: While the Dhakaani have not ruled for millennia, their martial culture has left an indelible imprint upon all goblinoids of Khorvaire. These races treat regular and heavy flails a simple weapons. Goblins change their racial modifiers to -2 Str, +4 Dex.
Kobolds: Change racial adjustments to -2 Str, +2 Dex, +2 Int
Changelings and Kalashtar: These races gain +2 to one ability score of the player's choice at character creation.
Daelkyr Half-Blood: Can be used unchanged without the level adjustment.
Shifters: See my blog. Long story short, use the skinchanger from Blood of the Moon.
Warforged: Ability modifiers become +2 Con, +2 Int, -2 Wis. Warforged are tough and swift learners, but their quick maturation often means they lack common sense.
I use a version of initiative where everyone roles Init, but then the first person to post each round acts at the highest Init rolled, the second at the next highest and so on. I find this speeds up combat considerably.
Bastard - The blood of the nobility runs in your veins, but it is not pure. Now that most of the nobles of Cyre have been slain, your claim is stronger than ever, making cousins fear you even more. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Cyran nobility but gain a +1 trait bonus on Will saves and a +1 on Survival checks as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
Brigand - During at least part of the War, you made ends meet in a less than legal manner, although you reformed in the wake of the Mourning. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk, and get a 5% discount when buying items on the black market.
Cavalry - Once upon a time, you may have been a pioneer, but your skill with mounts quickly say you drafted into the cavalry. You begin play with a horse. Also, choose two of the following skills Handle Animal, Knowledge (nature), Perception, Ride, or Survival —you gain a +1 trait bonus on those skills.
Dragonmarked Retainer -While you’re not Cyran by blood, you served them as part of your Dragonmarked House or through one of the Dragonmarked Guilds during the war. You gain a +1 trait bonus on Diplomacy, Knowledge (arcana) and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp — your wages from the house, such as it is.
Mist-Touched - You survived the Mourning. You saw the Dead-Grey Mists when they first appeared. Hell, you may even have been touched by them. Now you can’t get them out of your head. You gain a +1 trait bonus on attacks and AC against aberrations and creatures native to the Mournlands. In addition, you gain a +1 on all knowledge checks relating to the Mourning and the Mournlands.
Feared - You come from a race, usually Changeling, Shifter, or Warforged, that isn’t trusted by normal citizens and their scorn, both intended and not, has taught you to be careful. You gain a +1 trait bonus Perception, Sense Motive and initiative checks. Sense Motive is always a class skill for you.
Wartime Nobility - You once fought as a leader on the front lines of the War and had to master siege craft to defend your lands and holdings. Now those may be gone, but you still have the air of dignity about you. You gain a +1 trait bonus on Diplomacy, Knowledge (engineering), Knowledge (nobility). In addition, one of those skills is a class skill for you.
Cyre is rising. Its time to make history.