Pathfinder: Settling the Vale of Tears (OOC and Rules Stuff)

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Kavonde
Location: Bakersfield, CA
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Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Kavonde » Fri Jul 26, 2013 1:10 am

Lachlan the Mad wrote:Hmm, okay, buildings for a Dwarf settlement. Note that, although I put Halfcastle in some Elven ruins, they've long been picked clean by the Tengu -- I don't expect to take any of the benefits or penalties for building stuff on ruins, okay?


Aye, I took it as flavor already, so no worries. I know which hexes the actual ruins are in, and you didn't park in any of them. You do have something cool in that tile, though, but I'll share that information once our roster's finalized.
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Draxom

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Draxom » Fri Jul 26, 2013 2:03 am

Also, all I want by Saturday night are ideas. No need to stat out every character and aspect of your kingdom yet. (And looking at the map, it might be kinda fun to squeeze in one or two more players... )[/quote]


In that case I would like to place claim on the hex to the right of the lake in the upper right...between the lake and the forest. I don't know what the town will be called yet but it will be founded by an adventuring party(my 4 characters) and be a bit of a magocracy.
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Lachlan the Mad
Location: I come from the land down under, where women blow and men chunder

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Lachlan the Mad » Fri Jul 26, 2013 2:08 am

So suggestions for the mapping;

1. Different colours for everybody. I would like red or dark purple.

2. I drew a line around all the hexes adjacent to the hex with Halfcastle in it, because all of those hexes count as "explored". However, we should probably draw separate borders for what we have explored and what we have actually claimed.
Traiden
Location: Traveling

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Traiden » Fri Jul 26, 2013 2:23 am

If we are to color coordinate, I choose copper(Yeah Alliteration!)

I can't MSPaint my copy right now but I am sure that Kavonde will let us know how we might mark the boarders of our respective fiefdoms.
RedSun
Location: Hayward, CA

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby RedSun » Fri Jul 26, 2013 3:54 am

I'm about halfway through writing everything. Quick synopsis in case everything isn't ready by tomorrow: I'm going for a predominantly kobold/lizardfolk state, heavily religious, with kind of a Buddhist/Native American flavor, plus a splash of Rome. As for colors, I'll take a light olive.

Note to GM: I was wondering if it was okay to give certain members of my Civ spell-like abilities. See, all citizens of my Kingdom worship the Earth, and I was thinking of having their architecture be based around landscaping and terraforming, having them integrate their cities into the ground instead of just building straight on top of it(i.e., you have streets that lead into manmade caverns, or small hills that have been hollowed out into buildings, etc.). To that end, I figured maybe X amount of workers could cast soften earth and stone or something similar X/day. That cool?

In any case, I made my (poorly done) place on the map: HERE LIES CLAYHAVEN!
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Kavonde
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Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Kavonde » Fri Jul 26, 2013 9:06 am

Lachlan the Mad wrote:So suggestions for the mapping;

1. Different colours for everybody. I would like red or dark purple.

2. I drew a line around all the hexes adjacent to the hex with Halfcastle in it, because all of those hexes count as "explored". However, we should probably draw separate borders for what we have explored and what we have actually claimed.


Aye, I'll give everyone different colors. (And I take requests; copper it is, RedSun.) Also, I've already developed a cunning system for denoting hexes which have and have not been explored yet. It involves layers and transparency adjustments. Truly, I am a pioneer of digital art.
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Lachlan the Mad
Location: I come from the land down under, where women blow and men chunder

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Lachlan the Mad » Fri Jul 26, 2013 11:56 am

So we have a communist monarchy, a plutocracy, a theocracy and a magocracy. I am loving this already :)

I still can't decide between red and dark purple. I like red, but dark purple suits the kingdom better -- sort of fits the "evil dwarves" and "evil birds" vibe, and it's suitably regal. I think I'll go with the dark purple actually.
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Daemian Lucifer

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Daemian Lucifer » Fri Jul 26, 2013 1:32 pm

Ugh...I normally love civ building games,but creating 4 characters,while GMing a campaign on my own,and other stuff....*sigh*Ill just be lurking this one.
Jimmy_Bennett

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Jimmy_Bennett » Fri Jul 26, 2013 4:57 pm

I've been lurking in these forums for a bit looking for a game to join. This game looks like a bit of a steep time commitment, but it also looks like a lot of fun. If there's still room for one more player, then I'm in. I'll have a concept for my civilization in by tomorrow.
PossiblyInsane

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby PossiblyInsane » Fri Jul 26, 2013 5:41 pm

Right, here is the (slightly small) empire of Nova Vala. Details to be put in as they are completed.

Nova Vala

Capital: Four Waters, placed right on a major river junction for ease in trade, travel, and fishing.

Races: Predominantly Gnomes and Elves, but minor representations of other races.

Alignment: Lawful Evil. Nova Vala seeks to change the world for the betterment of it's citizens by any means necessary.

Social Organization: Debt is the primary factor in the social hierarchy. Slaves give up their free will to the empire and upper classes in exchange for food, lodgings, and the education of their children. Lower classes are indebted to the empire and landowners, and usually pay for lodgings and a tax reduction with military service. Upper classes are indebted to those higher up in their respective families and the empire, and usually jockey for more power among themselves through legal and illegal means.

Starting Assets:
Buildings
free: Town Hall - Economy +1, Stability +1, Loyalty +1, Law +1, discounts Barracks, Cistern, Dump, Jail, Watchtower

16 BP: Pier - Economy +1, Stability +1, Crime + 1, Base Value +1000gp

3 BP: House - Unrest -1

3 BP: Barracks - Unrest -1, Law +1, Defense Value +2

4 BP: Brothel/Dance Hall - Economy +1, Loyalty +2, Unrest +1
(I think the Brothel might have been changed by Paizo to the Dance Hall in their list for some reason, as their stats are identical)

8 BP: Shop - Economy +1, Productivity +1, Base Value +500gp

6 BP: Mill - Economy +1, Stability + 1, Productivity +1

Total Bonuses: Economy +5, Stability +3, Loyalty +3, Unrest -1, Defense Value +2, Base Value +1500gp, Productivity +2, Law +2, Crime +2, Corruption +1

0 BP left over.

PC's:

Orryn Dartek (Ruler): Gnome Bard Chaotic Neutral. A gregarious old gnome who was crippled in a troll attack on his tribe during his youth, he is generally liked by his subjects for his calm, conversational attitude and occasional tendency to cut through bureauocracy ("I'm the emperor! I can open up as many much needed housing developments as I like! You can take care of the paper work afterwards, Charlie.") Some consider him a slightly senile, badly dressed puppet for other powers in the state (to which he replies "Hey! I'm not badly dressed!").

Veris Darkdelver (High Priest): Dwarf Druid True Neutral. As Four Waters lies on a major river hub, it's citizens hold many different and conflicting religions. Veris rose to the top of the religious hierarchy by advocating 'respect and reverence of the old ways with a critical eye for the applications and advancement of the new" and other such unarguable positions. Veris is seen by some to be wishy washy, but she is able to keep religious violence down to a minimum.

Serini Strallis (Spymaster): Elf Summoner True Neutral. Serini is thin, pale, and has a disconcerting habit of looking straight through the person she speaks to on the rare occasions that she speaks. She is officially recognized as Spymaster but seldom shows up to meetings. A minor dignitary who took the opportunity to make disparaging remarks about Serini's close relation with her summoned creatures was never seen again.

Auros Drenallis (Treasurer): Elf Wizard Lawful Evil. Auros is a descendant of the elf tribes that populate this area who left the valley to learn magic. Upon coming back, he used his powers to organize the separate elf tribes in the area into a cohesive force. He allied with a younger Orryn to clear out the various monsters in the area that is now Four Waters.

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Last edited by PossiblyInsane on Sun Aug 18, 2013 3:48 am, edited 4 times in total.
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krellen
Location: The City in New Mexico
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Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby krellen » Fri Jul 26, 2013 7:36 pm

As much as I'd like to play this, I glanced over all the rules that were linked last night and I really just don't think I'll have the time/energy to do so. I am reluctantly dropping out.
RedSun
Location: Hayward, CA

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby RedSun » Fri Jul 26, 2013 9:22 pm

The Exalted Kingdoms of Jeerik-Marr

Capital: Clayhaven

Races: Predominantly Kobold and Lizardfolk

Alignment: Neutral Good. The Akupatran philosophy is heavily based around ideas of universalism regarding sapient species; they work to establish unity between all intelligent races, and to wipe out all creatures that they deem evil or a threat to civilized society. They also are deeply respectful of the Earth, and take care to preserve it even while exploiting it for the purposes of their empire.

History: All denizens of Jeerik-Mar, by law and by necessity, are followers of the God of All Natural Wonders, Akupatra. The Akupatran religion was founded centuries ago, by the titular Marr, a kobold priest of a forest god. Brave and clever, Marr was horribly ashamed of his people, who at the time were cravens who hid in the grounds of the forest and had cut themselves off from the rest of the world, in fear of the monsters of the wilds. Marr left his people, and stumbled upon a tribe of Lizardfolk, who fought with power and ferocity, and who did not fear the beasts. They were led by the great and wise chieftain Jeerik, who showed Marr how the druids drew divine power not from a distant, divine body, but from the world around. There, in meditation, Marr had the revelation of Akupatra; it was then he realized that the divine powers he worshipped and that of the druids were one and the same. The Earth and the Sun and the stars were the body of a god long since passed, all life springing from his divine remains; the ethereal aspect from which he had previously drawn magic from was the god’s soul, sundering the veil of death to provide for the creatures that had sprung from his corpse.

Most importantly, Marr understood what his people were meant to be: to create a city, to create a nation, to create a culture-was to enter into a marriage with the world, to form a sacred bond to Akupatra himself. His people did not have that bond-they lived in fear and isolation. Jeerik’s tribe did not have that bond-they were constantly at war with the wilds. The only way to true prosperity, he understood, was to tame the world itself.

With Marr’s revelation came the rebirth of his people; three days after his vision, the ground which housed the kobold’s hidden city shook violently, destroying their homes and killing many of them. Those that survived were waylaid by monsters, and no longer had any place to run and hide. It was on that day that Marr returned to his people, with Jeerik and his tribe at his back, and they slew the monsters of the world, and the kobolds and the lizardfolk became one people. This new tribe swore allegiance to Akupatra, and they set out to conquer nature, to tame the beasts and slay the monsters and one day ring in an era of divine utopia.

Social Organization: Socialist. Marrians were among the last civilizations to adopt currency, and even now, work, wages, and any democratic power is divided amongst one’s neighbors. The judicial system is fairly freeform, with only certain laws considered absolutely unbreakable despite context, and punishments varying on a case-to-case basis. Each city of the Exalted Kingdoms is ruled by king or queen chosen from the many members of the royal family, which is made up of the descendants of Jeerik and Marr, who magically linked their family’s to allow them to procreate. Members of the royal family are given station by the Holy Courts, a congregation of high-and mid-ranking religious officials, though many that are not royalty have also achieved high rank.

Buildings
Shrine-8 BP
Park*2-8 BP
Stable-10 BP
City Wall-2 BP
Granary-12 BP
Garrison-Free Building
Total Benefits: Loyalty+7, Economy+1, Stability+3, Unrest-7

PCs

Queen Irassa Marr, Female CG Bard 7
Patriarch(High Priest) Gin Jeerik, Male LN Cleric 5
Marshal Arlokk Argauz, Male CN Ranger 1/Barbarian 7
Grand Inquisitor Caiman Marr, Male NE Rogue 5


NPCs

General Ridick Aziz, LN Lizardfolk Fighter
Councilor Eadoo Drahzin, Male NG Kobold Druid
Archminister(Grand Diplomat) Inkyrius, Male LG Half-Elf Rogue
Magister Miro Verrin, Female CN Kobold Sorcerer
Grand Knight(Royal Enforcer) Verrik Argauz, Male TN Lizardfolk Ranger
Chamberlain(treasurer) Bursan, Male TN Grippli Druid
Warden Urza Gurgash, Female LN Orc Fighter
Last edited by RedSun on Sun Jul 28, 2013 7:38 pm, edited 2 times in total.
Traiden
Location: Traveling

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Traiden » Sat Jul 27, 2013 12:47 am

I am finding that I dislike the template character sheet. It is a right difficult thing to manage with linked connections over the several tabs seemingly at random. I hope to figure the damn thing out soon enough to turn in my PCs. It does not help that I can’t work on the characters while at work, and with a twelve hour shift a significant portion of my time goes into just sleeping. I hate wasting time sleeping and wish I could kick the dreadful habit.

Make no mistake, I am not backing out; I am just bellyaching to relieve stress.
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Kavonde
Location: Bakersfield, CA
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Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Kavonde » Sat Jul 27, 2013 2:44 am

Yeah, that template is pretty terrible. I'll either find a better one or make one ASAP.
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Sudanna

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Sudanna » Sat Jul 27, 2013 2:31 pm

Looks like this world got Red early. Economic theory is skipping from serfdom, over most of mercantilism, capitalism, colonialism, and industrialization, and landing right at Marx.
Last edited by Sudanna on Sun Jul 28, 2013 3:58 am, edited 1 time in total.
Traiden
Location: Traveling

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Traiden » Sat Jul 27, 2013 3:17 pm

We are colonists from the home kingdoms, here to make our fortunes in a rich new land.
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Kavonde
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Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Kavonde » Sun Jul 28, 2013 5:36 am

The time has come!

Traiden, Lachlann the Mad, Draxom, RedSun, and PossiblyInsane: you five have been chosen to settle the Vale of Tears!

(You were also, conveniently, everyone who signed up.)

Congratulations! Adventure, riches, and glory await you all. Well, some of you. Well, okay, most likely just one of you, in the long run.

I'm going to set a very, very soft deadline of next Saturday to get your four characters done and your kingdom's starting stuff finalized. As soon as I can, I'll also get everyone some resources to help with that process. By all means, if you have any questions or want any input from your Friendly Neighborhood DM, just shoot me a message.

In the meantime, this calls for a map!

Image

(Okay, this is Map v1. Draxom and PossiblyInsane had conflicting starting locations, and the God of Arbitrary Dice Rolls decreed that Drax would be moving elsewhere. As soon as he finalizes a location, I'll add him in.)

Halfcastle has managed to snag the best starting spot, situated right on top of one of the Vale's great landmarks: the Weeping Titan, a great waterfall that issues out from a pair of openings in a cliff face that are said to be the eyes of the ancient immortal who created this portion of the world. It's pretty much the reason this place is called the Vale of Tears, actually. Nearby, explorers have already stumbled across a massive vein of pure iron, and other reports indicate the presence of some sort of subterranean complex, filled with monsters, to the east.

Four Waters has claimed roughly the same space as one of the long-deceased Valean settlements. Who knows what secrets and resources those ruins might hold, once cleared of their current inhabitants? Also, scouts report finding a grove of darkwood trees to the southeast. Darkwood is highly valued as a bow-making material, and there will no doubt be a market for it.

Cambridge, too, had a similar idea to those who came before. A ruined village and great temple stand along the shore of the lake they have settled, their pale, polished marble still glittering in the setting sun. Additionally, large flocks of wild sheep have been discovered in the foothills to the south; a humble start for a burgeoning merchant empire, perhaps, but sheep can be converted into money just as well as gold or steel.

Clayhaven, too, has established itself near an old Valean ruin. The ancient settlement is dominated by a single long, low hall, from which smaller extensions branch off at regular intervals. To the northeast, your scouts have found remarkably fertile farmland, with dark soil so rich that one man swore flowers were sprouting behind him with every step. Truly, you have found a place sacred to the element of Earth.

Midgard is also near some ancient ruins, these a series of crumbled, slender towers that once rose from a hilltop clearing amidst deep woods. To the southwest, remarkably fertile farmland has been found, already bursting with native wheat, corn, and scattered groves of fruit trees.
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Kavonde
Location: Bakersfield, CA
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Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Kavonde » Tue Jul 30, 2013 5:51 pm

Okay, sorry for the delay. The starting positions map has been updated to include Draxom's starting spot.

Also, I sort of forgot something important: starting HP for your characters. We'll use the same system I do for my D&D games. Roll your hit die (d8, d10, whatever). If the result is half or less (4 or less on a d8, 5 or less on a d10, etc.), roll it again, once. Take the higher of the two rolls. The reasoning being that if the God of Arbitrary Dice Rolls really wants you to only get 2 HP this level, you'd better just accept it, because defying her never turns out well.
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krellen
Location: The City in New Mexico
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Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby krellen » Tue Jul 30, 2013 6:07 pm

You still have to roll for HP in Pathfinder? LAME.
Traiden
Location: Traveling

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Traiden » Tue Jul 30, 2013 6:17 pm

Wow, so all of us are sitting atop some ruins at the start. We are lucky people. What are the benefits from the Ruins, might I ask?
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Kavonde
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Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Kavonde » Tue Jul 30, 2013 6:24 pm

As written?

Ruin: A remnant of the long-dead people who inhabited the Vale. Almost always home to something unfriendly and potentially pretty dangerous. If a Ruin is used as the foundation of a new settlement, you can use it as the basis for a new building, reducing its cost by half. Alternatively, you could salvage building materials and such from the ruin, reducing the cost of the next three buildings in that hex by 1d4 BP each.

They'll need to be cleared of monsters, which is also a source of XP and potential treasure. Finally, there may be some other bonuses that come into play as more of the Vale's history comes to light through exploration and events.
Traiden
Location: Traveling

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Traiden » Tue Jul 30, 2013 6:39 pm

Interesting, also a further questions about future actions on part of the Empire of Havenstead. Can we set up trade routes with other players to trade resources and BP and can I turn desert sand into glass as a way to monetize it?
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Kavonde
Location: Bakersfield, CA
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Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Kavonde » Tue Jul 30, 2013 7:01 pm

Trade routes are established via Trade Edicts, and there's a few rules for them regarding distance, terrain, and features like rivers and roads. I'll write up more about 'em tonight.

As far as using non-specified resources (like turning sand into glass), that'd pretty much be fluff. What, specifically, you're harvesting or selling doesn't matter (in game terms) as much as the total BP it's producing. The special Resource hexes are really just granting a bonus to production, not specific materials. So, in the example of turning sand into glass, I'd say that's something you could handwave by building a Foundry (described as specializing in melting sand) and an Exotic Artisan building.

If you meant literally turning a desert hex into glass... a sufficiently motivated wizard with access to enough Fireball spells over a prolongued period of time could probably manage it, but it'd take awhile.
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Anster
Location: Odessa

Re: Pathfinder: Settling the Vale of Tears (Recruitment thre

Postby Anster » Tue Jul 30, 2013 7:15 pm

Kavonde wrote:If you meant literally turning a desert hex into glass... a sufficiently motivated wizard with access to enough Fireball spells over a prolongued period of time could probably manage it, but it'd take awhile.


I just imagined a stereotypical wizard, you know, with a beard, staff, but wearing a janitor uniform. Looking extremely bored and unmotivated he just walks around an uninhabited desert and casts fireballs.

That's probably what wizards in D&D do when they fail in life and can't even get a job identifying things in a shop
Traiden
Location: Traveling

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Traiden » Tue Jul 30, 2013 7:49 pm

But think of all the burrowing creatures that live in the desert. The EXP gain might be low for individual creatures but the sheer mass of it would be worth something for suffocating the endless desert worth of life thru mass glassing. This must be what D&D NPC wizards do to recoup EXP loss when making scrolls and wands for PC to buy.

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