#his whole game tag or whatever is 'rogue of ruin'
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dssystemwriting · 17 days ago
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Maybe it is a little cruel to make this one character so death-coded when who he is and how he acts leads to the accidental demises of like three significant people in his life-
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chillinglyadventurous · 30 days ago
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The Dungeon Master - Stanford Pines
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This gives me the perfect excuse to use that the gif to a post.
Also, I apologize for this. It took me too long to do. I don’t know if any of the D&D stuff is accurate. I did a lot of research, but I’m still confused.
Tags: Shameless flirting, fluff, Dipper being grossed out
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The sun had begun to set outside the window of the Mystery Shack, casting a warm orange glow over the living room. You, Dipper, and Ford were seated around the coffee table, character sheets, dice, and figurines spread out in front of you. Tonight was Dungeons, Dungeons, and More Dungeons night, with Ford acting as Dungeon Master. Dipper had his character all set, a cunning rogue with a knack for traps, while you had chosen a sorcerer, one with a lot of charisma.
Ford sat across from you, his sharp eyes glinting behind his glasses as he set up the next scene, his fingers drumming lightly against the Dungeon Master’s Guide. He played a mysterious wizard NPC, powerful, an enigma, the kind of character who kept their motives hidden, much like Ford himself sometimes did.
“You enter the ancient ruins,” Ford began, his deep voice slipping into that smooth, narrative tone. “The air is thick with the scent of damp moss and the lingering traces of forgotten magic. Your party is weary after days of travel, but the wizard with you is ever-watchful. His eyes follow your every move with an intensity that makes it hard to focus on anything else.”
Dipper was already leaning forward, ever the eager player. “I check for traps!”
“You find none. The way ahead appears clear, though the shadows move strangely as if they’re alive.” Ford nodded, rolling behind his screen.
Your turn. You leaned forward slightly, catching Ford’s eye. “I use my sorcery to detect any magical energy nearby.” You gave him a small smile, knowing exactly where you wanted this to go.
Ford raised an eyebrow, clearly picking up on your tone. “Clever. Roll for it.”
The dice clattered across the table and you couldn’t help but notice the way Ford watched you. His gaze was fixed on you, as if mesmerized by the way you moved, the way your face lit up when you rolled a 23. Success.
“You detect magic,” he said, his voice dropping slightly, “but not from the ruins. It’s coming from the wizard himself, the one who’s been by your side this whole time. He notices your gaze and smirks, clearly aware of your suspicions and, perhaps, something else.”
You smiled, fully leaning into the game and into whatever this was between you and Ford. “I step closer to him,” you said, your voice matching his low tone. “I ask him what he’s hiding.”
Ford’s eyes gleamed with mischief. “The wizard smirks back at you, his voice smooth. ‘You’re quite observant,’ he says, his eyes locking with yours, ‘but are you sure you want to know? Some things are best left to the imagination.’” There was a definite spark there, his words meant for more than just the game.
Dipper, less impressed with your banter, sighed. “I’m just going to keep searching for treasure while you two are busy whatever this is.” The boy rolled his eyes.
“My sorcerer isn’t afraid of a little danger,” you said, raising an eyebrow. “I tell him I’m ready for whatever truth he’s hiding.”
Ford’s smile widened, and he leaned forward slightly, drawing you in. “The wizard’s gaze intensifies, intrigued by your boldness. ‘Very well,’ he says, stepping closer, his eyes never leaving yours. ‘Be warned, once you know, there’s no going back.’ He reaches out and takes your hand. ‘Do you still want the truth?’”
There was no mistaking the heat between your characters or between you and Ford. Your face grew red, but you played it cool, refusing to break the moment. “I hold his hand,” you said, holding Ford’s gaze, “and I tell him I’m not afraid.”
Ford’s voice dropped to almost a whisper. “The wizard’s smirk fades into something more serious. ‘Then come closer,’ he says, his grip on your hand tightening slightly. ‘I think we’re just getting started.’”
“Oh, come on! Are we ever getting to the treasure room, or is this just going to turn into some weird romance novel?” Dipper groaned, louder this time, pulling you both out of the moment.
Ford chuckled, finally breaking character, though there was still that spark in his eyes. “Patience, Dipper,” he said, glancing at you with a soft smile. “Sometimes the best rewards aren’t found in treasure chests.”
You returned his smile, the air between you charged with something unspoken, something you both felt. Whatever this game was, it was clear now that the flirtation between your characters wasn’t just part of the story. It was real and it was building toward something you were both more than ready to explore and, tonight, it felt like this story was only just beginning.
The sun was now dipping lower beyond the horizon, casting longer shadows through the windows of the Mystery Shack. Dipper, growing increasingly impatient with your and Ford’s subtle and not-so-subtle flirting, shuffled his character sheet around with a sigh.
“You know what,” Dipper said with an exasperated sigh, I’ll just keep looking around while you two finish whatever it is this is.”
Ford gave a small, amused grin, clearly enjoying Dipper’s discomfort and rolled for Dipper’s action. “You find a concealed passage behind one of the moss-covered columns leading deeper into the ruins,” he narrated. “The air coming from it is colder and you can hear faint whispers, but you can’t make out the words.”
“Perfect,” Dipper hooped, eager to move the adventure forward. “I lead the way.”
You, however, weren’t done with Ford’s wizard just yet. “Before we follow,” you interrupted, eyes flicking back to Ford, “I turn to the wizard again. There’s more I want to know.”
Ford’s attention shifted back to you, and it was clear he was still in character. “The wizard arches an eyebrow, intrigued by your persistence. ‘You are a curious one,’ he says and steps closer to you. ‘What more could you possibly want to know from me?’”
You didn’t miss a beat. “I tell him, ‘I want to know your true intentions. You’ve been guiding us this whole time, but I can’t shake the feeling you’ve been withholding something important. Why help us at all?’” Your voice took on the weight of your character’s curiosity, but you were also digging a little deeper, probing at the unspoken connection between you and Ford.
Ford leaned back slightly, clearly thinking through his response, but the gleam in his eyes suggested he was enjoying this just as much as you. “The wizard’s expression softens before he smiles again, a touch of something almost affectionate in his voice. ‘Ah, you see through me more than I expected. My intentions aren’t entirely selfless, but let’s just say that helping you may benefit us both.’”
He paused, letting his words hang between you. You couldn’t help but feel like the conversation was more than just about your characters. It felt personal, like Ford was saying more than what was on the surface.
“While you two have your deep conversation, I head down the passage.” Dipper cleared his throat dramatically, breaking the moment.
Ford turned his attention to Dipper, rolling for the rogue’s stealth. “You move quietly through the narrow passage,” his voice returned to the narrative, but his eyes still flicked back to you occasionally. “The walls are covered in faint, glowing runes, but, as you proceed, you notice that the air is getting colder and the whispers are growing louder.”
“I press on, keeping my dagger ready.” Dipper nodded, focused now.
Ford’s tone shifted back into his more intense Dungeon Master mode. “As you reach the end of the passage, you come to a circular chamber. In the center, there’s an old stone pedestal and resting on it is an orb glowing with a blue light. The whispers are coming from it. You feel a strange pull like it’s calling to you.”
Dipper’s eyes lit up. “Okay, now we’re talking! I approach the orb, but I’m careful not to touch it just yet.”
Ford nodded, keeping the tension alive. “As you get closer, the pull becomes stronger. You sense great power, but also great danger.”
“I follow into the chamber,” you said, your sorcerer now on high alert. “Seeing the orb, I cast magic detection to sense any hidden dangers.”
Ford glanced at his notes, rolling behind the screen. “You detect an incredibly strong magical presence, something ancient and far beyond what you’ve encountered before. The orb seems to be connected to the very fabric of reality itself and tampering with it could have unpredictable consequences.”
Dipper, always the bold adventurer, grinned. “I’m still going to touch it.”
“Wait!” You reached across the table as if trying to stop him, but it was too late.
Ford grinned mischievously, clearly enjoying this moment. “The moment your hand touches the orb, everything shifts. The room around you begins to warp. The stone walls twist and spiral like they’re being pulled into another dimension. You feel your body being lifted off the ground, and the voices in your head grow louder.”
“Uh oh.”
“Then,” Ford continued, “a sudden force yanks you back, pulling you away from the orb. You stumble backward. When you look up, it’s the wizard standing there, his hand raised, having cast a spell to protect you.”
You looked at Ford, eyebrow raised, clearly impressed. “I turn to the wizard and say, ‘I think I owe you my thanks, again.’”
Ford, still in character, gave you a sly grin. “‘I told you I was here to help,’ the wizard says, ‘but I can’t always protect you from the consequences of your actions.’” He leaned in slightly, his gaze locking with yours. “I seem to have a special interest in keeping you safe.”
The flirting was unmistakable now. Dipper’s groan was equally loud as he slumped back in his chair. “I can’t believe this is happening in the middle of an adventure! Are we adventurers or what?”
You laughed, but your focus stayed on Ford. “What can I say? My sorcerer has a thing for mysterious wizards.”
Ford’s smile deepened. “It seems the feeling is mutual.”
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papirlife · 4 years ago
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Chipin’ In
Okay so I’ve had minimal exposure to this game from the start, and I only just finished the main quest line enough to get to Chipin In and I am SPEECHLESS. So please find my interpretation of chipin in from my V’s perspective. But feel free to comment because honestly I think it could really apply to any V’s out there and I like analyzing stuff. Fair warning this is LONG, you have been warned.
So in my canon game, by this point V and Johnny have worked together enough to build up a strong sense of camaraderie. While V never truly hated Johnny, even if they were wary of him at the start, what with their rough introduction, by this point, V’s started to tentatively trust him, and even rely on him in some situations. They’ve started to feel comfortable in his presence, and been more open with their thoughts, ideas, emotions because despite sharing a brain, they’ve still kept their guard up as best they can.
My V ( Vendetta) is a very distant person, they like keeping to themselves, they don’t like to drink because they hate being out of their senses, the only time they willingly touched alcohol was at Jackie’s funeral, as a way to honour him and pay their respects. Other than indulging in the occasional smoke, to settle their nerves and get Johnny to stop gripping so much they’re very reserved, solitary and not at all interested in such things.
So to have enough trust in Johnny after they realized he kept them safe when they blacked out and when he gave them his tags to allow him to take this step and settle his past once and for all, only for him to go and completely throw in their face sent them reeling.
They were scared outta their mind when they woke up in the motel room. V didn’t know where they were, the relic was acting up, they were half dressed, and their brain felt like it was gonna vibrate out of their skull. The only familiar thing they saw was Rogue, and that wasn’t really helpful because at this point they weren’t terribly fond of her. They respected her, and admired her skills but they ABSOLUTELY DID NOT wanna wake up in a shitty room with her looming over them.
When the pieces start falling together and the events of last night start coming back to them, V is just numb, and their not sure if it’s because of their emotions or if it’s because of the remains of whatever the hell Johnny swallowed the night prior. Either way when he makes an appearance V just wants him GONE, he’s the last person they wanna see. During their conversation in the motel, he’s shocked that they didn’t trust him still, and V is just...not having it because their trust in him before this wasn’t solid, giving him control had been as much of test for him as it was for them, and he blew it by violating their faith in him, lying to them not once but again and again and then violating their body despite knowing their reservations. And the fact, that he was being a prick when they woke, making it out to seem that THEY were the one’s overreacting, was just icing on the cake.
After the brief conversational the motel, V just gives him the silent treatment, they ignore him, they don’t acknowledge him, don’t turn in his direction if he shows up, they’re just on autopilot and the only thing they want is to go home.
V was FURIOUS; they were hurt, upset, frustrated, but they were also angry at themselves for trusting him. They get home, and just break down because they’re overwhelmed, the last few weeks have been rough and this was just the straw that broke the camel’s back and they feel like an idiot for it all. To top it off, they also have to acknowledge that they we’re starting to feel something FOR Johnny; not love, at least not yet, but that’s likely where it was headed and it just makes everything so much worse because V had tried to ignore those emotions up until now, and they had a suspicion that Johnny has as well but this episode brought everything to the surface and made them face it head on.
The best part is Johnny has a front row seat to all of this, and when V breaks, down he really starts to feel like shit too because it’s the first time in his life that he gets to the experience the emotion behind all the pain he caused not just to V but to everyone who dared to care about him, who tried to get through to him. And he hates it.
Eventually V, starts to become a little more clear headed, and then they start thinking and that’s when the doubts set in. They start doubting everything between them and Johnny, each interaction and conversation, every word he spoke to them at Pistis Sophia, the dog tags he gave them as a show his trust, his potential sacrifice, his regard for them and their safety, the friendship and sense of camaraderie they had built up together; all of it gets thrown out the window because now the the only thing V can think is “how much of it was a lie? How much has he manipulated me into helping him, liking him, agreeing with him? How much, if any of it was true?”
Because, in their mind, had he really cared about them, he would have been honest, upfront or he wouldn’t have done something like this in the first place regardless of wether it was intentional or not.
Meanwhile, Johnny’s freaking out, V’s not holding anything back, they’re letting him read their thoughts loud and clear because right now they could care less about anything he has to say to them and Johnny is freaking the fuck out because damn it, this isn’t what he wanted, this isn’t how it was supposed to go, that promise, the tags it was all true, and it’s all he can give them because he’s got nothing else to show them that he does care.
It’s when V gets up off the floor, and locks the tags away in a safe in their armory, that the panic sets in and Johnny is just going like fuckfuckfuckfuck.
When Rogue calls, after a whole day of not speaking to him or really anyone for that matter, Johnny fully expects V to call off the hunt on Smasher, and he knows that Rogue won’t go after him alone. But to his shock, V agrees and heads down to the Afterlife, to work out the details because they made him a promise and unlike him they inteended to keep it. And Johnny hopes to god that maybe yesterday was just a fluke, maybe they can just forget the whole thing, never talk about it again and just be normal.
But he knows in the back of his mind that that’s not gonna happen because while V is still keeping their end of the bargain, he can still feel how hurt they are because of him and this is just further confirmed because when Rogue’s presents them with the jacket, V thanks her, but asks if they can just leave it in the trunk for now. They continue to ignore him, and just try and get through the night as quickly as possible.
They’re trying to numb their emotions, numb the hurt. But it comes to a head during the confrontation with Grayson because V can’t ignore how they feel, they can’t pretend that they don’t care about Johnny, that they don’t care about his life, his mistakes, his past. That they don’t care and about what happened to him, or what will happen to him depending on how all this pans out. Which is why V gets defensive when Grayson starts talking crap, starts stalling or making a mockery of Johnny’s legacy.
And this is what kinda prompts Johnny to make an attempt to fix his mess, because up until now he fpthought that V likely hated him for what he’d done. But seeing them getting protective, defending him, gives him a little hope that maybe, just maybe he can salvage this.
When V gets into the Porsche and heads to the Oil Fields, when they hear the shear amount of pain and disappointment and remorse in Johnny’s, they mark his place in the field, and decide that while yes they’re hurt, they don’t hate him, they doubt they could ever hate him.
Some part of Johnny still hopes that he didn’t colossally fuck up, which is why he tentatively says that their friendship is the one thing he hasn’t managed to ruin but he knows he’s put a permanent dent in their relationship, which is why I think that if you choose not to confront him he thinks you’re being insincere, because throughout the whole quest, from every interaction they have together, you can tell that V is upset because of what happened, and he knows because they share an intimacy that could never hide this fact from him so if you suggest otherwise it feels like you’re just avoiding the elephant in the room.
But he recognizes his mistake after V points it out, he understands that he did them wrong, that he had no right to use them, use their body the way he did, and the dealbreaker here is that he recognizes it and he apologizes and asks them for a second chance. And V truly forgives him, because the apology in and of itself is a miracle, because the old Johnny would never even think to apologize, just let the wound sit and fester and ignore the emotional trauma that came with it. But this Johnny, the one here and now, has grown and he wants to set things right, with Rogue, with Kerry and especially with V. And V sees this, sees the remorse, hears his apology, and decides that yes, this Johnny deserves a second chance. And in my canon, this is a turning point in their relationship, and it’s where they start to develop something like love for each other, even if they don’t t realize it just yet.
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self-loving-vampire · 3 years ago
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Pathfinder: Kingmaker (2018)
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Pathfinder: Kingmaker is a game that I liked a lot when I played it, but also a game that has a lot of obvious problems that drag aspects of it down. Fortunately, one of its big strengths is that it is extremely customizable, meaning that annoying or broken parts can be toned down for the most part.
Summary
This game has been called a spiritual successor to Baldur’s Gate, which I can see only on a sort of superficial level. What I can say it is that an ambitious and (in some ways) expanded adaptation of the Pathfinder tabletop adventure path of the same name, which I have run a little bit of.
For those who don’t know, an adventure path is essentially a whole campaign, starting at first level and spanning several interlinked chapters with their own minor antagonists and themes, sometimes but not always all the way to 20th level.
This particular AP is one that I’d consider extremely hard to make into a computer game without losing a lot of what makes it appealing in the process. It starts with a simple hook: A wild part of the world is under the rule of a bandit lord, if you defeat him then you will be allowed to found a barony on his land and develop it as you wish.
While the concept is straightforward, this is a great idea with tons of potential in the infinite freedom of tabletop play. While it is impossible for any existing computer to realize this potential as well as a skilled human DM could, the game does have a lot of strengths (and weaknesses) that make it interesting to analyze.
If I had to compare it to an older game, I’d actually use Troika Games’ 2003 cult classic Temple of Elemental Evil rather than Baldur’s Gate, for reasons that will become apparent to any who are familiar with it.
Freedom
I would say that this area is mostly fine. Once you finish the prologue (which doubles as a tutorial) you are largely free to explore the Stolen Lands... except that areas open up gradually depending on your main story progression.
While I understand that this helps keep things focused and manageable, there are times where these limitations end up feeling a bit contrived. Still, this is not a huge deal since each area is reasonably big and full of optional content.
One nice thing about exploration is that there are many areas with encounters that are far deadlier than anything you may be used to at that point, but which usually guard extremely valuable loot. This means that if you can figure out a way to overcome the encounter before you’re “supposed to” level-wise you will get a very satisfying reward out of it.
Defeating these encounters is not even strictly needed at times either. For example, there is a hidden crag linnorm (a CR 14 monster) in a cave within an area full of far weaker monsters (around CR 6 or so if I recall). While defeating the linnorm would not be easy for characters at this level, I managed to use the party’s rogue to sneak past it and loot its hoard without combat.
In terms of things like dialogue choices and the like, the game is also mixed. While you very often have multiple options, some of these options can be Stupid Evil (attacking people for no reason) or even flatly blocked by your alignment in ways that feel arbitrary.
For example, you need a Neutral alignment component to make peace between the mites and the kobolds in chapter 1.
There is one particular quest (courtesy of a kickstarter backer) that is a horrible railroad as well.
But overall I’d say you have more options here than in many other similar games, I mostly just wish the alignment stuff made sense and did not lock you out of options.
The game has multiple endings and Fallout-style ending slides describing what became of the people and places you influenced based on your decisions. However, achieving the secret ending or the secret romance is so extremely obscure that I’m actually surprised I managed to do it on my first playthrough.
Character Creation/Customization
This is easily one of the game’s most significant positives, while also being one of the things that may be extremely intimidating about it for people who haven’t played the tabletop.
With the DLC, there are 9 races to choose from and like 16 classes (not counting prestige classes). Adding to this, each of those classes has 3 optional archetypes that function as subclasses that add, remove, or modify class features.
Many of the races also have different heritages that switch around things like racial bonuses/penalties, resistances, and spell-like abilities.
However, I do have some complaints about it as well. Sometimes the explanations of what an archetype adds don’t seem as complete as they should be, and from what I remember a lot of your character creation decisions did not have enough of an impact outside of combat.
While the game does feature skill checks both in dialogue and in other parts of gameplay, they use the highest modifier within your party so your own stats are not vital to passing them, and (unlike its sequel) the game rarely features things like special dialogue options based on things like your race, class, or chosen deity as far as I can tell.
Also, while many tabletop options were understandably cut since the game was already over-ambitious as it is, this includes all kinds of item crafting (without mods that is). Things like potion-brewing are a pretty central aspect of the alchemist class, while wizards really benefit from scribing scrolls to handle many different situations.
Worse, this inability to craft and enchant your own gear can end up hurting the itemization in the game. There are tons of different types of weapons you can choose to specialize in, but for many of them you will struggle to find good weapons of that type to use within the game.
Also missing is the ability to meaningfully apply several types of spells out of combat, which really hurts some character ideas that would have been very interesting in the tabletop version (such as diviners or enchanters).
The whole system can also be a bit confusing to those unfamiliar with the tabletop. The game is not as clear and good at teaching as it should be.
Story/Setting
The game is set in Golarion’s Stolen Lands, an anarchic area with heavy fey presence. Compared to many of the more colorful locations in the setting, this is one of the more “standard” and generic regions, but there are still some noteworthy things that help define it, such as the ancient cyclops ruins beneath the land or the links to the alien First World of the fey.
Like the adventure path it is based on, the Kingmaker computer game has a story separated into several linked but defined chapters that each present a new threat. Kind of like anime arcs that introduce increasingly dangerous villains at the center of each.
The story is generally fine and the secret ending is as satisfying as it is obscure. However, I would say that story is not what makes this game good in my opinion. This is no Planescape: Torment.
The game features many companions. I did not really care much about roughly half of them to be honest, but I do like the approach used to present them. They are all very visibly flawed, which can make for bad first impressions, but as you spend time with them and do their quests you discover new depths to them that make them far more interesting, and you see them change over time as well.
One notable example is Jubilost, a rude know-it-all gnome with an unpleasant and caustic personality that covers some measure of real kindness underneath (as well as the fact that he does indeed know a lot, he just needs to be less of a dick about it).
And of course, the central idea of the story is something that you don’t actually see that much of in RPGs, or even in a lot of modern tabletop campaigns: The player gaining a kingdom to rule. I think that while there is no way to properly provide the same range of options for how to handle this as the tabletop version can, the game still manages to accomplish something interesting (even if not wholly good) in how it integrates the gameplay into this.
In many ways, ruling the kingdom can actually be kind of stressful outside of easier difficulties due to the interminable problems and literal curses plaguing it. You will have to contend with everything from monster raids to plagues and invasions throughout the game.
While the mechanics of managing the kingdom are not really all that well-balanced and are more of a pain than anything to a lot of people, the throne room events where you get to make decisions on policy and such are often fun and not something you see in many other games.
One thing that can be off-putting about the game’s approach to narrative decisions is that there are a few times where the outcome of a quest can feel a little arbitrary due to depending on seemingly minor dialogue options. This is especially bad about the above-mentioned secret ending and the secret romance option. They go far beyond “secret” and into “you will be lucky to achieve this without a walkthrough”.
Finally, a few of the alignment tags applied during conversation options make no sense. This is particularly bad during chapter 2, but the issue comes up outside of it as well.
Immersion
This is one area where the game is not that strong, for multiple reasons. For instance, the fact that there is no crime system at all. You can loot your entire town (where even magical items are sometimes inexplicably placed in random homes).
The day/night cycle also seems to be for aesthetic purposes only as there are no schedules to go with it (which at least makes sense from a gameplay standpoint I guess).
The one thing the game actually brings to the table here above most others is also one of its most controversial features: The passage of time.
There is a real urgency to your quests, as there’s actual consequences to neglecting threats and situations that are meant to be urgent. 
In most games this kind of urgency is completely fake and the story advances at whatever pace the player decides. Not so here. If you ignore, say, the troll hordes early in the game then their attacks will eventually overwhelm and ruin your kingdom.
Everything from travel to resting and even hunting in place of using rations takes time. Rest too much and you could be sacrificing your long-term ability to manage the endless threats around your kingdom in exchange for an edge in the encounters immediately ahead of you.
This not only makes the mechanics somewhat more interesting by forcing you to manage time instead of playing it safe by resting liberally and doing a 15-minute adventure day, it also ties in with the narrative of just how deeply cursed, troubled, and flat-out burdensome caring for your kingdom can be.
It also just feels more real that events move on their own regardless of whether or not you are present to deal with them. This feature is not entirely positive, though. It can obviously be painful if you are struggling or lost.
Gameplay
This is one of the game’s strong points, at least if you enjoy the mechanics of the tabletop. Just as Temple of Elemental Evil was a simplified and buggy but reasonably faithful adaptation of D&D 3.5 rules, Kingmaker is a simplified and buggy but (somewhat less) faithful adaptation of Pathfinder 1E rules.
Obviously there are many, many things missing from the tabletop. Classes, races, feats, I think also grappling in general, firearms, and etc.
I think a lot of these cuts are fair. This is a huge game already and it would have been downright miraculous to include every single option possible in the tabletop. The consolidation and removal of skills that were unlikely to have much use in the adventure also makes sense for balance purposes.
The combat as a whole is deep and complex enough to remain interesting for a long time, at least in turn-based mode (which I recommend). The amount of options available to magic users in particular is extreme even if many spells are missing, and many martial classes also have some features of their own beyond just basic attacks.
Also helping things is the very wide variety of enemies, some of which require a specialized approach to take down easily. You can’t just use the same tactics for every encounter in the game.
For example, trolls regenerate unless attacked with fire or acid. Undead have a whole host of immunities but are vulnerable to positive energy. Golems are immune to spells and extremely tough.
My main complaint about this aspect of the game is really just that combat is a bit excessive. There are far too many random encounters and even outside of that there is much more combat in general than in the tabletop version. Too many of these encounters end up feeling like padding.
This game probably could have been under 100 hours easily if a lot of the superfluous fights had been cut and overall XP gain had been increased. Even with enjoyable combat, 100+ hours of this is way too much.
Besides combat, there are “storybook sections”, where you are presented with situations and must make decisions about how to resolve them, often making use of skill checks to determine results. These are nice, not much else to say about them.
Which brings us to  the last major aspect of gameplay: The kingdom management. This aspect is controversial, and you can turn it off entirely if it sounds like it may not be for you.
There are three major aspects to kingdom management: Decisions, projects/events, and city-building.
Decisions are the most interesting by far. You will be presented by an issue or a request to decide on your policy in one area. You will be given a handful of choices with varying consequences, which may be referenced in later decisions.
Projects and events are more flawed while still having a good idea at their core. These are basically issues that you will need to assign one of your advisors to fix. For example, sending your general to deal with a hostile.
Where it falls apart is the fact that a dice roll is involved in determining success or failure (though there is a type of currency you can spend to improve your chances, which can reach 100%). There are also so many things going on that some of your advisors can be busy for months on a project while various events that require their attention pile up.
The worst part is that there are certain projects that require you to spend a fortnight at your capital doing nothing.
But even worse than this is the city building, which is a missed opportunity. Most buildings provide little beyond a relatively small amount of kingdom stats. This is still beneficial, but not very inspired or interesting.
So there are a lot of problems with kingdom building, one of the core features of the adventure path. While I didn’t hate it myself, I understand why some people might want to focus on the adventuring and combat.
This is also the point where I should mention that the game was incredibly broken at release even by eurojank standards. It is definitely a lot better in this area than it used to be, but is still not the most reliable of games.
Aesthetics
This is one area where the game does very well. Some of the environments look great, the monster designs are generally good, the music is great (though repetitive by the end due to the game’s length), and the combination of sound effects and brutal animations can make combat extra satisfying.
Areas can even change depending on the weather or the time of the year.
The only negative that comes to mind is that most of what you see in the game is relatively generic fantasy environments that don’t really stand out. I was never much of a fan of lush, bright forests and the like.
At least there is still a bit of variety, with dark swamps and mountainous areas, as well as the rare trip into the bizarre First World that fey creatures inhabit.
Accessibility
This is one of the three big complaints about the game (the other two being the bugs and the difficulty). If you are not already familiar with the PF rules then you may struggle to play this game effectively, at least for some time. From what I recall, many things are not that well explained.
In fact, you may have already heard horror stories about how one of the very first side quests you find sends you to a spider cave where you have to fight swarms, which is a type of enemy that is immune to normal weapon attacks outside of the easier difficulties.
This lack of clarity can also extend to your story decisions, as previously explained.
Conclusion
Like many other big and ambitious RPGs, Kingmaker has a lot of jank and technical problems, and its complexity and difficulty mean that it is not really the kind of game that will have widespread appeal. 
However, this does not mean it has no appeal at all. It is a huge game with entertaining combat, a story that puts you and your decisions at its center, and the rather rare opportunity to become a ruler in an RPG. It tries to do a lot  and I for one prefer games with big ambitions and passions like this over games that play it safe, even if they are more competent and polished.
I’d say that this game is mostly recommended for tabletop RPG nerds, people with “old school CRPG” sensibilities, and people with a high tolerance for jank. Others can definitely still enjoy it, but may want to use the easier difficulty modes.
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onwesterlywinds · 3 years ago
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Where Flood Waters Ran
Part of my Godhands series, set roughly in the year 1544 of the Sixth Astral Era - thirty-three years before Hydaelyn’s present-day, and thirteen years before Ala Mhigo’s fall.
GODHANDS IS NOW ON AO3! If you like it, send over some kudos!
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Despite all their digging, Ashley and Marco might well have been the last people in the Undercity to learn in full what had happened to Elza. The Blackram Knights had taken her deep into the Iron Maiden for more than a week, mere days after she'd offered her hideout to two teenage boys in need of shelter. The screams had been horrific, or so they'd heard, and the smell of gore and shit had overtaken the Undercity's lower reaches by the end of it. To finish with her, the Knights had welded an old Skallic diving helmet over her head, leaving her with a few slits in the metal through which she might eat or drink or breathe, and only then had they released her from their captivity.
For a dubious mercy, Elza was not yet dead, and yet much of the Undercity seemed to have written her off as such. She had attended no meetings with her fellow sigil-bearers; none of the young ones had taken errands from her. No one spoke to her wellbeing, let alone her whereabouts. She was a living ghost, a memory most had already seen fit to discard.
"We have to go find her," Ashley whispered.
They could speak with some freedom from their present surroundings. It was Flood Day, and a throng of nearly two score shouting children had gathered in one of the great storerooms up a ways from the ancient canals, both to avoid the black water when it surged over its banks and to have a proper vantage for when it did. The littlest ones had settled into some massive game of tag with rules Ashley didn't pretend to understand, except that in such tight quarters, it seemed to mimic the ebb and flow of the river not so very far below them.
Ashley stared out across the room, to where K'tobha and some of the other boys were tearing apart shipping crates apparently for the hells of it. "She helped us at our worst. It isn't fair for her to take the fall for us."
Marco's face was fixed in an uneven scowl; he made no attempt to keep his face pleasant for the children, as he so often did. "If she's keeping her head down, there's nothing we can do for her," he said. "She knew what she was doing when she helped us, and she's got her reasons for staying away now."
"Why can't we go to her?" Marco turned to him as if to tell him off, but he pushed on. "I know she's not stupid enough to still be in her hideout, but she can't be that hard to find, with that thing over her head-"
Ashley cut himself off as a familiar shape sidled up alongside Marco, his face cloaked in shadow until the moment he clapped a hand on Marco's shoulder.
"It's pointless," Hawthorne said by way of introduction. "Overheard Palolo, the little shite, telling a few Blackram Knights all about that 'careful' conversation you had with her ma about Elza's meetup with the Maiden." Then, with one of his signature grins, he added, "You fucking loudmouths."
Marco swung an elbow toward Hawthorne's general direction, albeit without much enthusiasm; the boy dodged the swipe easily and reappeared at Ashley's side. "Anyway, Elza's off to wherever she's off to, and the Knights know you're looking for her now. They were staking out her place when I passed by just now; think they're hoping to find her first to get the jump on you."
Ashley let out a growl of frustration so loud that a few of the nearest children turned to him, momentarily distracted from their play. "How can they just let him do this?!" he fumed. "Any of them!"
"Listen." The voice was low, and he nearly mistook it for Marco's - but it was Hawthorne, deadly serious for perhaps the first time in Ashley's memory. "Marco's got it right. Elza knew what she was getting herself into. You think she'd lose her man, and her boy, and still think Blackram couldn't touch her?"
"No."
"Fuck no," Hawthorne confirmed. "Best thing you can do to repay her now is keep the hells away. She isn't dead - and with a bit of luck and a whole lot of minding your own business, she could stay that way."
With a hearty blow to Ashley's back in farewell, Hawthorne left the chamber, dodging a charging throng of sprats as he did so. For a time, he and Marco stood in witness to the chaos, both of them with their arms crossed tight over their chests. It would not do to leave so soon after an argument - especially not when anyone sparing them a whit of attention might guess what they had fought about - but far more practically, neither of them had anywhere better to be.
"I felt the same way when Sigrid died," Marco said to him at last. "Was so mad I couldn't even grieve her. The other sigil-bearers all knew the bastard had an eye on her, and they did fuck-all to keep him away from her. ...Even Elza."
Ashley mentally thanked him for not saying Blackram's name aloud, as Hawthorne had. "Were the two of you close?" he said, softly. "You and Sigrid."
Marco shook his head in vehement denial. "We didn't ever really talk. But she did a lot for me, 'specially when I was a lad: letting me stay in her territory up by the palace a few times, and always giving me coin for my tips, even when we both knew they were worthless. Probably kept me alive more than once."
"Hells, that's something," said Ashley.
His remaining thoughts scattered as a child careening away from the others tripped into his side; he immediately reached for his pockets to ensure their integrity and, for a blessing, found them uncompromised. Together, he and Marco revisited their familiar silence.
The patterned batiks of a Fist-in-training reemerged through the crowd to lean beside Ashley once more, and Ashley's only indication that this was Gelva and not Hawthorne was the prodigious depth of her scowl from under the hood.
"Since my brother won't shut up-"
Marco gave a little snort of laughter. Gelva's frown deepened, but she did not turn to face him. Whatever reason she had for joining them, it wasn't to start a fight.
"I have no idea where I'd start looking for a deposed lord with no options, who's got the Undercity's worst dogging her steps, and who's already had every last secret beaten out of her. By her own account."
His heart leaped, despite himself. Despite everything. "You're saying-"
"Not a single fucking word out of you, or I'm gone. If I'm saying anything, it's that Dad's been keeping a new shipment in one of our warehouses. I told him it was useless and more trouble than it's worth, and he called me an idiot for it. So there's that."
Ashley could only stare at Gelva's face as he rushed to piece together the implications of her words. "Thank-"
"That's a word," she snapped. She left as quickly as her brother had, albeit in much more of a huff and with less resistance from the crowd around them.
His ears were ringing long after her departure. When he stared over at Marco, he saw some trace of hope on his features as well. Still, Ashley could not concentrate through the noise and cheer around him, and his mind and heart were unable to settle.
"I'm gonna go," he said to Marco at last. "Need some sun."
"'S probably past midnight by now," his friend reminded him.
"Some fresh air, then."
He pushed off the wall and stretched as he waited for an opening in the children's game to make an inconspicuous departure. Before that chance arrived, a cry tore through the tunnel outside the storeroom. Every head turned, almost in unison, to note its origin, and a man in leathers threw himself through the doorway, drenched all over and sporting a deep gash to his bare forearm.
"Marco!" he yelled, then- "Marco's friend! Crusader, in the canal!"
The storeroom settled into an odd calm. As Marco ran for the door, with Ashley following close in his wake, the children seamlessly cleared a path for him.
"Barricade the doors!" Marco shouted over his shoulder. "Big ones up front, little ones in back - you know how it goes!"
The man who'd shouted the warning nodded and staggered in, back toward the ruined crates to lend himself to the defense, while Marco and Ashley slipped past him to meet the danger head-on.
The floodwater was already lapping over the canal's banks, stretching wide across the white stone of the landing station a few ilms deep. On the opposite side of the rush of dark water lay two bodies with a heavy net floating near them; between him and Marco and the current, a towering suit of ancient armor turned.
It was wrought entirely of metal and somehow no less hideous for it. It had no head, let alone any semblance of flesh to speak of - and yet the longer Ashley stared at it, the more clearly he could envision a ghastly face twisted in agony, and a frame racked by the spasm and twitch of rogue muscles, driven by whatever fell magicks compelled the armor to attack.
"AIM FOR ITS CORE!" Marco called - and at those words, Ashley's eyes fell upon a glowing, pulsing crystal, smaller than his own clenched fist, hovering at the center of its two massive pauldrons.
"How the fuck are we supposed to reach-"
The crusader raised a greatsword covered in glowing runes and charged, the ringing of its steps dulled by the floodwater lapping out across the stone hall. Marco feinted to its right and submerged himself in the shadows; the armor's torso pivoted, tracking him with nonexistent eyes.
Ashley ran at it from the side. The core lay in position well above the height of his head: he could perhaps reach it if he extended his arm in full, though doing so would expose nearly the full length of his body to the crusader's blade. Almost as an afterthought, Ashley drew his knife from his waistband and stabbed into the closest available gap between plates of armor, somewhere near where the crusader's thigh would have been. A dark swirl of aether, thick and shimmering like oil, gushed from thin air and a hellish roar burst forth to resonate against the walls, and then the crusader raised its arm-
"ASHLEY!"
A gauntlet collided with his ribs and sent him flying, stunning him even before he landed hard against the wet stone. The whole side of his face seared with pain, his nose and mouth stifled with blood and saltwater. Somewhere from up above came the slosh and clang of the crusader's steps, getting closer and closer - then an otherworldly hum.
A deep purple magick enveloped his arm and subsumed his knife. Ashley braced for some new agony to reach him, only for the magick to fade almost at once - and when it did, his knife's blade dissolved into the water beneath him in a shower of rust.
The crusader took another step closer, and another, and all the while Ashley staggered to his feet in a vain effort to ignore the screaming pain along his side. He had no weapon and could not retreat back to the storeroom without the crusader following him, without it reaching the children.
From dead ahead, Marco loosed a loud cry and leaped onto the crusader's back. He fought the armor's movement with all its strength, straining to hold just one of its arms, and yet the other arm reared back as if preparing to gore him.
At once the pain retreated to a place within Ashley's control. He lunged forward and grabbed the crusader's sword arm in both his own, standing fast even as the flood water surged against his legs and the monster howled in outrage.
He could barely see Marco, covered in sweat, leaning over the crusader's headless shoulders; he watched his friend stab once, then twice, and miss both times. Then the crusader shuddered with some desperate strength, and it was all Ashley could do to continue pulling at the arm with the greatsword, diverting its swing away from Marco at all cost.
He did not see Marco land the finishing blow. He only knew the crusader was defeated when it lost its strength, when its sudden lack of resistance sending him lurching forward. One by one the plates of ancient armor splashed into the water at his feet - and when he turned around to ensure Marco's safety, his friend stood with his chest heaving, holding up his knife, upon which was skewered the crusader's dark and lifeless core.
***
As Ashley returned up to the canal storeroom to try to find something for his face, a handful of Undercity leaders had already arrived to take stock of the crusader's defeat: a Duskwight matriarch, a merchant clad in blue who swept several of the children into his embrace, and the respective keepers of the Laurel and Kalmia Sigils. When the storeroom became too crowded for comfort and the only healing to be found was a grimy rag from a nonetheless well-intentioned little girl, the pair of lords followed Marco and Ashley back down to the canal, where the water had already risen up past their ankles. As Marco helped him splash water onto his scraped cheek, the lords worked in tandem: the Laurel Sigil leader, a conjurer with a halo of dark hair, chanted over the empty armor and scattered consecrated salt in wide but calculated circles; the Kalmia Sigil's keeper, a tall and imposing warrior with a crossbow strapped to their broad shoulders, traced out the crusader's battle in the gouges its sabatons had left upon the stones of the landing.
The warrior glared over at the other side of the canal, to where the bodies of the crusader's two victims lay entwined in their own net. "Idiots," the warrior whispered, then: "That cave-in up by Aster's has closed off the other bank, and there's no chance of crossing the water until the flood subsides. We'll have to let the river take the corpses and pray for the best."
"Mmm," the conjurer responded. "I don't like the chances of them coming back."
"We're talking ghosts at worst, Dagmar. Things don't come out of the river. The only reason that armor did was because those scavengers decided to test their luck on Flood Day." They shrugged. "I'll take it with me, if it makes you feel better."
Dagmar frowned but nodded. The warrior procured a length of rope and set themself to binding the crusader's empty armor into a single tight bundle.
"Wait," said Marco. The warrior did not stop their movements. "Dagmar, Neele. We have to talk."
"Shhh," Neele, the warrior, shook their head. Neither they nor Dagmar looked at him or at Marco; they were pointedly staring up toward the ceiling, or at some intricate tilework along the canal wall. They might have resembled Heart-Seers for their lack of eye contact, were it not for the fact that they were not listening - not to the water, not to the stones, and not to anything the two boys in front of them were saying. "You lads did good work today. That's forty-five children you've saved."
Ashley managed to take a single step forward without his hip giving in to the pain. "What are you-"
"You've every right to hate us," Neele continued, looking down the tunnel where the rush of water disappeared, "for how things have transpired. I'm sorry we weren't there for Elza, and I'm sorry we can't be there for you."
Marco let out a strangled sound that might have been the beginning of a growl of frustration; instead, he spoke only one word. "Why?"
The conjurer, Dagmar, spoke up for the first time. "It's quite the omen," she said. "I, too, have forty-five souls in my care. At least for now. Forty-five souls to cull the Undercity's legions of undead, and that's with the Knights picking us off at a whim. If I cross their master, we'll doubtless pay an even greater price."
"The last time I opposed Blackram at the Quorum," Neele chimed in, "one of my border-fighters went missing the first day. Then two. Then four. We're strapped as it is, but I'd be a liar if I gave you any reason for keeping my hands clean of you save that they're my people, and I'll do whatever I must to keep them alive."
"And this way," Dagmar added, blinking pointedly up at the ceiling, "we never saw you."
Marco shook his head. "Listen," he said, and his voice wavered with a desperation Ashley had never heard from him before. "Ashley won't bring you any trouble."
"Marco," Ashley interjected.
"I don't care if you leave me be, but just give him a chance, and-"
"You're not that daft, lad," said Neele. "Trouble's all he'll bring - Blackram's already seen to that. And the longer you stick with him, it won't matter how many young ones you save: you'll only bring trouble, too."
With that, Neele hoisted the bundle of armor over their shoulder, and they and Dagmar left the canal as one. Marco paced the landing for another minute, until the flood reached up to their knees.
"I can just-" Ashley began.
"Nah," Marco said, albeit without his regular levity. "We'll find somewhere to collapse. Good thing we don't need their permission to watch each other's backs, right?"
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thessalian · 4 years ago
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What's your favorite moment that's occurred during a campaign you've either played in or run? Also, any favorite scents?
Okay, you are putting me in a Sophie’s Choice situation here. I can’t name my absolute favourite moment because there are too many. I have been blessed with fantastic players and skipping any of the moments that charmed and moved me seems wrong. Our newest party member - a minotaur fighter - bought three gold’s worth of fudge in a little provincial sweet shop a couple of sessions ago, and was happy to let the household children pet his nose. Our shy, bookish rogue/wizard makes a career out of quietly trolling people, from using Disguise Self to act as ‘hype man’ for our bard to the time she tried to start a rumour that she was a well-regarded courtesan ... and rolled a nat 20 on it. Early in the campaign, our reserved, fresh-from-the-monastery monk turned around to our cleric’s adoptive mothers and told them, “I will do everything in my power to bring your daughter back to you, or die trying”. Our bard created a dessert at a fancy eatery - a sundae so weird and mismatched that it was named The Adventurers’ Abomination. Our original paladin was generally rather strict with our flaily cleric, and after a particularly stressful trial, the paladin began to understand the source of our cleric’s behaviour, and apologised, and promised to try harder to be patient; the cleric showed her wisdom and told her that she didn’t mind how long it took for the paladin to learn patience because she understood it taking time to learn things. There was the time three of them got to have final words with lost family members, and the ranger’s little living plush puppy, and the cleric coping with the trauma of returning to her abusive birth home, and the gathering of the bottled lightning, and and and... It goes on forever. But I guess for me personally, the moment that stands out was ... heartwarming on a number of levels - in and out of game.
I gave them a brief DMPC - I needed an excuse to let someone learn how to use thieves’ tools, since our rogue went on hiatus and they were due to enter a ruin with traps in it. Due to some unforseen issues, letting her tag along kind of wrecked her life, and I sent her away but I also killed her off - partly to show the scope of the danger they were facing but also because I heard DMPCs were annoying and Not Done. They technically couldn’t resurrect her because she’d been dead long past the Revivify mark, which was all our cleric had. I figured that there’d be a burial, some emotional reaction - at most bundling her body into one of their bags of holding and finding a high-level cleric for a True Resurrection. But no. No, our Life Domain Cleric was having none of it and tried anyway - no resurrection spells beyond Revivify, no Divine Intervention, just opening a channel to her god and saying, “Please. Please let us have this; let us have her back”. I dislike just shutting players down - they should always have the opportunity to try, whatever they want to do - but I wasn’t going to make it easy either. So the god demanded three sacrifices - true sacrifices, of something very important. Then I had their quasi-familiar faerie dragon provide one, to demonstrate the scope of what they’d be offering (the faerie dragon gave ‘his blue’, going back to green and losing any access to the ability set a blue faerie dragon gains). Then I waited to see what they’d do. Our warlock (who has since left the campaign) gave up his ‘mastery’ and just about every tie he had to the life he’d known before the current campaign. Our paladin, who was the whole reason they’d met the NPC in the first place and was very fond of her on a number of levels while also wanting to fulfil the ‘restitution’ part of the Oath of Vengeance ... well. She said that she knew she was sworn to one god for her current quest, and she had no expectations beyond that, so “all that I have beyond that oath, because I failed them with her, and she deserves the gods’ mercy for that”. As our cleric player put it, she “pulled a Vax” - thus ending up a Paladin / Warlock dual-class to represent her parallel oaths to two separate divine beings. And when I rolled to see if they succeeded ... nat 20.
They brought this DMPC back from the dead at great personal cost, and then they sort of folded her into the party. In character, they love her. Out of character, they love her. They let me have the experience of being a player while I’m still the DM too, and they trust me on both fronts. Every time I think of that, I think I must be doing something right, and work harder to be worthy of that trust. Besides, as a moment, it was fucking epic. So yeah, this is for my glorious players (the ones on Tumblr being @true0neutral, @fauxfire76, @hyperewok1, @lindira and @miaaoi - love you guys).
Favourite smells? Coffee, new books, fresh-mown lawn, and the Tali-themed perfume I made up oh so long ago now.
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paladin-andric · 6 years ago
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11 Questions Tag Game
Tagged by @corishadowfang! Thank you!
Rules: Answer the 11 questions and then make 11 of your own, then tag some people.
1: Is there a real-life location you’d like to base a story off of/in?
Would I?! Well, there’s the Byzantine Empire, modern day Greece and Turkey. Just look up some pictures of Constantinople and you could see why I’d love to have that sort of setting. I already have a story idea for it. An alt-history fantasy where the empire never fell, and mythical beasts invade Europe...
As for places I’ve already based a story off of...the entire continent of Deaco is full of nations based on real life places. The central region, the human Kingdom of Geralthin, is based off of medieval England (with better weather though!) which can be seen with such names like Henry, Elizabeth, Albert and Edward, along with the English feudal system of Earls, Dukes and Barons, along with “Shire” and “Bury” being included in some town and province names.
The Koutu Kingdom is lightly based on  a blend of Gaelic cultures such as the Scottish and Irish, along with some Hellenic additions. Though their homeland is more plains than the Emerald Isle or the rough Highlands, their names reflect this. Domnall, Cuan, Conchobar...there’s also their pasttimes of the great Arena Marathon and other competitions of physical sport that draw on the Greek culture.
The Dacuni Tribes are heavily inspired by the Vikings. Their constant invasions to the south against every one of their neighbors, along with their constant use of battleaxe infantry should make that obvious. The wolfmen also share the similar “-nar”, “-vin”, “nir” at the end of a lot of their names. The tundra environment is similar as well, but I also just wanted an excuse for beautiful winter scenery and an aurora that lights up the sky.
The Pona Federation is a tribal republic that takes light inspiration from the Native Americans of North America. Light. I mostly just got the idea of their government from The Iroquois. The Pona are bipedal turtlefolk that live in a swampy marshland and mostly keep to themselves. I wanted some sort of republic among all the kingdoms of the world, so here they are! They develop into a modern, Constitutional Republic later down the timeline as well, one of the few places in the world that’s a bastion of freedom and liberty in a world full of autocrats and tyrants.
The Abinsil Kingdom is a subcontinent off the coast of Geralthin to the south that’s inspired by medieval Arabic kingdoms. The lizardfolk there are pious (for good reason), isolationist, and mystical. They have sects of holy warriors that guard the groves of saints, strange magic that bends reality around them, wardrakes instead of horses, and a minority of insectoids!
Finally there’s two places I haven’t really touched on, but are part of the world. The Qin Empire, a place based off medieval China (complete with eastern dragons that regularly patrol the skies), and the Republic of Salisca, based VERY heavily off of the United States (where humans have suffered at the hands of dragon-tyrants for millennia before gaining their independence).
2: What are some themes you haven’t used that you think would be fun to touch on?
I’ve touched on The Power of Friendship™ in Blackheart, but its strongest theme was that of determination and perseverance. Never give up! Fight the darkness! As long as you have a reason to believe, something to love, the corruption can never fully claim you!
Another theme I’d like to touch on is the blood of the covenant! The idea that bonds of friendship forged strong enough can be greater than even family! Themes of faith would be interesting too, a long and difficult journey where the hero questions their faith could have some really interesting and powerful results and messages.
3: What character have you created that’s the most like you? The least?
Gotta say Charles. While I’m not a winged, fire-breathing half-dragon wizard, our personalities are very similar. He’s shy, anxious, a bit of a nerd, but a good person and brave when he needs to be...really once you get past that whole dragon part we’re pretty much the same!
As for the least? Well...probably Razorwing. I mean, after what I just told you about Charles, Razorwing is a famous hero who’s always in the spotlight. He’s graceful, and skilled, and charismatic, and loved the world over...so you could see why I think he’s a far cry from me! He’s still a good person though, most characters in Blackheart are.
4: Are there any songs that really encompass what your WIP’s about?
Cold Rain and Snow
“What are we marching for?
What is this trial with our lives?
How will we win this war?
Who among will survive?”
5: Have you ever created unique races/monsters for a story? What are they?
There’s the stock dragons and kobolds, but aside from that I’ve strayed from typical fantasy, for the most part. No elves or dwarves for example. There’s the Koutu, a species of avian adventurers who revel in the unknown and make great company wherever they go.
There’s the wolfmen (Dacuni), though I’m sure there’s similar races in other media. They’re rough, gruff and prone to flying off the handle at the slightest provocation, but they’re ferociously loyal as well.
The Pona, the turtle-men of the East, were made from scratch. I wanted a calm, wise and otherworldly species that had the potential for interesting settings and circumstances (a tribal council sitting around a fire, surrounded by massive trees that go up hundreds of feet and block out the sky, anyone?)
The Ssalik of the Abinsil Kingdom are lizardmen, though not really based on any of other media. They’re friendly with humans and have their own things going on (the mystic magic, the drakes and dragons roaming their deserts...)
The half-dragons take that “dragonblood” thing and take it to the next level, the people taking on the forms of dragons because of it. They’re the size of humans and stand upright, but otherwise look just like dragons. Due to the transformation of body and mind, they have quick wits and an affinity for magic. As such, they make great sorcerers and paladins, and tend to be more accepted in academies and churches as a result.
Pseudodragons didn’t originally exist in the world. They were created, in universe, artificially by a powerful sorcerer. They’re tiny dragons the size of people that have natural urges to do good and help humanity. They love fruits and typically settle in human villages to help the villagers in their day-to-day jobs and activities. They’re near-universally selfless and kind.
The Qin...well, imagine the half-dragons, but use eastern dragons instead of european dragons as the base. They have long, flowing bodies, fins, whiskers, and no wings.
6: What’s your favorite book?
Probably The Outsiders. I can’t say I relate to the characters...but I feel for them, you know?
7: Traditional heroes or anti-heroes?
Traditional! I love classical heroes who always try to do the right thing! I think the edgy dark hero has gotten overused to the point that classical heroes are making a comeback in popularity, and I’m glad to see it. In Blackheart, most are traditional heroes. Paul or “Crux” is the closest to an anti-hero considering his background, but in the city of demons, there’s not much chance for anyone to be anything but heroic.
8: What is your favorite character from any piece of media?
Solid Snake from the Metal Gear series. A legendary hero of uncomparable skill that has somehow pulled through some of the most hopeless of situations, went rogue in an effort to save the world from Metal Gears, and has suffered and struggled against way more than he deserved to.
9: What is an AU of your WIP you think would be fun to explore?
Modern fantasy. There’s just something about fantasy races having guns and using cellphones...
10: Where do you get your inspiration from?
Demon’s Souls. The colorless fog and ruined Boletaria being so close to the black fog and ruined Palethorn are pretty obvious giveaways. Also D&D, as all the dragons, priests, holy magic and kobolds might make clear.
11: What is something you love about your WIP?
The ending. It, uh...kinda ruined me while I was writing it. I’m absolutely in love with the characters, too.
Now for my questions! (Mostly just an excuse to hear some worldbuilding!)
1: What’s your favorite genre and why?
2: Unusual themes or plot points that are important in your story? (Music or cooking, for example)
3: Which two characters are the most polar opposites? What is their relationship in the story?
4: Prophecy vs. Defying fate? Which do you think makes for a better story?
5: Which character are you most proud of, for any reason?
6: If your story could be told in any other sort of media, what would it be? How would you like it made?
7: Which part of your world is the most interesting, in your opinion? Location, lore, whatever really drew you into making it.
8: How much do your experiences color the world or characters of your story? Is it born of a worldview you either have or something you wish reality was closer to?
9: What government system does the setting follow? If it’s an international journey, how are the nations different from each other?
10: What role does culture play in the world? Where did you get the idea for such traditions and pasttimes?
11: How do you like your villains and heroes? How do they think and act most of the time?
Tagging @oceanwriter, @paper-shield-and-wooden-sword, @elliewritesfantasy, @caffienefuelsmywriting and @lady-redshield-writes!
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roguekriger · 7 years ago
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Tag Time!
TAGGED BY: @the-shifty-cow ! Thank you kindly! (I meant to do this earlier but I just started another Mass Effect playthrough and I is distracted)
RULES: Answer 30 questions and tag ██ blogs you are contractually obligated to know.
TAGGING: @thxchampagne @cauldronfalls @spacejampire @haaska @rareastrees plus anyone else who wants to do it! (I’m sorry I have so many other people I’d like to tag but can’t think of at the top of my head!)
Nicknames: Rogue is the main one since it’s my alias on LITERALLY EVERYTHING. I also get called N7 a lot. My actual name isn’t the easiest to make nicknames for soooooooo
Gender/Pronouns: Male - he/him
Star Sign: Aries
Height: 6′2″ some people will say I’m 6′1″ or 6′1.5″ and those people are LIARS
Time: 11:32 PM (Eastern Standard Time)
Birthday: March 22
Favorite Bands:  Lord off the top of my head Linkin Park (RIP Chester), Two Steps from Hell (technically Orchestra but close enough) Smallpools, Starset, Disturbed (video is kinda dark), Stuck in the Sound, and AC/DC. For things that aren’t technically bands (which I listen to more often tbh) there’s Drunk Girl (one of my all time favorites!), Hermitude, Hollywood Principle, Daft Punk, Destroid, Niklas Ahlström, C2C, and Shirk. There’s definitely more but good lord can I not remember them rn
//Imma put each name as a link to their best song (imo) in case ya wanna listen
Favorite Solo Artist: Literally the ONLY solo artist I follow and listen to on my own accord is James Durbin. Sure I listen to all the mainstream artists but he’s the only one where I actually buy his music and listen to him regularly.
Song Stuck in your head: I’m almost always “rapping” the first verse of Survival by Eminem (that song has picked me up out of some bad times more than once) but currently and almost always I Don’t Want To Set The World On Fire by The Ink Spots is stuck in my head.
Last movie you watched: Pitch Perfect 3 which I may add was awesome and better than the second one
Last Show: My dude I have to many shows but the last one was 9-1-1
Why did you create you blog?: Buddy if I had an answer for you I’d be ecstatic but considering the clusterfuck of content I post ranging from mass effect to the stupidest shit posts in existence I would technically say that when I created this 4 years ago was simply for the spicy memes and funny ass text posts but then it more became a blog to keep with my fandoms and yada yada yada.
What do you post?: Well going off of ^^^ mostly Mass Effect, humor (shitposts are humor right?), occasional news or PSAs, space stuff, anything sci-fi really, Gregor the Overlander even tho this fandom is pretty much dead lmao, and really most video games especially like Bioware and Bethesda
Last thing you googled?: Baikal Rift Valley distance from upper mantle            (I HAVE MY REASONS)
Other blogs: I have two other blogs on tumblr and no where else
AO3: Okay I didn’t even KNOW what AO3 was until like a few months ago and I’ve read like maybe two fanfictions in my life but I have written one piece for Mass Effect 3 (should be on here somewhere I think I posted it for N7 day) and a novel length one for The Underland Chronicles which I’m still writing.
Do you get asks?: Lol no
How did you get the idea for your URL?: Okay so...I’m honestly not sure. Ever since Spore came out I’ve loved the word Rogue. Don’t know why, I guess I liked the whole fight against the current lone wolf kinda thing and that’s pretty much what a “rogue” is. As for Kriger, well I also love mythology and history, specifically of Greek and Scandinavian/Norse origin and I believe if my memory serves me right Kriger translates to Warrior in Norwegian. I mean I’ve used this URL for years now so even if that’s wrong its whatever at this point
I follow: 449 blogs which honestly I’m pretty sure a good 80% are inactive if not more. Plus a few friends that...well...aren’t around anymore. For various reasons.
Followers: 419 but that numbers gonna drop because I just KNOW more than half of those are probably porn bots and when I finally gain the motivation imma block em
Average hours of sleep: When I don’t have class or many classes probably around 8 hours but if I have a lot of classes (like last spring) probably 5 to 6
Lucky number: 8, the vertical infinity sign
Instruments: I use to know a few songs on the guitar and piano but idk I never kept with it
What are you wearing?: Andromeda Initiative shirt and jeans! Plus my dog tag
Dream Job: Okay so it’s always been a cross between astronautical engineer for NASA (which is what I’m going to school for) and game developer. I’ve also played with the idea of founding my own engineering company but that’s like way off in the future
Dream Trip: I’ve always wanted to go to Scotland and/or Japan. But honestly a dream trip would be to some ancient ruins in some tropical location or one of those gorgeous nature trips like in the canyons in Zion. Or space, I REALLY wanna go to space. Yeah scratch the other stuff. I wanna go to space. Fuck yeah.
Favorite Food: Beef Carpaccio from Brio straight up. I fucking love it. I’d kill for it. I can’t get ENOUGH OF IT. Also sushi.
Significant Other?: HA. HAHA. HAHAHAHAHA. Oh man that’s funny. My dude my longest relationship was 3 months I would LOVE to have a name to put here but alas I am unlucky and not the most sociable.
Last book I read: Damn I wanna say it was The Underland Chronicles since I reread that at least like once every year but holy shit I can’t remember what was the last book I read. Fuck that’s depressing for some reason.
Top 3 fictional universes: Mass Effect, Fallout, The Underland Chronicles
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keclan · 8 years ago
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@bitsynoya @gavrielreyes
( ͡° ͜ʖ ͡°)
yeah i’ve got a fuckton of players to keep track of lmao. and every time i’m writing notes, i always forget one. a different one each time. and i have to count them up and it’s a whole ordeal. but yeah! seven players!
in alphabetical order:
Clark Verner (Claagrcgh Vlrnercg) - Half-Orc Paladin
His player wanted an impossible to pronounce name… and I hate that. so I let him have his weird name, but I call him Clark. Clark has a pretty typical backstory: his parents were killed by orcs. But also his mother was an orc, and he grew up around a lot of violent anti-orc humans. SO he’s very conflicted about all that. His dad was a human adventurer on a quest to find some mythical armor, and he promised to tell Clark all his secrets, but he died before he could. So now Clark is on a dumb quest to find some armor that he knows literally nothing about.
Copper Waywind - Halfling Cleric
Copper grew up in complete isolation, guarding an ancient ruin. She never questioned how she got there or why she was doing it, until one day, she suddenly did question it. Now, with the blessing of her patron god, she’s on a mission to see every corner of the world and “find herself.” Her player is a super cutie whom I love, so I’m excited to see how super cute she is.
Danforth Davenport, aka Dan, aka Big Dan - Human Rogue
Dan was a Baron’s son who loved to pickpocket his dad’s wealthy guests and “redistribute the wealth” by getting drunk at the local tavern with his commoner friends. But then his eldest sister, heir to the barony, got engaged to Count Douchebag. So Dan tried to kill his sister’s fiance… and failed. So now he’s escaped to the north where no one knows him. He keeps trying to get people to call him Big Dan, but they just aren’t going for that nickname.
Imrah Lancaster - Half-Elf Fighter
She could punch me in the face and I’d say thank you. Her dad was a rotten human noble and her mom was an elven servant. She’s too elven for humans and too human for elves. Instead of wallowing in that drama, she sneaks out of her dad’s estate to compete in an underground fight club. When her dad finds out and tries to punish her, she joins the army. She then deserts because she didn’t like what they were making her do. So she’s also escaped to the north.
Leander “Lee” Ves’fornan - Half-Elf Sorcerer
Lee was raised in an orphanage, which sucked, but he was a real Pollyanna about it. When it was discovered that he had a talent for magic, he was enrolled in a prestigious academy. However, he left his studies only a few weeks before graduating, on a quest to find his real family. He likes dogs.
Pixel San Sebastian - Gnome Wizard
Pixel was the playboy heir to huge criminal enterprise, until his whole family was either arrested or killed. He tried to make it on the streets for a while with his uncle, but then his uncle was kidnapped and held for ransom that Pixel couldn’t pay. But Pixel sort of hated his uncle anyways! So, to escape his own debts, he also fled north. He tells his sob story about his “poor captured uncle” to anyone he thinks will buy him a free drink.
Seylan Prudence-Le’Veer - Dragonborn Warlock
Seylan was raised in a remote village where elves and dragonborns lived in peace. But after venturing too far out of town, he and his dragonborn friend were captured by humans from a neighboring village. Seylan’s friend was killed, and Seylan used his magic to escape. However, he couldn’t return home, because using magic violently is against their laws. He now wanders aimlessly, learning about the world and speaking out against dragonborn racism.
so those are all the player characters. Based on what they’ve told me, I tried to write a story that accommodated them… and it starts in a tavern…
All 7 of them have been hired by a dwarf named Norman Rockplier (an accidental nod to Norman Rockwell?) to investigate his family’s abandoned mining operation. Locals claim that there’s a monster in the mine that’s been kidnapping villagers. Norman thinks the claims are ridiculous, so he hires the team to go in there and prove that the mine is safe. He also mentions that his nephew has gone into the mine, and he makes it clear he hates his nephew.
A few of the team have ulterior motives as well.
In the mine there’s a couple of directions to go - skeletons, cockatrice, minotaur skeleton - but it ultimately leads them downward to a camp of duergar trying to break into this ancient vault. Here’s where hopefully the team will avoid direct confrontation. They also meet Norman Rockplier’s nephew, Cherry Rockplier, aka my favorite npc.
In the vault - should they get past the door - is a magic orb. Turns out a halfling bard got his soul caught in this magic library orb and now he’s stuck as a sort of super knowledgeable portable music device. Anyways, whoever of the team gets to him first gets to keep him… because he gets soulbound to them. Also his name is Siri. Because I think I’m really funny.
And that’s the end of the mine portion. So they think they’ve cleared out the mine and it’s all good. Except when they get back to town, Norman is dead. Whomp whomp no paycheck. Also, whatever has been killing people is still out there. So the second act is sort of “scour the town and look for clues” game. Hopefully, they’ll meet Antonia, my tiefling npc and my fave gal, and she’ll give a foal-sized puppy to Leander, whose player specifically asked for a dog companion. I hope he likes the horse-sized dogs tbh. Because I love them.
Anyways, while scouring the town and hopefully having wacky misadventures and doing less serious dnd things, they’ll eventually meet a kid named Davis who has a wicked stepdad. So if they decide to be nice and help Davis with his problems, they’ll discover that the wicked stepdad knows about a monster that lives in the mountains. If they don’t help Davis, they’re heartless and I hate them all. But I guess, if they don’t help Davis, they’ll find a tunnel under the temple that leads to the place the wicked stepdad tells them about.
So the third part is in the mountains. They meet a cool lesbian drow npc, Elya, who I hope hooks up with Imrah. And they fight some white dragon wyrmlings. Then they discover this old sort of ruined castle, completely deserted except for one dragonborn. It’s got a creepy vibe to it, and there’s a lot of ways this could go, depending on how they play it. But basically the castle in the mountains exists outside time, and also the dragonborn that lives there has been accidentally possessed by a ghost, and he turns into a giant ghostly dragon at night. So, again, this is a moment where I really hope they don’t try to just like fight him head on. Because they’ll die. But there’s all the information on how to get rid of the ghost in the castle, so hopefully they bother to investigate that lmao.
At the end, I wrote an epilogue for them. I don’t know whether the people I’m playing with will want to keep playing d&d or if this is a one time thing. So I wrote this as a self-contained adventure, but the epilogue leads into a broader world.
So, in the epilogue, they learn that Antonia, Cherry and Elya are adventurers from a guild in a nearby city, and they specifically investigate these events where ancient magic seems to be… like glitching? So that would be a prevailing thread if we continued campaigns. Anyways, they invite the team to join their guild. Antonia also introduces them to her brother Taggert, or just Tag, who used to be an adventurer, but then he got trapped in an extradimensional rift in space-time for thousands of years and learned all the secrets of the universe. So now, he’s just like a stoner oracle. And I wrote mini-prophecies for each of the player characters.
And That’s The Campaign!!! Let me know your #thoughts bc there’s still time for me to revise. We don’t play for another like… two weeks.
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