Sunday, May 7, 2017

The People of Latveria (Updated 5/7)

The fledgling Kingdom of Latveria grows with every passing month as settlers and colonists from all over Brevoy and The River Kingdoms brave the Untamed Wilds in hopes of a new beginning for their families. Latveria is now home to over a thousand of these overly ambitious people, a number that only increases with the passage of time! This post will be used to better keep track of the more interesting individuals found throughout Latveria as well as the current events of the Kingdom at large, so that our Heroes can remain better informed of the going on of the outer areas in their Kingdom!

This Post will be Updated as often as possible with new and more interesting information that could be useful to our heroes ass they continue to grow their Legends.

Fort Stag (Oleg's Trading Post)
Oleg (Treasurer) : The owner and operator of Oleg's Trading post, Oleg is a humble man. He has a way with numbers and figures, as well as his customers. Likable, friendly and extremely blunt and to the point Oleg has built a decent living for he and his wife here at the edge of the Untamed Stolen Lands! He now serves as Latveria's treasurer, working closely with our heroes to ensure the kingdoms success!

Svetlana: Oleg's wife and head cook at the Trading Post, Svetlana is a rugged sort of woman. She loves her husband and will do anything she can to make sure his dreams come true. Svetlana learned to cook at a young age so she has perfected that craft at Oleg's, providing the visitors here good hearty meals. Despite being middle aged she hasn't lost much of her youthful appeal either, yet another reason the customers of the Greenbelt leave satisfied.

Kesten Garess (None/ Warden) : The Garess family of Brevoy has long held seats of power among the council of Sword Lords. Kesten is the youngest son of the family and unfortunately for him he fell for a married woman at a young age. When the scandal was discovered, Kesten decided it best to volunteer for the SwordLords new expedition into the Stolen Lands, rather than face his families wrath. He now leads a small company of guardsmen and is here at Oleg's to regain at least some of the honor he has lost. Kesten is noble born and received appropriate training among Brevory's Aldori Sword schools before he came here, so he is well suited for the role of Warden. He now remains at Oleg's to ensure the Trading Posts continued safety, but eagerly awaits his chance to prove his worth to our Heroes by serving in a Leadership Role.

Stag Home (Erastil's Shrine)
Jhod (High Priest of Laveria): A Priest of Erastil, Lord of the Hunt, Jhod has come to the Stolen Lands by divine will, claiming to have been sent here to help restore Erastil's strength in the region. Since our Heroes discovered Erastil's lost shrine and cleansed it of its guardians, Jhod has spent the vast majority of his time there, working to retire the Shrine to functioning condition. Jhod is friendly and always willing to give advice in matters of religion and faith. Now Jhod serves as Latveria's High Priest, guiding the Kingdoms frontier citizens towards to ways of family and community. He eagerly waits for our heroes to claim Erastil's shrine as part of the Kingdom, so that he may use it as a central place of worship for Erastil.


Ascension (Capital of Latveria) 
Magnimir Holdings: Information on Magister Flynn Mobious Magnimirs numerous recruits, apprentices, managers, servants and constructs can be found on his personal Blogspot posts. Please feel free to check it out to see what fruit Magister Flynn's continued efforts bring to Latveria! The link is provided here: http://fmmkingmaker.blogspot.com/

Akiros Insmorte (Warden of Latveria, Paladin of Erastil 9th): After sacrificing the power of the Stag Helm and baptizing Akiros in Erastils cleansing waters, this once disgraced man has been redeemed and now once again wields his powers as a Paladin! Overwhelmed with joy and pride that Marshal would sacrifice so much for a man he had hardly known, Akiros is now wholly and truly dedicated to making Latveria great in the eyes of his Lord.

Karrol Crosswater : Owner and Operator of the Inn in Ascension, The Trapped Thycrine, Karrol is a short, plump and busty woman. She has an amazingly loud voice for her size and enjoys singing opera for any that ask (none do). Aside from running the Inn Karrol also oversees the operations of The League of Boot and Trail throughout the Kingdom. The smaller outposts throughout the rural country all report to Karrol at The Trapped Thycrine.

Red Spencer (Wife of General Marshal Spencer) : Red was named at birth for her mother's favorite color, her hair is not red. At a young age Red met a young knight named Marshal, servant of Erastil, and fell in love. Soon after the two wed and Red gave Marshal 3 beautiful little girls. Today the family has moved from their homes in Brevoy and come to Latveria to be with their husband and father. Now that she no longer needs to serve the Kingdom as it's Diplomat Red spends the majority of her time helping to spread the goodwill of Erastil around the city with the help of her three daughters. The spencer family is beloved by all for their kind heartedness and for the sacrifices General Marshal makes for them on a daily basis.

Yosser Wilcryn (Counsilor of Latveria, Man of the People): A member of a noble Gnomish house, Yosser is a likable fellow. He has a love for and way with animals that is seldom seen in the world anymore, even here in the Untamed Wilds. Yosser knows just a little about nearly every subject one could deem to think of having studied diligently at the Bardic Colleges of his people before moving to Brevoy. Originally Yosser thought that the life of  an adventurer on the open road was where his heart wished to be but after that death of his long time companion Wilma (an extremely well trained Black Bear) Yosser has lost his love of the open wilderness. He know serves the kingdom as a Man of The People, making sure that the citizens of Latveria have their needs and concerns addressed in a timely matter.

Korax (Head of Logging Operations, Employed by Dr. House) : A crass man, Korax has been in the business of logging most of his adult life. He is irritable most days but loves his work and few can deny his proficiency in the craft he has chosen. Korax has come to the Greenbelt because of the very profitable lumber trade developing in the new fledgling kingdom of Latveria. After a tense encounter with a " Damnable Fairy" creature named Melianesse in which our Heroes managed to negotiate a truce between the two parties, Korax has taken Cr. House up on an offer to join Latveria and head that nations logging operations...an opportunity he really and truly did not expect...

Topper Red (Seeker of Information, Employed by Dr.House): Another one of the Bandits "Liberated" from the Stag Lords control, Topper has become completely reformed in this last year living in Ascension. Our Heroes have learned that Topper was formerly a decorated graduate of Brevoy Bard College and quite a talented poet! He was apparently drawn into the Stag Lords brood after leaving his home behind to live the highly romanticized life of a bandit... it did not go as he planned. During his time in Latveria Toppers skills have been noticed by Dr. House who has employed the man in an unofficial capacity as a Seeker of information. Topper now travels widely at Houses discretion gathering any Information needed to help House in his endeavors as Master of Whispers.

Jubilist Narthopple (Expedition Leader) : A Gnome from a family of explorers, Narthopple has come to the Greenbelt to further his families legacy. Jubilist is an accomplished map maker, tinker and leader of Exploration Expeditions who currently lacks only the correct amount of funding to do some real good here in the Untamed Wilds! He hopes to convince our Heroes to hire he and his crew on to help them explore the area, but until that happens he is doing what he can to aid the city of Ascension.

Zia, Wife of The Breaker of Men (Queen of Latveria):  An unreasonably attractive women from the deeper reaches of Numeria, Zia is just as brash and straightforward as her husband Uldon. Now that she has joined Uldon officially in Latveria as his wife, she has taken to her role within the Kingdom with a warriors zeal. Already her presence has radically changed the attitudes of many citizens and it is clear that although harsh in her words towards the "Men Folk" she is a Motherly figure to the Kingdoms women and children, and her popularity among the common citizens grows daily.

Rhaegar Spirit Speaker ( Marshal of Latveria) :A quiet sort, Rhaegar bears the obvious signs of his Half Orc heritage and harsh upbringing in the Orcish home lands of The Hordes of Belkzan. Rhaegar originally traveled to Latveria as part of the Envoy sent from Restov to judge whether our Heroes deserved the chance to found their own Kingdom. For the last 17 Months Rhaegar has put his considerable prowess with wildlife and spirit magic to aid Latveria and its rulers as best he can.
Currently Rhaegar rears and cares for an extensive network of very well trained messenger birds which the Kingdom uses for swift and accurate communication even in the most remote areas of the Kingdom.

Figaro Mordred (Manager Cost: 10gp/day) : Figaro has made somewhat of a name for himself recently among Latverias citizens spreading positive propaganda about Latverias quickly rising military workings. Figaro himself is a charismatic youth with a wide smile and hearty laugh. Hailing from lands far south where he has served all his life as a soldier, Figaro brings with him an air of confidence that easily runs off on those around him. His youth hides an extremely sharp tactical mind however and he hopes that his positive attitude will put him on our Heroes radar as someone to invest in.
*If hired on as a Commander for Latveria Figaro provides our Heroes a plethora of useful military strategy that he has learned in his life. Any Armies using Figaro as their Commander gain his Boon Immediately (Boon: Bonus Tactic, Expert Flankers) and permanently.

Lothair Arnfinnr (Manager Cost: 10gp/day) : Lothair is an large man of Ulfen decent hailing from the Lands of the Linnorm Kings far to the North east of Latveria. Of late, Lothair has spent much of his time in Southern Brevoy attempting to learn the art of Aldori Swordfighting. Never one for "fanciful fighting" though Lothair has failed to master the craft and left Brevoy making his way to Ascension in Latveria. It is here that he hopes to ply his real trade, preparing other men to fight and die on the field of battle.
* Lothair is a Drill Sergeant and hopes to practice his trade here. If hired on as a manager in Latveria and assigned training facilities Lothair allows the Kingdom to train its Soldiers as Fighters of the appropriate level.

Ambassador Kelin Johanna : Ambassador Johanna comes from the neighboring Kingdom of Varnhold and now resides in Ascension at the Varnhold Embassy. Johanna is a quiet man and keeps to himself outside of his work as Ambassador.

Ambassador Petritrova: Ambassador Petritrova comes from Restov and now resides in Ascension at the Restovian Embassy. Unlike Johanna, Petritrova is a very outspoken woman with an endless supply of political opinions (be they god or bad) which she constantly tries to share with any who will listen. Currently her aim seems to be spreading propaganda that paints her home (Rostland, Southern Brevoy) in a positive light while casting a shadow onto Issia (Northern Brevoy... it seems the politics of Brevoy have found their way into Latveria...

Ambassador Victoria Montegrue (Manager Cost: 15gp/Day) : Having served as an adviser to numerous Noble Houses in the courts of the City at the Center of the World (Absolam), Victoria is no stranger to the intricacies of politics. It has been her dream since youth to one day surpass a simple advisers role and take a more "spotlighted" position within her chosen realm of expertise. Fate smiled on her when she was recruited into the League of Boot and Trail and sent North into the fledgleing Kingdom of Latveria to offer her unique services to that Nations Grand Diplomat. She now serves as Latverias official representative to the Kingdom of Varnhold... now she only hopes that she is up to the task at hand!
**As a manager in the employ of Latveria's Grand Diplomat, Victorias experience and natural inclination towards politics grants her new home a number of Benefits. Any attempt to further increase Diplomatic Edicts with the Nation in which she is assigned as Ambassador are given a +3 bonus.

Ambassador Jackson Terick (Manager Cost : 15gp/ Day) :

Tatzylford (Vassal Colony of Latveria)
Mayor Loy Rezbin: Years ago Loy and his wife approached our heroes with dreams of building their own City. After Latverias Rulers granted the couple funding for their endeavors Loy began construction of Tatzylford, named for the rare creatures once found in the area. Now Tatzylford is a thriving community west of Ascension and it's citizens remain happy and Loyal to King Uldon. For his part Loy has done an excellent job serving as the Towns Viceroy to Latveria, but the stress and demand of his position have worn on him as he appears a man years past his age.

Town of Witch Anchor ( Vassal Colony of  Latveria)
After striking a deal with Magister Flynn Mobius Magnimir involving the purchase of land on the shores of Candlemere Island representatives of The League of Boot and Trail (which has grown extremely prominent in the Stolen Lands of late ) have hastened to construct this now bustling fishing community. So named for the Wil-o Wisps that once made the Island their home, Witch Anchor promises a large increase in the fishing trade within Latveria and its surrounding areas. Apart from the standard Peirs, Homes, Tradeshops, and General Store one might find in a humble fishing town Witch Anchor is also home to 2 very unique structures. Firstly a large Magical academy has been constructed on the farthest outskirts of Witch Anchor at the request of Magister Flynn. Supposedly the Academy is there to aid Flynn in his study of an ancient portal into the Outer Realms the exists within the bowls of a large Casters Tower near the Islands center... The town itself aswell as The League choose to leave Flynn to his own devices however and simply enjoy the chance at forging a life for themselves!

Mayor Damian Silverton: Damian hails from lands South West of The River Kingdoms and comes to Latveria at the request of his superiors within The League of Boot and Trail. Despite having been unsettles by the sudden move from his homelands Mayor Silverton is extremely charismatic and friendly to those he meets and is extraordinarily kind and giving, almost creepily so. Never turning a blind eye to one in need and possessing a fatherly instinct to provide for those under his care it's no wonder the League has deemed Silverton the most worthy to come to Latveria to serve as Viceroy for this small fishing colony.


Sootscale Kobold Tribe
Cheif Sootscale: Sootscale took it upon himself to use King Uldon and his Kingsmen to free his tribe from the terrible worship of Tartuks false Kobold Gods a number of years ago. Never in his wildest dreams though did he think that the action would see his Tribe flourish so... Since that day King Uldon has invested much to see the Sootscale tribe grow, teaching them Mining and "Civilized" ways... for his part Cheif Sootscale has thrown all his effort into making sure his swiftly growing Kobold tribe continues to listen to the will of their new Lord, lest they all be destroyed one day...

Mimek: Mimek was first freed from captivity by King Uldon in the dreaded Mites lair years ago and since then he has become an extraordinary Kobold, helping Cheif Sootscale to lead his brethren into the new age of prosperity that has been rained down on them by their new Lord. Mimek hopes one day to gain the title of "Hartuk" or "Chiefs Son" (the highest honor a Kobold can hope for) for his efforts. He also dreams of one day seeing the "Tall Peoples Land" for himself... "it just has to have the greatest foods that there can be!!"

Sern and Ryal-k: The two Lizardfolk adolesence were watched over by Sootscale and his tribe at the request of King Uldon some time ago after Uldon destroyed the Lizardfolk Tribe in his Kingdom (a tale STILL told by Lizardfolk parents to control their young to this day) and liberated these eggs from Lizardking (NAME). The Kobolds have done their best to teach these two sons of a King the ways of "Civilized" people they have learned from the Tall People but it has been hard and cost the tribe many, many lives in the process. Sern and Ryal-k already show the signs of their royal lineage among Lizardfolk as they have become nearly to large and powerful to live amongst the Lizardfolk much longer.


Neutral Fey Ring (Fey Allied to Latveria)
The Dancing Lady ( Female Leanan Sidhe, Bard 5th Mythic Rank 4): The true Dancing Lady of the Narlmarches has been freed from captivity by our Heroes after a trip into the Fey First World. After using her considerable power to aid our heroes in driving the wretched spawn of Yog-Sothoth back into the Outer Planes. The Dancing Lady has returned to her keep in the Narlmarches to once claim Ladyship over the Fey of the Greenbelt. She has established the Neutral Fey Ring to serve in an official capacity as Allies to the Kingdom of Latveria in the hopes that the Fey of the area and the mortal settlers can co-exist in peace... at least for some amount of time...
The Dancing Lady offers boons to those mortals that seek her aid in the form of power granted from her race's natural abilities and promises never to take more than one who seeks her aid can bear to lose. As a neutral Fey Noble, The Dancing Lady hopes that her power combined with that of Latveria's Kingsmen can keep the Fey courts of Summer and Winter from reclaiming the Greenbelt in the names of their Queens.

Mistress Tiressia (Female Dryad): Tiressa is a Dryad who seems to wield considerable power and influence within the natural ecosystem of The Narlmarches (the forest within the Greenbelt). After our Heroes selflessly agreed to aid her in protecting the forest from a wickedly evil plant menace known as a Scythe Tree as well as a pair of strange plant like creatures from another dimension in the form of Plantoids, The Mistress of the Wood has agreed to an alliance with the Kingdom of Latveria. Tiressia now watches over the Kingdoms western borders within The Narlmarches and will provide our heroes with updates if any threats arise in that region.

Melianesse (Female River Nixie): Another Strange fey creature, this one known as a River Nixie, Melianesse is a sorceress among her kind. She has lived within the intricate river systems of the Greenbelt for quite a number of years and knows this places waterways better than nearly anyone else! After our Heroes happened upon an encounter between Melianesse and a group of humans, Melianesse has been convinced that our Heroes are something more than simple humans... because of this ( and in no small part due to the fact that our Heroes can seemingly call upon the aid of Mistress Tiressia at a whim ) Melianesse had formed an alliance with the Kingdom of Latveria. In return for more care when cultivating the forrest for its Lumber, Melianesse has agreed to watch over the Kingdoms rivers, and report to our Heroes of any threats or problems that may arise on any of them.

Terrible Trio ( Male Faeire Dragon, Female Grig, Female Gerbie) : Self named as the Terrible Trio, these rambunctious Fey have the best intentions in mind in everything they do. Unfortunately due to their Fey nature they often cause more trouble then they would like and are dealt with very wearily by most of Latverias citizenry. Pervilash, Tyg-Titter-Tut and Gerberry remain loyal to the Dancing Lady aswell as King Uldon and his Kingsmen for their part and use their individual skills and unique talents wherever they can to help out... whether that help is wanted or not.

Ironshield Guard Envoy
Watch Commander Gravish "Beard Shield": Gravish is a hearty No-Nonsense Dwarf (much like the rest of his kind) and is cousin to one of King Uldons Kingsmen, Grandal Ironshield. He bears the name "Beard Shield" because of unique events that took place during a raid on a warren of Goblinkin some years back in which he apparently saved his compatriots from arrow fire by catching numerous arrows in his bushy mane. Gravish runs a tight ship at the Dwarven Outpost in southwestern Greenbelt, and takes his job of protecting the area and the Ironshield Armorsmiths under his care very seriously.


Rural Denizens of Latveria
Bokken: A slightly crazed Hermit, Bokken is a unique character, constantly speaking to things that aren't there and making motions with his hands. Despite his apparent mental handicap, Bokken has proven a capable potion maker, and has done many deals with Oleg in the past to keep the trading post stocked with them. Bokken doesn't like "Civilized life" and much prefers to remain on his own in the wilderness.

King Uglub: This Lonely Boggard has claimed Kingship of a small swamp south of Alldenwylds Glade with his loyal Giant Toad companion Gubub as his only subject. Though content with his current home Uglub has voiced to Magister Flynn on more than one occasion that he plans to one day to return to own tribe to kill their leader and bring his family to live here in Latveria. Uglub is harmless to Latverias citizens and enjoys Magister Flynns sporadic visits.


Deceased
The Old Beldame : A t first the rumors of beldame being some sort of Swamp Witch that consumed the flesh of childeren seemed in all reality false. As such our Heroes allowed Beldame to live and even  accepted aid from the Master Alchemist in the form of alchemical Remedies to stock up the Newly Constructed Olympus Medical Center. The situation turned quickly however as Uldon and his Kingsmen uncovered an intricate plot laid out by Beldame and her Cultists of Gynorra, the Hag Goddess of Malice and Hate. Once it was discovered that Beldame's Remedies were actualyl potent mind controlling drug our Heroes were forced to confront the Hag Blooded Sorceress at her home and burn her and it to the ground.

Auchs : A former Bandit in service to The Stag Lord, Auchs is a human born of giants blood. His extreme size and strength make him obviously useful to those that can control his radically flaring temperament. Auchs may be very dim witted and slow in the mind, but does know what he likes; cooked meat, his Knights and Dragons toys, "Games", and hurting other people. Auchs is currently being very closely observed by Akiros within Ascension itself. The brute of a man had remained calm since his liberation from The Stag Lord, content to play with his toys all day.
Once Ascension came under attack by The Evil Dancing Ladies a group of Lizardfolk infiltrated Ascensions Castle. Red Spencer and her daughters (General Marshals family) were among the first to be found by the invading Lizardfolk and were forced to flee for their lives. When their legs finally tired and they could run no more they dove into the first room the could find to try and hide from their pursuers... Its seems fate that the room they had found was that of Auchs, who still sat idly play with his toys.
When they Lizardfolk finally found the family in the room which they hid they also found death at the hands of a giant of a man who refused to let anything happen to the children that sought only to hide so that they could play. Auchs fought bravely and as hard as he could, slaying no less then 14 Lizardfolk warriors with his bare hands, until he could fight no more. Auchs hurled himself at the last enemy to enter his room and found that it was none other than General Marshal himself desperately seeking his family through the chaos of battle. Knowing that the girls would finally be safe Auchs's body finally gave in to its severe injuries and with nothing but a gap toothed grni and a thumbs up Auchs died before Marshals eyes...




Rumors and Tales from The Nomen Heights
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Available Quests
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Ongoing Kingdom Events
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Events Over First Year of Downtime (Months 25-37)


These events detail what happens throughout the first year of a 2 year downtime our Heroes take after finally driving the Spawn of Yog-Sothoth out of the material plane. With nearly all of the threats lurking in the Greenlands dealt with and what few threats remaining easily handle by the citizens of the now prominent Kingdom of Latveria our Heroes finally get some time to rest and focus their power and effort on increasing Latverias hold over the region... but what new threats lurk on the Horizon? Only the Gods themselves can know...

Furthering Diplomacy (Month 25)
Due to substantial effort put forth by Latverias new Grand Diplomat, Delylah Fairmoon, a new Trade Edict has been established with the Neighboring Kingdom of Varnhold (Located to the East of Latveria in an area of the Stolen Lands known as The Nomen Heights). Using this Edict Ascension has established a Trade Route for exporting Raw Materials out of Latveria! Due to this new development the nations Economy had received a substantial boost ( +1 Econ for each Mine, Quarry, and Sawmill in the Kingdom)!
Now that the endeavor has proven a success Grand Diplomat hopes to establish a similar trade route with Brevoy and the city of Restov in the very near future and only waits on Latverias Leaders to tell her what type of Trade Edicts to attempt in the future!
** This event has unlocked the "Trade Edicts" option of the "Optional Kingdom Building Rules" located on Pfsrd.com, please reveiw these rules and let your Grand Diplomat know what plans you have for the future!!**

Gold Pillar Academy of Arcane Research and Application (Month 25)
The brain child of Magister Flynn Mobious Magnimar Gold Pillar academy promises an influx of magically talented travelers into Latveria seeking to learn what they can from Ascension Archmage.
The first of several planned Academies of Magic each focusing primarily on a different school of Arcane power, Gold Pillar is a magnificent construction!
For the full break down of Gold Pillar itself please visit Magister Flynns personal Blog, the link is posted here: http://fmmkingmaker.blogspot.com/2017/02/snapjaw-homunculi-medium-construct.html


The Mage of Candlemere Tower (Month 26)
It seems that whatever foul rituals the recently dispatched Spawn of Yog-Sothoth was comitting has had a strange effect on The Island in the middle of Lake Candlemere. A Temporal Rift has caused the Island to revert to whatever state it had been in thousands of years before, reconstructing the ruins there into a well built Casters Tower. Without hesitation Magister Flynn Mobious Magimar has claimed this new Tower as his own with plans to use is to further his aid of King Uldon in Latveria!
The Tower though comes with a few strange and dangerous prices though from a time long past...
Firstly, the gigantic floating gemstone at the tower peak seems to radiate strong magic, and many of Latverias citizens that visit the island claim to feel as if something is watching them just outside their vision...
Secondly, an alter is discovered in the Towers basement which can only be the same on that originally summoned the deadly Spawn into our Heroes world... The alter seems to pulsate with magic aswell and when approached one can hear whispering from things not there...
Needless to say though the Kingdom of Latveria has full faith that Magister Flynn will be able to figure these new mysteries out and use the Tower to aid the kingdom or at least use to the Kingsmen to put an end to whatever threat these things may pose...

Furthering Family Ties (Months 27-28)
This event is 2 fold! Firstly a union of 2 different families takes place within Latveria as Faron, the oldest son of the Galtus family of farmers accepts the hand of Erin, the oldest daughter of General Marshal Spencer, in marriage. The entire city of Acsension comes together to see that the two youths have a wedding to remember and proud parents of both families celebrate together for the first time as one. Faron and Erin are wed before the eyes of Erastil by High Priest Jarod at Erastils shrine in the Narlmarches. The wedding itself experiences only A FEW minor mishaps dispite there being a generous showing of local Fey in attendance.
After only a short time the two newly weds announce that they are expecting their first child making general Marshal beam with joy at the prospect of becoming a grandfather, only more motivation for him to continue using Erastils power and guidance to protect those he loves.
Secondly the Kingdom of Latveria is stricken with joy as the King himself issues an Eddict announcing that both Queen Zia and second wife (NAME) are finally expecting children by King Uldon. Latveria rallies behind their royal family throwing a MASSIVE celebration leaving the entirety of the Kingdom exhausted for much of the following day. The celebration was such that Counsilor Yosser has named an official holiday after the event. Every year Latveria will now celebrate "Pappy Day!", quoting King Uldon's announcement of his children to the Kingdom. "I will finally be called Pappy!!".

Arrival of The Ironsheilds (Month 29)
Grandal Ironsheild, the newest addition to The Kingsmen and titled Gaurdian of Magister Flynn has convinced his clans elders to send and envoy of Ironsheilds to take over and maintain the ancient Dwarven Fortress recently liberated from Trolls in the southwestern Greenlands. The Ironsheild Dwarves are renowned armor smiths and hope to receive support from Grandals new allies in Latveria to make the most of their skills in this new home. This Dwarven Envoy is Lorded over by one of Grandal's many cousins, a hearty No-Nonsense dwarf named Gravish "Beard Shield"... Grandal explains that the name comes from a tale of how "Gravish once ran a gauntlet of Goblin (Grandal spits on the ground) Archers to save a few fellows who were pinned down by bow fire. When the trio emerged from the cave they counted no less than 20 arrows caught in Gravish's bushy mane!!"

Popular Demand! (Month 30)
For sometime now in Latveria the citizenry has been of the opinion that a place or worship to the Lord of the Hunt (The God Erastil) needs to be established within Latveria. With everything that has been happening thus far in the Kingdom it has been impossible for King Uldon and his Kingsmen to answer this out cry from their people. However, now that the city is well on the way to being rebuilt, the Spawn of Yog-Sothoth banished back to its vile home, and nearly all other threats in the region dealt with this opinion has turned into a demand for a place the people can beg the Gods mercy.
Luckily, our Heroes have had time now to look into these and many other issues further and to the relief of the Citizens plans have now been announced for the construction of Stag Home! Stag Home will be exactly the place the citizens requested featuring a Shrine to Old Dead Eye, Monuments to the Gods will, a well stocked in for Pilgrims to use on their travels, and even a park for children to play while parents attend their devotions to their God.
The city is schedules to begin construction 6 months in the future, needless to say the citizens do everything they can to speed up that process!

First Latverian War Memorial Monument (Month 31)


Latverias farming association has pooled resources together to commission the construction of this Memorial Monument to commemorate those poor souls that gave their lives during The Siege of Ascension so many months ago. The monument itself features the names of the deceased imprinted on its large pedestal so that family and friends alike can visit to remember their lost loved ones. The Memorials construction has emboldened the hearts of survivors of that terrible day and given them something to rally behind. This courage has increased Latverias Loyalty Score by an additional +1 as the Citizens continue to rally behind their saviors!
Furthermore a new Holiday is added to the calendar, "Omnisorith", named for the great Owlbear the nearly destroyed Latveria, will be celebrated every year on the day of the battle... yet more ways to remember those that have perished!

Latverian Military Academy (Name Pending, Month 31)
King Uldon brings his nations Military into a new age with the construction of this Academy. The Academy features advanced training facilities for both everyday soldiers and the officers that command them. Once General Marshal becomes accustomed to the true nuances of a working Military this academy promises that Latveria will be able to train its armies to stand against any enemy!
A future post will detail the features that construction of this Military Academy unlocks in terms of bettering existing army statistics in Latveria.

Official Decree of Exploration (Month 32)
Now that things in Latveria have calmed down and the Rulers of Latveria have become preoccupied with their duties within the Kingdom, Marshal Rhaegar has taken it upon himself to further the growth of the Kingdom by issuing an Official Decree of Exploration (an Exploration Edict) to the Nation. Rhaegar's decree allows interested parties to begin exploring the lands further east of Ascension towards the Tors of Levenies (A colossal mountain range the separates the area of The Stolen Lands known as The Nomen Heights from The Greenbelt to the west.
Because the Nation of Varnhold is based in the North western part of The Nomen Heights Rhaegars Exploration Edict only includes those lands on the western side of the Tors directly east or South east of Ascension. Interested parties need only register as Expeditions with Latverias Leadership to gain the backing required for this exploration.
Needless to say The Narthopple Expedition led by Jubulist Narthopple was the first in line to accept this most recent Edict and has already begun preparations to fulfill the entire Edict himself!

Yet more Clues... Yet more hints... But still no real picture... (Month 33)
After raiding the lair of Omnisorith, the Legendary Owlbear our Heroes recovered a number of treasures two of which treasures eventually ended up in the hands of Counsilor Yosser Wylcryn in Ascension thanks to the quick thinking of Grandal Ironshield. Firstly the tiny baby owlbear that was found next to the corpse of its dead mother inside the lair. Yosser has taken the cub under his wing in the hope that he can actually tame the wild beast as it grows.
Secondly a strange Ring of Power called a Ring of Bestial Friendship. Normally the Ring functions to aid the user in taming Magical Beasts making the creatures dangerous loyal companions... Unfortunately Yosser reports that the Ring was cursed by some powerful being... The rings true function was to drive the creature it was used upon into an undying and vicious rage. Once cursed the creature would kill the wearer of the ring at any cost and afterward make its way towards the nearest bastion of civilization to destroy it aswell. The curse as far as Yosser could find is permanent and he was forced to put down the tiny baby owlbear as a result, an act that has poor Yosser riddled with guilt.
Finally putting the pieces together Yosser proposes a theory in his latest report to his fellow Kingsmen. The theory states that whatever being was in control of The Evil Dancing Lady built the ring with the intention of tricking some poor fool into thinking he could tame and control the Legendary Owlbear Omnisorith (proof in the barbarian beast riders body found in the creatures lair aswell as the pieces of barding Omnisorith was wearing). Once the curse took hold of Omnisorith the crafter of the ring knew it was only a matter of time until he made his way to Ascension... obviously there is indeed some Higher Power in the Fey World that would see harm come to Ascension...
Yosser only hope that with the death of the Winter Court in the Narlmarches and the revival of The Trues Dancing Lady whatever force that may have been has given up its mission...

New Vassalage : The Colony Town of Witch Anchor (Month 33-37)
After striking a deal with Magister Flynn Mobius Magnimir involving the purchase of land on the shores of Candlemere Island representatives of The League of Boot and Trail (which has grown extremely prominent in the Stolen Lands of late ) have hastened to construct this now bustling fishing community. So named for the Wil-o Wisps that once made the Island their home, Witch Anchor promises a large increase in the fishing trade within Latveria and its surrounding areas. Apart from the standard Peirs, Homes, Tradeshops, and General Store one might find in a humble fishing town Witch Anchor is also home to 2 very unique structures. Firstly a large Magical academy has been constructed on the farthest outskirts of Witch Anchor at the request of Magister Flynn. Supposedly the Academy is there to aid Flynn in his study of an ancient portal into the Outer Realms the exists within the bowls of a large Casters Tower near the Islands center... The town itself aswell as The League choose to leave Flynn to his own devices however and simply enjoy the chance at forging a life for themselves!








Monday, March 20, 2017

The First World, Realm of the Fey

After finding and clearing the Lair of the Legendary Owlbear known as Omnisorith our Heroes travel once again to Aldenwylds Grave and find themselves within Mistress Tiressia's Glade. Now that the group of adventures is ready to undertake their first journey into the Fey home lands known as The First World Tiressia sits them aside in an attempt to prepare them for what they may find there...

" What you must understand first is where the First World gets its name. Eons ago, in a time before Creation itself, the gods decided to build for themselves a conduit of power. After timeless trials they finally completed their greatest works of art, a place where the Gods individual power could flow freely be re-nergized and return to its source with even greater force... this place became what you call The Material Plane, a perfect, FINISHED product...
But as Flynn can tell you, any finished masterpiece of craftsmanship has its rough draft, the practice piece to achieve a new whole, and although most rough drafts are destroyed once the masterpiece is complete such was not so for the rough draft of the Material Plane.
Rather than destroy what had already been created the Gods simply chose to "paint over" their rough draft, covering it with what would be their true creation... but the rough draft does not simply disappear if covered. No. In fact it remains something of its own living Entity. So it is with The First World, the rough draft to the Material Plane remains a constant living thing.
Unlike your completed Material World, which has untold numbers of Physical and Universal Laws that govern its existence, The First World is a place where the Laws you know do not exist. Time, Distance, Space, Magic, and even death itself are not things of FACT in the First World but rather primal forces of energy that behave however they wish and can be manipulated as such by beings with substantial power, such as The Eldest or Fey Gods if you will.
This is what The First World is, a Material Plane with no rules, consistency, or death... just Life in its purest beauty and most violent form. A distorted reflection of the world that you know."

"Now that you understand why it is called the First World you will understand when I say that it is likely to be a disorienting place for you all. To jump from a world set with rules such as Time into a place where such does not truly exist can kill any lesser mortal on its own. You however will have a number of advantages while visiting the First World. First of all because the Material Plane was constructed directly over it's rough draft there are certain places here on Golarion that almost directly connect to the First World, and what you know as The Stolen Lands just so happens to be one of those places. When the conditions are right a sort of portal opens between the 2 worlds. In the First World we call these portals "Breaches" while here on the Material Plane your scholars call them "Blooms". When this type of rupture happens the two planes bleed into each other causing different effects. Here on the Material plane you would notice an abrupt change in the very nature around you, trees grow larger, plants have different shapes and even the colors of the wildlife change to match the more Verdant life of the First World... as you may have noted Aldenwyld's Grave is indeed on of these places as the release of pure magic energy caused by his death has torn open a Breach into the First World. Now normally these Blooms are dangerous to you World, as the First Worlds uncontrolled energy spreads into the Material Plane until it is stopped. My presence here is what holds this Bloom at bay.
On the other side of that coin is what happens when the Material Plane bleeds into the First World. The physical and universal Laws that govern the Material Planes existence begin to influence the chaos of the First World, permanently stabilizing parts of the realm itself. This means that in these stabilized zones concepts like Time follow Material Plane Law. By extension beings whose life essence has lived its entire existence with the confines of the Material Planes laws instinctively cause the wild energies of the First World to semi stabilize around them. What this means is that in YOUR perspective the First World will be much more likely to function more closely to the Laws by which your essence knows... an example? If you cut down a tree in the Material Plane it will fall in the direction you cut, so while in the First World if you cut down a tree it is more likely to do the same rather than float straight into the air or remain standing despite having been cut. All of this will take place without your knowledge or forethought, it is simply how the two worlds interact.
In addition to these inherent qualities your essence brings into the First World you have another even greater advantage at your disposal. The Mythic Power you wield is very much akin to the wild energy of creation the roams the First World unchecked. I believe you will be able to use this power of yours to further influence the First World in your favor. Though I am not sure exactly to what extent your power measures to that of the First World I can tell you that even lesser Fey in the First World can use a small amount of The Shaping.
"Shaping" is what we Fey call the act of manipulating the energies of the First World to produce a desired effect or outcome. For example, Lesser Fey have been known to change the colors of a trees leaves to suit them simply by exerting their Will over the tree in question. Stronger Fey with more Will can use Shaping to craft bridges over a stream or even force the water to part itself creating a path and the Strongest of Fey, The Eldest or Fey Gods as they are called, can use shaping to change 100s of miles of forest into desert in an instant.
Regardless of how much influence you are able to produce using Shaping the effect are only temporary and requiring massive amounts of concentration and effort to maintain beyond a few minutes. The exception to this are perhaps cities within the First World where a large number of Fey can pool their collective Wills to enforce a permanent state of Shaping and of course any Shaping by The Eldest is likely permanent until they see fit to release it..."

"Now that you understand what you face and the advantages you have during your travels we can discuss what must be done while you travel my homeland. I will use the connection that the Bloom here has created to open a path for you to travel into the area of the First World connected to the Narlmarches. As I've said the influence of the Material Plane has stabilized a large area of the First World now known as Aldenbreach. It is within Aldenbreach you will begin you journey. I know not what types of Fey now inhabit Aldenbreach but they will likely be Nuetral and not pledge to one of the Fey Courts as my presence here will have attracted such.
Uldon, once again I am sorry for the betrayal Grimhoof has committed upon you, but I have kept my promise to aid you in recovering your lost Blade. The good news is that I have found that Grimhoof has not yet left Aldenbreach and likely still has the Blade in his possession. Though I can not tell you where exactly in these woods he may be I can tell you that he has likely rejoined his Kinsman there and that you will face a number of Fey before being able to recover it... I wish you the best of luck in this task.
Once you have recovered your Blade you will all need to focus on the task of tracking down one of Queen Grenwielda's daughters, as their blood is the only way for me to complete the Ritual needed to revive Saleyssa, my Mistress and the Original Dancing Lady (she gestures to the life sized golden statue of a naked dancing Elven women that you recovered from the Abandoned Keep) and ensure the safety of these woods from your Fey enemies. While likely much less powerful than their mother, these Fey are noble born and most certainly have courts of their own that you will have to contend with to complete this task. I leave the actual completion of the task to you all, as there are many ways you can go about gaining the Blood we need, Fey are not above even bartering for such things after all...
For my part at least I can provide you however with a way of FINDING Grenwielda's daughters! "

*Tiressia present a scroll marked with Sylvan symbols made from paper thin bark wood. The scroll radiates strange magic that doesn't quite match any you've felt before ... She goes on to explain that this scroll will teach one of our Heroes a ritual of summoning that can only be used in the First World, and only summons ONE specific type of creature...*

"Travel in the First World is a strange and difficult thing, even for those Fey that live their entire lives in that Realm. Sometime ago a Unique type of Fey appeared, your scholars call these beings Timekeepers. While surely only the Eldest know how these Fey came to be we do know what purpose they serve as all Timekeepers possess a number of powerful shaping abilities and magic items that allow them to sort of track the thousands of random portals that open and close throughout the First World... these Fey unlike the rest seem to function with some concept of Time though noone can say for sure how or why...
With the Ritual you have learned you will be able summon one of the Timekeeper Fey to you and barter for its assistance in finding one of Grenwield's daughters... remember that in the First World gold and jewels have little wealth, you will need to offer something else to entice the Timekeeper into helping you...
Which leads me to another warning of the First World. Even here on the Material Plane Fey are notorious for the ability to take seemingly harmless things and turn them against others around them. In the First World this is an even greater danger to travelers and I caution you to be careful when bargaining with any Fey there, not just the Timekeepers. Fey in the First World will often except magical items for barters but likely prices will include pieces of your actual essence or things meaningful to you. Remember that in the First World your BEING is a tangible thing... so if you accept a barter from a Fey whose price is your ability to see the color blue for example know now that this is not a Magical Effect that can be reversed when you return home... you will have given away that part of your essence for good and nothing short of intervention from your Gods could alter that change to you... so be careful with the things you think you are willing to give up.
I wish I could do more to help prepare you for what you will encounter in the First World but I have told you all I can. Now I wish you only luck and safe passage, I pray that you will return alive."




Monday, March 6, 2017

Latverian National Army : Statistics!

The Fledgling kingdom of Latveria has grown large indeed in the months since its founding, and when a Nation grows large so to does it's need for protection and stability. Our Heroes have answered the call of a Ruler once again and begun constructing Latverias first National Army!

Currently Latveria has 300 well trained soldiers split between two separate armies commanded by trustworthy allies!

The largest of these armies is 200 men strong and is commanded by the redeemed Paladin of Erastil, Akiros Insmorte. Akiros's lack of experience as a Professional Soldier does show but it s made up for in his unique ability to bring men together for a singular purpose and keeping up morale!
Latverias second army is 100 men strong and is commanded by the charismatic youth, Figaro Mordred. Unlike Akiros, Figaro has spent much of his life in and around Military Service and it shows in the men under his command having the ability to employ multiple tactics during battle!

Akiros ( Medium Army of Humans/ Fighter 3rd )

ACR (Army Challenge Rating) : 2
HP (Hit Points) : 11 (ACR x Average of HD of Army (5.5 for Fighters ))
DV (Defense Value) : 12 ( 10+ ACR+ Any Value from Strategy, Fortifications, Tactics, Terrain or Boons)
OM (Offensive Modifier) : +2 (ACR + Any Value from Strategy, Fortifications, Tactics, Terrain or Boons)
Tactics (Usable Army Tactics) : Standard, Withdraw
Rescources : Healing Potions, Ranged Attacks 
Special : Armor Training, Bravery
Speed:  N/A
Consumption: 2 ( Base = ACR/2 + 1 From Ranged Attacks)
Morale Score : 0
Morale Check Modifier : + 3
Commander : Akiros Insmorte ( 4th Lvl Barbarian/5th Level Paladin, Warden of Latveria, +3 Cha , 3 Ranks in Profession Soldier )
Commander Leadership ( Character Level + Cha Modifier ): + 11
Commander Boons ( Max 1 ) : Hold the Line

Figaro Mordred (Large Army of Humans/ Fighter 3rd ) 

ACR (Army Challenge Rating) : 4
HP (Hit Points) : 22 (ACR x Average of HD of Army (5.5 for Fighters ))
DV (Defense Value) : 14 ( 10+ ACR+ Any Value from Strategy, Fortifications, Tactics, Terrain or Boons)
OM (Offensive Modifier) : +4 (ACR + Any Value from Strategy, Fortifications, Tactics, Terrain or Boons)
Tactics (Usable Army Tactics) : Standard, Withdraw, Expert Flankers
Rescources : Ranged Attacks 
Special : Armor Training, Bravery
Speed:  N/A
Consumption: ( Base = ACR/2 + 1 From Ranged Attacks)
Morale Score : 0
Morale Check Modifier : + 3
Commander : Figaro Mordred ( Fighter (Expert Tactician) 5th, +3 Cha , 5 Ranks in Profession Soldier )
Commander Leadership ( Character Level + Cha Modifier ): + 8
Commander Boons ( Max 2 ) : Bonus Tactic (Expert Flankers)

Tuesday, February 21, 2017

Events over the 5 months of Downtime ( Months 18-23)

As time passes and our Heroes continue to play the roles of Rulers of the fledgling Kingdom of Latveria a number of events begin to take shape. Will our Heroes have the where-with-all to handle everything as it unfolds around them?
The following is a listing of Events (in order) that take place in and around the Kingdom of Latveria during this most recent run of downtime. Will our Heroes nation be able to withstand against the unyielding march of time?

Grand Opening: Olympus Medical Center ( Month 18)
Dr. House finally introduces his newest venture to the citizens of Ascension in the form of this state of the art, advanced medical physicality! Olympus Medical Center is the largest and best stocked Hospital anywhere within 500 miles and features individual patient rooms, practical healthcare, and superior patient service for next to no cost to the average citizen!
The completion of The Olympic Medical Center has seen the populace of Latveria swell as it becomes both safer and more affordable for colonists from all around to migrate into the frontier kingdom of Latveria.
Olympus Medical Center also provides regular physical exams and healthcare to the nations rapidly military forces, encouraging even more citizens to sign up to serve General Marshal under King Uldons Banner!

Traveling to Numeria, Land of the Warrior Kings: Uldons Family Ties ( Month 20)
A great ceremony is set to take place, a time honored tradition amongst the Barbarian Clans of fabled Numeria. All clans follow a set of "rules" or proclamations" set forth by the First Men and regarded as the highest form of law throughout the Barbarian Kingdom. One such law from the First Men has caused our Heroes to travel far west from their homes in Latveria so that their comrade Lord Uldon, Breaker of Men can show support to his family within the Iron Lion Tribe!
Killdon, Eldest Son of Hrothgar Slayer of Dragons, and Heir to the Iron Crown Lions has finally reached his 27th name day (birthday). By the traditions of Numerias Tribes Killdon must now either challenge his Father for his place as Warlord of the Iron Lions OR forsake his claim to to throne forever. Uldon knows his brother and is certain that Killdon will challenge his father... and thus die a valiant death in the arena. For both this ceremony and his brothers inevitable funeral Uldon has taken his fellows into Numerias harsh wilderness.
Crossing out of the eastern forest territory of Latveria, you enter Numeria, into the Sellen Hills, an area that Hrothgar has explained to you as a land full of insurrection against The Black Soverign, the barbarian king of Numeria. Although Hrothgar asserted his tribe, The Iron Lions, as the mightest of tribes in the region, he also warned that this would not be a guaruntee of safe passage from other tribes. Riding through the bounding hills, you find the are mixed with patches of soft, low grass and rough scrub, dotted with massive, half-buried boulders of pure of white stone, and the occasional outburst of colossal jagged shards of partially rusted skymetals stabbing up from the earth.

At one point, you re-route your course as you near several of the massive white boulders embedded in the earth. Sitting atop them, you see half a dozen hill giants who spot you, and begin to stand up, guaging your numbers. One of them reaches into a sack, and draws a smaller boulder, every bit as white as the ones they sit on, and hurls it in your direction. It falls short of striking your party, but close enough to make you change course and ride at an accelerated pace.
A herd of dire elk roam the country side, and you ride by the occasional small town, with a few on-lookers eyeing you from a distance, but otherwise the trip remains un eventuful.

High on a hill, you spot the waving banners of Anbessa, the moving tent city of the Iron Lions tribe. Spiked fortifications, bowmen, and the occasionaly oddly shaped "firearm" mounted to a constructed wall display an intimidating array of defenses for anyone foolish enough to attack such a large collection of warriors. Several Iron Lions recognize Uldon, and come out to greet you all, offering you waterskins of water and wine. They cheer Uldon, several of them seemingly on friendly terms with him, congratulating him for tricking the Sword Lords into gifting a kingdom to a barbarian such as he. Walking through the tent city, you see that Uldon's people are every bit as wild as the group that visited Ascension. Men and women, their bodies hard from years of battle and always being on the move, and scantily clad. The tent city has few walls, and the lack of privacy seems hardly a concern for most of the people, who stare at you with a mix of suspicion and amusement. Several members seemed to have even domesticated the tribe's namesake, large, powerfully built cave lions, their pelts ranging from soft grays to very murky colored whites. You pass a crudely designed fighting pit, where two adolescent males engage in wrestling while several others cheer them on.
You come to one of the few walled tents, noticably bigger than the rest, and with several guards. As a flap is pulled aside, you look at barbaric nobility, King Hrothgar sitting on a savagely crafted throne, pelt rugs of various animals (none of them cave lions) decorate the room, eight women, adorned only in jewelry and tatoos sit off to the side,playfully feeding each other food and wine. Several important figures are seated at a nearby table, several maps splayed out on a table, seemingly in the middle of a heated discussion, look up to you as you enter, their faces breaking into wide, gap-toothed smiles.


"My son, welcome home!" roars King Hrothgar

**To be continued...**

Strings of Diplomacy (Month 21-22)
With Grand Diplomat Pcson finally establishing Embassies in both Restov and Varnhold the nation of Latveria has finally gained two strong Diplomatic Allies. The Embassies in both of these neighboring Kingdoms count as Latverian Territory and are watched over by 2 capable Ambassadors in order to see that our Heroes interests are sufficiently met in the allied kingdoms!
In Restov, Pcson has constructed a Noble Villa to serve as an Embassy and assigned a man named Jackson Terick as Latveria's official Ambassador. 
In Varnhold, Pcson has constructed a Mansion to serve as an Embassy and assigned a woman named Victoria Montegrue as Latveria's official Ambassador.
With these two Embassies established Latveria's futures look to be stable but can our Heroes maintain and improve upon these good relations? That remains to be seen!

A Rash of Disappearances! ( Month 23)
Reports from both Warden Akiros and Counsilor Yosser claim that a number of citizens have been reported missing throughout Ascension. The City Guard has been unable to uncover any leads on this rash of disappearances thus far but Councilor Yosser believes the reason could magical in some way. As such Akiros has enlisted the help of the Ascension Civic Cabal ( FMMkingmaker/blogspot.com ) in hopes that they can succeed where his men have failed. As of now this matter is well in hand as does not need the direct attention of Latverias fearless leaders... but they should be well informed.




Wednesday, February 15, 2017

Map of the Kingdom of Latveria! (Updated 2/15)

This post will be used for posting updates of the Map of your Kingdom as it continues to grow! The map will shift and alternate as you build new structures, claim more hexes, and explore new tiles.
Later this post will also be used for me to post maps of the City of Ascension and any other Images I find necessary to aid in your quest of WORLD DOMINATION!
Enjoy guys, I hope you like what Ive done thus far!!
Note: The file for the Kingdom map may not open on some of your devices... please let me know if you experience any problems!!



MAP KEY

Blue Hex Border: Claimed Hexes
Gold Coin: Special RSS Hex
Corn: Farm
Mine cart of Gold: Gold Mine
Mine Cart of Silver: Silver Mine
Black and White Fish: Fishery
Sawed in half Log: Sawmill
Gray Tower w/ Brown Door: Watch Tower
Cave: .... it's a cave.....

Friday, January 13, 2017

Raising an Army

The rules for Mass Combat have very little information on what needs to be done to ACTUALLY recruit an army. For example the only limit to army size is how much consumption you are willing to take on... which is silly and makes no sense. Because of this I have been working on a new system to help our Heroes build and recruit their armies!
Recruiting an army will have the following rules (all of theses are in addition to any found in the Mass Combat section of D20PFSRD.COM). Furthermore we will also be using a number of the "Optional Rules" given in the Mass Combat section aswell (including Reserve Armies, Splitting Armies and a few more):

Recruiting an Army
Any Leader within the Kingdom may raise an army, but generally there will be one main fighting force controlled by the Kingdoms Ruler and General as a team. Being the Leaders of a Kingdom is enough of a reputation to begin building an army in the name of your Kingdom.
The total number of soldiers a Kingdom may have active in it's military is equal to 1/20th it's total population. If a Kingdom has a special benefit, such as being a Warrior Nation, this limit increases to 1/15th its total population.

The level of soldiers that may be trained can be enhanced by multiple means within the campaign, the level of soldiers a Kingdom can recruit always starts at Warrior Lvl 1 ( Being a Warrior Nation allows Latveria to train Soldiers of 1 Level Higher than normal).
*Note that the Level and class of Soldiers you can recruit while be upgraded throughout the Campaign and will need to be kept track of seperately

To recruit an army a Kingdom must first have at least one building capable of training soldiers, the time it takes to train each Army is equal to 1 week/ 100 soldiers in that Army. Those buildings are as follows:
Barracks: Can train Armies of Large or smaller size.
Garrison: Can Train Armies of Huge or smaller size.
*Note that each Army must be assigned a commander while in training, and that no Commander can be assigned to more than one Army at a time. This means you will likely have to have multiple commanders on the Kingdoms payroll.
* Note that to make Larger Armies you will need to combine smaller ones using the Combining Armies Option Rue in the Mass Combat section of D20PFSRD.COM

Once trained you pay an Armies Consumption cost as normal. Note that the Consumption of an Army is measured in WEEKS not Months and must be paid 4 times/Kingdom building turn. To lower consumption cost of an Army you may place that Army in RESERVE using the Reserve Armies Optional Rules in the Mass Combat Section of D20PFSRD.COM.
*Note that in order to place an Army in reserve you will need to have the appropriate houseing, which is detailed in the Reserve Armies section as well.



I hope I covered everything that needed to be covered, please let me know if you have any questions!