Well this does change thing, I hope you can return soon. Hopefully we can have his character be an NPC instead of being forced to have his character leave the campaign.
Doesn't look like he's coming back right away.
All right, for now, might I suggest we start treating Archival's character as an NPC ruler for the time being?
In the event this goes on for a long period of time, we can then find a way to retire Archival's character. We'll need to decide how to restructure things if so, I'm uncertain either of the other two barons want to step into his shoes.
I'll try to portray Archival as best I can, but it will pale in comparison to Diarmadhim. I'll NPC him for a 6-12 months (In game) before moving him to Restov or to his old family home. That way coming back won't be too hard.
Restructuring shouldn't be too hard, we'll see who steps up, or who gets voted in.
As a suggestion, perhaps Archival comes down with some illness. Not life threatening by any stretch, just something that makes the repeated wilderness journeys we've been doing more questionable.
In any case, regarding the Ultimate Charisma stuff. Where would you choose to start us off in regards to Fame/Prestige Points?
EDIT I am thinking of using Kresnik's UC leadership stuff almost exclusively for this academy. Using his cohorts as the school's principle managers, with the followers being the academy's faculty, at least to begin.
The basic idea with the academy is a modified master/apprentice arrangement. Students effectively pay for the knowledge gained by doing grunt work for the trade they're studying. Teachers in turn gain cheap labor for their own pursuits. Masters of a trade uninterested in teaching still have reason to associate themselves, as for a minor cost several of the more troublesome aspects of pursuing a profession can be handled by others.
For the citizenry and kingdom at large, the goal is to create a single trusted source they can look to for experts, magical and otherwise, and the kind of products such can make.
While not a religious institution, also wanting to see if the use of divine magic can be coordinated by the Academy between the various churches, so if the kingdom needs a group of clerics, a particularly powerful curse is encountered, or leaders want healers to go help with a particular disaster, little time is wasted negotiating. Related, when it grows large enough to spare some space, thinking of providing a neutral place with shrines to gods with too little local following to organize a proper church (Assuming of course those maintaining them avoid certain… antisocial behaviors).
I seem to recall you saying something about 20-25 fame before, so based on that, my Perk choices for now:
-Additional Traits (Natural Born Leader and Theoretical magician traits)
-Magical Entrepreneur (Reduced magic capital costs, free rerolls on kingdom magic item rolls)
-Economic Titan (Add trait to settlement, in this case prosperous)
All told Kresnik's Leadership score is sitting at 12 before any modifiers such as having a reputation for being friendly or honest. I think he qualifies for at least a few that would bump it up. But even if not, LS 12 would allow for 10 total levels of cohorts (2 L5 college deans perhaps?), and 8 level one followers. A decent start for a place of learning.
Edited: daishain on 28th Mar, 2017 - 1:52am
As I'm reading it, Reputation is on a per-organisation basis. For now, I need to ignore that chapter and just assume your Fame is your kingdom's Fame. I guess your Sphere of Influence would be your controlled territory, but it's not unreasonable to extend that into bordering provinces (But perhaps not entire nations, the whole River Kingdoms counts as a nation though).
I'm not sure if the system will work 100% perfectly, but it gives you something to work towards as a team. Note well, that Fame and Infamy can both increase by kingdom building rules, but not by the reputation rules from Ultimate Charisma.
Much appreciated
In regards to cohorts, I was thinking that the day to day of this kind of thing would be best run by 2-3 experts who specialize in different fields. In terms of actual Pathfinder classes, probably an Arcanist/Wizard and an Alchemist. If we can fit a third in there, it would likely be from the Expert NPC class. (Hopefully with a couple of boons slapped on there as the NPC classes are… less than impressive)
Zero intention whatsoever of trying to ride about with more than one cohort, and usually not even one, the intent is for them to be rather busy background NPCs, though being able to call upon one of them from time to time would be nice.
While I am at it, looking into the crafting of a couple of magic items beginning sometime in the next few months. Some intended for personal usage, primarily a series of ability boosting belts and headbands for those members of leadership that regularly go out to defend the realm, and a few designed to tackle the communication network idea we discussed a while back.
Presumably the leaders can get some manner of reasonable income without causing unrest, and the situation with the academy should help K acquire resources as well (Especially given the magical entrepreneur perk), all in all, a ruling on the effective rate at which Kresnik can acquire crafting resources for such projects, both personal and for the sake of the kingdom, would be appreciated, bearing in mind that he's looking for crafting resource value more than actual liquid funds.
The commnet idea would be more of a kingdom project. Unfortunately, there does not appear to be a suitable magic item on the default list, most likely because said list is geared more towards personal adventures.
The nearest analogues would be unlimited use magic items that allow castings of Message (L0 spell, CL 1, estimated market value 1,000), or Sending (L4 spell, CL 7, estimated market value 56,000). But what we need lies somewhere in between the twain, as Message doesn't have enough range (Only 110 feet in this case), and Sending does much more than we need (Not only unlimited range, but capable of reaching other planes) (For further reference the estimated MV of a similar item utilizing a L1,L2,or L3 spell would be 2,000, 12,000, and 30,000 respectively)
What I have in mind:
Speaking Stones Two tapered cylinders of polished crystal, when one is held and activated, it allows for those around its twin to hear what its user says so long as the recipient is within 100 miles of the active crystal. Other sounds can be heard from around the active crystal, but at a +10 penalty to Perception DCs. If at least 2 crystals are brought together, additional nodes may be created and linked to an existing network at a cost of X per crystal.
How would you rate the CL and market value of this? Bear in mind when comparing to the Sending item, not only are we reducing the range from 'can talk to someone in the boonies of the infinite layers of the Abyss' to 'can talk to someone a few days ride away', function is reduced as well, as it can only reach the linked items, rather than anyone the user is familiar with.
I would however suggest keeping the cost of adding to the network relatively high, somewhere in the 60-75% range of the cost of the initial linked pair, to discourage these things from becoming too widespread.
P.S. You know, when I proposed this, I halfway expected someone to make a Professor Flitwick joke. .
Edited: daishain on 29th Mar, 2017 - 2:36pm