Campaign Traits

Leadership Roles

As the campaign progresses, the players have the opportunity to achieve leadership roles in helping to create and carve out the new lands. Those opportunities can be assisted by the following:

  • Ruler – charisma
  • Councilor – wisdom or charisma
  • General – strength or wisdom
  • Grand Diplomat – intelligence or charisma
  • High Priest – wisdom or charisma
  • Magister – intelligence or charisma
  • Marshal – dexterity or wisdom
  • Royal Assassin – strength or dexterity
  • Spymaster – dexterity or intelligence
  • Treasurer – intelligence or wisdom
  • Warden – strength or constitution

Campaign Traits

  • Bastard – One of the members of your family is nobility. Limited to those characters who rolled a royal bloodline at the beginning of the campaign (rolled a 4+). You take a -1 penalty when dealing with Landinium nobles who scorn you, but gain a +1 trait bonus to will saves to represent your stubbornness.
  • Brigand – you come from a line of crooks and thieves, or maybe your life just led you to consort with the wrong kind. You know how to ambush the unwary, bully, avoid the law, and disappear where no one can find you. An expedition to the northlands seems like a good chance to get lost. You begin the campaign with +100 gold from ill-gotten gains, and gain a +1 bonus to bluff, diplomacy, sense motive, and intimidate checks when dealing with other brigands and thieves.
  • Noble-born – you hail from one of the noble houses of Landinium. This is only accessible to characters who rolled a noble bloodline at the beginning of the campaign (rolled a 4+). You may design your house heraldry and history and in addition gain a +2 trait bonus to any skill of your choosing which represents a particular area that your house is adept at, OR you may raise one saving throw by +1 to represent the same.
  • Pioneer – you are a commoner hailing from the rural areas of Landinium. You are adept at living off of the land and the animals of the forest are no stranger to you. Whether due to your expertise of the land, or a personal quest to reclaim some ancestral homeland, you have joined the expedition north. You begin the campaign owning a riding horse. In addition you may choose ONE of the following to gain a +1 trait bonus to: Climb, Handle Animal, Knowledge (nature), perception, ride, survival, or swim.
  • Mountain-born – you hail from the lands near Erethas, where the expedition is headed. Your people are strong and hearty, as tough as the mountain stone where they hail. You care little for the matter of politics or nobles. As you are thoroughly from the north lands, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest northward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves
  • Sword-Brother – you are a member of the Order of White. You venture north with your sword-brethren due to the call of your commanders. This is an excellent chance to prove your worth by heading into the unknown wilds and reclaiming lost land for your king and country, and perhaps helping to forge your own land. You begin play with a military-issued longsword or greatsword and gain a +1 trait bonus to using it. If you are playing a class that restricts your weaponry (a cleric for instance), you may take your chosen weapon instead and gain the +1 bonus to represent your training with it.

Campaign Traits

The Age of Kings IcedCrow