People from all walks of life call Brevoy home, and the region’s population consists of members of every class. While some classes are more prevalent than others, characters of all sorts can find a niche within the eclectic society. As the expedition to reclaim the Stolen Lands prepares to embark, PCs with any set of skills and abilities have the potential to play an important role in the region.
Most of Brevoy’s barbarians hail from the nearby nation
of Numeria, where primitive Kellid tribes bow to the will
and power of the mysterious Technic League. Numerians
often hold strong superstitions about both magic and
technology, and many barbarians in the region share
this wariness, even those from the wild lands of Iobaria
to the east. Many Brevic communities adhere to strict
customs and cultural mores and don’t permit variation
from these traditions. As such, barbarians are rarely
fully accepted in more parochial settlements. They
often find employment as bouncers, mercenaries, and
toughs for the region’s shadier factions, though in rare
instances they may hold prominent positions among city
watches or standing armies. Their generally wild nature
makes the class well suited for exploration and guerilla
warfare in the less-tamed River Kingdoms to Brevoy’s
south. The primary barbarian tribe within the Stolen
Lands themselves is known as the Tiger Lords—it’s a
violent tribe, though, and unsuitable for a PC barbarian
to hail from.
Recommendations: Wilderness exploration plays a major role in Kingmaker, so skills like Acrobatics, Climb, Handle Animal, Perception, Survival, and Swim will be used quite often.
In a nation balanced on the edge of civil war, diplomats,
spies, and political strategists are a vital part of
Brevic society. A person skilled in the art of flattery,
embellishment, and subtlety has near limitless
opportunities, and bards frequently serve as rulers’
trusted advisors, envoys, and moles. King Noleski Surtova
employs an army of bards who fight his battles not with
sharpened blades but with golden words and poisoned
lies among the taverns, barracks, and throne rooms of
House Surtova’s enemies and allies alike. This emphasis
on verbal combat doesn’t mean that bards in the region
lack competence in physical combat, however; many
members of the class receive training in the exclusive
dueling schools of the Aldori swordlords in Rostland.
Whether bards earns their way by weaving through the
upper echelons of power or singing for their dinner in
shady dockside taverns, they rarely lack stories to tell or
secrets to keep in Brevoy.
Recommendations: Diplomatic interactions between tribes, nations, and other groups, as well as the ability to lead armies and nations effectively, play a significant role in Kingmaker. Skills like Bluff, Diplomacy, Intimidate, and Sense Motive should be helpful quite often. All Knowledge skills will be useful at different points during the Adventure Path, but those having to do with the wilderness, fey and the First World, and the intricacies of running kingdoms will be most useful (typically geography, local, nature, nobility, and planes).
The faiths represented in Brevoy are as varied as the
eclectic population that calls the region home. Each faith
places an emphasis on the clergy teaching its followers
diligently and leading by example. The nation’s war-torn
past—as far back as Choral’s conquest of the land—has
provided Gorum with a strong following, especially among
the Iobarian descendents of House Rogarvia. The lawless
nature of the northern region of Issia supports freedomloving
churches such as those of Calistria, Cayden
Cailean, and Desna, while the region’s more nefarious
factions often venerate Norgorber for his influence over
subterfuge and thievery. Travelers on the treacherous
waters of the Sellen River frequently encounter priests or
shrines dedicated to Hanspur, the god of rivers and river
travel, while the wild landscape of southern Rostland
draws clerics of both Erastil and Gozreh who wish to help
civilization thrive in the threatening environment. In
fact, worship of Erastil was once quite common among
the Taldans who attempted to settle the Stolen lands, and
ruins and lost temples dedicated to Erastil are said to lie
hidden in the wilderness there.
Recommendations: Erastil and Gorum are the two deities with the strongest presence in the Kingmaker Adventure Path, but all of the deities listed above make excellent choices for clerics to worship.
Many Brevan communities on the border of the untamed
Stolen Lands employ druids in roles traditionally held
by clerics. Especially in small, rural villages on the edge
of civilization, citizens consider a druid’s mastery over
nature incredibly valuable. Unlike the fertile farmland
of northern Rostland, the waterlogged wilderness of the
Stolen Lands and the barren hills of Issia provide little
in the way of arable fields, creating a high demand for
anyone who can keep the encroaching wasteland under
control around what few crops do exist. Many druids in
the region venerate Hanspur or Gozreh, focusing more
on the latter’s affiliation with water than on other aspects
of nature, though adherents to the more general Green
Faith are not uncommon. Brevan druids conventionally
possess a natural affinity with plants, animals, water,
or weather, though those who travel with an animal
companion tend to bond with creatures at home both on
land and in the region’s rivers.
Recommendations: The following animals are logical choices for druids operating in the Stolen Lands: badger (wolverine), bear, bird, boar, cat (big or small), blood caiman (crocodile), dog, horse, pony, snake (viper), and wolf. From the Bestiary, the following additional choices are logical: dire bat, dire rat, giant frog, mastodon (elephant), and narlmarch mugger (monitor lizard). Finally, two new animals are introduced in Pathfinder Adventure Path #31—the elk and the thylacine (also known in this world as the Tasmanian tiger).
The esteemed and exclusive schools of the Aldori
swordlords train many of Brevoy’s numerous fighters,
especially in the southern region of Rostland. These
proud duelists long resisted the authority of House
Rogarvia, and they have earned a globe-spanning
reputation for their martial prowess. As such, ambitious
swordsmen from distant lands make their way to Restov
with the hopes of joining the Aldori’s illustrious ranks.
Similarly eager warriors often work as mercenaries,
bodyguards, or muscle for those wishing to earn or
maintain influence in a land where wealth and power are
only secure if well defended. Alternatively, expeditions
to tame the wilderness and establish new outposts
of civilization benefit greatly from skilled military
tacticians, particularly with the threat of war ever
looming on the horizon. That said, the harsh landscape
of the Stolen Lands gives no quarter to heavily armored
or mounted warriors; those few who exist hold fearsome
reputations for their prowess and effectiveness on the
Recommendations: All manner of weapons and armor exist in the Stolen Lands, but specific legends speak of certain types of powerful magic weapons being hidden in the region, particularly axes, bows, and swords.
The sometimes lawless and mercurial land of Brevoy does
not lend itself to the disciplined, meditative lives of most
monks, and few call the region home. Occasional ascetic
vagabonds make their way through the region, bound
for far-flung monasteries or shrines. These wanderers
sometimes pause for weeks or months at a time to rest
their weary feet, find brief employment to fund the next
leg of their journey, or isolate themselves in hidden forest
hermitages. In almost every case, though, the transients
move on to other, more welcoming parts of Golarion.
The rare monk who resides in the region permanently
might dedicate her life to maintaining order in the more
anarchic cities of Issia, perhaps even going undercover
among a thieves’ or assassins’ guild.
Recommendations: While there are no significant monk orders or monasteries in the Stolen Lands (yet!), a monk’s ability to be self-sufficient should be quite helpful in the campaign. See the Barbarian and Bard recommendations for skill selection choices.
Holy warriors are relatively uncommon in the generally
lawless and wild reaches of Brevoy and the River
Kingdoms, though they are not completely absent in the
region. Most common in central Brevan settlements,
paladins of Abadar continually work to maintain peace
and trade between Issia and Rostland despite the growing
threat of civil war. The verdant landscape of the south
attracts Erastil’s faithful, who often dedicate their lives
to aiding smaller communities in need of protection or
guidance, acting as sheriffs, mayors, or even religious
leaders. As Brevoy prepares its expeditions into the
Stolen Lands to establish a stable settlement there,
paladins of both faiths flock to Restov to be part of the
undertaking to push back the wilderness and make a
civilized foothold in the otherwise uninhabited region.
Alternatively, more than a few Iomedean crusaders hear
an unexpected calling as they traverse the Sellen River
on their way to Mendev and the Worldwound and end up
staying in Brevoy to combat evil there instead of on the
battlefields to the north.
Recommendations: Erastil is the best choice for a divine patron for a paladin, for his presence and influence is strong in the Stolen Lands. See the Bard recommendations for suggested social skill choices. Given the focus on wilderness exploration (and the possibility late in the game for jousting and similar competitions), focusing on mounted combat is not a bad choice for a paladin. There are still some dungeons involved, but most of the dungeon locations in Kingmaker are relatively small—you won’t have to worry too much about leaving your mount behind for an entire adventure!
In the feral Stolen Lands and surrounding wilderness,
travel depends on daring trailblazers unafraid to lead
armies, dignitaries, and merchants from one kingdom
to the next, either on the treacherous waterways of the
Sellen River or on harsh overland routes. Dense woods
and fetid swamps necessitate less regimented armies, and
rangers tend to function as efficient guerilla soldiers and
scouts. As such, many communities in southern Brevoy
and the River Kingdoms employ rangers as the backbone
of both their offensive and defensive military strategies,
retaining them as protectors against barbarian raids,
fey ambushes, and unscrupulous bandits. The region
also attracts countless bounty hunters, who seldom lack
clients, local or foreign, eager to recruit their services.
Recommendations: See the Barbarian recommendations for good choices for wilderness-themed skills. The ability to track well is particularly valuable in numerous Kingmaker encounters. See the Druid recommendations for logical animal companion choices. A ranger’s best choices for favored enemies in Kingmaker include the following: animal, dragon, fey, humanoid (boggard, human, giant, or reptilian), magical beast, monstrous humanoid, plant, undead, and vermin. Good favored terrain choices include forest, mountain, plains, swamp, and water.
Rogues are prominent in northern Brevoy, where House
Surtova has long controlled powerful thieves’ guilds,
organized crime syndicates, and spy networks out of
Port Ice. Since the disappearance of House Rogarvia in
4699 ar, they have dispatched discreet agents throughout
both Issia and Rostland to consolidate their power in the
absence of the traditional ruling family, and the family
feel that their scion Noleski Surtova’s rule legitimizes
its shameless methods. Even in the more stable region
of Rostland, rogues are plentiful, often migrating north
from the River Kingdoms, where pirate bands and
roadside brigands give credence to the idiom “as thick
as thieves.” In many cases, rogues find themselves in the
River Kingdoms after ending up on the wrong side of
the law in their homelands, and the region’s inhabitants
frequently take new names and invent elaborate back
stories upon arriving in the Sellen valley, a tradition that
carries into Brevoy as well.
Recommendations: Kingmaker includes traps, although they’re not as overwhelmingly prevalent as are hazards, ambushes, and social situations where rogues can excel. A rogue talented at stealth and scouting, particularly in wilderness areas, should do well. See the Barbarian and Bard recommendations for good skill selection choices.
Sorcerers, with their untrained mastery of arcane mysteries,
have long found the wilds of northeastern Avistan alluring.
Often viewed as uncontrolled compared to wizards, many
sorcerers emigrate to Brevoy and the River Kingdoms
to obtain some semblance of acceptance or anonymity.
The realm of the First World touches the Material Plane
in strange ways in the Stolen Lands along the southern
Brevic border, resulting in many native sorcerers drawing
their powers from fey bloodlines. Brevoy’s history with red
dragons has led to the prominence of draconic bloodline
sorcerers. Members of the ambitious Brevic nobility often
belong to destined bloodlines and find that fate frequently
intervenes on their behalf as they rise in power and
influence. While these three bloodlines appear most often
in Brevoy and the River Kingdoms, all bloodlines exist in
Recommendations: In Kingmaker, the following bloodlines fit best thematically (although all bloodlines should be equally useful in combat situations): destined, draconic, elemental, fey. See the Wizard recommendations for familiar choices if you play an arcane bloodline sorcerer.
Scholars of the arcane might find themselves in Brevoy
for countless reasons. Illusionists and enchanters,
for example, often travel to the region to study the
mysterious First World, the fey realm that touches
Golarion in enigmatic and unexplained ways in
the untamed wilderness on the nation’s southern
border. The city of Skywatch in eastern Brevoy also
attracts throngs of wizards who hope to unlock its
arcane secrets and break through the impenetrable
seal that has isolated the settlement from the outside
world for the last decade. Wizards skilled in the art
of evocation generally find employment as battlefield
artillery in the armies of the region’s various feuding
kingdoms. Other arcanists make their way to Brevoy
and the River Kingdoms out of necessity when their
experiments and studies get them into trouble in their
homelands (most often those mages who tamper with
the very forces of life and death).
Recommendations: See the Bard recommendations for good Knowledge skill choices. All of the arcane schools should be equally useful throughout Kingmaker. While any sort of bonded object works well in Kingmaker, wizards who opt instead to take on a familiar might wish to choose creatures that make sense for the region in which the Adventure Path takes place. Logical choices for familiars based on the region’s climate include all of the basic familiars from the Pathfinder RPG Core Rulebook except for monkeys. Good choices of improved familiars (again, based on Kingmaker’s themes) include celestial or f iendish animals, dire rats, mephits, and pseudodragons. Legendary, shy creatures known as carbuncles are also available as improved familiars as well—these creatures are detailed in Pathfinder Adventure Path #31, so ask your GM for details if you’re interested in taking one of these somewhat comical creatures as a familiar.