1000CP
Freebies:
Lawful Good:
- Knightly (100CP, free for Lawful Good)
You hold yourself to a higher standard, and it would not do for your dedication to waver in the face of opposition. You gain a high degree of physical and mental discipline, and you'll find that you not only inspire others around you to act with courage, but that you yourself will never be overwhelmed by fear. This does not mean you do not experience fear - rather, such emotions will never cloud your judgement, cause your hands to shake, or otherwise leave you with such deleterious effects.
- First World Flora (100CP, first free with 'Esoteric Gardener')
The wilds of the Stolen Lands contain more than mundane or even magical plants and wildlife. Thanks to the unusually thin barrier between the physical world and the so-called 'First World' where fey make their home, the Stolen Lands see an unusually high variety of otherworldly plants and unusual, plant-like creatures. With each purchase, you gain a number of seeds,
saplings or other such materials suited for growing one of these strange plant types, including instructions on how to plant and nurture them. You also gain the means to control the more dangerous variants and ensure you don't find yourself (or your friends) on the wrong side of a hungry mass of vegetation. Though this control remains fairly basic and instinctive, given these plants aren't exactly smart, it is usually enough to train even the most primitive of these plants such that they only harm those they're supposed to harm - or those being suicidally careless. You may choose from the following options:
Second, the large, lush petals of Mana Plants are used to collect vast amounts of magical power. Though these plants take time to grow and they are useless on their own, their supernatural nature allows even a single such flower to generate vast amounts of arcane energies. Once grown large enough to fill a small room, this type of plant could power a multitude of arcane enchantments, equipment, and wards across an entire castle without difficulty.
- Safe Travels (200CP, free for Lawful Good)
A nation does not end at its cities' walls, and you'll find that the roads and farmlands that crisscross the wilderness of the Stolen Lands are at least as important as the grand institutions of the capital. With this upgrade, you gain the advantages of a much better protected travel system to support your people. Where before you might have had mere dirt tracks and muddy paths leading to your villages, now you'll have roads made with cobblestone or even granite setts - allowing for far faster and easier travel all year round. You'll likewise gain high-quality stone bridges over any rivers that might otherwise form obstacles, including a small garrison for protection against hostiles, toll collection, and other such economic and safety concerns. As your kingdom grows and prospers, you might even find yourself with easy access to watchtowers and other small outposts to keep the roads safe, further reducing the risk of banditry, goblin infestations and wild animal attacks alike.
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- Esoteric Gardener (200CP)
Having a 'green thumb' is not so unusual - there are countless farmers, herbalists, and other such men and women reliant on their ability to cultivate plants, to speak nothing of what experienced Druids can accomplish. But your gifts take on a rather more… varied approach, and your gift doesn't end with mere mundane or common magical plants. Rather, yours is a gift eminently applicable to the nourishing and cultivating of supernatural flora, in particular those with a strong tie to the First World - with all that implies. Plants and other flora will flourish under your hands, and you could grow massive, otherworldly flowers literally luminescent with gathered magical energies as easily as others might plant wheat or potatoes. You know just how to make plants thrive even in hostile environments, and breeding new, often supernaturally augmented, plants is a trivial matter provided you have some time and a bit of fertile soil. And for those who feel that flowerpots and soil are a poor way to power… think again. A single First World flower, in the hands of a true master, can become a threat more insidious and terrifying than an entire army of invaders.
- Unformed (600CP) The creatures of the First World come in many shapes, sizes and overall levels of power - first among them the so-called 'Eldest', including Shyka The Many, the Lost Prince, and the Lantern King. Beings of nearly godlike power, these Fey lords are nigh omnipotent in their own realms of the First World... but like any other creature originating from the gods' first 'test' of Creation, their powers are still mutable. Some may grow stronger or weaker through their own actions, outside circumstances sometimes result in strange differences in their apparent might, and in some, exceedingly rare cases... one may become an Elder without already possessing such power. Nyrissa once thought herself on this level, but her hubris saw her broken instead. You, on the other hand, share a certain spark, a dim flicker of power within that - should it be fed and fanned by experience and growth - will eventually see you rise to such lofty heights. Much like Magdh is a seer and prophet of surpassing skill, Shyka The Many's powers relate around the flow and manipulation of time, and the Lantern King is the Eldest of mischief, transformation and doom, so too must you choose a particular focus for your slowly awakening nature. With this power, you will learn any Pathfinder talents falling under your chosen focus at a vastly greater speed, simultaneously removing any limitations on how far these abilities might grow. You start only barely stronger than you otherwise would, but in time, you will be mighty enough to become one of Golarion's most powerful beings. You will need patience, however... the First World is old, and so are those who would rule it. Without continually pushing yourself to excel, to surpass old achievements and grasp even greater power, it could take centuries or even millennia before you are a peer to the other Eldest. Make sure you know when your claim is worthy - or you too might be forced to know Nyrissa's sorrow.
- Bountiful (100CP)
The Stolen Lands are a wild, untamed land, with few sites of civilization and barely any infrastructure. But while the region is little more than unmarked canvas on the map, behind its wild appearance lies a remarkable wealth of resources, ripe for the taking. This purchase ensures your entire kingdom is criss-crossed with a wide variety of advantageous quarries and mines, fertile soil or unique spices and crops, old fortifications that can easily be restored to working order, glades and vistas of unusual beauty to inspire bards and attract travelers, and other such locales of interest to a young but ambitious kingdom. The wide variety found in these improvements means improvements to any single aspect of your kingdom will be rather minor, but harnessing these resources provides one of the most reliable and effective ways to improve your kingdom's overall power, prosperity and influence with only minimal effort required.
- Waterways (100CP)
Rivers are the lifeblood of a region, with many towns and cities specifically built along riverbanks for the advantages they provide. Fresh water is quite valuable, fishing is a comparatively fast and reliable source of food, and rivers often enable much more convenient travel both by boat and along the side of the river thanks to (relatively) level ground.
Although the Stolen Lands barely count as being part of the so-called 'River Kingdoms', they are nonetheless criss-crossed with a variety of rivers, lakes, and other bodies of water. With this perk, the advantages of such terrain features are greatly improved. Rivers are made wider and deeper to allow for larger boats to travel their winding lengths, and your territory will become home to a wide variety of smaller streams that improve access to water for both drinking and farmland. You'll be able to easily construct any major towns you like next to rivers to connect them to the rest of your kingdom, with each gaining the benefits of piers, ports or even a lighthouse. You could even use the water for defense - creating moats around your cities or
heavily defended bridges across rivers that are otherwise hard to cross will not be a challenge for your people.