Kingmaker - A New Power Arises

Haven has become a beacon of hope

Haven is truly living up to its name. Within a year of the Fey war and the suppression of the marauding trolls a form of peace has descended over the land that now if known far and wide as “Haven”.

People arrive weekly. Many, it is true, are reckless adventurers. Some are desperados seeking escape from dark pasts. But many, many are people simply seeking a new start on life, a chance for a better future. Families are settling in, opening the land, building communities. Where once were only bandits and monsters there are now farms and schools and shops.

Olegtown and Stagfell are now thriving towns, their populations in the hundreds. Tatzlford and Shadowdale are not far behind. They are surrounded by fields and orchards, and some even speak of a day when they might become cities, cities that will be beacons to those who labor under oppression and superstition.

The name HAVEN is now spoken across the Northlands and beyond as a place of hope.
But it is hope alone amid darkness.

The woodlands are still haunted by the remnants of the dark fey. Lady Calendria has destroyed much of the dark host that was summoned from some terrible world beyond Golarian, but there are survivors lurking in the shadows, plotting revenge. Who, or whatever sent them forth on their mission of genocidal conquest remains hidden, biding its time. The gates between worlds that lie scattered about in those woodlands are quite though there are those who seek to re-awaken them for their own ends. A shallow tranquility prevails, the quite before a ferocious tempest.

Other monsters still prowl the wilderness. There are tales of ettercaps and drakes, of manticores and even dreaded tatzlwyrms abound. Travelors must still move about in numbers, for to be alone in the forests and dales of Haven is to court death.

Bandits, especially the one called “Raven” scavenge on the weak and unwary. He lurks to the east, in the lands made people-less by a thing called the ‘grabber’. While now little more then a dangerous nuisance, his presence is a challenge to the stability of the infant kingdom.

Further to the east the lands are still unexplored, all the way to the mountains known as the ‘Tors of Levenies’. While the other side of these mountains is held by Lord Maeger Varn, the border between Haven and Varnhold is undecided and unexplored. Strange creatures and the occasional centaur war party claim these places, daring anyone to try to claim them.

To the West lies the darkness-besieged Narlmarches and even further the dismal Hooktongue Slough. Those lands are claimed by Baron Hannis Drevlov. He has built a town called Fort Drevlov, from which he rules over Lake Hooktongue and the important trade rout of the East Selln river. He has his hands full with many monsters as well as the Tiger Lord barbarians and the ever threatening shadow of the River Kingdom of Pitax. Nevertheless he claim suzerainty over all the Narlmarches, including much if not all of Haven, though he has not yet pressed his claim.

And then there is the troubled empire of Brevoy. All sense that the empire totters on a knife-edge, torn by faction and ruthless ambition, held together by little more then the harsh hand of High-Regent Noleski Surtova. Many urge him to seize the throne to ensure the kingdom stays together, others hate him as a despot who dabbles with darkness to cement his rule. Haven is removed from much of the intrigue, but if a civil war erupts the storm will wash over the stolen lands as well as Brevoy itself.

It is a race between the forces of civilization and destruction. Which force wins may very well be decided by a small band of heroes…………………

A New Power has Arisen

The StagLord is dead. The menace who had kept much of the borderlands in the grip of terror is no more. And not at the hand of the army of Brevoy. Rather the StagLord was taken down by a small band of heroes, who stormed his fortress and slew him and his vile henchmen in single combat.

The ones who slew the Staglord are now proclaimed as heroes throughout Brevoy. From Restov to Port Ice, their names are repeated. Even in the troubled capital of New Steven the dark talk of discord and civil war has abated for a time, replaced by tales of the daring feat and of the lands that now seem ripe for the taking.

But even the greatest victories can nurture the seeds of future trouble. Those who took the StagLord down are no longer anonymous soldiers. They are now VALUABLE.
The heroes are feted by agents of the crown, proclaimed as proof of the peace and stability Brevoy will enjoy under a Sartovan dynasty. In Restov they are talked about as exemplers of ancient Aldori bravery, hearkening back to a time when Rostland did not bow before the boots of northerners usurpers. House Orlavsky’s reputation has strengthened, while those who oppose them hope that the House’s new champions soon fall from grace. What is certain is that the heroes reward is rulership of a troubled land, the promise of toil and blood to cement what they have won.

And what of the lands now open for exploitation? Monsters still abound, making the frontier a perilous place. There are the River Kingdoms, who claim lordship over these lands and resent the brazen Brevoyan incursion. Then there are rumors of dark things stirring in the South, of ancient evils awakening. Unnatural fiends lurk in the unexplored forest, eager for prey.

But there is always hope. The heroes have already overcome many perils. The land they guard is fertile and rich in all manner of resources. Settlers are flocking in, eager for the chance of a new life. Farms are being cleared, towns springing up. And there are allies, some obvious, others still unseen. Wisdom and valor may let win them a kingdom.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.