
A royal charter. A wild frontier. A nation yet to be born. Sent into the lawless Stolen Lands to explore, pacify, and settle the wilderness, a band of adventurers will find that claiming a kingdom is only the beginning — holding it, defending it, and making it worth ruling is the real challenge. Pathfinder's classic AP, rebuilt from the ground up for 2e.
The adventure began beneath the roof of Lady Jamandi Aldori, at a feast that ended in steel.
The party assembled among other charter hopefuls and endured the company of Tartuccio and his considerable opinion of himself. When bandits struck the manor in the night they fought, held the line, and saved lives. Jamandi rewarded them with a charter — authority to explore and pacify the Greenbelt, the lawless stretch between the Shrike and Thorn rivers.
A second party led by Amiri, with Linzi, Harrim, Jaethal, and Valerie, agreed to comb their half of the region. Two groups, one charter, and a very large frontier.
Their first landmark was Oleg's Trading Post — a lonely outpost on the edge of the Greenbelt, run by Oleg and his wife. They arrived in time to help defend it against the Thorn River Bandits, killing the bandit Happs Bydon in the process, then pushed the advantage and struck the Thorn River camp directly.
One bandit survived the assault. Under questioning he gave up the location of the Stag Lord's fortress. He did not survive the conversation much longer. Bishop pulled the trigger. Bill has not forgotten.
The party split. Manon, Spud, and Bishop moved toward the Stag Lord's fort to case it from a distance. The others ranged through the nearby forest, pursuing leads, seeking allies, and following rumours of something wrong at a temple of Erastil.
They found it — the temple was corrupted, and clearing it came at a cost. Vahn fell in the fight. He did not stay dead. Erastil returned him, apparently with purpose, though what that purpose is has not yet been disclosed to anyone — including, perhaps, Vahn himself.
Meanwhile, the scouting group intercepted a supply shipment bound for the fort. Two bandits died. A third gave his name as John Bandit and found himself a prisoner — alive, and in the company of a philosophically-minded goblin with strong views on civilised behaviour. Something in the conversation took hold. Spud set him free. John rechristened himself John Merchant and set off for Oleg's to try something different.
Reunited and making camp, the party's night was broken by Valerie — arriving out of the dark, bloodied, sword in hand. The Colway Bandits had taken the rest of her group prisoner. Key negotiations from Bill secured their release. The terms held. The Colway Bandits, however, are still out there.
The assault on the Stag Lord's fortress is now underway — or rather, two separate and increasingly complicated operations are. Bill and Vahn talked their way through the gate under the guise of a devil seeking to contract with the Stag Lord, with Vahn playing the role of undead retainer.
The rest of the party abandoned their plan to go over the walls when they discovered a hatch. What they found below was the Stag Lord's father, half-mad and very hostile. The fight was loud.
Akiros appeared at the cellar entrance and found Nugrah staring dead back up at him. Spud lit the oil.
Now the party stands at a knife's edge. Bishop and Vahn are face to face with the Stag Lord. Below the fort, the others are catching their breath over a body and running out of time before the noise brings the garrison down on them.
Bishop
Player characterHobgoblin (Smokeworker)
Gunslinger · Level 3
Sharpshooter · Engineer · Gunsmith
Appearance
Slate-gray skin, ember-red eyes, and the faint glow of a cigar beneath the brim of a battered hat. A long dust-worn duster and faded red scarf hang over a frame that carries itself with disciplined stillness. Scars cross his jaw. A heavy dueling pistol sits at his hip — he moves like someone who expects trouble and has already decided how he'll end it.
Backstory
Full name Bevrak Skinker — though no one has called him that for years. Raised in Oprak, his mind ran to gears and gunpowder rather than the rigid discipline of hobgoblin soldiery. During the Ironfang Invasion he served as an engineer: building fortifications, experimenting with black powder mixtures that were equal parts brilliance and hazard. His superiors valued the results and never quite understood the enthusiasm.
After the war, he travelled to Alkenstar and apprenticed under Marcellus Draeve — a grizzled Dwarven gunsmith whose steady hands and sharp wit shaped Bevrak's path. Marcellus taught him the art of the gunsmith, the philosophy of precision, and the elegance of the pistol over the rifle. Locals began calling him Bishop after he misunderstood the term in a barroom conversation, believing it meant "one who sends souls to the gods." The nickname stuck once people saw how calmly he could end a fight with a single, measured shot.
The war left marks that don't show in scars. His detachment once released a group of Nidal soldiers after they had surrendered. Years later, Bishop rode into the encampment of his close friend Marrad — and found the same soldiers had been there first. The adventuring party was gone. So were their families, who had believed the camp was safe. Bishop executed every last one of the Nidal soldiers and rode out carrying a small, blood-soaked doll he recognised as Marrad's child's. He has not spoken of it since.
Now thirty, a letter from Jamandi Aldori has offered him a place among the pioneers of the Stolen Lands. With his favoured pistol at his hip and a mind full of gunpowder and ambition, Bishop rides toward a future of his own making — one careful shot at a time.
Vahn
Player characterHuman (Versatile)
Fighter · Level 3
Aldori Swordsman · Revenant · Professional Soldier
Appearance
Vahn conceals most of his undead nature behind careful layers. A simple breastplate sits over a long coat, and a fine silk cowl hides most of his head — beneath it, stitched and greying skin is pulled taut to his skeleton, and glowing yellow eyes peer through the shadow of the hood. His build is lean to the point of austerity, more outline than bulk. On his left glove, sewn into the fabric, is a silver ring set with an amethyst — the only personal touch he keeps visible. At a glance he might pass for someone simply wrapped against the cold. Spend any time with him and you begin to notice.
Backstory
The first thing Jovan saw when he awoke was her — teary-eyed, with an exasperated smile, surrounded by blood and bones arranged in meticulous ritual fashion. The relief on Evelynn's face was clear. Everything else was horror.
In life, Jovan was an Aldori swordlord of modest fame and comfortable means. He had the name, had sworn the swordpact, and had built a quiet life as a sellsword alongside his wife Evelynn — an elven witch, his opposite in almost every way, and the person he trusted most. His death was sudden. He doesn't remember it. Evelynn refused to speak of how it happened; only of what she did afterwards. She beseeched her patron for the power to bring him back, and it answered with a vile ritual and a cost she has never fully accounted for.
He awoke to find himself dead, hungry in a way he had no words for, and owing that fact entirely to her. He held no anger he could justify and a quiet resentment he couldn't shake. She simply wanted things to be as they were. Rather than stay and keep hurting each other, Jovan left their home near Mivon and shed the Aldori name with it. He could still wield the sword. He couldn't find honor in the swordpact as he was.
He took Freddie with him — Evelynn's familiar, a large bullfrog with a red pattern painted on his head. A way of keeping the connection without staying in it. He journeyed the Stolen Lands, sword and frog in hand, until a summons to the manor of Lady Jamandi Aldori put something new on the horizon. He doesn't know what he's looking for exactly. But he knows how to follow a road.
Spud Marrowgnaw
Player characterGoblin (Charhide)
Kineticist · Level 3
Fire Kineticist · Maritime Criminal · Reluctant Philosopher
Appearance
Short and stocky even by goblin standards — about three feet tall, with a large round head, a nose that could function as a dagger, oversized pointed ears, and beady eyes that glow faintly amber when channeling fire. His skin is a mottled grayish-green, darker across the shoulders and forearms where his Charhide heritage manifests as slightly thicker, ash-tinted skin. Scorch marks on his fingertips never fully fade — remnants of early, uncontrolled uses of his kinetic gate. A crude tattoo on his left forearm shows an anchor on fire, done by a dockside artist in Daggermark. He wears a battered sailor's coat several sizes too large, sleeves rolled up past his elbows, pockets sewn in by hand and stuffed with some combination of potatoes, dice, smuggled trinkets, and crumpled notes. Rope belt. No shoes — goblin feet don't fit human boots, and Spud insists bare feet give better grip on deck. When his kinetic aura is active, small flames orbit his body like burning confetti, pulsing in rhythm whenever he sings.
Backstory
Spud was born into the Marrowgnaw tribe — violent and crude even by goblin standards. He has yet to learn his true name. At age three, a once-in-a-century storm swept him from his family and carried him downriver for days. He spent weeks surviving on instinct and stubbornness, a toddler goblin alone in the world, until the sailors of Daggermark pulled him from the River Dagger during storm rescue operations.
The sailors kept him out of pity. Captain Ard Seagrim found it economical and entertaining to keep his stomach full of the cheapest available foodstuff. That became his name: Spud. Coming from a tribe where violence was the default state of existence, meeting humans who did not want to kill him was a culture shock of the highest order. Under Seagrim's patient direction, Spud learned the Common tongue and — more importantly — that not every interaction needed to end in biting.
He spent his childhood earning his place aboard ship. Celestial navigation, landmark reading, currents, tide cycles, rigging, caulking, bilge pumping. By age ten he was gainfully employed under Seagrim, assisting with smuggling, customs evasion, and the occasional cheeky bout of gambling. To sailors across the region he was Spud. To his friends, who adored his chaotic nature, he was Fuckass. Even criminals have codes. That was already better than what the Marrowgnaw could claim.
A mercantile trip to Restov introduced Spud to magic, and he was immediately, irrevocably hooked. He spent every last copper seeking a spellcaster willing to teach him — combing libraries and magical shops across Daggermark and the Stolen Lands. Eventually a talented woman named Pyra Vorn took him under her wing and made a discovery: the power had been inside him all along. Not learned magic, but a kinetic gate — a conduit to the Plane of Fire woven into his body. The storm that took him from his tribe may have cracked it open through sheer trauma. Years at sea, close to elemental forces, had widened it further. Pyra simply taught him to listen to what was already there. His Charhide heritage suddenly made sense.
Spud does not search for the Marrowgnaw, but he would wager a thousand pounds of potatoes they are still out there. In preparation for the day he meets them again, he has spent long hours in libraries studying philosophy — virtue ethics, the social contract, stoicism, existentialism. He intends to demonstrate the true strength of civilized society when that day comes. He explains these concepts to his companions as needed, illustrated primarily through sailing metaphors.
Rue
Player characterAwakened Animal (Hare)
Animist · Level 3
Awakened Hare · Field Medic · Spirit-Speaker
Appearance
A large hare standing upright — lean, long-eared, with powerful hind legs and dexterous forepaws. Tawny-brown fur with a lighter chest and belly, and dark amber eyes that carry more patience in them than most humans manage. One ear has a large, ragged notch from a hawk attack before his awakening; Rue keeps it as a reminder. He wears a well-worn leather vest covered in small pockets, each containing dried herbs, bandages, and spirit tokens, with a healer's kit and herb pouch at his belt. No shoes — rabbit feet don't accommodate them, and Rue prefers the feel of the earth. When channeling spirits his eyes briefly shift colour: amber to green for The Custodian, amber to deep red for Old Smoke.
Backstory
There is a meadow at the southern edge of Rostland where farmland gives way to the Stolen Lands. The soil is poor. Nothing of consequence has ever happened there. A rabbit lived in that meadow — not a special rabbit. It dug shallow warrens, ate clover and wild sorrel, and fled from hawks like every other rabbit in the field. It had no name. It had no thoughts worth naming.
The meadow, however, was not ordinary. Beneath the grass, the border between the material world and something older had worn dangerously thin. Spirits of growth and rot, of old battles and broken fey bargains, threaded through the earth. They were tired of having no one to talk to.
It happened on an autumn evening. The rabbit was foraging in a patch of rue — the bitter herb with pale yellow flowers — when something in the earth shifted. Not physically. But the rabbit felt it the way an animal feels a coming storm: total, electric, wrong. One moment it was an animal with an animal's mind. The next, it understood that it was a rabbit in a field, and that the field had a history, and that the history was very, very long.
The first spirit to speak was the Custodian — an ancient presence tied to the wild places of the Stolen Lands, a steward of growth who had waited centuries for an interlocutor. It opened the rabbit's mind the way sunlight opens a seed, and waited to see what grew. What grew was a small, confused, suddenly sapient rabbit sitting in a patch of rue, thinking its first real thought: "Oh. This is going to be a problem."
The name came from the herb. The herbal knowledge came from the Custodian — which roots heal infection, which bark reduces fever, which mushrooms should never be touched by anyone who values their liver. Speech came gradually; Rue's mouth was not built for Common, and the first attempts were, by Rue's own account, somewhere between a sneeze and a threat. Within a year he had become a quiet fixture at the border villages: a strange small creature at the tree line, willing to trade cures for root vegetables, never explaining what he was.
The spirits were not content to leave him there. New presences arrived — fiercer, more urgent. Visions of a kingdom rising from mud, a crown no one wanted but someone would have to wear. When word reached the villages that Restov was issuing charters south into the Stolen Lands, Rue recognised the difference between a request and an inevitability.
"Fine," he said to the empty meadow. "But if I die down there, I'm haunting all of you back." The wind, he could have sworn, sounded amused.
Manon Presrel
Player characterHuman (Aiuvarin)
Cleric · Level 3
Cleric of Dajermube · Blessed
Appearance
Short for someone with elven blood, Manon carries herself with a quiet composure that makes her seem taller than she is. She has long near-black hair with a faint violet sheen and pale skin. She wears fitted dark armour with deep purple accents — practical, but not without a certain deliberate elegance. She carries a great pick, and her expression tends toward the still and watchful — like someone who has seen enough to no longer be surprised by very much.
Backstory
Manon arrived on Golarion after a calamity destroyed her home world. The details of what happened, and how she crossed between planes, she keeps to herself. She carries the weight of it without drama. What drives her forward is simpler: somewhere on this plane, she believes her brother survived. Until she finds him — or finds proof that she won't — she keeps moving.
Bill
Player characterGnome (Nephilim)
Sorcerer · Level 3
Face · Propagandist · Insurgent
Appearance
Handsome with a wry smile, golden hair, and a pointed golden goatee. His diabolic nature is betrayed by tiny horns at his forehead, jet-black eyes, and a voice deep and dark as the abyss. He typically dresses to hide his features — wide-brimmed hat and dark glasses his usual armour against curious stares. He sometimes focuses his power through a quill, which glows and smolders as he inscribes fiery runes in journals, scrolls, or thin air.
Backstory
Full name Billanderwick "Emberquill Bill" Puddleflame Emberquill Vaelrath of the Infernal Oopsie — born beneath a lantern-lit mushroom ring on the edge of a fey-crossed glade, sparks crackling in the air as if the night itself approved the joke. His gnomish kin raised him among clockworks and woodland secrets, yet candle flames bent toward him when excited and ink smoldered at his quill-tips when angry. The truth, revealed in careful contractual language, was that one parent was a devil of the diabolic courts — a broker of mortal desires who traded ambition and desperation for souls. From that parent, Bill inherited a silver tongue edged with embers and a mind attuned to the hidden clauses beneath every promise. Rather than despair, he met the revelation with a grin and a notebook. He apprenticed himself to diplomats, archivists, and revolutionaries — learning how societies are stitched together by law, fear, hope, and habit. He came to Alkenstar to study its advanced technology and aid the common folk, working with protest groups fighting for minority rights. It was there he met Bishop over drinks — an unlikely friendship forged in cheap ale and shared outrage. He publishes under the pen name "Emberquill Bill."