
Kingmaker — Thursday
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. This is an active campaign at level 7 with an established group — one seat is open for a player joining mid-adventure.
It began in the household of Lady Jamandi Aldori, as most things in the Stolen Lands seem to — over a feast that ended in violence. The Black Tear Cutthroats struck the manor in the night, and the group that would become Fangbury's founders held the line, saved lives, and earned a charter. They also met Tartuccio. They were not impressed.
The charter sent them south into the Greenbelt, into the lawless stretch between the Shrike and Thorn rivers where the Stag Lord ruled through fear and tribute. The group dismantled his operation piece by piece and brought the man himself down. Where his fortress had stood, they raised something better: Fangbury.
What started as a village is already becoming more. New arrivals come steadily, drawn by word of a settlement with fair leadership and defensible ground. Tessa governs it. The others build it alongside her, each in their own way.
Not every threat has come from outside. Grigori arrived with a honeyed tongue and a talent for stirring discontent — the kind of man who calls himself a voice of the people while serving someone else's agenda entirely. The group dealt with him. He now sits in a cell, where his talent for speeches is considerably less useful.
Tartuccio resurfaced, as unwelcome as before. His attempt to rouse the local kobolds into an organised assault on Fangbury failed, in no small part because the group saw it coming. He has been handled.
The roads and river crossings between the Shrike and the Thorn are safer than they have been in living memory. That did not happen by accident.
Then a new threat took shape. A troll king named Hargulka had been gathering strength in the wilds, and his reach was already being felt. The group saved a farmstead from his brutish forces and pulled a girl named Theia from the wreckage of what the monsters left behind. The trail was warm.
A lead came from an unexpected source — a sorceress encountered by the lake who declined to give her name, but offered what she knew: the location of a dwarven ruin, and the suggestion that Hargulka would be found somewhere within it. She was right.
What followed was the hardest fighting the group has done. A dwarven keep built into a cliff face, held by trolls, hobgoblins and worse, taken room by room — a barbican, a tower, a larder, a shrine to Torag where the dead still pray. In that larder they found Vael Orendis, a fetchling witch thrown in with the meat to be eaten later, who joined them on the way out. At the top of it all, on a throne of skulls, sat Hargulka himself, with a map on the wall behind him and an X marked over Fangbury.
The king amongst trolls died on his own throne room floor. His war never reached the settlement he had marked for it.
Fangbury stands, and grows. The roads are safe. The trail of the next threat has not yet been picked up — though something was said about a dragon, and nobody has wanted to talk about it since.
Caipora
Player characterGoblin (Unbreakable)
Sorcerer · Level 7
Primal Sorcerer · Stolen Lands Native · Reluctant
Appearance
A small green goblin with wild red hair that spikes in every direction and yellow eyes that miss nothing. He wears a cape of layered leaves and bark, a rope belt hung with dried seed pods, and carries a twisted wooden staff topped with a glowing green orb. Rarely far from his side is Tusks — sleeping buddy, mount, and faithful companion in and out of combat. Hoop earrings, bare feet, and the general air of someone who was perfectly comfortable before you showed up.
Backstory
Caipora has lived his entire life in the Stolen Lands. He knows every root, ridge, and river bend between the Shrike and the Thorn, and he would very much like to be left alone to enjoy them.
The bandits made that impossible. Their numbers grew fast — too fast — and the disruption they brought soured what was a perfectly adequate existence. Caipora was not interested in adventure, glory, or building a kingdom. He was interested in the bandits being gone so things could go back to normal.
Things have not gone back to normal. Something else happened instead.
In Fangbury, where he has spent more time than intended, Caipora has become something he did not plan to be: known. Liked, even. People come to him with problems. He has — against his better judgement — been solving them. Friendships have formed with the group around him, and somewhere along the way the idea of Fangbury growing into something real stopped feeling like someone else's concern. He would not call himself invested. He is clearly invested.
Tessa Graff
Player characterHuman (Versatile)
Cleric · Level 7
Warpriest of Milani · Dockworker's Daughter · Thorn in Tyranny's Side
Appearance
A faded red wool tunic, softened by sun and countless washes, sits beneath a fitted hauberk of well-maintained mail — mismatched plates and careful repairs telling the story of years in the field rather than a wealthy armoury. A heavy cloak in muted browns and greens drapes her shoulders, its deep crimson lining visible only when she turns: a quiet nod to Milani's rose. At her arm rests a large round shield of oak bound in iron, its face crossed with scars and nicks around a roughly scratched rose symbol. At her belt, a morningstar — hickory haft, iron-spiked head, each stud kept to a dull polish. Practical. Ready.
Backstory
Tessa Graff grew up on the docks of New Stetven, daughter of dockworkers Davor and Serya, learning early that hard work and patience were things people told the poor to keep them manageable. Her mother knew better. In quiet moments she whispered to Tessa about Milani the Everbloom — not the open faith of temples, but the hidden one, carried in the hearts of people who had run out of other options.
When Tessa was sixteen, a corrupt magistrate seized a grain shipment and soldiers were sent to silence the protest that followed. She watched a friend fall to a crossbow bolt. In the chaos, an older woman in worn chainmail and a silver rose amulet pulled her to safety. Her name was Olmedra — a warpriest of Milani operating in secret — and she saw something in Tessa worth training.
The years that followed were spent learning the blade and shield alongside the Everbloom's creed: stand when others kneel, fight when others despair, carry hope into the darkest places. Tessa became first a messenger, smuggling aid to dissidents, then a direct combatant against bandit lords, corrupt sheriffs, and anyone else who mistook the powerless for permission. She plants rosebushes in the wake of liberated villages — part prayer, part warning.
The Stolen Lands are not, to Tessa, a wilderness to be pacified. They are unclaimed ground, free from entrenched dynasties and the rot of Brevoy's politics. A chance to build something before greed takes root — to shape the laws, the culture, and the leadership from the first stone rather than fighting someone else's corruption forever.
She is now the leader of Fangbury. It did not come naturally at first — leading a settlement is a different thing from leading a charge, and the weight of it showed in those early weeks. But she grows into it more with every passing day. The people of Fangbury are precisely the kind of people Tessa has spent her whole life fighting for. Governing them, it turns out, feels a great deal like the same thing.
Harry Redman
Player characterAwakened Animal (Orangutan)
Monk · Level 7
Monk of Milani · Slaver Hunter · Fey-Touched
Appearance
A large orangutan draped in saffron robes, worn loose and practical in the manner of a travelling monk. A green bandana printed with a lotus pattern is tied across his brow, and a string of wooden prayer beads hangs at his chest. His expression at rest is one of deep calm — eyes half-closed, movements unhurried and deliberate. His build is powerful but his bearing is still, the kind of stillness that comes from years of disciplined practice rather than inaction.
Backstory
Harry Redman was awakened by the Fey and found his way to a mountain monastery, where he spent years in meditation and training. At some point the sitting became insufficient. Milani's faith does not reward those who wait for someone else to change things.
He came down from the mountain and into the Riverlands with a simple purpose: hunt slavers.
What he found was a fledgling settlement that needed more than hunters — it needed someone to speak for it, to stand between it and the world beyond its borders. Harry took the role of Emissary and threw himself into it with the same focus he brings to everything. He is, it turns out, as capable a diplomat as he is a fighter, when the situation calls for it.
In Fangbury he has begun laying the foundations of a monastery — not yet walls and a roof, but the groundwork is in. When the time is right, there will be a place to teach. For now, he builds.
Axiom-777
Player characterAutomaton (Mage)
Thaumaturge · Level 7
Chronicler · Witness · Living Relic
Appearance
A towering automaton of pitted steel and worn plating, once green and gold, now marked by centuries of wear and repair. A heavy cloak drapes from one shoulder, clasped with an ornate but weathered brooch. Etched across his chest plate is an eye-like sigil whose meaning is unclear but is displayed with solemn reverence. His movements are precise and deliberate — every gesture calculated, as though following a script few others can see. When he speaks, his voice carries the cadence of decree and sermon in equal measure. He mutters to himself in clipped, doctrinal phrases: half-prayers or half-observations, leaving those nearby uncertain whether he is addressing them or simply recording the world around him.
Backstory
Axiom-777 does not remember much. He is still piecing it together.
What he knows: his designation is Axiom-777, and those who have spent time with him call him Sevens. He is old — older than most things he encounters — and the evidence of that age is written across his plating in scratches, repairs, and replacements he cannot account for. He carries a sense of purpose that feels absolute and a memory of that purpose that feels almost entirely absent.
The earliest thing he can reliably recall is waking as a guest in the household of Lady Jamandi Aldori. How he came to be there, and what came before, remains unclear. He did not press the question. Lady Aldori's charter offered something more useful than answers: direction. A frontier being shaped into something. History being made.
Axiom-777 goes where history is being made. He is certain of this much, even if he cannot say why.
In Fangbury, the chronicle continues. Every event recorded, every name noted, every decision and its consequence set down with the same solemn precision. He has taken the position of Warden — a role concerned with protection, patrol, and vigilance over the land and its people. Whether by design or instinct, the title fits him in a way that feels older than the appointment itself. It may be one of the few things that does.
Vael Orendis
Player characterFetchling
Witch · Level 7
Shadow Witch · Exile of the Caravan · Cursed by Grandmother Spider
Appearance
Pale to the point of colourlessness, with white hair and violet eyes that hold rather more light than the room around them ought to allow. He wears black robes lined in deep purple, immaculately kept — the dress of a scholar who has never once been careless with anything except, historically, himself. His shadow does not always agree with the light that casts it. He speaks quietly, evenly, and smiles at moments other people find alarming, which does nothing to settle the impression. Perched somewhere nearby — a shoulder, a rafter, the back of a chair — is Nox, a black raven with a rich Chelaxian drawl and a great deal more to say than his master does.
Backstory
Vael Orendis was born to a merchant caravan of fetchlings that wandered the length of Avistan. His mother, Ashka Orendis, was a gifted sorceress who saw shadow magic as the family's legacy and set about instilling it in her son. The aptitude was there — more of it than she had any right to expect. The control was not. He was impulsive, volatile, and quick to anger, and it hindered him at every turn.
It came to a head in Brevoy. Vael stole a grimoire from a powerful noble, and when the man's son accused him of the theft, he lost his temper and attacked the boy. Ashka had no choice but to banish him from the caravan. To anyone who came looking, she said her son was already dead.
He wandered aimlessly after that, cursing his misfortune, until he came upon a shrine to Grandmother Spider — his mother's goddess. He prayed for guidance. He received silence. So he defiled the shrine, set it alight, and cursed the Spider and everyone who followed her for the ruin of his life.
That night she answered. In a dream, or something wearing a dream's shape, a thousand webs drew tight around his throat and a figure with his mother's face and many black spider's eyes pronounced judgement on him: "You who are so proud, who are but a slave to your own whims and your impulses, you who have spat in the face of family and courtesy, you will know the loving embrace of the void. Only once you know what it truly means to be ruler and not ruled, will you find your path from the dark."
His inner light was taken out of him and given form — a talking raven named Nox, who now carries every caustic feeling Vael no longer has, and holds them until such time as their owner learns to master them.
Vael considers this a blessing. His emotions had always stood between him and the pinnacle of his art; without them, he advanced quickly, and his command of the shadow deepened. He can argue with his own temper externally now, rather than internally, which strikes him as a straightforward improvement. Nox's opinion on the matter differs, and Nox is not shy about it. Vael describes him as his closest friend and his most hated enemy, in the same flat tone he uses for everything.
What nags at him is the wording. Ruler and not ruled. When he heard rumours of a kingdom taking shape in the south, in the Stolen Lands, something drew him toward it — curiosity about the curse, or the quiet nudging of a patron he never asked for. He could not say which.
He got as far as a troll-held dwarven ruin, where he was captured and thrown into the larder to be eaten. Nox, sensibly, fled. That is where Fangbury's founders found him: waist-deep in gore, entirely calm, asking politely for assistance.