Pathfinder Codexery

Kingmaker

Claim the wilds, build a kingdom, and rule your destiny in the Stolen Lands.

Kingmaker is a seminal Pathfinder Adventure Path that invites players to step into the role of frontier pioneers in the untamed Stolen Lands. Rather than simply fighting monsters, the campaign challenges adventurers to found a new nation from scratch, navigating complex politics, territorial disputes, and the weight of leadership. It serves as a cornerstone for the setting's exploration of sovereignty and the cost of civilization.

Setting
The Stolen Lands (Inner Sea Region)
Primary Antagonist
Nualia
Key Factions
Starklings, Bloodsail Pirates, The Taldan Empire
Core Theme
Nation Building and Leadership
Status
Completed Campaign

Lore & Background

The Stolen Lands are a lawless buffer zone between Cheliax and Ustalav, named for the territories stolen from the Taldan Empire centuries ago. Once a thriving region of trade and culture, it was abandoned to bandits, monsters, and political neglect after the rise of the Lich King Alaznist's forces. The land is scarred by ancient magic and haunted by the ghosts of its former glory, making it a dangerous but fertile ground for those brave enough to carve out a new future. The campaign centers on the arrival of a group of heroes who are tasked with establishing order in this chaos. They must choose a capital city from several distinct locations, each offering unique challenges and opportunities. As they build their nation, known as Stolen Lands or by whatever name they bestow upon it, they face internal strife among their own people and external threats from rival warlords, demonic cults, and the lingering influence of the ancient evil Nualia.

In Their Own Story

The wind howled through the skeletal remains of an old oak, carrying the scent of pine and damp earth. You stood atop the ridge, looking down at the valley where your people had cleared the first field. Below, the hammering of stone against stone echoed—a rhythm of creation in a land defined by destruction. A messenger rode up, breathless, bearing news of a raid on the northern border. The crown sat heavy on your brow, not made of gold, but forged from the sweat and hope of strangers who now called you King.

Reader's Guide

The narrative begins with the heroes arriving in the Stolen Lands to investigate a disturbance, quickly realizing that the region is ripe for conquest or colonization. The central turning point occurs when they decide to establish their own nation rather than serve an existing power, choosing a capital city that defines their early culture and economy. As the campaign progresses, the party must manage internal politics, balancing the needs of settlers with military defense against bandits and monsters. Major conflicts arise from rival factions, including the Starklings who seek to reclaim lost lands and the Bloodsail pirates threatening trade routes. The heroes also confront supernatural threats, culminating in a battle against Nualia, an ancient entity seeking to reclaim the land for her own dark purposes. The impact on the world state is profound; depending on player choices, a new nation rises from the ashes of chaos, altering the geopolitical map of Golarion. The success or failure of this kingdom influences regional trade, security, and the balance of power between Cheliax and Ustalav.

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