Kingmaker

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This is the campaign page for the Kingmaker campaign set to the west of Lake Whyestil and east of the great Veseve Forest.

Background

In CY 586 the Iuz wars (part of the continent-spanning even known as the Greyhawk Wars) end as the Staff of Rao is used to create the Flight of Fiends, when all outsiders are banished from the Flanaess, including Iuz the Old himself. This banishment is to last for a hundred years and a day. A power vacuum appears in the north-central Flanaess.

In CY 629, the demon-tree of the Defiled Glades in Vesve Forest was defeated by the demi-goddess Honeypot and the elven kingdom in the region reestablished.

In CY 646 the Medevian Crusade breaks the power of the demon lords that have usurped power in the Shield Lands and Rift Canyon. (Wrath of the Righteous) In a coordinated attack, the nobles of Furyondy launch an army along the western shore of Lake Whyestil, encountering little organized resistance but a lot of friction from disorganized forces of humanoids and evil fey. About half of the army returned, the other parts having been lost or established dominions of their own in the area.

It is now CY 664 and a more focused attempt at colonizing and fortifying the area in preparation for Iuz possible return in CY 787 is to be undertaken. This colonization effort is the result of diplomatic efforts by the Circle of Eight and the Pathfinder Society, and involves backing from a lot of power groups in the area and all over the Flanaess.

Abbreviated Timeline

Common
Year (CY)
Events
602-614 Savage Tide (time dilation in the Abyss makes elapsed time longer)
602-604 Sasserine
616-619 Rise of the Runelords
625-635 Curse of the Crimson Throne
636 Wrath of the Righteous
651-654 Mummy's Mask
650 Kingmaker group meet as children
662 Kingmaker starts
686 Iuz the Old expected to come back, likely campaign climax

Child Characters

Depending on age, a child has certain attribute modifiers.

Category Years Body Mind Reflexes Move
Toddler 5-6 -3 +3 +1 -1
Child 7-8 -3 +2 +1 +0
Juvenile 9-10 -2 +1 +1 +0
Adolescent 11-12 -1 +0 +1 +0

Regional Map

Kingmaker Campaign Map Smallest.jpg

Factions

The idea is for the heroes to become leaders for various factions and their interests in the area. This requires that player characters be well established with the various power groups. Here is a list of the major groups and their sub-groups, listed in order of importance and suitablily as a PC faction.

Affiliation with one or more factions (or another faction approved by the GM) is not an option - it is a must. The whole campaign will revolve around this, and non-participation in this means non-participation in the game.

By request, I have added old-style alignments to the factions.

Feudal Factions

The Kingdom of Furyondy sent an army to pacify the area, and has a number of younger lords eager to establish fiefdoms in the area. Strong in knights and divine magic, the feudal faction is mainly a military power.

Court of Furyondy (LG) Based in the court of nearby Chendl, the king is and has traditionally been a paladin devoted to Heironeous, allied to the faith, and gathers enthusiastic young knights to its cause. The last king of the old dynasty ended his line. The present king, Artu, is considered by some to be an usurper, as he was selected by the priesthood of Hieroneous after a distinguished career in the war. Now aging, he is immensely popular with the soldiers and common people, but not the nobles. He has numerous children by different mothers, making the succession disputed.

County of Crystalreach (NG) The north-west-most region of the Kingdom of Furyondy, Crystalreach was more or less destroyed by Iuz's armies and has been re-established by the combined efforts of Furyondy and Highfolk. This makes it a poor by dynamic region. The ruler, Artur Jakartai hails from the Shield Lands' Hieroneous faction and bear some ill will towards the cult of Mayaheine and the modern Shield Lands.

Barony of Kalinstren (CG) This northern barony of Furyondy bore the brunt of the Iuz invasion and fought for every inch of their land. A grim land of many castles, the Kalinstreni are eager to get revenge against Iuz in any way they can. The ruler Bran Kalnistren is devoted to Trithereon, and rules with a frontier mentality and decentralized authority.

Barony of Littleberg (LG) A long region north to south, Littleberg has both a frontier region in the north, with a number of elves, and a southern region that is prosperous and diverse.

Baron Jemian is a reverer of Rao, and is ever mindful of the need for caution. Jemian believes that Furyondy’s future will be secured by uniting its nobles and negotiating their differences with the King. However, in truth, he is too pleasant and self effacing a man to be a real power broker.

Royal Navy (LG) Based in far-off Willip, and largely financed by even more remote City of Dyvers, the Royal Navy of Furyondy consists mainly of galleys and galeasses, made as much for sailing on the lakes as for rowing on the rivers. The sponsorship of Dyvers means that the Royal Navy is one of the most modern parts of the armed might of Furyondy, most sporting cannons on their bows. But it also means that the navy is more likely to be in the southern Nyv Dyr patrolling against Greyhawk City than in the Whysetyl to the north.

Knights of the Hart - Furyondy (NG) The ancient knightly Order of the Hart has split into several national chapters, but all focus on defending the lands of good and defeating Iuz. The Furyondy chapter is a combination of noble's club, paladin order, and war agitators. It consists of younger sons without inheritance, but members are allowed to marry and to hold lands if they can get them. The Knights of the Hart are the war party in Furyondy, always looking for a chance to fight evil and improve the members' fortunes.

Crusader Factions

The Order of Holy Shielding was more or less destroyed in fighting, first against the Horned Society and Bandit Kingdoms, later against Iuz himself. Working hard to maintain its independence from Furyondy, the Shield Lands have always recruited from the lands of Urnst and Greyhawk, making the order more cosmopolitan than rural Furyondy. It was a great humiliation for the order to be re-instituted by Furyondy, but the appointed leader, Lady Katrina, has been a very lucky choice.

Knights of Holy Shielding (LG) After the Northern Crusade the Shield Lands have recovered almost all of their former territory, but the order itself has changed to the point where it is more a national militia and less a knightly order. There are still proud paladins riding divinely blessed steeds, but the core of the Shield Lands army are now hardened veterans that fight on foot.

Orphans of War (LN) Half-orcs, half-ogres, some fullblooded humanoids, theiflings, and aasimar make up a not inconsiderable part of shield lands forces, generally conscripted to serve in their own companies. Not officially a faction, the humanoid shieldlanders do show a preference for cooperating with other outsiders like themselves.

Horned Society (LE) A land of masked infernalists that employ orcs and other humanoids in their armies, the Horned Society was an enemy of the Shield Lands and later destroyed by Iuz. The Horned Society today is a crusader faction made up of thirteen leaders, called Hierarchs. Reemerging after the wars, the society has stayed within its own borders and been a reliable ally in the war against Iuz, but an ally that always looks to its own interests first.

Highfolk Factions

An old elven city that has always kept its doors open to other races, Highfolk is today a city of humans, half-elves, elves, dwarfs, and gnomes, as well as a fair number of fairy creatures from the Vesve. The city is a melting pot, and it seems half-elves are the ones most comfortable in such a setting; they dominate city politics.

Council of the High Folk (NG) Henrik The city council of Highfolk is dominated by half-elves, but members of all the races in the city have representation. An oligarchy representing the guilds and merchants of the city, the council arbitrates conflicts between groups and is responsible for fortifications and defenses, which is mainly a militia. As is common among demi-humans, the will to defend themselves is strong and almost all able-bodied residents are part of the militia.

Rangers of the High Forest and Church of Ehlonna (NG) This force kept the peace and warned civilization of incursions of monsters from the Vesve. With improving conditions in the forest, they are now merry messagers and advocates between Highfolk and the creatures of the forest, but still ready to scout and ambush any hostile force.

Knights of the Hart of the High Forest (CG) A branch of the order of the Hart devoted to the defense of the Vesve. Cooperating with and supporting the Rangers of Highfolk, the knights act as heavy hitters against more powerful monsters. Never a large order, the knights are mainly elves and half-elves, often riding fairy mounts. They are skilled in forest skirmishing, spending their short time outside the forest as merchant lords in the High Vale, where they are justly hailed as heroes while they try to raise money for their cause.

Merchant Factions

Trade and economy is becoming more and more important, and even faraway cities have a vested interest in developing new markets. The potential exports of this area include furs, gold, timber, tar, and fish. Advanced development can yield semi-magical bog iron, copper, and tin.

Greyhawk (N) Distant but immensely rich, the City of Greyhawk is the leading trade port in the Flanaess. Engaged in a conflict with pirates on the Wholly Bay and in fierce competition with the City of Dyvers, Greyhawk's influence can procure anything from exotic drugs to cannon, but only for a price.

Dyvers (LN) The ruler of the Velverdyva river system, Dyvers is a lesser competitor to Greyhawk. This is their area of interest, however, so Dyvers is more likely to lend direct support. Dyvers formerly was a part of Furyondy and is still a close ally, including sponsoring the Royal Fleet at Willip.

Highfolk Merchants (NG) Caught in a balance act between Perrenland, Dyvers, and Greyhawk, the merchants of Highfolk are in a very profitable but precarious position. Highfolk can offer great support in the short run, and the city is older than all its competitors, but Higfolk has been a party of Furyondy and might be so again. Can it maintain its independence in the long run?

Mercenary League (N) Chrisp The armored fist of the merchant faction, the mercenary league is an informal network of professional soldiers. Few employers are able to keep a permanent force, but the need for professionalism is growing. The solution is this network, where reputation can make or break both an individual and a company. Mercenaries with a reputation for reliability can count on lucrative contracts, while those who are less savory can hold whole cities hostage.

Perrenland Republic (LN) is a famous source of mercenaries, a transit area for trade with the Bakluni and Paynim and a source of mercenaries, Perrenland is infamous for remaining neutral in all foreign conflicts. The republican country does not have a foreign policy, but many Perrens seek their individual fortune as traders or mercenaries and are famous for being expensive but staying loyal once their loyalty is bought.

Pathfinders (NG) Led by a secret council that only meet when masked in artifacts masks that completely conceal their identity, the pathfinders is not strictly a magical or mercantile society; they are concerned with lore and magical items of all kinds. Generally a benevolent organization, the Pathfinders often come into conflict with other groups seeking to exploit the same resources.

Blue Brothers (N) A mercantile consortium dealing in magic items, the Blue Brothers rarely take part in politics. focusing entirely on providing whatever magical items there is a demand for. Wizards are not so much members of the Blue Brothers as they are hired by the brotherhood to provide magical services, often for customers the mage will never know. While this brings great profit, it has also resulted in mages enchanting items that are later used against themselves.

Aspis Consortium (NE) A rival of the Pathfinder Society with much the same organization and area of interest, the Aspis have a sinister reputation and frequently employ subterfuge and coercion to achieve their ends.

Vesve Factions

Vesve, or the High Forest, has been a battleground between Iuz and his enemies for centuries.

The Heartlands (CG) Peter A mainly wood elven nation in the south-western Vesve, but with a strong presence of high elves and fairy folk. The Heartlands are firm allies of Highfolk but otherwise stay hidden as much as they can. Highfolk provides an escape for the adventurous young of the Heartlands.

Druids of the Glades (N) With the purging of the Defiled Glades, the druid cult of the area has been re-established and is cleaning out the corruption. Overall, the druids have taken quite a beating in the war, and several of them have cooperated with the Old One, either in admiration of his power, sympathy for his Flan heritage, or as a part of a deal to protect nature.

Beastman Forest (CN) Centaurs, fauns, satyrs, blink dogs, and various fey live in small tribes in this area. Nominally under the elven court of the High Tree and allies of the Heartlands, these folk rule themselves without asking for sanction of any court but rely on allies for defense if they get in trouble.

Dwarf (LG) Dwarfs from the Lortmils, Yatils, the Gladspurs, and White Plume Mountain have a vested interest in the defeat of Iuz. While rarely fielding their own armies, they participate by providing various support functions, mainly crafts and enchanted items. Dwarfs are likely to be connected to other mercantile or military/mercenary factions.

Hobs of the Gnome Hills (NG) The major hob settlement in the area is the Gnome Hills, between Vesve and the Gladspurs. Numerous gnomes live in Highfolk and the Kron Hills to the south of Furyondy, and small communities of halflings live in hidden locations throughout the area. Hobs are likely to act as individuals or representatives of other factions rather than as a faction in themselves, primarily merchant and arcane factions.

Wood Elven Realm (CN) A tribal area of wood and wild elves, with various other kinds mixed in. Isolationist to the point of xenophobia and well able to use the forest for defense.

Elves of the High Tree (CG) Centered in the northern Vesve, the grey (time and space) elves have an entire city in a single huge tree. With a nobility of high elves, wood elven soldiers, and a gnome working class, the court is a force to be reckoned with - when it can agree on what to do. Defying Iuz, the High Tree called on planar allies and powerful magic to close their borders. Little is known of how and if they have survived.

Magic Factions

Mage Council of Furyondy (LG) Rolf? The Mage Council, a kingdom-sponsored wizard’s school, is gaining greater acceptance and influence, and the military is training warmages to provide the kingdom with an arcane artillery. However, outside these groups, there is little to offer in terms of organized magic in Furyondy. Many prominent wizards operating in Furyondy have ties to the monastery of Boccob in Pantarn, and most have spent at least some time studying there.

The Conclave Arcanum of Dyvers (LN) Rolf? The long-lived magical organization of Dyvers is generally considered to be in decline. The Conclave is many centuries old and was perhaps the first modern guild to be established in the Flanaess. It currently occupies a series of low towers in the hills above the main districts of the City of Sails (these were constructed about two and a half centuries ago, just prior to the rise of Zagig Yragerne). The Conclave also maintains an impressive meeting hall on one of the many islets in the Lake Quarter, linked only to the mainland by a single invisible bridge that is said to be highly unnerving to negotiate, keeping most save the initiated from paying unwelcome visits to the group.

The Guild of Wizardry of Greyhawk (N) Rolf? The largest guild of mages in the whole of the Flanaess. It is also one of the least political, secretive, or closed guilds in existence. Almost any proven practitioner of magic is welcome, whether he or she is a mage, illusionist, bard, or an even more exotic magic user. It has no political agenda save perhaps its own continued existence and aggrandizement. In an unusual turn, the Guild does not require the exclusive allegiance of its membership, and most guilds all over the Flanaess return the favor by allowing members to also join this guild. This means that many mages from all over the Flanaess claim affiliation; it has become a source of local prestige in many areas to be a member of the famous Guild of Wizardry of Greyhawk. Its official rolls over the last decade number nearly a thousand active mages, though perhaps a quarter of those are in the city at any one time and a majority of those are dilettantes, adventurers, or occupied outside the business of magic.

Horned Society Signifiers (LE) The horned society is a military order, but has an active magical branch called the Signifiers. Even more than their military brethren, signifiers always go masked. These mix arcane and divine traditions in their efforts to master infernal forces, with a focus on maintaining the legion's moral and morale.

Religions of the North

The various religions active in the area are closely tied to other factions, but are almost facations themselves.

Heironeous (LG) The king and the warrior elite (especially officers and paladins) adhere to this faith. Heironeous’ temples are the largest in most northern cities, and the faith has a strong appeal for the common soldier. Heironeous’ high cleric, Garaeth Heldenster, is a great war hero known to almost everyone in Furyondy. He was an early supporter Artu and a powerful ally in Belvor's political struggles, and heads the central church located in Chendl. He is very old by now, and his charismatic leadership has put his successors in the shade; it is not clear who will succeed.

Honey (NG) Mats A new demi-godess of lust and dance, Honey is mainly known as the redeemer of the defiled glades. Popular with peaceful forest fey and entertainers, her cult is small and has no major temples or any hierarchy in the area. Groups of priests wander the area as carnies, putting on a show and festival when they visit a settlement. This has created a conflict with the Rhenne, who exploit the same social niche with iconoclastic fervor.

Mayaheine (LG) A mark that has recently differentiated the Shield Lands from Furyondy is faith. Mayaheine is a new deity, a servant of Pelor, whose tenets are a blend of protection and strength. After the crusade the Shield Lands church has grown greatly in scope and power, almost to the point of becoming a state religion. The Furyondy church is fairly small, with only about 200 clerics.

Ehlonna (NG) Ehlonna, or Ehlenestra as the elves call her, is the unicorn-riding defender of innocence and forests. Popular among the defenders of the Vesve and in Highfolk, her presence in Furyondy is small. The Highfolk chapter of the Knights of the Hart are her main adherents, but her church is decentralized and authority lies with a council that meets yearly in early spring.

Old Faith or Obad-Hai Popular with rustic farmers, rangers, and druids is the worship of the “Old Faith”. This worship of Obad-Hai has been falling off in the south, but recovered in the north with the recovery of The Glades. The center of this religion can be found in Gleaming Glades of the Gold County and in The Glades of the Vesve.

Trithereon (CG) This clergy is a headache for everyone else. Chaotic and vengeful, Trithereon's clerics are most common in the north where they advocate for aggressive action against Iuz. Trithereon's brilliant young Master Cleric Cataryna is often found in Chendl where her speeches provoke a bit of discomfort. This faith is most prevalent in the Barony of Kalinstren where many have converted to its tenants. A fairly large new church has been constructed in the Redoubt, the capital of Kalinstren.

Zilchus (N) The church of Zilchus is not very powerful. The main role of this clergy is as a stabilizing factor, a reassuring element in Furyondian life. Trade, business, and making a living still goes on a daily basis. There is something simple, easily understood and reassuring about that to everyone from the king to the humblest peasant with a copper common in his pocket. The clergy of Zilchus urges war to recover the lost northern lands, but to do so slowly, gradually, and with full war-chests.

Pelor (NG) The worship of Pelor is second only to that of St. Cuthbert among the common folk. Recently, due to the popularity of the Sun Father’s faith among the common folk and adventurers, Pelor’s temples in the kingdom have become larger and more organized. Since the introduction of Mayaheine as a sub-cult for warriors, Pelor is worshiped more by the common folk, but the nobility have no problem paying at least lip service to this faith.

Boccob (N) The largest church and the center of worship for this god is located in the city of Pantarn in the Barony of Littleberg. The followers of Boccob are not many, although this faith has been growing since the wars. The people have begun to value wizards more than in days past, and although a few distrust the members of this faith, others actively seek their counsel in spiritual and magical matters.

Corellon Larethian (CG) The high god of the elves, Corellon is mainly worshiped as a good of arcane magic in Highfolk and southern Vesve. Th cult of Boccob is gradually replacing Corellon in this capacity, but there is little friction between the cults. Where Boccob promotes any and all magic, Corellon urges restraint and conservation of consequences.

Rao (LG) Many nobles in Furyondy feel that Rao's clergy enjoys disproportionate influence at court, due to a heavy strain of Velunese influence. Veluna is Furyondy's banker, and Rao is widely revered there. The head of the Church of Rao is located in the city of Pantarn, in Littleberg, where Aubin Gyraisonne presides. Rao’s church also enjoys some popularity in Crockport, after what appeared to be direct intervention from The Mediator himself in the CY 595 siege of the city. Rao’s clerics urge careful thought and planning and against hasty action.

St. Cuthbert (LN) This deity and his clerics find the greatest share of their following among the common folk, especially among the peasants of the Gold County, where the influential Whillom Stronbillet preaches. They like the no nonsense, common sense approach of his clerics. Like Rao, St Cuthbert is seen as somewhat foreign, in this case from Verbobonc. This makes the church less popular than Pelor, especially in the north and among nobility. St. Cuthbert's clerics plead caution, stating that the ordinary people have suffered enough. Furyondy needs rebuilding and peace, they urge vigilance against Iuz rather than sudden aggression.

Independent Factions

A number of lesser power groups can potentially have influence in the area.

Flan (N) Numerous small tribes of Flan are native to the area. While not usually a force to be reckoned with, a hero might bring the Flan together as participants in the new country.

Rhenne (CN) Rhenne river traffic exists on the Whyestil, and some caravans pass through Furyondy, tough they are not very welcome there.

Baklunish (LN) On the far side of Perrenland lies the lands of the Baklunish people - highly civilized nations similar to earth Persians. Their influence in this area is remote at best.

Orcs (CE) Many orcs live in the area, remnants of Iuz's armies and pre-invasion tribes. Generally tribal and barbaric, orcs are likely to be enemies of the colonization effort.

Paynims (NE) The mongols of Oerth, Paynims are nomads living on the north end of the area to be colonized. Xenophobic and generally hostile, they make a poor power-base for colonization efforts - they'd rather reduce the entire area to plains for their horses to graze.

Major NPCs

A number of important NPCs will appear in the story as advisors and officials. In most cases, these people do not nee a full character sheet, they are linked to various organizations and it is safe to use organization ratings rather than skills for their actions. However, in the case that they become a part of the action, these are rules for building these characters.

Major NPCs have 10 experience points + 2/3 of PC experience points. Unlike followers provided by the normal rules, they have a maximum value calculated in the same way as it is for PCs. If such a major character is turned into a follower, their maximum value increases as indicated in the schtick that turned them into a follower, and they still keep the 10 bonus experience points provided here. These NPCs should be built under GM supervision (more so than normal) and the bonus experience points spent to flesh out their background.

If the character starts at higher values than indicated they will continue to use their current values until this rule provides them with a higher experience point total.

See also

External Links

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