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ADVENTURE PATH
P l a y e r s G u i d e
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Player's Guide
c r e d i t s
Creative Director • James Jacobs
Senior Art Director • Sarah E. Robinson
Managing Editor • F. Wesley Schneider
Editors • Judy Bauer and Christopher Carey
Editorial Assistance • Jason Bulmahn, Rob McCreary, James L. Sutter,
Sean K Reynolds, and Vic Wertz
Editorial Interns • Matthew Lund and Tyler Clark
Cover Artist
Jon Hodgson
Cartographers
Rob Lazzaretti
Contributing Authors
James Jacobs, Mark Moreland, and F. Wesley Schneider
Interior Artists
Eric Belisle
Publisher • Erik Mona
Paizo CEO • Lisa Stevens
Vice President of Operations • Jefrey Alvarez
Events Manager • Joshua J. Frost
Corporate Accountant • Dave Erickson
Sales Manager • Christopher Self
Technical Director Vic Wertz
Special Thanks
The Paizo Customer Service, Warehouse, and Web Teams
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Player's Guide
B
Player's Guide
revoy is a proud land, known throughout Golarion
for producing able warriors, regal nobles, and clever
rogues. Yet Brevoy’s two regions, Issia and Rostland,
have long held one another in contempt and now stand
on the verge of civil war. Both Issia and Rostland were
independent nations until Choral the Conqueror’s barbarian
armies and red dragon servitors united the regions into
a single kingdom two centuries ago. Until recently, the
iron rule of House Rogarvia maintained a fragile peace
between the two regions. But a decade ago, House Rogarvia
mysteriously disappeared, and the conniving leaders of
Issia’s House Surtova supplanted them as Brevoy’s rulers.
Now a labyrinthine political landscape plagues the nation,
full of secret alliances, provincial loyalties, and nefarious
plots; civil war seems inevitable. In Rostland to the south,
the swordlords see in many of Issia’s recent political moves
the swit approach of such a war. They rightly fear such an
event, for Rostland is smaller than Issia, it has fewer armies,
and its rolling hills and grasslands ofer very little in the
way of natural defenses. Worse, unlike Issia, whose northern
border stretches along the Lake of Mists and Veils, which
ofers some defense, Rostland’s southern border lies along
a stretch of wilderness infested with bandits and monsters.
If Brevoy falls into civil war, it won’t be long at all before
the violent, opportunistic vultures to the south move to take
advantage of Rostland’s problems.
This southern region of wilderness is called the Stolen
Lands. While these lands are technically a part of the
River Kingdoms, several of which have advanced claims
in the past, Rostland has long viewed them as “stolen”
from it by bandits and monsters. Many attempts have
been made to settle the Stolen Lands, but to date, none
have succeeded, making these 33,000 square miles of
unclaimed wilderness the largest swath of unclaimed
land in the entire River Kingdoms. As tensions mount
in Brevoy, some of Rostland’s swordlords hope to change
that fact; they have issued charters to several groups of
adventurers, sending them south into the Stolen Lands.
These initial charters are simple enough: re-open the
old trade routes along the rivers and scatter or defeat the
bandits who have made them too dangerous to use. Beyond
that, it seems apparent that Rostland wants to encourage
new nations to grow in this region—and believes that by
supporting these nascent kingdoms as allies, it’ll gain
loyal support in any coming conlict with Issia. It’s a bold
and brilliant political move—for if Rostland turned its
own resources to the task, not only would such a move
weaken its defenses against the north, but the blatant
power grab would certainly force Issia’s hand. By sending
free agents south, the swordlords of Rostland hope to
create new allies without sacriicing their own position
of power in Brevoy.
Yet as with most complex and brilliant plans, there are
plenty of opportunities for disaster.
t h e K i n g m a K e r Pc s
Your group of characters begins the Kingmaker Adventure
Path as one of four groups sent south into the Stolen Lands
to defeat bandits and, hopefully, to establish one of four
new nations in the River Kingdoms. It certainly won’t be
an easy task. Before any such settlement can even begin,
the bandits and monsters must be dealt with—and once
that initial task is done, the danger will only increase. As
you struggle to foster a ledgling kingdom, build up its
cities, and expand its farmlands, your group is destined
to face rival warlords, ferocious beasts, strange cults,
invading barbarian hordes, and even the mysterious fey
denizens of the near-mythical First World. Can you tame
the Stolen Lands and forge a lasting settlement amid
such opposition? Who will survive to rule your kingdom?
Who among you possesses the makings of a king?
The Kingmaker Player’s Guide is intended to provide
context for creating characters from the nation of Brevoy or
surrounding regions who wish to play a role in the Stolen
Lands’ transformation. In this campaign, your characters
will explore vast wildernesses and settle them, build
cities and nations, and even ight wars against opposing
kingdoms. Many of these unusual campaign elements are
supported by additional rules that appear in other volumes
of the Kingmaker Adventure Path—your GM can provide
you with the information you need to explore, build,
conquer, and war as the need arises in each adventure. As
a special preview, some of these elements are presented at
the end of this guide so you have all of the blank forms
and hex paper you need to track your adventures and
achievements in the Stolen Lands.
The following pages outline qualities of typical
members of all seven core races and 11 core classes; they
should allow you to create any combination thereof
within the framework of the Kingmaker Adventure Path.
Characters of all alignments, religions, and nations of
origin have a place in Brevoy and the River Kingdoms, and
the following suggestions should serve to spark a concept
or background for your would-be nation builder. You’ll
also ind several new traits speciic to the Kingmaker
Adventure Path to better customize your character and
link her to the campaign’s setting and plot.
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Stolen Land Explorers
Your group is but one of four groups chartered by the
swordlords to explore and settle the Stolen Land. Here’s
what you know about the four regions in the Stolen Lands
and who Brevoy sent to explore them. If you wish to learn
more, your characters will need to ask around once the
campaign begins.
The Greenbelt : Dominated by the woodland known as
the Narlmarches and the rolling hills of the Kamelands,
this region is the one your group has been chartered
to explore. Bandits are particularly rife in this area, and
the rumors that they’ve organized under the banner of
a bandit warlord who calls himself the Stag Lord are
particularly troubling. You are to explore as much of the
northern half of the Greenbelt as you can and, if possible,
to ind out more about this “Stag Lord” and remove the
bandit threat from the region. Other rumored problems
in the region include a tribe of mites, a tribe of kobolds,
mischievous fey, and numerous dangerous monsters
and wildlife.
Glenebon Uplands : The swordlords sent a relatively
experienced band of adventurers into the westernmost
reach of the Stolen Lands—an area that is supposedly
under the rule of the bandit kingdom of Pitax (although
that River Kingdom has done very little to prove its claims
over this area).
The Slough : The East Sellen River runs through the
swamps known as Hooktongue Slough. Rumor holds that
the swordlords sent actual Brevic government agents into
this swampy area.
Nomen Heights : The easternmost reaches of the Stolen
Lands contain a low mountain range and border the long-
ruined realm of Iobaria. The swordlords sent a band of
mercenaries into this region, rumors hold.
d w a r v e s
Though typically rare in northeastern Avistan, dwarves
exist in small numbers in almost every community
in Brevoy. Many serve as town blacksmiths, masons,
militia quartermasters, or pawnbrokers. The small
mining village of Brunderton in eastern Rostland has an
overwhelming dwarven citizenry—most dwarves in the
region can claim at least one relative or acquaintance that
calls the hamlet home—and gem and ore traders from
Brunderton travel throughout the area peddling their
wares. Rumors of untapped or unclaimed mines hidden
throughout the Stolen Lands are enough to get most
dwarves interested in exploring the wilderness.
e l v e s
Full-blooded elves are rare in Brevoy, generally
preferring to live in Kyonin further to the south. A fair
number of rebellious elves, however, emigrate from
their homeland up the Sellen River to Brevoy. Oten,
Forlorn elves pass through Brevoy on their way south
to Kyonin to live among their people, and some ind
the region so amenable that they never complete their
journey—although lately, others have chosen to stay
ater the direct route down the river through the Stolen
Lands was closed because of hostility from bandits and
indigenous tribes of boggards, lizardfolk, and even
trolls. The Brevic city of Restov boasts one of the largest
concentrations of elves in the region. Long ago, the
elves maintained a stronger presence in this region, and
rumors of surviving elven ruins scattered throughout
the most remote reaches of the Stolen Lands have long
intrigued elven scholars and historians.
g n o m e s
The boundaries between Golarion and the First World
are not constant; in some places, like in the Sellen River
basin, these barriers are unusually thin. The barriers
thin yet further, rumors hold, in the Stolen Lands—and
certainly fey are a powerful force in the region. Many
believe that the inluence of the First World over the
Stolen Lands is the primary reason none have managed
to tame the wilderness. Regions like these have long
drawn gnomes to their proximity, and tales of gnome
expeditions to explore the Stolen Lands are quite
common—as are tales of expeditions that become lost
and are never heard from again. Optimistic gnomes
cling to these vanishings as proof that the Stolen Lands
hide pathways into the First World. Gnomes have a strong
presence in the River Kingdoms and have established
communities there, such as Thom and Artume. Enclaves
of less civilized gnomes exist in Echo Wood near the
Numerian border, Embeth Forest, and Brevoy’s Gronzi
Forest, though these shamanistic sects tend to keep
r a c e s
Amid the constant threat of civil war, the inhabitants of
Brevoy have more pressing concerns than their neighbors’
race, and few judge a person by race alone. Brevans value
custom and loyalty regardless of race; thus, anyone
who adheres to local traditions enjoys a high degree of
tolerance and acceptance. As such, the region boasts a
diverse population comprised of nearly every race and
ethnicity on Golarion.
Note that you don’t have to be from Brevoy to play in
the Kingmaker Adventure Path, but since the campaign
begins with your characters chartered by the swordlords
of Restov and your initial approach into the Stolen
Lands is from Brevoy, you should still take into account
how members of your race and class function in this
northern kingdom.
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Player's Guide
mostly to themselves. Full of interesting sights and new
experiences, the region presents a perfect spectacle for
gnomes who enjoy the variety of people and places that
can be found there.
across Avistan oten congregate in the northern River
Kingdoms and southern Brevoy, consolidating their
power and plotting emancipation raids throughout
the Inner Sea. Non-crusading hallings oten work as
street performers, pickpockets, or legitimate shop or
tavern owners; their natural penchant for stealth and
showmanship makes them valuable assets to both the
ruling elite and underground criminal organizations.
The opportunity to help shape a kingdom from the
ground up, to build a civilization where hallings can be
a signiicant part of the leadership, could well be a draw
to any ambitious halling.
h a l f -e l v e s
Oten the victims of unfounded stigmatization in
communities of primarily human or elven populations,
half-elves typically ind Brevoy a welcoming land. The
Chelish and Taldan upper classes have long exiled
their embarrassing—if common—illegitimate half-elf
progeny to the unruly River Kingdoms, and as a result,
many of the region’s half-elves claim some noble heritage
(even if such claims aren’t formally recognized). Other
half-elven settlers in the region are the result of trysts
between locals and elves from nearby Kyonin. Regardless
of their origins, half-elves ind their adaptable nature
well suited to Brevic life, especially those settlements
in which adherence to local custom is of paramount
concern. Many half-elves rise to positions of power
thanks to their ability to roll with political changes and
bypass unexpected social impediments.
h u m a n s
Humans constitute the most populous race in and
around Brevoy, as they do throughout Golarion. Ethnic
Taldans make up well over half the region’s human
population; many trace their lineage back to the explorers
and soldiers who irst tamed the wild countryside
ages ago. Descendants of Choral’s conquering army
possess strong Kellid bloodlines, as do the barbaric
hordes of nearby Numeria. Spring and autumn bring
leets of Varisian latboats to the Sellen’s waterways
as the nomadic people make their seasonal migration
between the banks of Lake Encarthan and the Lake of
Mists and Veils. Because of the region’s penchant for
attracting outsiders from around the world, Chelish,
Keleshite, Tian, and Ulfen visitors commonly pass
through or make new homes in the River Kingdoms’
many outcast sanctuaries.
h a l f -o r c s
Throughout the civilized world, half-orcs sufer
ostracism and prejudice, yet many ind Brevoy not merely
tolerant of their kind, but in fact refreshingly accepting.
Brevans don’t view half-orcs with the same disdain that
the half-breeds receive in other parts of the world, and
any half-orc who adheres to the strict, provincial customs
of the land achieves the same level of acceptance that a
similarly compliant full-blooded human would. Half-orcs
blessed with less overtly bestial features might attempt to
pass for human, keeping the unseemly conditions of their
birth a closely guarded the secret and leaving their past
behind as they start again with a clean slate in Brevoy or
the wild River Kingdoms. Some embrace their heritage,
however, and are rewarded; warlords among feuding city-
states oten recruit half-orcs to serve as elite soldiers,
oicers, and law enforcement, valuing their blend of
strength and cunning.
c l a s s e s
People from all walks of life call Brevoy home, and the
region’s population consists of members of every class.
While some classes are more prevalent than others,
characters of all sorts can ind a niche within the
eclectic society. As the expedition to reclaim the Stolen
Lands prepares to embark, PCs with any set of skills and
abilities have the potential to play an important role in
the region.
h a l f l i n g s
Brevan hallings tend toward transient lifestyles that
shule them through Brevoy and the neighboring River
Kingdoms every few years. The Fith River Freedom
denounces slavery as an abomination, and inhabitants
uphold this tenet of the land as earnestly as they do any
other. As a result, the River Kingdoms have become a
haven for escaped or freed slaves—especially Chelish
hallings—attempting to start a new life without the
fear of bondage. A strong halling liberation movement
has taken root in the region, and freedom ighters from
B a r B a r i a n s
Most of Brevoy’s barbarians hail from the nearby nation
of Numeria, where primitive Kellid tribes bow to the will
and power of the mysterious Technic League. Numerians
oten hold strong superstitions about both magic and
technology, and many barbarians in the region share
this wariness, even those from the wild lands of Iobaria
to the east. Many Brevic communities adhere to strict
customs and cultural mores and don’t permit variation
from these traditions. As such, barbarians are rarely
fully accepted in more parochial settlements. They
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