Aroden was a god of human culture, innovation, and history. An important prophecy known as the Starfall Doctrine suggested that he was to manifest in Cheliax in 4606 AR, marking the beginning of a long-awaited Age of Glory. Instead, at the appointed hour, Golarion was racked with three weeks of storms that left the Eye of Abendego as a lasting reminder. When the weather broke, the clerics of Aroden found themselves disconnected from their god. When Abrogail Thrune I took control of the empire, Aroden was dead, and prophecy, which had defined Aroden's life and spurred his personal accomplishments and ambitions, stopped functioning.
Kevoth-Kul becomes the The Black Sovereign of Numeria with the support of the Technic League.
Due to their outspoken nature against the Technic League Cicero Zestós Aéras's parents are forced out of Starfall by Kevoth-Kul who has found himself under the influence of the Technic League. Cicero Zestós Aéras and his family wind up swearing to free The Black Sovereign and Numeria from the sway of the league.
A new leader emerged amongst the demons in 4692 AR, a powerful balor known as Khorramzadeh, the Storm King. He and his forces were able to damage the Kenabres wardstone and cross the frontier, but were eventually driven back after the balor was almost slain by the dragon Terendelev. This worrying development led to the calling of the Fourth Crusade in order to defeat the Storm King before he had the chance to unite more of the demons under his banner. Lasting 15 years, this was the longest and most exhausting of the four crusades and ended in 4707 AR more out of sheer fatigue on the part of the crusaders than any major victory or other positive tactical development. The Fourth Crusade also marked the appearance of the Order of Heralds, a knightly order tasked with reigning in the excessive purges and inquisitions of the Third Crusade. Their efforts were largely successful, although the cleansing fire of purity still glows the strongest in Kenabres to this day.[10]
Captained by a tough old ranger and the first mate a tiny gnome sorcerer, the party is hired to provide extra security as the boat makes its way down the river to deliver it's cargo to a group of Paladins. The ships crew is secretive about what they are carrying, but friendly to the new guards so it's mostly left well enough alone.
Having been captured by a band of Goblins Namfoodle welcomes the rescue at the hands of his party and the new found freedom it offers for both him and his donkey, Gordo III.
A strange infestation is found to be impacting the life in the River Kingdoms along the route, further trouble seems to not only find the ship as it travels, but seems drawn to it...
As the ship continues to travel it becomes more and more clear that the ship is being targeted by various nefarious sources. What ever it's carrying seems to be getting agitated and does not want to be contained as it is, calling out for freedom and promising power to any which free it.
As the ship transits a particularly treacherous section of the river, it finds itself assaulted by a necromancer controling a ship crewed by various zombies. The battle is fierce and the ship gets rammed, forcing it into the rapids and resulting in it's destruction. In the aftermath it's found that the captain of the ship has been killed, distraught the gnome flys off to be alone in his grief.
https://www.d20pfsrd.com/magic-items/artifacts/major-artifacts/book-of-the-damned-demonic/
After aclimating themselves to the new city they find themselves into, and pissing off certain members of The Acadamae who didn't take kindly to Alchemy as a proper field of study, Nanfoodle and the rest of his crew find themselves hired on to an expedition to search the Darklands for an ancient Dwarvish temple abandoned during their Quest for the Sky which may hold clues to solving the Drows Dark Fate. Namfoodle and Angaar are coerced into behaving on the expedition by strategically placed Scarab of Death, Triggered s.
Fed up with their lot in life the Goblinoids of Zinra'nerstra rise up to protest their situation. The resulting situation quickly turns to violence as two leaders among the uprising choose chaos over progress. Somehow as a result of this a Balor Lord is released into the world resulting in large scale death and chaos.
In an attempt to create a permanent portal to the Abyss to begin his assault on the Material Plane the Balor Lord summons a small army of demons and begins his assault on the Portal to the Water Plane in Zinra'nerstra . While the inital attack results in the weakening of the portal's coherence the Balor is repulsed, and a call for reinforcements goes out. The Balor Lord is found to be fortifying an outpost formerly of a religious order nearby to the town and a siege is started.
With the Bastion currently held by Abyssal forces, the Party supported by Paladins of Iomedae, returning from the failed 4th Crusade, begins their assault. Losses are heavy on both sides but with the Party's help they are slowly able to break through the Bastions defenses and eventually reclaim the Bastion for the forces of Good. The Paladins decide that the Bastion should be their permanent home for their new order, working to cement relations between the surface world and the Darklands and spread the light of good further into the hearts of those who live in the eternal darkness.
Teleportation is risky and unfortunately the wizard who was helping the Party travel from the Darklands may have overestimated how well he know the area they were going to. Fortunately for the Party it only caused them to arrive nearby Korvosa, rather than in the ground, or out to sea.
Having somewhat succeeded on their mission, the headmaster of the Acadamae eases their take over of the Wise Dragon. As they investigate their new location they find someone already there rummaging through the debris in the Inn. Mak'lae, an elf wizard with a penchant for chaos, is searching for an artifact that he heard may be at this location. After a fight where they are all attacked it's quickly determined that it'd be best if everyone were to stick together and everyone proceed to start to pick rooms.
With the responsibility of ownership, something unknown to most of those in the party, the newly named Namfoodle and the Gordo 6, begin to renovate the Wise Dragon securing it further in the process.
Still coming to terms with the fact they are respectable members of society, or at least appearing that way, the group learns that an odd varient of Shiver is killing members of the city and set about doing something to stop it.
It is late in the day on November 12th. Mak'lae has an evil outsider out for his destruction. 3 Lawful Namfoodle clones have appeared somewhere near Thorn's End. The PCs get a new card drawing on December 12th.
Having caused a signficant number of problems in Korvosa, potentially leading towards as revolt, the party leaves Korvosa for a while to let the heat on them die down a bit.
On the search for help with their current problems with the Queen of Korvosa, the party winds up seeking the help of the Lantern Bearers and Mak'lae's first mentor in the magical arts. In the process they get caught up in an attempt to finally remove Treerazer.
Setting up a plan to assault Treerazer, he decides to turn around and attack Thorn's End. The group manages to seriously injure him, but unfortunately is unable to finish the job and Treerazer escapes.
The Queen of Korvosa, who turns out the be the Witch who's been after the party for a while, makes her intentions known to kill the party, triggering the group to stage an assault on the castle.
With limited options, the brave Drow Monk defying all stereotypes of his race sacrifices himself to destroy an evil artifact and save countless lives. A treacherous cur also dies, but his name is not recorded in history.
Fort Thorn is founded in Bloodsworn Vale which is in the The Mindspin Mountains to the east of Korvosa .
A voice from beyond the grave and a message leading into a location which should be unattainable, will the heroes be able to rescue their friends and determine why Pharasma would have sent them there to begin with?
Waking up in an odd location, constantly berated by winds and rain DC and Horus begin to explore the location which they quickly realize is not their afterlife. They realize they are on a floating debris field and not alone. Cultists and Krakens both decide that they are where they shouldn't be and attempt to correct the situation. Fighting off their foes they find magical help which let's them contact their friends informing them that they are still alive and in need of some serious help.
Having discovered an old friend of his from Thom in the River Kingdoms, Namfoodle is happy to find out she has an Airship which can make the journey to the Sodden Lands much faster and it also happens to be close to an area she needed to investigate herself anyway.
After the airship they were traveling on was destroyed by Dragons seeking to rescue their eggs which were being used to power it, the Party finds themselves stranded in the Sodden Lands on a series of rope bridges and tops of towers of a former major city which is now under near constant barrage from hurricane force winds and rain due to the Eye of Abendego.
Traveling from Torch to Scrapwall, with a stop along the way, the party encounters an odd fellow from Nidal, Kerish , a bloodrager who had been part of a Nidalese expedition in Numeria . The rest of his party wiped out by robots, Kerish joins up with The Westgate Quads and assists them in their adventures.
Exploring the ruins, always with weapons at hand, the group clears out supposedly impossible tasks, gaining fame that the locals refer to as "Scrapworth". This leads them to be invited to participate in a gladatorial exhibition and an audience with the Lords of Rust and Hellion.