We’re setting the campaign in Minaria again, a century past when The Party of the White Dwarf felled the Cult of the Sphincter God. Afterwards, The Party went into the excavations of the Mires of the Sinking Kind, never to be seen again (alabaster statues of the White Dwarf are present in several cities, however, and Please please please, don’t hit me with that hammer, music and lyrics by Shirt Le’Rouge, is still sung in taverns across the continent). For decades afterwards, the whole continent was subject to random attacks by dark elves and other monsters coming up from below (even during winter, the vicious bastards!). These attacks finally subsided, but only after very heavy casualties (roughly 20 soldiers for every dark elf). Minaria has been less warlike, as the nations conserve their strength in case of other attacks, but the countries are starting to regain their confidence and resume regular aggressions towards each other.
(As an aside, there are no “orcs” in Minaria, just goblins and, well, bigger goblins.“Orc” just means “bigger goblin”, with no particular rule changes).
Minaria is far more militarized than the usual GFE, with frequent wars that normally resolve before the harsh winters.
For veterans of Minaria, not that much has changed in 100 years, but here are a few highlights:
1) The dwarves have finally discovered a navigable trade route through the Eastern Mountains, and have semi-regular contact with (what they say are) the mighty nations of the East. A few brave adventurers, practicing heretofore unknown arts, have come to Minaria to seek their fortune (so you will find Samurai and such, though not in great quantity); as price of passage, the dwarves have sworn them to secrecy and not to discuss their homelands upon penalty of Particularly Horrible Death.
2) Since the collapse of the Sphincter Cult, magic has gone on a major upswing. Potions and other magic items are much more common now and manufactured. It is conjectured that this means the Sphincter God is slain, and his magic lifeblood is pouring into the world….less optimistic sorts believe that a return to the legendary magical power of the Llori empire is simply a precursor to another Cataclysm, and a powerful “Magic Atheist” cult has formed around the latter belief. Sphincter cultists are still around (though reclusive and never out in the open), and none have learned how they leverage their insanity into magical power.
3) Mivior is still a theocracy, but the Paladins of Addat have converted society into Lawful Goodness. It’s now a more orderly and regimented society, with only minimal tolerance to the few remaining practitioners of “the old ways”.
4) Muetar still has something of an evil caste to it (Falcon’s Hollow is in Muetar) but is a bit more neutral, having somewhat converted to worship of a wolf god, along with a patron saint /demigod of goblin smashing, Sigmar. Basimar is now also called The City of the White Wolf.
5) Some 30 years ago, a party of adventurers wielding the kind of magical power undreamed of by an AD&D monster, defeated the LIzard King, and the Great Southern Swamps have reverted to the Southern Wastes; the Altar of Greystaff is active again, with cultists eager to take the blood offerings that the Lizard King was claiming for himself. (The Beneficent Kingdom of the Lizard King did eventually successfully attack Shucassam, plundering Addeese by going across the lake, this happened a few years afte the fall of the Sphincter Cult).
6) Other details as needed. Demihumans aren’t as long lived in Pathfinder as in AD&D, so please don’t take me to task on possible continuity issues regarding characters/people that could reasonably be still alive. Also, I’ll be recycling the names of Kings. Deal with it.
7) The Pirates of Rombune have been very active of late, raiding up rivers and engaging in other nastiness.
8) The character leveling rules of Pathfinder are far more generous; I can modify my leveling house rules/training if you’d like (prices are likely to rise, however).
Spoilers, look below at your peril
Since the 2nd Ed campaign is basically over, I figure a few comments on “what was going on” are in order:
In the Keep on the Borderlands, there was an abandoned dwarven tunneling device (you did find a key part, which delayed the dwarves’ excavations). The dwarves actually arranged the sabotage of the Keep, offering poor Hothior a “special price” on repairs (the priest you chased was actually a spy for Muetar with nothing to do with the sabotage, but fleeing because he knew he’d be suspected of it). Once there, they recovered the device, and hauled it back to Aws Noir with none the wiser.
After it was repaired, the dwarves tunneled to the Mires of the Sinking Kind, hoping to steal valuable elven artifacts. Unfortunately, they discovered a hidden outpost of Drow, causing all sorts of problems up north.
You were dangerously close to losing all of Mivior to the Sphincter God. The only reason Colist survived is because they won a major naval battle;, temporarily breaking the siege. This battle was decided because Sahuagin reinforcements for Team Sphincter did not arrive (because The Party’s earlier actions led to the destruction of a Sahuagin stronghold)…the rewards from saving Port Lork in Hothior would not have been as good. Port Lork was about all that’s left in Hothior, since the Black Hand (pissed off at Hothior, due to what happened to his Emissary that you kind of screwed) had been cursing and picking off those few who could stand up to the Sphincter Cult.
The Troll King was being extorted into working for the Sphincter God (being not vulnerable to their stupid-powerful Charm Person ability); he needed to reactivate his insanely powerful Helm of Brilliance, powered by expensive gemstones (the Helm, an actual AD&D magic item, is a nigh-7 figure item because it has ridiculous amounts of firepower…something about being up to put up dozens of walls of fire allowed the Troll King to motivate his followers into fighting off even the Drow’s potent magic). Agents of the Sphincter cult (that narrolwly escaped The Party a few adventures earlier) managed to convince the Troll King to look in Mivior for the gems he needed, rather than in an abandoned temple not 30 miles from the “royal castle” of the Troll King.
The Zombie King was Jomballah, a revenant driven by murderous desire to avenge his death and recover the bone mace you killed him for…he was incidentally also fighting the Sphincter Cult, based on the Isle of Dread. Eventually he was going to land in Rombune…
I think that’s most of the little details you may have puzzled over, feel free to ask if I missed a story thread or two.