Azlanti

Azlanti Azlanti

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18 Pathfinder Chronicles: Campaign Setting Azlanti Azlant, the first great empire of man, sank beneath the sea 10,000 years ago. The shattered remnants of its once-graceful architecture perch precariously atop the slivers of land that still remain of the island continent, vast mazes of crumbling rock that form a wall across the treacherous Arcadian Ocean. Here and there along the Inner Sea, and infrequently inland far from modern cities, a ruin of some forgotten Azlanti outpost lies at the heart of a trackless forest or the edge of a forlorn coastal cliff. Today, there is no more Azlant. The god Aroden was the very last pure-blooded scion of that onceproud race, and with his recent demise the line is now extinct. And yet the Azlanti live on in culture, spirit, and song, a lost race whose inf luence has not yet faded. Taldans and Chelaxians both proudly proclaim Azlanti blood as the foundation of their stock, with some (falsely) claiming to be pure descendants of the ancient empire. These folk view their Azlanti origins as the source of traits like intelligence, grace, magical aptitude, and beauty, using the connection as a major point of distinction that sets them above other races. Language: Ancient Azlant Favored Regions: Absalom, Azlant, Cheliax, Taldor, Andoran, Varisia, Nidal Favored Deities: Humans claiming Azlanti blood often favor Aroden, last scion of Old Azlant. Since his death a century ago, some have turned to Iomedae or other common gods, but these are devotions of convenience rather than cultural choices. The death of the Last Azlanti renewed interest in the forgotten ancient deities of the original Azlanti culture, but only a few fragments (of an often disturbing nature) have thus far come to light. Names: Today, Taldan.s and Chelaxians with Azlanti blood tend to favor the naming conventions of their current culture, but those wishing to strengthen their connection to past glories often adopt names discovered in ancient Azlanti manuscripts, wall inscriptions, or the few scant bits of history and art that survive to the modern day. Azlanti names usually begin with vowels, and neither males nor females adopt surnames. An Azlanti must make his one name important enough to last in memory and history. Male Names: Alamander, Akorian, Arioch, Erodel, Ellismus, Iogorian, Illsmus, Ixiolander, Olhas, Othollo, Ostarian, Ureste, Udhomar I once saw an Azlanti wizard at a carnival in Daggermark. I lost three sailors to a rug merchant in Okeno whose Azlanti patterns beguiled the simple-minded into snares of ancient origin. Even the ship’s cook calls himself Azlanti on account of his pale skin and dark hair. The true Azlanti died out millennia ago, yet these men I have known keep their culture and tradition alive through the ages. And in this sense, the Azlanti will live forever. —Justin Tolbar, Pathfinder Female Names: Aswaithe, Amesducias, Aliandara, Estrude, Emalliandra, Iomestria, Iaome, Ommarra, Oviento, Udarrin, Ulionestria The exact nature of Old Azlant’s culture eludes historians, but certain elements of the empire’s art continue to thrive in the modern day. Genuine Azlanti jewelry commands high prices in the markets of the Inner Sea, and each new discovery can trigger new trends among the high society. The intertwined patternwork of Old Azlanti artisans lives on among weavers, stonecarvers, and tattooists, and the Azlanti high copula architectural style inspires most of the monumental structures of Andoran’s visionary masonic orders. The ancient Azlanti were a regal, beautiful folk with handsome features and an aloof demeanor. Their skin ranged from olive to pale white, with uniformly dark hair approaching black. Azlantis were known for expressive brows and slightly receded hairlines resulting in a sort of widow’s peak. Today, humans still identify these traits as Azlanti, whether or not the connection is genuine. Only one physical characteristic—a deep purple color in the eyes—is seen today as absolute proof of strong Azlanti heritage. The blood of Old Azlant lives on not just in the sunlit kingdoms of regal Taldans and Chelaxians who cling to it in

18<br />

Pathfinder Chronicles: Campaign Setting<br />

<strong>Azlanti</strong><br />

Azlant, the first great empire of<br />

man, sank beneath the sea 10,000<br />

years ago. The shattered remnants<br />

of its once-graceful architecture perch<br />

precariously atop the slivers of land that<br />

still remain of the island continent,<br />

vast mazes of crumbling rock that form<br />

a wall across the treacherous Arcadian<br />

Ocean. Here and there along the Inner<br />

Sea, and infrequently inland far from<br />

modern cities, a ruin of some forgotten<br />

<strong>Azlanti</strong> outpost lies at the heart of a<br />

trackless forest or the edge of a forlorn<br />

coastal cliff. Today, there is no more<br />

Azlant. The god Aroden was the very<br />

last pure-blooded scion of that onceproud<br />

race, and with his recent demise<br />

the line is now extinct.<br />

And yet the <strong>Azlanti</strong> live on in culture,<br />

spirit, and song, a lost race whose<br />

inf luence has not yet faded. Taldans<br />

and Chelaxians both proudly proclaim<br />

<strong>Azlanti</strong> blood as the foundation of their<br />

stock, with some (falsely) claiming to<br />

be pure descendants of the ancient empire. These folk view<br />

their <strong>Azlanti</strong> origins as the source of traits like intelligence,<br />

grace, magical aptitude, and beauty, using the connection as a<br />

major point of distinction that sets them above other races.<br />

Language: Ancient Azlant<br />

Favored Regions:<br />

Absalom, Azlant, Cheliax, Taldor, Andoran, Varisia, Nidal<br />

Favored Deities:<br />

Humans claiming <strong>Azlanti</strong> blood often favor Aroden, last scion of Old Azlant. Since<br />

his death a century ago, some have turned to Iomedae or other common gods, but<br />

these are devotions of convenience rather than cultural choices. The death of the Last<br />

<strong>Azlanti</strong> renewed interest in the forgotten ancient deities of the original <strong>Azlanti</strong> culture,<br />

but only a few fragments (of an often disturbing nature) have thus far come to light.<br />

Names:<br />

Today, Taldan.s and Chelaxians with <strong>Azlanti</strong> blood tend to favor the naming conventions<br />

of their current culture, but those wishing to strengthen their connection to past<br />

glories often adopt names discovered in ancient <strong>Azlanti</strong> manuscripts, wall inscriptions,<br />

or the few scant bits of history and art that survive to the modern day. <strong>Azlanti</strong> names<br />

usually begin with vowels, and neither males nor females adopt surnames. An <strong>Azlanti</strong><br />

must make his one name important enough to last in memory and history.<br />

Male Names:<br />

Alamander, Akorian, Arioch, Erodel,<br />

Ellismus, Iogorian, Illsmus, Ixiolander,<br />

Olhas, Othollo, Ostarian, Ureste, Udhomar<br />

I once saw an <strong>Azlanti</strong> wizard at<br />

a carnival in Daggermark. I lost<br />

three sailors to a rug merchant in<br />

Okeno whose <strong>Azlanti</strong> patterns<br />

beguiled the simple-minded into<br />

snares of ancient origin. Even the<br />

ship’s cook calls himself <strong>Azlanti</strong><br />

on account of his pale skin and<br />

dark hair. The true <strong>Azlanti</strong> died<br />

out millennia ago, yet these men I<br />

have known keep their culture and<br />

tradition alive through the ages.<br />

And in this sense, the <strong>Azlanti</strong><br />

will live forever.<br />

—Justin Tolbar, Pathfinder<br />

Female Names:<br />

Aswaithe, Amesducias, Aliandara,<br />

Estrude, Emalliandra, Iomestria, Iaome,<br />

Ommarra, Oviento, Udarrin, Ulionestria<br />

The exact nature of Old Azlant’s<br />

culture eludes historians, but certain<br />

elements of the empire’s art continue<br />

to thrive in the modern day. Genuine<br />

<strong>Azlanti</strong> jewelry commands high prices<br />

in the markets of the Inner Sea, and each<br />

new discovery can trigger new trends<br />

among the high society. The intertwined<br />

patternwork of Old <strong>Azlanti</strong> artisans lives<br />

on among weavers, stonecarvers, and<br />

tattooists, and the <strong>Azlanti</strong> high copula<br />

architectural style inspires most of the<br />

monumental structures of Andoran’s<br />

visionary masonic orders.<br />

The ancient <strong>Azlanti</strong> were a regal,<br />

beautiful folk with handsome features<br />

and an aloof demeanor. Their skin ranged<br />

from olive to pale white, with uniformly<br />

dark hair approaching black. <strong>Azlanti</strong>s<br />

were known for expressive brows and<br />

slightly receded hairlines resulting in a<br />

sort of widow’s peak. Today, humans still<br />

identify these traits as <strong>Azlanti</strong>, whether or<br />

not the connection is genuine. Only one<br />

physical characteristic—a deep purple color in the eyes—is<br />

seen today as absolute proof of strong <strong>Azlanti</strong> heritage.<br />

The blood of Old Azlant lives on not just in the sunlit<br />

kingdoms of regal Taldans and Chelaxians who cling to it in


memory of past glories, but also in the darkened depths of the<br />

world, where the inbred survivors of lost <strong>Azlanti</strong> colonies chart<br />

new histories unrelated to the high ideals of lost centuries.<br />

These forgotten degenerates f led below Golarion’s surface<br />

in the dark days of the Earthfall, and while their extreme<br />

xenophobia and isolation have kept their stock undiluted over<br />

the millennia, relentless incest has reduced them to mutated,<br />

cannibal savages.<br />

The subterranean remnants of timelost <strong>Azlanti</strong> colonies on<br />

Avistan and Garund retain only the base physical trappings<br />

of humanity, having long ago descended into animalistic<br />

cannibalism. They remember only the barest scraps of their past<br />

glories, and many of their widespread, isolated communities<br />

have lost even the art of language. In certain cases, inbreeding<br />

resulted in terrible mutation. Such creatures are, essentially,<br />

monsters, and make for poor player characters.<br />

Perhaps the truest claimants to the glories of Old Azlant<br />

are the reclusive aquatic humans known in civilized society<br />

as gillmen, the so-called Low <strong>Azlanti</strong> who have manipulated<br />

the politics of Absalom since the city’s foundation and who<br />

are rumored to have the ear of the ruling council of Andoran.<br />

When the ancient <strong>Azlanti</strong> rebelled against the aboleth masters<br />

that raised them from barbarism and doomed their continentkingdom<br />

to extinction, countless thousands plunged into the<br />

turbid waters of the Arcadian Ocean. Most drowned, but some<br />

few found succor with their undersea aboleth enemies. For<br />

reasons that remain occluded to this day (but which surely<br />

have nothing to do with compassion), the aboleths rescued a<br />

small fraction of the drowning humans, warping their f lesh<br />

to help them survive in the aboleths’ uncontested undersea<br />

realm. Caught somewhere between merfolk and the humans<br />

from whom they descended, the Low <strong>Azlanti</strong> emerge from<br />

the depths occasionally to serve the mysterious agenda of<br />

the aboleths, dwelling in a permanent fashion only in a poolladen<br />

embassy in the town of Escadar, off the Isle of Kortos.<br />

The Ancient <strong>Azlanti</strong> tongue has been lost for centuries,<br />

known to modern scholars only in its fragmentary written<br />

form. Certain <strong>Azlanti</strong> terms and elements of grammar<br />

survive as the foundation of the Taldane language, known<br />

across Avistan and Garund as Common. Only the mysterious<br />

seafaring elves of the Mordant Spire speak Ancient <strong>Azlanti</strong><br />

f luently, barking aristocratic orders to explorers investigating<br />

the ancient ruins they claim as their own.<br />

Much of what is known about the culture of Ancient Azlant<br />

is conjecture based upon artifacts or fragmentary historical<br />

records rescued from ruins more than 10,000 years old.<br />

Modern humans claiming <strong>Azlanti</strong> descent often attempt<br />

to cloak themselves in the trappings of the fallen empire,<br />

thus attaining some measure of its greatness. Because the<br />

remnants of Old <strong>Azlanti</strong> art discovered to date often depict<br />

regal robes of crimson or deep green, modern <strong>Azlanti</strong> tend to<br />

garb themselves in finery of those hues. Likewise, slavery is<br />

known to have existed in the lost empire, so modern <strong>Azlanti</strong>s<br />

Characters: <strong>Azlanti</strong><br />

The Legacy of Old Azlant<br />

The enigmatic gillmen are close enough to humans that they<br />

can pass as such (for a time) without fear of detection. Physically,<br />

they resemble their ancient cousins, with the characteristic<br />

expressive brow, pale skin, and dark hair. They almost always<br />

have bright purple eyes, and three slim gills mark each side of<br />

their necks, near the shoulder. The gills allow the Low <strong>Azlanti</strong><br />

to breathe underwater as well as on land, and instantly mark<br />

them as outsiders among those who know where to look.<br />

To date, all known gillmen serve the unfathomable schemes<br />

of the reclusive aboleths, but the control seems more akin to<br />

the effects of a geas or dominate person spell. Unless the gillmen<br />

go against the orders of their aboleth masters (which are often<br />

unknown to them, masked in the form of hidden memories<br />

triggered by key events), they are free to act as they wish. In<br />

a campaign, these orders are wholly up to the GM, meaning<br />

the player of a gillman character cedes some elements of selfcontrol<br />

when it best serves the story of the campaign.<br />

A gillman PC is a human character in all ways save that he<br />

loses the normal bonus feat entitled to a human at 1st level as<br />

well as the normal bonus skill points at all levels. Instead, the<br />

PC gains the following abilities:<br />

Amphibious (Ex): Gillmen can breathe both air and water.<br />

Sleek Swimmer (Ex): Gillmen gain a Swim speed of 30.<br />

Water Dependent (Ex): A gillman’s body requires constant<br />

submersion in fresh or salt water. Any gillman who spends<br />

more than a full day without fully submerging himself in<br />

water risks internal organ failure, painful cracking of the skin,<br />

and death within 4d6 hours.<br />

Skills: A gillman has a +8 racial bonus on any Swim check<br />

to perform some special action or avoid a hazard. He can<br />

always chose to take 10 on a Swim check, even if distracted<br />

or endangered. He can use the run action while swimming,<br />

provided he swims in a straight line.<br />

see the ownership of a servant class as part of their ancient<br />

birthright. Such attitudes are not popular in abolitionist<br />

Andoran, which fashions itself after Old Azlant in architecture<br />

and many elements of philosophy. Here, as elsewhere, those<br />

with the strongest claims of <strong>Azlanti</strong> blood are often members<br />

of the old guard, more interested in tradition and honor than<br />

in blazing new trails or embracing modern ideas.<br />

Elves tend to distrust humans of <strong>Azlanti</strong> heritage,<br />

remembering the battles of ancient days before the fall of the<br />

Starstone, when the aboleth-backed scions of Azlant toppled<br />

the great cities of the elvenfolk and forced the race to abandon<br />

Golarion through interplanetary gates. Despite the passage of<br />

10 millennia, the elves have not forgotten the transgressions<br />

of the past. Many, especially among the mysterious seafaring<br />

elves of the Mordant Spire, still hold a potent grudge. For their<br />

part, <strong>Azlanti</strong> humans tend to look down on nonhumans even<br />

more than they do their less genetically gifted human cousins.<br />

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19

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