Pathfinder Chronicles - Gazetteer - Asamnet
Pathfinder Chronicles - Gazetteer - Asamnet
Pathfinder Chronicles - Gazetteer - Asamnet
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mighty Koldukar, in the foothills of the Hungry Mountains.<br />
There, at the Battle of Nine Stones, the Sky Citadel fell to<br />
the most revered hero of orc folklore, a savage warrior king<br />
who gave his name to the nation: Belkzen.<br />
Belkzen held together his f ledgling nation long enough<br />
to erect massive stone temples and monuments throughout<br />
the plains surrounding the conquered citadel of Koldukar,<br />
renamed Urglin, (“first home” in Orc). The Hold of<br />
Belkzen became a legend among orcs, attracting them from<br />
throughout Avistan.<br />
A line of petty conquerors, orc and otherwise, has laid<br />
claim to Belkzen over the centuries, whipping the orcs<br />
into obedience until an inevitable defeat or betrayal from<br />
within. The legendary lich-king known as the Whispering<br />
Tyrant usurped Belkzen’s throne in 3204, uniting the<br />
warring orc tribes of the plains and mountains and forming<br />
an immense army of savage humanoids unheralded since<br />
the subterranean times. That force relentlessly harrassed<br />
the kingdoms of Avistan in a series of abominable<br />
invasions and raids that lasted more than 500 years, until<br />
Taldor and its allies launched the Shining Crusade that<br />
imprisoned the Whispering Tyrant below Gallowspire and<br />
thrust Belkzen once more into chaos. Thus has the nation<br />
remained for centuries upon centuries. Leaders come and<br />
go, but the savagery and resilience of the orcs of Belkzen<br />
remains a terrible constant.<br />
Non-orcs seldom survive long in Belkzen. Roving hordes<br />
of orc warriors and their associated allies and servitor beasts<br />
wander the countryside, occasionally settling in meager<br />
communes amid the crumbling ruins of monumental<br />
buildings from Belkzen’s time. Only in the capital at Urgir,<br />
where the strongest tribes exist in an uneasy peace, can an<br />
outsider expect to pass unmolested and unabducted, and<br />
even then only if he or she bears the sign or fetish of a highranking<br />
orc warlord. Many <strong>Pathfinder</strong>s, arcanists, and<br />
explorers find risking the bad reception worthwhile, for<br />
even though their stink permeates nearly every chamber of<br />
Urgir, the orcs have not yet discovered all of Koldukar’s lost<br />
passages and unclaimed treasure. Others come to Urgir for<br />
trade, to muster an army of orc mercenaries, or to purchase<br />
slaves captured by orcs on raids against neighboring lands.<br />
In the country’s nothern wastes, warriors from<br />
Wyvernsting dash across the border to abduct the giant,<br />
antediluvian creatures of the Realm of the Mammoth<br />
Lords, transporting them to Urgir for later sale to the<br />
armies and arenas of the south. The kingdom of Cheliax<br />
has of late developed a voracious appetite for the weird<br />
beasts of the north, swelling the coffers of Wyvernsting’s<br />
ambitious ruler, Hundux Half-Man, who is thought to<br />
have ambitions upon Urgir and who fashions himself a<br />
warrior king in the mold of Belkzen himself.<br />
The ruined castles of countless would-be tyrants dot<br />
Belkzen’s landscape, giving warning to any outsider hoping<br />
<strong>Gazetteer</strong>: Nations<br />
to bend the orcs to his will. One of the most impressive<br />
of these monuments, the fortress Scarwall, gazes down<br />
upon the f latlands of Belkzen from its perch atop a spur<br />
of the Kodar Mountains. Visible along the crude road<br />
from Wyvernsting to Urgir, the castle was once home to<br />
an Ustalavian general named Kazavon who ruled Belkzen<br />
early in the fifth millennium. The orcs use Scarwall as<br />
a landmark but never venture within, for Kazavon’s rule<br />
ended in madness, and uneasy spirits violently haunt his<br />
unhallowed home.<br />
Warring along Belkzen’s southwestern border with<br />
Lastwall continues as it has since the final days of the<br />
Shining Crusade. Orc warriors f lock south to test their<br />
blades against human steel as they have for centuries, but<br />
the orcs’ numbers grow greater and greater every year.<br />
Soon, the gray-haired warriors of Lastwall fear, the orcs<br />
will overwhelm this last bulwark, and the hordes of Belkzen<br />
will spread a bloody scar across Avistan once more.<br />
Brevoy<br />
STRUGGLE BETWEEN NOBLE HOUSES<br />
Alignment: CN<br />
Capital: New Stetven (32,850)<br />
Notable Settlements: Port Ice (13,260), Restov (18,670),<br />
Skywatch (6,590)<br />
Ruler: King Noleski Surtova<br />
Government: Hereditary monarchy (Salic primogeniture)<br />
Languages: Common, Hallit, Skald, Varisian, Draconic<br />
Religion: Abadar, Pharasma, Gorum<br />
Taldorian explorers colonized the plains south of Lake<br />
Encarthan about 2,000 years ago, conquering the plagueridden<br />
inhabitants of an ancient frontier colony of the<br />
legendary eastern steppe kingdom of Iobaria. Over time,<br />
the Taldorian settlers and rustic Iobarian survivors<br />
coalesced into two relatively stable, independent nations.<br />
To the south was Rostland, led by the warrior-lords of the<br />
Aldori swordpact, situated between the frontier capital of<br />
Restov and encapsulating the whole of the twisted Gronzi<br />
Forest. So great was the swordsmanship of Rostland’s<br />
leaders that the Aldori style is still widely taught in Avistan<br />
centuries after the fall of the kingdom that spawned it.<br />
North of Rostland was Issia, a coastal land surrounding<br />
the boisterous capital of Port Ice, haven to scoundrels and<br />
lake pirates. Issian raids ranged the length of the Sellen<br />
River in those days, giving even a Verduran woodsman<br />
reason to fear the sounds of splashing oars by moonlight.<br />
The greatest pirate family, House Surtova, thus had an<br />
inf luence that spanned the whole of the Lake of Mists and<br />
Veils and the waterways connected to it.<br />
Rostland and Issia cycled between war and peace<br />
throughout the centuries, but constrained their attention<br />
to one another, largely ignoring the outside world. In 4449,<br />
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