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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 />

3<br />

27

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