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Pathfinder Chronicles - Gazetteer - Asamnet

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2<br />

<strong>Pathfinder</strong> <strong>Chronicles</strong><br />

Introduction<br />

The greatest heroes of Golarion’s modern age record their<br />

victories in an ongoing series of chapbooks known as the<br />

<strong>Pathfinder</strong> <strong>Chronicles</strong>. The amazing, often unbelievable<br />

tales bound in these oft-traded volumes tell of lost gods and<br />

sunken continents, of creatures older than the world itself who<br />

fell from the stars in the eldest of days, and of the fantastic<br />

ruins they left behind.<br />

The authors of these tales belong to the <strong>Pathfinder</strong> Society, a<br />

loose-knit group of explorers, archaeologists, and adventurers<br />

who span the globe in search of lost knowledge and ancient<br />

treasures. Some seek to unlock the secret history of the world,<br />

piecing together the past one fragment at a time. Others are<br />

in it for the money, filtering priceless antiquities through<br />

a series of unscrupulous merchants to enrich themselves<br />

beyond measure. Other <strong>Pathfinder</strong>s take up the trade because<br />

they find the thrill of risking their lives more addicting and<br />

exhilarating than any vice or drug.<br />

The PaThfinder SocieTy<br />

A shadowy inner circle of masked leaders known as the<br />

Decemvirate rules the <strong>Pathfinder</strong> Society from the bustling<br />

metropolis of Absalom, the so-called City at the Center of the<br />

World, positioned on the Isle of Kortos in the Inner Sea. There,<br />

in a huge fortress complex called the Grand Lodge, the Ten<br />

manage a vast organization of operatives spread throughout<br />

the Inner Sea region and beyond.<br />

These operatives, known as venture-captains, coordinate<br />

teams of <strong>Pathfinder</strong>s in the assigned regions, tipping<br />

them off to ancient legends, passing along newly discovered<br />

maps, and supporting their efforts in the field. The<br />

venture-captain provides an ideal “in-world” source of adventure<br />

leads, making him an indispensable NPC in your<br />

<strong>Pathfinder</strong> campaign.<br />

That doesn’t necessarily make the venture-captain<br />

an unswerving ally, however. The ultimate goals of the<br />

Decemvirate are inscrutable, and not even the venturecaptains<br />

understand the full picture of what the <strong>Pathfinder</strong><br />

Society does with all of the information it collects.<br />

Each venture-captain oversees the activities of several<br />

tightly knit groups of <strong>Pathfinder</strong> field agents who conduct<br />

much of the exploration and adventure that fuels the society<br />

as a whole. Perhaps your player characters are one such group,<br />

moving from locale to locale to discover the lost secrets of dead<br />

civilizations and the wondrous treasures they left behind.<br />

<strong>Pathfinder</strong> agents provide detailed written reports of their<br />

exploits to their venture-captains, who then forward the

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