Pathfinder Chronicles - Gazetteer - Asamnet
Pathfinder Chronicles - Gazetteer - Asamnet
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