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Pathfinder Chronicles - Gazetteer - Asamnet

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anywhere else in Golarion. In particular, the hooded<br />

female spirits known as norns seem to be tied to the<br />

region’s fate. Their knowledge of the future makes them<br />

able prognosticators to the heroic Linnorm Kings, even<br />

in an age when none of the old prophecies seem reliable.<br />

The overworked, frigid landscape north of the Grungir<br />

Forest cannot support the land’s Ulfen natives, and threat of<br />

starvation remains a real problem, especially in the depths<br />

of winter. Many able-bodied adults avoid this fate by joining<br />

naval crews or trading caravans bound for distant lands.<br />

These expeditions always pack plenty of their homeland’s<br />

salted fish, animal pelts, and woolen clothing for trading,<br />

but they also bring sharpened axes and metal-rimmed<br />

round wooden shields, for the Vikings prefer warfare and<br />

pillage to trade.<br />

Some of the land’s monarchs even personally attend<br />

their questing warships, such as when White Astrid of<br />

Bildt famously led 15 longships in a daring raid against the<br />

Nidalese port at Nisroch before breaking the Chelaxian<br />

blockade at the Arch of Aroden to put in triumphantly at<br />

Absalom. Foreign victories bring great prestige at home,<br />

but Linnorm Kings who leave their contentious homeland<br />

often face political struggles upon their return.<br />

Dragon-prowed longships of the Linnorm Kings<br />

emerged in force from the Steaming Sea to raid southern<br />

settlements late in the second millennium of the Age of<br />

Enthronement, but landborn Ulfen humans from the<br />

region had traded as far east as Brevoy in the previous<br />

age. The Viking raiders spread the seed and culture of the<br />

northmen throughout the ports of the Inner Sea, where<br />

folk of pale skin and tawny hair still thrive to this day.<br />

When an aged Linnorm King is ready to pass into<br />

the afterlife, he initiates a risky island-hopping naval<br />

adventure into unknown territory at the top of the world.<br />

Such journeys over centuries have resulted in the Arcadian<br />

community of Valenhall, whose inhabitants believe<br />

themselves to be living in another world.<br />

Mammoth Lords, Realm of the<br />

LOST LAND OF THE DISTANT NORTH<br />

Alignment: N<br />

Capital: None<br />

Notable Settlements: Hillscross (8,400), Icestair (11,300),<br />

Tulguth (3,900)<br />

Ruler: Mighty Kuldor, Herdsman of the Bearpelt Following<br />

Government: Loose alliance of primitive tribes<br />

Languages: Hallit, Giant<br />

Religion: Gorum, Minderhal, Rovagug<br />

North of the forbidding Kodar Mountains, as one travels east<br />

from Avistan’s coast, the rustic civilization of the Lands of the<br />

Linnorm Kings and Irrisen eventually gives way to a brutal<br />

tribal society little changed from the barbarism of prehistoric<br />

<strong>Gazetteer</strong>: Nations<br />

times. Clad in animal furs and bearing fetishes of feather and<br />

bone, hordes of nomadic Kellids wander the northern plains.<br />

These Kellid wanderers war with one another, intimidate<br />

each other with legendary acts of bravery, and trade in relics<br />

and lore gleaned from outsiders walking the Heavenly Road<br />

over the Crown of the World (which spills out upon Avistan<br />

at the treacherous descent known as the Icestair). Strangest<br />

of all, enormous creatures that died out millions of years ago<br />

elsewhere thrive in this isolated northland, especially near<br />

the Tusk, a massive mountain spur that bisects the nation.<br />

Orc raiders from Belkzen frequently cross the Kodar<br />

range to capture titanic beasts such as mastodons, woolly<br />

rhinos, giant sloths, and even dinosaurs for export to<br />

armies and exhibitions in the civilized south. This spreads<br />

the Realm of the Mammoth Lords’ reputation as a place of<br />

walking giants far and wide, even if few foreigners manage<br />

to survive the deadly trek to the realm itself.<br />

The tundra between Icestair and the Hoarwood bears the<br />

bloody smears of endless conf lict between the indigenous<br />

Kellid tribesmen and the witch-guided Ulfen of Irrisen.<br />

Packs of crafty, ravenous trolls range the low country along<br />

the Gullik River, a regenerating bulwark against the warfrenzied<br />

Mammoth Lords and their savage followings. The<br />

realm’s eastern borders are even more dangerous, abutting<br />

the chaos-warped fallen barbarian kingdom of Sarkoris deep<br />

within the shadow of the demon-infested Worldwound.<br />

The realm has no unified government, although certain<br />

followings collude on matters of war and trade. Strength is<br />

the greatest authority, but despite their primitive nature<br />

the local folk are wily and intelligent, favoring leaders who<br />

display not just physical prowess but also wit and guile.<br />

Druids and rangers thrive in the Realm of the Mammoth<br />

Lords, with their mastery over animals granting them<br />

great prestige and status in their followings.<br />

Since ancient times, the folk of the Mammoth Lords have<br />

had strong affection for the giants of the Kodar Mountain<br />

uplands. Young bravos frequently raid into the hills in<br />

an attempt to slaughter as many giants as possible while<br />

leaving a youth alive for abduction and adoption into the<br />

tribe. Certain mystics revere these foundling giants with a<br />

near-religious fervor, but most of the children grow to rely<br />

upon the tribe and protect it like family. Most followings<br />

larger than 100 nomads contain at least one giant, while<br />

the largest Mammoth Lord tribe—the Bearpelt Following<br />

of Mighty Kuldor—boasts nearly a dozen.<br />

While the Kellids revere their giant cohorts and some<br />

beast cults have developed around the immense creatures<br />

that roam the land, they hold only a small handful of gods<br />

sacred. Gorum and the giant god Minderhal predominate,<br />

their dour philosophies mirroring the desperate existence of<br />

life in the distant north. If the followings hold one reverence<br />

in common, it is the regard with which they hold the Tusk<br />

and the yawning caverns that open in its deepest valleys.<br />

3<br />

39

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