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Pathfinder Chronicles - Gazetteer - Asamnet

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Government: Military Oligarchy<br />

Languages: Common, Varisian<br />

Religion: Iomedae, Abadar, Erastil<br />

With the collapse of Cheliax following Aroden’s death, many<br />

of the empire’s marchlands fell into open revolt. One of<br />

the first among them was Molthune, an<br />

enormous province stretching from<br />

the Menador Mountains to the south<br />

all the way north to the border of the<br />

military province of Lastwall.<br />

Molthune’s loss further crippled<br />

the wounded empire, inspiring<br />

other provinces like Galt<br />

and Andoran to break from<br />

Cheliax.<br />

Unfortunately, peace would<br />

not find the newly independent<br />

nation for some time. Using<br />

ancient maps of the territory<br />

to define its boundaries, Governor<br />

Kellon quickly attempted to restore<br />

order to his beleaguered people. Despite his<br />

attempts, the independent folk of the Fangwood<br />

Forest resisted his rule, seeking to break away from the old<br />

traditions that treated them as little more than indentured<br />

servants. Acts of sabotage at the various lumber camps<br />

throughout the region eventually led to all-out rebellion,<br />

and in 4655 the Fangwood rangers announced the birth of<br />

their own new nation, Nirmathas. His position as governor<br />

greatly damaged, Kellon soon relinquished his title and<br />

faded into ignominy.<br />

The intervening years have seen six new governors,<br />

each drawn from the Molthuni Army, and various levels of<br />

open warfare with Nirmathas. Although each governor has<br />

failed to cow the folk of Nirmathas, Molthune’s current<br />

leader, Markwin Teldas, has ordered the construction of<br />

a new fortress along the northern border, from which to<br />

launch greater assaults. Fort Ramgate (so named because<br />

of the repeated attempts by raiders to destroy its main gate)<br />

nears completion, an event sure to precede even greater<br />

conf lict between the two struggling nations.<br />

Most citizens of Molthune fall into one of two distinct<br />

groups: city dwellers and laborers. The city dwellers, almost<br />

all of whom live in Eranmas or the capital of Canorate,<br />

are considered “Imperial Citizens,” and may participate<br />

in local governance and foreign trade and move freely<br />

about the country. Most of the rest of the populace are<br />

laborers. These indentured servants till the great fields of<br />

the central plains and perform most of the common work<br />

that keeps the economy of Molthune af loat. While many<br />

laborers resent their position, most take pride in their<br />

work, seeing it as one part of a greater whole that allows<br />

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

Molthune to maintain its proud traditions while forging<br />

a new future based in independence. Governor Teldas<br />

recently proclaimed that any laborer can gain the status of<br />

Citizen by serving in the armies of Molthune for a period<br />

of 5 years. While this decision enjoys strong popularity<br />

with the working masses, the elite consider it to be an<br />

abomination. Teldas hopes the swell in the<br />

army’s numbers allows him to retake<br />

Nirmathas, thus quieting his critics.<br />

Mwangi Expanse<br />

JUNGLE WILDERNESS<br />

Alignment: N<br />

Capital: None<br />

Notable Settlements: Bloodcove<br />

(5,280), Jaha (5,600), Kibwe<br />

( 3 , 8 0 0), M za l i ( 36,9 0 0), Nantambu<br />

(14,500), Osibu (9,800), Ruins of<br />

Kho (unknown), Senghor (26,430),<br />

Usaro (8,790)<br />

Ruler: None<br />

Government: Countless tribal strongmen,<br />

lost kingdoms, unorganized nomad bands,<br />

and one enraged gorilla king<br />

Languages: Polyglot<br />

Religion: Shamanism, ancestor worship, Angazhan<br />

(demon lord of beasts), Gozreh<br />

Some of the oldest human ruins in the world lie scattered<br />

throughout the interior jungles of Garund, cracked<br />

through with powerful roots and rubbed smooth by the<br />

passing of millennia. The reclusive tribal inhabitants<br />

from whom the forests and wildlands take their name trace<br />

their heritage to forgotten kingdoms and lost nations, but<br />

they have fallen far since the days of their zenith, and their<br />

glorious past remains a mystery not just to the outside<br />

world, but also to themselves.<br />

No accurate maps of Garund’s interior exist, and<br />

the Mwangi, elven, and less-recognizable tribes of the<br />

Expanse seldom declare formal borders. Some nomadic<br />

groups wander the jungles and valleys without ever<br />

settling anywhere for long. Several locales within the<br />

trackless wild attract potent malevolent spirits, sentient<br />

plant colonies, juju zombie cults, or similar hazards,<br />

making them shunned by right-thinking natives and<br />

explorers alike.<br />

Chelaxian explorers first penetrated the Mwangi<br />

Expanse during the reign of the expansionist Prince<br />

Haliad I, establishing a colony at Sargava that still<br />

exists (if precariously) to this day. Centuries earlier, the<br />

insidious Aspis Consortium established a beachhead<br />

at a scurvy port known as Bloodcove at the mouth of<br />

the powerful Vanji River, from whence its meticulous<br />

3<br />

41

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