Pathfinder Chronicles - Gazetteer - Asamnet

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

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Pathfinder Chronicles 50 or the whims of the local priests. Those who defy Razmir’s faith quickly find themselves assaulted or imprisoned by his masked acolytes and enforcers. Those who join his faith often find a quick path to wealth and comfort, usually at the expense of local lay worshipers. These acolytes are sent off to the Exalted Wood for training, and all return quite changed, acting in step with the dictates of the faith despite any previous misgivings. This leads some to believe that much more goes on in the forest than simple training. Some whisper that acolytes are exposed to powerful magic that warps their mind and soul. Governance of Razmiran falls to the Visions, a council of high-ranking clergy that carries out Razmir’s erratic mandates. Each Vision possesses unique talents, from sorcery to swordplay, and a varying degree of cunning and brutality. With each dressed identically, it is hard to tell them apart, meaning that most folk obey them without question just in case. The common folk fear the Visions nearly as much as they fear Razmir himself. The aging dictator of Razmiran sits atop his 31-stepped throne, hiding his mortality behind an ivory mask. He uses powerful sorcery to enact miracles and punish those who doubt his power. Razmir claims to have used the Starstone in Absalom to achieve divinity, but any who have visited the City at the Center of the World know this to be false. The truth is totally suppressed in his realm, with “spreaders of sedition” facing a host of harsh sentences, from exile to execution. Razmiran’s neighbors view the expansion of its cult into their lands as a plague. The willing defection of several border communities to the banner of the Living God underscores the danger posed by Razmir, pushing his neighbors ever closer to taking up arms against him. Razmir maintains a large army of faithful acolytes and conscripts as a bulwark against invasion. Although he has not yet used this force to launch attacks against his neighbors, its numbers continue to swell. River Kingdoms, The INDEPENDENT REALMS OF LOW CHARACTER Alignment: CN Capital: None Notable Settlements: Daggermark (27,460), Gralton (9,200), Mivon (10,870), Pitax (8,790), Sevenarches (4,340),Tymon (8,230) Rulers: Various warlords, megalomaniacs, bandit kings, retired adventurers, and exiled princes Steps of the Living God Those who follow the teachings of Razmir are organized by their loyalty to the faith and accomplishments in the name of the Living God. These orders are referred to as “Steps,” in accordance with the number of steps the faithful is allowed to ascend when in the presence of the Living God. Each follower is assigned a simple robe and a mask to denote his station in the faith. The orders are as follows: Title Robe Color Mask Acolyte of the First Step White Iron Priest of the Third Step Gray Iron Herald of the Eighth Step Black Iron Mask of the Twelfth Step Blue Silver Vision of the Fifteenth Step Red Gold Government: Too numerous to mention, including regions of absolute anarchy Languages: Common, Hallit Religion: Calistria, Cayden Cailean, Erastil, Norgorber, Desna, Gorum, Lamashtu North of the Verduran Wood, the vast Sellen River system is a low road through rugged forest country claimed by bandits, outlaws, and thieves. These so-called River Kingdoms swear fealty to no one but themselves, extending their power only so far as their mercenary armies or bands of roving bully-boys can defend. Few accurate maps of the region exist because its borders change so frequently. The willful, tiny River Kingdoms extinguish each other with petty wars or political intrigue, but a new community always rises from the old, and nothing stays the same for very long. The f luid nature of the River Kingdoms and the individualistic, at times xenophobic nature of its untrusting people makes the region an ideal destination for those seeking anonymity or escape, drawing criminals, freed slaves, political radicals, and exiled princes from throughout Avistan. The greatest of these congregate annually at a gathering known as the Outlaw Council, in the wretched city of Daggermark, a place best known for its capable assassin’s guild and the quality of its poisoners. There, retired adventurers rub shoulders with zealous cultists of forbidden gods and thriving bandit lords to chart the destiny of the free men and women who call the River Kingdoms their home. The half-orc champion Ullorth Ungin, one of the most inf luential members of the Outlaw Council, controls

the shopworn city-state of Tymon a short distance from the intrigues of Daggermark. Founded by a Taldorian gladiator and hero of the Fifth Army of Exploration that mapped the riverways of the unsettled territory dozens of centuries ago, Tymon’s gladiator colleges and fabled arena enjoy a reputation that stretches into all lands that thrill to the dance of bloodsport. The insane “living god” Razmir hatches plots against Tymon from his expanding homeland to the southwest, forcing Ullorth Ungin to consider turning his trained warriors loose not on the arena f loor, but upon the field of battle. Nearby, the elegant stone gateways that dot the secluded forest community of Sevenarches bear obvious signs of elven craftmanship. The borders of the First World grow thin in the immediate region, resulting in a preponderance of fey creatures and nature spirits such as treants. A human druidic sect known as the Oakstewards took over the stone arches and surrounding community thousands of years ago, pledging to keep outsiders (especially elves) away at all costs. The ruling council of Kyonin is aware of the settlement at Sevenarches and would like to reinhabit the land to finish work started before the Age of Darkness, but so far the elves have been unable to come up with a plan short of complete genocide of the humans living there currently. The oldest bardic lore of the region suggests that in ancient times each of the seven arches was a portal to another world. If true, the elves’ hands might not be forever stayed by altruism. Eventually, factions in favor of genocide might win the day in Iadara, leading humans and elves to make war once again. The weary inhabitants of Gralton, northeast of Sevenarches on yet another tributary of the Sellen River, have had their fill of war and violence in recent years. Most are members of the old aristocracy of Galt, exiled or f led from their homeland following the terrible Red Revolution. The displaced nobles plot endlessly to reclaim their lost homelands or rescue treasures or allies from the chaos of Galt, and their need for strangers in support of their position makes Gralton one of the friendliest communities in the River Kingdoms. The jovial nature masks desperation about the situation at home as well as the fact that a large number of the town’s inhabitants appear to be under the subtle inf luence of some malign psychic entity. Pitax, one of the northernmost River Kingdom settlements, is the domain of the megalomaniacal Numerian lord Irovetti, who in the course of extensive travels throughout Avistan kidnapped some of the greatest sculptors, poets, and bards of the civilized south to chronicle the tales of his glorious victories. His remarkable city—garish and impressive on first glance but tawdry and cheap in the main—exemplifies the typical realm of the River Kingdoms. Gazetteer: Nations Like Gralton, the marshy plains of Mivon have become home to an exiled people, in this case the Aldori swordlords who f led Rostland in the era of Choral the Conqueror. Blademasters from all over the world seek the academies of Mivon to learn the ancient battle arts of the Aldori, who accept only the finest candidates able to prove themselves in a series of escalating duels. Dozens of similar city-states and minor realms dot the waterways of the River Kingdoms, each with a unique ruler and deadly idiosyncrasies of its own. Sargava COLONY ON THE VERGE Alignment: N Capital: Eleder (8,900) Notable Settlements: Kalabuto (11,340) Ruler: Baron Utilinus, Grand Custodian of Sargava Government: Independent colonial barony Languages: Common, Polyglot Religion: Aroden, Abadar, Iomedae, Gozreh, Shelyn On the wrong side of the Eye of Abendego, along the rain-soaked jungle coast of Desperation Bay, lies Sargava, an ancient colony of Cheliax cut off from its homeland by geography, pirate f leets, and the march of history. The failing crops, native uprisings, and naval threats of the last century have all the hallmarks of a death spiral, but ironically the very isolation from its patron state that leaves Sargava in such threat and disarray has also protected its people from the social decay and diabolism that has ensnared their homeland. In a sense, the best of old Cheliax survives here in the jungles of Sargava. But it is unlikely to survive long. Gained in a push by the land-grabbing prince Haliad I more than 500 years ago, Sargava has long held the distinction of being Cheliax’s most distant surviving colonial holding (several attempted colonies exist in Arcadia, but none ever lasted longer than a century). When Aroden’s death threw Cheliax into disarray, wealthy old Baron Grallus backed the conservative House Davian, funneling the vast natural resources of Sargava to Davian’s holdings in Corentyn. The raw goods plundered from the land filled the coffers of Cheliax’s established order and ancient Mwangi relics abducted from the jungles summoned a vast army of mercenaries to Davian’s azure standard. It wasn’t enough. Davian fell with so many other pretenders to the Chelaxian throne in the vicious Battle of a Hundred Kings. Corentyn burned in defeat, and old Baron Grallus found himself alone in the wilderness. Word spread fast of Thrune’s victory in Cheliax and of the emergence of diabolism in the imperial heartland. Summer brought a f lotilla of imperial ships to the 3 51

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

50<br />

or the whims of the local priests. Those who defy Razmir’s<br />

faith quickly find themselves assaulted or imprisoned by<br />

his masked acolytes and enforcers. Those who join his<br />

faith often find a quick path to wealth and comfort, usually<br />

at the expense of local lay worshipers. These acolytes are<br />

sent off to the Exalted Wood for training, and all return<br />

quite changed, acting in step with the dictates of the faith<br />

despite any previous misgivings. This leads some to believe<br />

that much more goes on in the forest than simple training.<br />

Some whisper that acolytes are exposed to powerful magic<br />

that warps their mind and soul.<br />

Governance of Razmiran falls to the Visions, a council<br />

of high-ranking clergy that carries out Razmir’s erratic<br />

mandates. Each Vision possesses unique talents, from<br />

sorcery to swordplay, and a varying degree of cunning<br />

and brutality. With each dressed identically,<br />

it is hard to tell them apart, meaning that<br />

most folk obey them without question<br />

just in case. The common folk fear the<br />

Visions nearly as much as they fear<br />

Razmir himself.<br />

The aging dictator of Razmiran<br />

sits atop his 31-stepped throne,<br />

hiding his mortality behind an<br />

ivory mask. He uses powerful<br />

sorcery to enact miracles and<br />

punish those who doubt his power.<br />

Razmir claims to have used the Starstone<br />

in Absalom to achieve divinity, but any<br />

who have visited the City at the Center of<br />

the World know this to be false. The truth is<br />

totally suppressed in his realm, with “spreaders<br />

of sedition” facing a host of harsh sentences, from<br />

exile to execution.<br />

Razmiran’s neighbors view the expansion of its cult<br />

into their lands as a plague. The willing defection of<br />

several border communities to the banner of the Living<br />

God underscores the danger posed by Razmir, pushing<br />

his neighbors ever closer to taking up arms against him.<br />

Razmir maintains a large army of faithful acolytes and<br />

conscripts as a bulwark against invasion. Although he<br />

has not yet used this force to launch attacks against his<br />

neighbors, its numbers continue to swell.<br />

River Kingdoms, The<br />

INDEPENDENT REALMS OF LOW CHARACTER<br />

Alignment: CN<br />

Capital: None<br />

Notable Settlements: Daggermark (27,460), Gralton<br />

(9,200), Mivon (10,870), Pitax (8,790), Sevenarches<br />

(4,340),Tymon (8,230)<br />

Rulers: Various warlords, megalomaniacs, bandit kings,<br />

retired adventurers, and exiled princes<br />

Steps of the Living God<br />

Those who follow the teachings of Razmir are organized by<br />

their loyalty to the faith and accomplishments in the name<br />

of the Living God. These orders are referred to as “Steps,” in<br />

accordance with the number of steps the faithful is allowed<br />

to ascend when in the presence of the Living God. Each<br />

follower is assigned a simple robe and a mask to denote his<br />

station in the faith. The orders are as follows:<br />

Title Robe Color Mask<br />

Acolyte of the First Step White Iron<br />

Priest of the Third Step Gray Iron<br />

Herald of the Eighth Step Black Iron<br />

Mask of the Twelfth Step Blue Silver<br />

Vision of the Fifteenth Step Red Gold<br />

Government: Too numerous to mention,<br />

including regions of absolute anarchy<br />

Languages: Common, Hallit<br />

Religion: Calistria, Cayden Cailean,<br />

Erastil, Norgorber, Desna, Gorum,<br />

Lamashtu<br />

North of the Verduran Wood, the vast<br />

Sellen River system is a low road through<br />

rugged forest country claimed by bandits,<br />

outlaws, and thieves. These so-called<br />

River Kingdoms swear fealty to no one but<br />

themselves, extending their power only so<br />

far as their mercenary armies or bands of roving<br />

bully-boys can defend. Few accurate maps of<br />

the region exist because its borders change so frequently.<br />

The willful, tiny River Kingdoms extinguish<br />

each other with petty wars or political intrigue, but a new<br />

community always rises from the old, and nothing stays<br />

the same for very long.<br />

The f luid nature of the River Kingdoms and the<br />

individualistic, at times xenophobic nature of its<br />

untrusting people makes the region an ideal destination<br />

for those seeking anonymity or escape, drawing criminals,<br />

freed slaves, political radicals, and exiled princes from<br />

throughout Avistan.<br />

The greatest of these congregate annually at a<br />

gathering known as the Outlaw Council, in the wretched<br />

city of Daggermark, a place best known for its capable<br />

assassin’s guild and the quality of its poisoners. There,<br />

retired adventurers rub shoulders with zealous cultists<br />

of forbidden gods and thriving bandit lords to chart the<br />

destiny of the free men and women who call the River<br />

Kingdoms their home.<br />

The half-orc champion Ullorth Ungin, one of the most<br />

inf luential members of the Outlaw Council, controls

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