Pathfinder Chronicles - Gazetteer - Asamnet
Pathfinder Chronicles - Gazetteer - Asamnet
Pathfinder Chronicles - Gazetteer - Asamnet
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<strong>Pathfinder</strong> <strong>Chronicles</strong><br />
56<br />
ceding them 14 of the principality’s original counties.<br />
Virholt and Grodlych, the counties nearest Gallowspire,<br />
remained under the control of crusader sentinels<br />
stationed in Lastwall.<br />
Reestablished as the Immortal Principality of Ustalav,<br />
the country readopted the majority of the laws and systems<br />
of its near-legendary past. As the line of Soividia Ustav<br />
was long broken, the crown came to rest with the House<br />
of Ardeav—one of the few noble families to survive Tar-<br />
Baphon’s centuries-long reign.<br />
Since the end of the Shining Crusade, Ustalav has been<br />
wracked by two small civil wars and seemingly endless<br />
political intrigue pitting one county against another.<br />
As his final act, in 4674, the ailing “Eunuch Prince”<br />
Valislav Ordranti decreed that the country’s capitol,<br />
historically based in Soividia Ustav’s home city of Ardis,<br />
be moved south to the larger, more cosmopolitan port of<br />
Caliphas. Ordranti’s longtime companion—but never<br />
wife—Millarea Caliphvaso gave birth to an heir shortly after<br />
the prince’s death. Although the child’s claim might one<br />
day be realized, Valislav’s brother, Prince Aduard III, took<br />
command of Ustalav years ago and is firmly entrenched as<br />
the nation’s legitimate ruler.<br />
Today, Ustalav is a land steeped in traditions, ancient<br />
Varisian superstitions, and grim legends. Beyond the<br />
remaining counties, the country is divided into three<br />
regions: Soivoda, the Palatinates, and Virlych.<br />
Soivoda remains most true to the ways of the founding<br />
empire, where the families of powerful counts rule over<br />
rugged and largely impoverished lands. This largest of<br />
the three regions dominates the country’s eastern half and<br />
is comprised of the counties of Amaans, Ardeal, Barstoi,<br />
Caliphas, Odranto, Sinaria, Ulcazar, Varno, Verssex, and<br />
the Furrows.<br />
To the west, the Palatinates surround the Shudderwood,<br />
where many small communities of simple folk eke out livings<br />
in the shadow of the wolf-haunted forest. The palatinates of<br />
Canterwall, Lozeri, and Vieland form this region.<br />
The most dreaded of Ustalav’s three regions, the<br />
rocky and barren lands that were once the counties of<br />
Grodlych and Virholt are now known as Virlych—a largely<br />
unpopulated area surrounding Gallowspire, the throne<br />
and prison of the Whispering Tyrant. Sentinels from<br />
Lastwall still patrol this region, largely as a traditional<br />
chore of dubious honor, but Ustalav considers the cursed<br />
land part of its dominion. Few civilized people make their<br />
home there, forsaking it to tales of roaming abominations<br />
and the lich-king’s deathless minions.<br />
Varisia<br />
WILD FRONTIER REGION<br />
Alignment: N<br />
Capital: Korvosa (18,486)<br />
Notable Settlements: Celwynvian (unknown), Kaer<br />
Maga (8,000), Magnimar (16,428), Riddleport (13,300),<br />
Urglin (5,800)<br />
Ruler: No centralized ruler<br />
Government: Unaffiliated City-States<br />
Languages: Varisian, Common<br />
Religion: Abadar, Desna, Erastil, Calistria, Gozreh,<br />
Lamashtu, Pharasma, Norgorber, Urgathoa, Zon-Kuthon<br />
At the height of Old Azlant, the wizened mystics of that<br />
island continent-kingdom exiled a powerful wizard<br />
named Xin for his heretical beliefs that cooperation with<br />
the lesser races could build a greater nation. The outcast<br />
arrived on the shores of Avistan with an army and a plan.<br />
He established the empire of Thassilon, and in so doing<br />
brought commerce and civilization to the simple folk he<br />
found living on Avistan as nomads, a people known as the<br />
Varisians. As Thassilon’s reach and inf luence continued to<br />
grow, Xin appointed seven of his most powerful wizardly<br />
allies as governors, splitting his empire into seven nations.<br />
Xin’s governors, each focused on one of the seven schools<br />
of rune magic he himself helped define in accord with his<br />
seven virtues of rule, became known as the runelords.<br />
Yet Xin’s optimisim was sadly misplaced. The runelords<br />
wrested control of his empire from him, and for centuries<br />
their cruelty led Thassilon along the path of decadence,<br />
ultimately collapsing into ruin when the Starstone rocked<br />
Golarion (although sages argue to this day upon the exact<br />
cause of Thassilon’s demise).<br />
The region remained wild for thousands of years,<br />
inhabited only by barbarian tribes known as the Shoanti<br />
and the nomadic Varisian survivors of Thassilon’s fall,<br />
until it came to the attention of expansionist Cheliax,<br />
whose armies marched on the region in 4405. Chelish<br />
armies drove the warlike Shoanti into the rugged regions<br />
to the northeast, while colonists adopted a tenuous peace<br />
with the native Varisians under the pretense of bringing<br />
“culture and civilization” into their lives. It was at this time<br />
that the ancient frontier came to be known as Varisia.<br />
Modern Varisia is a region of conf lict, a strip of<br />
frontier laid against the land of barbarians and giants<br />
to the northeast—the Storval Rise. Although no central<br />
government controls Varisia, three city-states have<br />
emerged, each of which could some day soon claim<br />
control over the region. The eldest and largest of these is<br />
Korvosa, a city of Chelish loyalists ruled by a monarchy but<br />
cleaving close to Cheliax in a bid to be reabsorbed into the<br />
empire. The second largest city in Varisia, cosmopolitan<br />
Magnimar, f lourishes while Korvosa, at best, stagnates<br />
in its thick traditional values. And further to the north<br />
lies Riddleport, a solution to those who find law of any<br />
sort oppressive—Riddleport serves as safe harbor for<br />
mercenaries, thieves, bandits, and pirates of all cuts.