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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.

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