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Pathfinder Chronicles - Gazetteer - Asamnet

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Yet bandits and pirates are far from the only perils<br />

that haunt this ancient land. In many areas, Varisia<br />

remains a true wilderness, claimed by deadly predators<br />

and ferocious humanoids none too eager to share their<br />

territories with the advance of humanity. Along the coastal<br />

reaches, hundreds of goblin tribes dwell in sea caves and<br />

thistle-thick woodlands, bickering among themselves<br />

until leaders strong enough to unite several tribes at once<br />

take hold. Further inland, ogres and trolls hold court on<br />

rugged mountaintop and in deep forest glen, yet the true<br />

lords of the wildlands are the giants. Descended from the<br />

slave castes of ancient Thassilon, giants of all types call the<br />

true wilderness reaches of Varisia home, and their periodic<br />

forays and raids against humanity make for constant and<br />

brutal reminders that this realm is far from tame.<br />

Other creatures dwell in the darkest corners of Varisia<br />

as well—monsters in some cases left over from Thassilon’s<br />

rule, tales of whom frighten even the giants of the land.<br />

These include mighty dragons, the cannibal spirits<br />

known as wendigos, sinister and capricious fey, pockets<br />

of scheming lamia-kin, and even sinister explorers<br />

and pilgrims from other worlds whose eldritch corners<br />

brush unwholesome and unwelcome against parts of this<br />

haunted landscape. And against this menacing backdrop<br />

broods an even darker evil, for the ancient lords of the<br />

land are said to exist still, dead but dreaming, awaiting<br />

the time for their return to rule over lands once theirs.<br />

Should these all-but-forgotten runelords rise, Varisia<br />

could be but the first of Golarion’s nations to fall.<br />

Worldwound, The<br />

EVER-SHIFTING DEMONIC WARLAND<br />

Alignment: CE<br />

Capital: None<br />

Notable Settlements: Drezen (unknown), Dyinglight<br />

(unknown), Iz (unknown), Storasta (unknown), Gundrun<br />

(unknown), Undarin (unknown)<br />

Ruler: None<br />

Government: None<br />

Languages: Abyssal, Hallit<br />

Religion: Demon-worship<br />

A century ago, the death of Aroden transformed the culture<br />

and politics of the Inner Sea nations. His death knocked<br />

Golarion out of metaphysical alignment in the direction<br />

of the Abyss, a nightmare realm in the Great Beyond<br />

screaming with wicked souls and vicious demons.<br />

In the north, strangeness first emerged in the barbarian<br />

nation of Sarkoris, a sprawling scrubland north of Numeria<br />

known for its fierce painted warriors and bizarre witchery.<br />

Sarkorian mystics spoke of ascendant chaos, a thinness<br />

between this world and the next. Strange, ravenous<br />

creatures stalked the Northmounds, long a site of mystery<br />

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

and ill-tidings. Soon, utter foulness consumed the entire<br />

region, centered around the Worldwound, a mile-wide<br />

cosmic blight limned in black f lame southwest of the<br />

barbarian city of Iz.<br />

The physical world itself becomes more unpredictable<br />

as it approaches the Worldwound. Terrain changes before<br />

the eyes, shifting form with a torturous deliberation that<br />

seems to cause pain to the earth itself. Foul creatures spew<br />

from the madness at the center of the blight, monstrosities<br />

from the depths of the Abyss. These vile creatures quickly<br />

overran the remains of poor Sarkoris, scattering its people<br />

and spreading the legend of an insidious taint in the<br />

north. Since then, the lands of the Worldwound have been<br />

the exclusive realm of demons and those who serve them.<br />

The upheaval of Aroden’s death brought focus to a vast<br />

library of esoteric writings and minor myths about the<br />

Last Azlant, and much that was once considered fringe<br />

theory or unlikely folk story has come to be regarded<br />

with higher authority. One particular tale of a stillmortal<br />

Aroden relates a journey to the distant north and<br />

a struggle against a foul cult dedicated to the demon<br />

prince Deskari, Lord of the Locust Host and usher of the<br />

Apocalypse. Aroden, it is said, drove the cult of Deskari<br />

into the Lake of Mists and Veils and forever locked the<br />

north from demonic inf luence. When Aroden died, his<br />

protection fell from the land of Sarkoris. Adherents<br />

of Aroden and his servant Iomedae the Inheritor thus<br />

believe it is their responsibility to pacify Sarkoris and<br />

seal the Worldwound.<br />

To this end, the pontiffs of those religions called<br />

the First Mendevian Crusade, as well as the three that<br />

followed. Zealous followers of the Inheritor from<br />

throughout Avistan travel up the Sellen River to Mendev<br />

in an attempt to support the crusaders, but aside from<br />

constructing a tenuous hedge to keep the demons from<br />

spreading further south (for now), little progress has<br />

been made in purging the land of demons, who seem to<br />

grow in number with each passing month.<br />

Nor is the malign, almost sentient chaos of the<br />

Worldwound content to stay within its carefully<br />

proscribed borders. The northern crusader city Drezen<br />

formerly stood within the borders of Mendev, but in<br />

4638 the wardstones protecting it faltered under demonic<br />

assault, and the whole city fell under the inf luence of<br />

the Abyss. Tens of thousands of pilgrims and warriors<br />

drowned in the demonic wave that followed, depleting<br />

the armies of Mendev and necessitating the calling of the<br />

Second Mendevian Crusade.<br />

Today, the warriors of Mendev engage in the noble<br />

Fourth Crusade against the demons of the Worldwound.<br />

Throughout Avistan and the world, men and women of<br />

strong character and boundless ambition look to the<br />

darkness of the north with purpose and determination.<br />

3<br />

57

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