Pathfinder Chronicles - Gazetteer - Asamnet
Pathfinder Chronicles - Gazetteer - Asamnet
Pathfinder Chronicles - Gazetteer - Asamnet
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<strong>Pathfinder</strong> <strong>Chronicles</strong><br />
6<br />
and kinship in a mad dash to explore their new world. Had<br />
it not been for the retention of their peerless cleverness<br />
and nonlinear genius, the gnomes would have been<br />
destroyed in the era of their diaspora, for like the First<br />
World, Golarion was filled with creatures more than<br />
willing to devour a curious gnome. Unlike in their<br />
shadowy homeland, the gnomes did not know the secrets<br />
of manipulating the strange new space and shadows, and<br />
thousands were lost to the depredations of mortal Golarion.<br />
Most who survived did so by forming communities called<br />
enclaves, where gnomes uncharacteristically banded<br />
together for mutual protection. Others discovered that<br />
the Second World had shadows of its own, and warped<br />
their minds and bodies into dangerous forms capable<br />
of defending themselves. The descendents of these<br />
curmudgeonly misanthropes, called the Lonely Ones by the<br />
gnomes themselves, are known to humanity as spriggans.<br />
Today, gnomes can be found throughout Golarion,<br />
particularly in the hills and forests of Avistan, where<br />
they built the first enclaves and managed to find some<br />
measure of peaceful coexistence with the natives. The<br />
largest and most inf luential gnome settlements on the<br />
continent include Brastlewark, the legendary capital<br />
of the Gnome King, within the borders of Cheliax; the<br />
elusive Shay Citadels of Irrere near Holgrim; and the<br />
welcoming and boisterous community of Thom, in the<br />
River Kingdoms.<br />
In Garund, gnomes thrive in Katapesh and Nex, and<br />
many appear to have had roles of significance in the<br />
courts of the pharaohs of Ancient Osirion. The jungle<br />
folk of the Mwangi Expanse view gnomes as evil spirits,<br />
perhaps because the darkened jungle canopies appealed<br />
to the vicious Lonely Ones from the very beginning<br />
and appeal to them still. A few of the earlier editions of the<br />
<strong>Pathfinder</strong> <strong>Chronicles</strong> contain tantalizing hints of a debased<br />
spriggan society inhabiting a monolithic stone city at the<br />
heart of the jungle, but subsequent expeditions<br />
have been unable to uncover it.<br />
Gnomes stand about three feet tall, with males slightly<br />
larger than females. They are slighter and somewhat<br />
taller than half lings. Their ears are rounded like those of<br />
a human, but their hair tends toward vibrant hues unseen<br />
in other races without the use of dyes. Their skin, too,<br />
bears unusual coloration along natural themes, from the<br />
alabaster white of fresh snow to the blush of a rose to the<br />
dark brown of oak (and even sometimes hints of green!).<br />
Of the common races of Golarion, gnomes look the most<br />
alien and out of place.<br />
Their unusual nature might be evidenced in their<br />
skin and hair, but it is underscored in their inscrutable<br />
nature and demeanor. The simple act of existing in the<br />
mortal world remains a challenge for gnomes, whose<br />
very essence is used to the mutable and unpredictable<br />
nature of the First World. As a result, gnomes tend<br />
toward eccentric pursuits they believe “anchor” them<br />
to Golarion, particularly collecting stories and friends,<br />
but also more eccentric quarries such as nicknames,<br />
thimbles, outfits, scissors, or broken mechanical<br />
objects. Few gnomes feel at ease when at rest, so most<br />
carry around some sort of project to keep themselves<br />
occupied during life’s slow moments.<br />
With their oversized eyes and small faces, gnomes<br />
appear outwardly friendly, but their highly mutable facial<br />
muscles result in occasionally unsettling toothy smiles<br />
and disturbing grins. They are prone to practical jokes<br />
and the cackling laughter of a gnome is infectious, at<br />
first, before it becomes annoying and (at times) terrifying.<br />
With laughter and mockery—as with almost everything<br />
else—gnomes don’t quite know when to quit.<br />
HalflinGs<br />
With their short statures and tendency to blend into the<br />
background, half lings don’t receive much notice from<br />
the other folk of Golarion. Their origins date back to the<br />
beginning of humanity. From the very start, they seem<br />
always to have walked alongside mankind, living in human<br />
Azlanti<br />
The first civilized humans of Golarion were the Azlanti, a proud race with skin ranging from<br />
olive to pale white, and dark hair almost approaching black. No pureblooded Azlanti survive into<br />
the modern era, but their cultural tradition is so rich that many members of descendant races,<br />
notably Taldans and Chelaxians, often claim Azlanti heritage.<br />
Curiously, several widespread legends suggest that when the sea claimed Lost Azlant, it took<br />
a portion of her people as well. This race of cunning gilled humans makes frequent war<br />
against the elves of the Mordant Spire, and is thought to have the ear of the ruling<br />
council of Absalom. They are the Gillmen—the Low Azlanti—degenerate remnants<br />
of a once-proud empire who have become something slightly less than human in<br />
their mysterious life under the sea. They interact openly with proper humans only<br />
in the vice city of Escadar on the Isle of Kortos, where they maintain an embassy<br />
to the surface world.