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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.

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