Thursday, May 28, 2026

Taldor

Taldor

Knights, fair maidens, heroic adventures, and righteous quests—these are the legends of old Taldor. But the once-powerful empire has fallen from its former glory. Now rival nobles battle each other with bitter knights and proxy armies for personal power rather than honor. A smoldering truce with Qadira again threatens to ignite into war, and Taldor's daughter states look down upon her with contempt. Yet there is still greatness in Taldor; a stone foundation under the flaking gold adornments. Sons and daughters of forgotten royal bloodlines hear change on the wind—but is it the whisper of greatness to come, or the death rattle of an empire long past its prime?

Structure

Taldor is ruled by the Grand Prince or (more recently) the Grand Princess, a hereditary title. The current Grand Princess, Eutropia Stavian, recently took the throne when the ancient law of primogeniture was overturned by the Taldan Senate.

Taldor has a decadent noble class, bloated with titles, and renowned for being short-sighted and lethargic. Taldor's bureaucracy is headed by the senatorial class. Much of the government management is left in the hands of the senatorial class, who constantly argue over jurisdiction, while fighting for position in the nation's vast and complex bureaucracy. Greed and lack of trust are the hallmarks of Taldan politics, with assassination and betrayal the preferred methods of advancement.

Unwilling to trust their lives to Taldans with dubious political ties and mixed loyalties, Grand Princes are zealously served by the Katon Guard. This hand-picked retinue from the Lands of the Linnorm Kings are handsomely paid and care only for their oath and duty to the crown.

Prefectures

The individual parcels of Taldor have traded hands countless times in the millennia of its existence, leading to an incredibly confusing jumble of claims of ownership. To standardize this chaos, the Lands Partition Decree was established in 1247 AR. The decree broke the empire into 62 prefectures and formalized the rules for changing the divisions within each. Today only 12 prefectures and two major provinces are widely recognized. The prefectures include Avin, Kazuhn, Krearis, Ligos, Lingian, Moda, Northern Tandak, Opparos, Porthmos, Sophra, Tandak, and Whitemarch Prefectures, along with Verduran and World's Edge Provinces.

Below the level of prefecture are the duchies; in their turn, duchies comprise numerous counties; counties are then further divided into baronies.

Military

Even though Taldor's armed forces no longer possess the power and prestige of the Armies of Exploration of the past, they are nevertheless powerful organizations. They are divided into the Taldan Horse, the Phalanx, and the Imperial Navy, and are commanded by High Strategos Maxillar Pythareus. The most notorious, however, are the Lion Blades, who specialize in subterfuge and urban combat, and are often recruited from Oppara's best colleges.

Culture

Royalty Taldor's royal class is comprised of dynasty-inheriting houses, most of which trace their lineages back to one emperor or another. Its members hold byzantine titles such as patrician, magister, proconsoul, mandator, exarch, viceroy, duke, and others. A large number of scholars in the Primogen Library keep and update the genealogical records, as each title has a subtle place in the hierarchy of the empire. In the history of Taldor, the royalty have contributed to the greatness of its emperors, but also to their downfalls. The Grand Prince can raise a citizen or senator of the empire up to royalty by bestowing a title and wealth, but does so only once a year in a huge celebration at the Imperial Palace.

Ranks and privileges

Among the numerous noble titles conferred upon Taldan citizens there remain several ranks which retain a specific function within the governance of the state. While the meanings and grandeur of these titles may change over generations, the current government recognizes the following noble titles in hierarchy from greatest to least.

Grand Duke: Ruler of a prefecture. This title is limited to a maximum of 62 grand dukes; 12 grand high dukes who rule the formally recognized prefectures, and 50 lesser grand dukes whose lands have been lost or subsumed by other prefectures over time.

Governor: Appointees of the Crown who rule a province. Many governors also bear the title of lesser grand duke.

Duke: Landed dukes administer a duchy within a prefecture and report to the grand duke thereof. Dukes who have not been conferred land, but serve the grand duke, are referred to as "attending dukes".

Senator: All senators must bear another noble title in order to be installed in the Senate. All senators may vote in the Senate.

Marquess: Serves as the guard of a wilderness or border region and typically has a standing army to defend this region.

Count/Earl: Both counts and earls administer a county within a duchy. These titles are generally equivalent in rank.

Landgrave: Similar in function to the role of Marquess, the landgrave administers an unsettled, but important, tract of land. Landgraves do not typically command an army to defend their region, and thus are seen as lesser than a marquess.

Baron: Landed barons rule large territories known as a barony. A barony may contain a significant portion of land with numerous villages, or a large city. Barons who do not administer a barony often serve as advisors to the Crown.

Baronet: A lesser assistant to a Baron who carries out many of the mundane administrative tasks in the barony.

Viscount: Oversees a portion of a county, typically a couple of small villages and their connecting roads.

Tribune: Typically serves as mayor and justice for a community, such as a village or a neighborhood within a larger city. This is often an elected position, though it may be conferred upon an individual for political reasons. Tribunes usually report to Barons.

Lord: A ruler of a specific land. Lords often report to barons, though occasionally they report to a viscount.

Knight: The lowest rank among Taldan nobles. Typically children of nobles are conferred this title first, especially those with military service.

Senatorial class

Taldor's senatorial class consists of the hereditary members of the senate, the governors of Taldor's prefectures, and various heads of the bureaucracy. With exceptionally good work and long loyalty to the empire, a citizen can achieve a title in the senatorial class.

Social status for both royalty and senators was historically tied to their lavish beards (leading to them being called the "bearded"). Greater, more extravagant beards are a sign of a higher status and there was a time when the wearing of beards was limited by law to nobles. While the titled still remains, the practice no longer happens. 

The Unbearded

The massive underclass of "the unbearded" make up 99% of Taldor's population. They are merchants, craftsmen, day laborers, dock workers, vagabonds, soldiers, sailors, and so on. Taldor's crushing taxes and the policies of the ruling class regarding the rights of citizens keep the unbearded in poverty. Careful advances of key citizens keep their compatriots ever hopeful that after hard work and long loyalty, they might join the ranks of the bearded. Taldor's military and civil service usually offers such a way of advancement, and because of that the branches of the military (the Taldan Horse, Phalanx, and Navy) are loyal and strong.

In the countryside, most of Taldor's poor live as serfs, farmers, or craftsmen, slaves to their lords or prefecture governors. Even worse, when their lords or governors send their soldiers against one another, the poor unbearded are usually caught in between and suffer greatly.

History

The Empire of Taldor once stretched from the Windswept Wastes on the edge of Casmaron in the east all the way across Avistan to the shores of the Arcadian Ocean in the west. By today's standards, the Empire of Taldor was enormous, incorporating land that today falls within the nations of Galt, Andoran, Isger, Molthune, Cheliax, Nirmathas, and Lastwall. Since that heyday in the first half of the Age of Enthronement, it has suffered numerous defeats and setbacks, yet still controls the oldest and largest territories in the Inner Sea region.

Founding years

The people of this land were descendants of Azlant who built a small settlement where the capital of Oppara now stands. They intermarried with the local human tribes (whose descendants would become known as Taldans) and began trading with the Keleshite tribes further east.

Taldaris, a young military leader from the city-state of Oppara, was named heir to the grand prince of Oppara just prior to his predecessor's death in -1295 AR. Using his tactical prowess, superior forces, and uncanny luck, Taldaris then led his troops in a 12-year-long war of conquest beginning in -1293 AR that transformed his title in Oppara to a fledgling unified nation of city-states. He first attacked the larger cities along the Inner Sea coast that posed the greatest threat. Once he had secured their allegiance and resources, he turned his attention on the more distant settlements of the area. He then declared his new nation as the Principalities of Taldaris, ruling over an area that stretched along the coast from the southern Verduran Forest to the Jalrune River.

The Principalities of Taldaris became Taldor in -1281 AR, with Taldaris crowned as First Emperor.

The Tarrasque

The beast known as the Tarrasque rampaged across the World's Edge Mountains and into Taldor in -632 AR. The city of Oppara was destroyed in the process and although the nation eventually recovered, the wounds of the rampage can still be seen across the land.

Taldor's golden age

The old tribes dating to before Taldor's founding were eventually conquered by soldiers from the Empire of Kelesh in -43 AR, who founded the satrapy of Qadira and fortified the border between the two nations, sparking a conflict that continues to this day.

Slow decline

By the beginning of the new millennium AR, the Empire of Taldor dominated the Inner Sea region, controlling all of the northern shores of the Inner Sea. Its government soon bloated to the point where its byzantine bureaucracy numbered in the tens of thousands, and its territory was too large to control. Corruption spread throughout the government, and its ruling class became more interested in pursuing their decadent pleasures than good governance. Responding to this growing indifference, those furthest from the capital city of Oppara began to revolt. Taldor's military responded with brute force to quell these uprisings, leading to further discontent and unrest.

Shining Crusade

Even though Taldor had fallen from the zenith of its power, it nevertheless was still the dominant nation in the Inner Sea region, and challenged any foe that might usurp it. One such instance led to the Shining Crusade, a decades-long war fought with the cooperation of the dwarves of the Kingdom of Kraggodan, and the Knights of Ozem against the forces of the Whispering Tyrant of Ustalav.  

Demography and Population

The Taldan people are a mixture of Keleshite and Azlanti blood. Taldans, by and large, have light brown hair and bronzed skin. Men of noble birth favor beards, while women commonly wear elaborate wigs; both beards and wigs are often extravagantly decorated. The language of the Taldan people is Taldane; the language has spread to become the Common speech of the entire Inner Sea region, a testament to Taldor's vast influence.

Taldans are decadent bon vivants, favoring rich foods, ornate attire, and jeweled accoutrements for even the most minor of casual affairs. To a Taldan, appearance is an expression of power, and a keen sense of fashion represents a keen mind. Their appreciation for the arts extends beyond fashion and painting, many Taldans dabbling in wizardry, dueling, and the murky strategies of politics and war. A Taldan mind, when raised to ire, is a dangerous thing, and Taldans believe that the rest of the Inner Sea is soon to receive a painful reminder of this timeless fact.

The wealth, decadence and the importance of political maneuvers to the royal and senatorial classes have made many costly and extravagant items popular. Some examples include magical transports like the pendulate divan of Emperor Fortigré, soaring cathedra, or talisman of the summoned steed; magical augmentation to one's appearance like the costume bureau or philanderous compact; or aids to the machinations of the social climbers like the missive stone, ring of the sublime, raucous canard, and gossip glass.

Fauna

After millennia of settlement, the heartland of Taldor is largely free of dangerous beasts and monsters, although the druid-controlled Verduran forest is still home to gnomes, ettercaps, and numerous fey. The Fog Peaks on the border with Galt are home to numerous giants and thunderbirds who occasionally present a threat, while orcs make raids from their lairs in the World's Edge Mountains.

Territories

Taldor was once a land filled with lush forests but all that remains of the original woodlands is the druid-protected Verduran Forest in the northwest. Elsewhere, the trees have been replaced by grasslands and low scrub growth, that in the southern part of the country can generate tumblefires. During the height of the empire, much of this expanse was populated by small settlements, each interconnected by a series of roads and canals. With Taldor's decline, however, many of these small communities have been abandoned. Roads have been reclaimed by nature, and the canal system has fallen into disrepair.

Major geographical features act as natural boundaries between the empire and its neighbors. To the north the Fog Peaks serve to divide Taldor from the nation of Galt. The Sellen River flows through the Verduran Forest, along the boundary of the empire and its western neighbor, Andoran. To the east, the World's Edge Mountains and the Whistling Plains provide a buffer between Taldor and the Empire of Kelesh. Finally, Taldor is separated from its long-time enemy to the south, the nation of Qadira, by the Jalrune River and the Zimar Scrublands.

The lifeblood of the nation is the River Porthmos, which has its sources in the World's Edge Mountains and winds its way through the vast grasslands of the Tandak Plains before pouring into the Inner Sea. The capital, Oppara, is located at the mouth of the river.

Taldor's natural resources include the towering blackwood trees of the Verduran Forest, the countless iron mines of the World's Edge Mountains, the olives and grapes of the southern coast between the Porthmos and the Jalrune, and the wineries and vineyards of the Zimar Scrublands.

Foreign Relations

Qadira and its parent state, the Padishah Empire of Kelesh, are hated in Taldor. Taldans watched as Qadira occupied southern Taldor for almost 500 years, enslaved the city of Zimar, put nearly every settlement in the Zimar Scrublands to the torch, and distracted the empire at a crucial moment with an invasion, allowing Cheliax to secede in the Even-Tongued Conquest. At nominal peace for the last century, Taldor now uses the Zimar Corsairs to plague all Qadiran shipping from Katheer to Sedeq, and both nations still raid across their borders. Qadira is eager to invade Taldor again and Taldor is ready to defend its border. Taldor doesn't dare to invade, but keeps a wary eye on its neighbor to the south.

Taldor has a complicated relationship with Cheliax and their relationship is one of mutual mistrust. Many nobles would like to see Cheliax wiped from Golarion's face, as it was the center of the Even-Tongued Conquest that shattered the empire. After the recent takeover by House Thrune, many Taldans see Cheliax as a hated abomination. For the most part, Cheliax pays little attention to Taldor, seeing it as a toothless, old lion and its leaders too foppish to be an immediate threat. Still, the Queen recognizes the strength of Taldors military and sees no need to break the tense peace between both nations.

Taldor fears the revolutions in Galt could spill across its southern border, and therefore keeps encampments along its border in the north. Taldan border guards have captured handbills calling the people of Taldor to rise up and shake off their oppressive rulers. On the other hand, the nation's endless violence and revolution is often illustrated as proof that destabilizing the social order in Taldor will lead to ruin, a sentiment most Taldan citizens tend to agree.

Taldor sees Absalom as the key to reinvigorating its empire. Given that Absalom has never fallen by siege, previous emperors often directed Taldan agents to infiltrate Absalom in the hopes of one day merging it quietly with the empire. This desire to annex the island has tempered in recent years. Absalom, like Cheliax, does not consider Taldor to be a serious threat. Indeed, the two nations are generally strong allies and trading partners, at least officially, and Taldor's navy helps protect the island from piracy and invasions.

Andoran and Taldor share a peace right now, backed by their enormous navies, but more traditional Taldans consider Andoran a part of the empire and the nation of freedom-lovers as a child who lost its way. For their part, Grand Princess Eutropia is disliked by many Andorans despite her progressive reforms, as they believe her ascension prevented a full peoples-revolution in Taldor. Regardless, the two nations have a cautious but amiable relationship and Andoren agents try to avoid pushing their democratic ideologies too strongly while in Taldor.

Nidal

Nidal is one of the oldest surviving countries in Avistan, having been founded during the uncounted years of the Age of Darkness. Even though it is now beholden to the neighboring infernal realm of Cheliax, it retains significant autonomy to pursue its own shadowy goals.

Government

Nidal is run by the sinister Umbral Court, the shadow touched aristocracy who have ruled Nidal almost since the Earthfall. In ancient times the rulers of Nidal made a dark pact with a shadowy deity, and ever since then their descendants have reigned, using their powers of darkness and shadow to ensure their rule is unquestioned. Few have the courage to stand against the whims of even the most minor member of the Umbral Court, for to do so normally means death in the most horrific manner.

Unbral Court 

Formed at the dawn of the Age of Darkness, the Umbral Court rules Nidal with an iron fist. During the struggle for the Chelaxian crown, the Court lent its support to House Thrune, and was rewarded with sovereinty for Nidal when Cheliax withdrew its agents. Meeting three times a year in Pangolais, the Court rules by the divine decree of Zon-Kuthon and strives to maintain that mandate by opposing the local Desnans, diabolists and any others that would dare challenge the authority of the Midnight Lord.

Geography

Nidal sits on the western coast of Avistan, on the coast of the Arcadian Ocean. To the south lies Cheliax, Nidal's infernal master; to the north across the Mindspin Mountains lies the frontier lands of Varisia and finally to the east lie the warring kingdoms of Molthune and Nirmathas. Nidal is quite cut off from its neighbours being surrounded by the Mindspin Mountains to the north and east and the Menador Mountains to the south. Its main route to the outside world is via the sea with most of Nidal's sea traffic coming through the heavily policed port of Nisroch. The main geographical feature dominating inland Nidal is the Uskwood, a vast shady forest and the subject of many dark rumours. Beneath the Uskwood's boughs lies Nidal's capital city of Pangolais. In Pangolais it is said that the trees of the Uskwood grow so dense that it is impossible to tell day from night.

Inhabitants

The inhabitants of Nidal live beneath the shadow of a pact made in the dark days of ancient history. The people of modern Nidal still pay for the ancient pact made by their distant ancestors and to this day live in fear of the dark powers Zon-Kuthon grants the Umbral Court. While the Umbral Court, the decadent nobles of Nidal, rule the land using divinely granted shadow powers the peasants of Nidal live much like the peasants of any other land except with a far greater fear of their noble lords. In addition to the human inhabitants as the favoured kingdom of Zon-Kuthon Nidal boasts many fearsome beast of shadow hiding within it benighted borders. The Menador Mountains are particularly infamous for the fell beasts which lurk beneath the mountains shadows including several umbral dragons.

Major Cities

Nisroch is the largest city in Nidal and also the most open. For most of the port's visitors though, that isn't saying much. The few ships that do dock here are closely inspected, and the streets are heavily patrolled. Finding little in the way of traditional port entertainment, most foreigners don't spend any more time in the company of the suspicious inhabitants than they have to. Recent reports, however, indicate that pirates form the Shackles moor at the city's docks with increasing frequency. The reason for this increased traffic isn't known, but is likely to strain Nidal's relations with Cheliax, which is in constant conflict with the pirates of western Garund.

Pangolais is the capital city of Nidal. Located deep within the Uskwood, the trees' heavy canopy makes even the brightest day nearly as dark as the blackest night. Visitors to the city must seek permission to enter, and once inside must seek the services of a local guide. These guides come at great expense since visitors can easily become lost in the darkness of the city, and because it is illegal for outsiders to roam about unattended.

Ridwan, Situated in the foothills of the Menador Mountains, Ridwan sits on a hostile volcanic plain. The small city is the religious center for the faithful of Zon-Kuthon, and it is said that the Midnight Lord first emerged upon Golarion from the smokey rift that dominates the city's square. The rift itself is believed to be a gateway to the Void. Apart from being a religious center, it is also home to Nidals military training camps.

Monday, May 25, 2026

Map of Nirmathas

 


Nirmathas

Nirmathas 

Nirmathas is a struggling country that only recently freed itself from the grasp of the imperialistic nation of Molthune to the south, which continues to try to reclaim it. The people of Nirmathas are proud of their freedom, liberty, and self-sufficiency, and are continually on guard for incursions by their southern neighbor.

Structure

The government of Nirmathas is fairly informal: there is no strong, central government, and most decisions are handled at the local level. This local governance varies from town to town, creating a chaotic patchwork of laws, traditions, and procedures. The people of Nirmathas may not have much in common, but there is one trait they all share: their dislike of regimented bureaucracy like the one that was forced upon them first by the Empire of Cheliax and then by its successor, Molthune. Nirmathas's only authority figure is the commander of its military: currently Forest Marshal Weslen Gavirk. A new Forest Marshal is elected every four years by prominent leaders and soldiers.

Military

The nation's military suffers due to the Nirmathi people's love of independence and self-reliance, for it is hard to run an army of free spirits. While the Forest Marshal does an admirable job of coordination, his battle plans often go awry when different groups decide they have a "better" plan. Much of the army is made up of bands of Nirmathi who wander from town to town fighting injustice, and who view themselves as the embodiment of Nirmathas's free-spirited attitude. The military receives some logistical support from the Steel Falcons of Andoran, and Fate Knights that lead from the front who hope to mold the new nation in their own image while combating the influence of authoritarian Molthune.

History

The history of Nirmathas as an independent nation goes back less than a century. Before that it was part of the province and later the nation of Molthune. Before gaining independence, Nirmathas was seen as just another resource-heavy province ripe for harvesting, first by Taldor, then later Cheliax, and finally Molthune.

Second Army of Exploration

Taldor's Second Army of Exploration attempted to explore the regions west of Lake Encarthan in 92 AR, including the lands of modern-day Nirmathas, but was forced out after brief encounters with orc and Kellid tribes. 

Early history

First founded as a province of Taldor, Molthune was lost to ascending Cheliax during the Even-Tongued Conquest of 1081 AR. The grip of Imperial Cheliax loosened in 1606 AR when the death of Aroden and the ensuing Chelish Civil War, which offered the region a brief respite from distant, autocratic rule. In 1632 AR, Molthune declared independence, including all of current-day Nirmathas. It did not take long for the independently-minded people in the north to realize that they had only traded one distant, imperious master for another. It soon became clear to the people living in the southern Fangwood that nothing was going to change. The excitement soon faded to disappointment, which gave way to a deep, festering resentment. The embers of rebellion were lit and began as small, petty acts of sabotage, little more than vented frustration. Soon this petty resentment was stoked into the fire of full-blown rebellion.

Freedom War

In the early years (starting in 1648 AR), the rebellion known as the Freedom War in the north (and Northern Rebellion in the south) was a chaotic series of separate, ineffective skirmishes until Irgal Nirmath, a half-elf trapper, managed to achieve a number of victories as the leader of a small group of woodsmen. As his successes mounted, his reputation—and his army—grew, and within seven years (1655 AR) Nirmath had lead his forces to victory. Unfortunately, he did not live long enough to see the fruits of his labour, for he was felled by an assassin's blade on the night of the rebellion's final battle. The new country was named in his honour, and since that day Nirmathas has been a free nation.

Demography and Population

The inhabitants of Nirmathas are primarily humans of Chelaxian and Varisian stock, though they tend to judge a creature on its actions rather than its race or ethnicity. The people of Nirmathas are renowned for their love of individual freedom and hatred of bureaucratic meddling and repression, putting them at odds with the two nations that have previously ruled over them (see the History section above). Even within the cities, most people pride themselves on their independence and self-reliance, although such traits are less necessary. This attitude does have its drawbacks: Nirmathas effectively functions without a higher government, with each town and village running it own affairs. The ongoing war between Nirmathas and Molthune has drawn Grimspawn tieflings obsessed with death and destruction to witness the seemingly endless conflict.

Religion

The Nirmathi prefer to worship gods of nature, and the Green Faith, and those who champion noble causes. Forest Marshal Garvik recently outlawed the worship of Razmir in Nirmathas in order to deter the Living God's troublesome priests, even though temples of Razmir already exist.

Organizations

A number of hunters in the southern Fangwood have recently founded a group known as the Foxclaws, which conduct hit-and-run raids across the Marideth River on Molthuni military supply caravans.

Territories

Nirmathas lies on the western shores of Lake Encarthan, one of Avistan's largest bodies of fresh water, and to the west lie the nigh-impenetrable Mindspin Mountains. The largest and lowest pass through these mountains is the notorious Bloodsworn Vale, the best overland connection to Varisia from central Avistan. Most of eastern Nirmathas is dominated by the Southern Fangwood forest. Three major rivers run through the nation: the Tourondel River to the north, the Inkwater to the south, and the Marideth River along the southern border of the Southern Fangwood.

Settlements

Although Nirmathas is primarily a nation of small villages scattered about its plains and forests, it does have a number of larger cities. The biggest of these is the capital of Tamran on Lake Encarthan. Smaller settlements include Crossfen and Kassen located in the northern part of the Fangwood, the druid encampment of Crystalhurst, Skelt in the western plains, and the independent dwarven cities of Glimmerhold and Kraggodan in the Mindspin Mountains.

Neighboring nations

Nirmathas is surrounded by numerous enemies: to its south lies Molthune, its parent nation and the country that Nirmathas has unofficially been at war with since its inception. To its west lies Nidal, the home of fell shadow beasts and the foul aristocracy that commands them. To the north lies the orc-infested Hold of Belkzen, whose inhabitants' warlike ways are a constant threat to lasting peace.

Like Nidal, Varisia lies to the west but Varisia could not be classed as an enemy.

Nirmathas calls the nation of Lastwall its ally. Both shared a common enemy in the orcs of Belkzen, although they did not give each other direct military aid (as Lastwall was also an ally of Molthune). 

Wednesday, May 20, 2026

Five Kings Mountains

Five Kings Mountains

The Five Kings Mountains are tall and imposing peaks, rich with ore and ironbloom mushrooms. Heavily populated by dwarves, they are the largest center of dwarven culture on or beneath Golarion. Highhelm, the largest dwarven city on Golarion is located under one of its peaks: the lofty Emperor's Peak.

Structure

The region has no central authority, as each of the various city-states has its own government and traditions. Because it is the only remaining Sky Citadel in the range, the city of Highhelm is considered the de jure capital. High King Borogrim the Hale convenes a meeting of the Gathering Council, composed of the rulers of Larrad, Highhelm, Kovlar, Taggoret, Rolgrimmdur, and Tar-Kazmukh once every 200 years. The meetings of the Gathering Council are known to go on for months.

History

Darklands prehistory

The Five Kings Mountains were not always populated by the dwarves. They believe that Torag himself forged the first of them deep in the Darklands during the Age of Creation, where they continued to live and work quite happily throughout their early history. Even though they were content in their sunless home, Torag prophesied that one day the ground would shake and mark the beginning of a great migration to the surface of Golarion. 

The Quest for Sky

In -3293 AR, the massive earthquakes caused by Earthfall not only devastated the surface, but shook the dwarves' Darklands tunnels as well. Their priests declared that this was the fulfilment of Torag's prophecy, and initiated a mass migration of all dwarves to the surface known as the Quest for Sky. Some dwarves refused their call and chose to remain in their ancient cities. Over the millennia, those left behind were transformed by their environment into an entirely new species: the duergar.

This massive movement of people was not without its problems. As they moved closer to the surface, they displaced their ancient enemies, the orcs, causing countless battles, and driving the orcs upward as well. The dwarves also squabbled amongst themselves, even erupting into open warfare that stalled the Quest for Sky. It was not until the great king Taargick united the dwarves through diplomacy, wisdom, and quite a bit of coercion that the migration was resumed. Taargick crowned himself the king of all dwarves in -3133 AR, and founded the kingdom of Tar Taargadth, and the dwarves finally emerged on the surface in -2987 AR.

Retaking the Surface World

Upon their arrival, the dwarves discovered that their migration had unleashed a deluge of orcs upon the surface, and that their enemies had easily overpowered the few peoples who had survived Earthfall and the subsequent Age of Darkness. In order to better defend themselves, and to commemorate the successful completion of the Quest for Sky, they built 10 massive city-fortresses known as Sky Citadels. The first and greatest of these Sky Citadels was Highhelm in the Five Kings Mountains and it was from here that the rulers of Tar Taargadth started to bring civilization back to the decimated surface world. Even though the two races continued fighting, the Sky Citadels, combined with the return of the sun and the end of the Age of Darkness, gave the dwarves significant tactical advantages over the next 1,000 years. Once the orcs had been driven back into the hills and mountains, the dwarves began a rapid expansion of their domain, coupled with rapid population growth that led to their golden age.

Decline of Tar Taargadth

Sadly nothing lasts forever, and the golden age of Tar Taargadth was no exception. The orcs, once confined to the edges of the civilized world, gained in strength and began attacking the Sky Citadels. Under the command of Belkzen, the greatest orc hero of all time, they conquered the Sky Citadel of Koldukar (now known as Urgir in the Hold of Belkzen) in -708 AR. This defeat, and the loss of other Sky Citadels in the subsequent centuries, led to a decline in dwarven power and prestige. Even though Tar Taargadth continued into the Age of Enthronement, it never recaptured its lost greatness.

Era of the Five Kings

The government of Tar Taargadth finally collapsed in 351 AR, leaving each of the four remaining occupied Sky Citadels to fend for itself: Dongun Hold in what today is the Mana Wastes, Janderhoff in Varisia, Kravenkus in the World's Edge Mountains of Taldor, and Highhelm. As the first and greatest of the Sky Citadels, Highhelm held as special place in the imaginations of the dwarves, and it was around this great fortress-city that a new dwarven kingdom rose after the disbanding of Tar Taargadth.

Five separate dwarven nations were founded around Highhelm in the Five Kings Mountains in the decade following Tar Taardath's collapse, each ruled by one of five brothers. Gardrick I founded Gardadth in 357 AR, Saggorn the Holy established the Pious Kingdom of Saggorak in 359 AR, Doggon followed suit with the Impenetrable Kingdom of Doggadth in 360 AR, Grak the Younger founded the Laborious Kingdom of Grakodan in 361 AR, while Taggrick I established the Everlasting Kingdom of Taggoret in 362 AR.

A mere nine years after the founding of the last of the five kingdoms, the first of no less than nineteen civil wars broke out in 371 AR. Known as the Five Kings War, it lasted 700 years before the kings of the five nations finally negotiated the Kerse Accord in 1032 AR with the help of a delegation from Druma. This treaty ended the civil wars and began a long-lasting peace. It is these five great kings that give the region its name, and in celebration of the event, they carved the likenesses of these forward-thinking monarchs into the the sides of mountains overlooking the important passes in the region.

The peace last only 160 years, before their ancient enemy, the orcs, invaded the dwarven kingdoms in 1192 AR. One by one the five kingdoms collapsed and their great cities fell to their enemy; the only city to resist was Highhelm. With the demise of the other five kingdoms, the Era of the Five Kings was over.

The Wild Era and Tar Khadurrm

Khadon the Mighty arrived in the Five Kings Mountains in 1297 AR aiming to destroy the orcs and end their 100-year occupation of the region. After 82 years of war, Khadon defeated the orcs in 1379 AR at the Battle of Splitmist Pass, and founded the empire of Tar Khadurrm. The city of Jernashall was founded under the mountains in 1412 AR and became the pre-eminent city of the new empire and later its capital. Jernashall's sister city of Raseri Kanton was founded on the surface in 1451 AR, and became a vital trade centre in the region.  

Recent developments

In the 250 years since Khaldon's death no single dwarf has been able to unite his people in the Five Kings Mountains. The remaining four Sky Citadels are great metropolises, but none can claim to be more than a city-state. No one has emerged with the will, ability, and charisma to reunite the dwarves of Avistan into a single, unified people.

Territories

The Five Kings Mountains are a harsh and dangerous area. The mountains are mostly rocky with occasional plateaus. They are home to savage giants and bloodthirsty wildlife, with few natural resources worth exploiting. The nations that surround the mountains (Druma, Kyonin, Galt, Andoran, and Isger) haven't establish settlements any closer than the foothills and don't approach the dwarven territory. They also do not interfere with the industry carried out by the stout folk in the higher reaches, although they usually conduct a profitable trade with the dwarves. At the forested foothills, dwarven lumber-mills work to procure timber and firewood to support tunneling operations, and to provide light and heat below the surface.

Massive iron gates decorated with a huge dwarf faces carved above the entrance, guard all primary ways into to cities of the Five Kings Mountains. Smaller entrances located on high, otherwise inaccessible plateaus allow the stout folk to cultivate crops and provide grazing land for their herds. Additionally, a large number of iron-grated tunnels ensure that fresh air reaches even the deepest tunnels, and smoke and toxic gases can be safely vented away. Reservoirs have been built that catch the seasonal snow-melt and fill the subterranean cisterns with clear water.

Underground, the dwarves have done miracles of engineering. Deep inside the mountains lie sprawling megalopolises that stretch the length of the Five Kings Range. Nearly all dwarven settlements of the Five Kings Mountains are linked by long tunnels, though there are occasional tunnel collapses, or tunnels that are sealed on purpose, in places like Droskar's Crag or the sealed-off ancient city of Saggorak. Dwarves are forced to travel above ground in these cases. The stout folk have constructed sturdy, iron gates throughout these tunnels, having learned their lesson during the orc invasions. The gates are usually open to help the travel between the cities. For safety reasons. the dwarven cities are arranged in dozens of discrete semi-autonomous caverns. Tunnels and caverns are supported by enduring vaulted arches. The dwarven tunnels are well planned, smoothed, and rune-curved, and the halls and passages of the dwarven cavern-cities are hung with rich tapestries and banners to honour of their history, heroes, leaders, and gods. Despite the ability of their race to see in the dark, most of the inhabited areas in the dwarven settlements are lit by oil lamps, tallow candles, torches, or magic spells, because the dwarves appreciate colour and the play of light. Their mines are never lit with true fire due to the existence of explosive gases.

Foreign Relations

The dwarves of the Five Kings Mountain have business relationships with Andoran even though the Andorens' democratic ideals fail to sit well with the conservative dwarves.

The dwarves will always hold a fondness for the people of Druma who helped them negotiate the Kerse Accord and put an end to their internal wars. Primary trade destinations of the stout folk are the Druman cities of Kerse and Macridi. Flat-bottom boats filled with metal goods and weapons move downstream from Highhelm to both cities on a regular basis.

The dwarves see Isger as a potential military threat, and are concerned by the large number of bandits coming from Isger. The Isgeris' infernal allies also do not sit well with the dwarves.

Their relations with the elves of Kyonin is good. There is a healthy trade between the two nations and they frequently discuss how to deal with their human neighbours.

Relations with Taldor are very good as both nations have cultural similarities, such as an ordered social hierarchy. Taldor has long encouraged dwarven immigration from the Five Kings Mountains as the dwarven skills of mining and metalworking are greatly appreciated.

The dwarves of the Five Kings Mountains are currently allied with the Pathfinder Society of Absalom to investigate a newly discovered Sky Citadel in the Worldwound.

Society

Because more dwarves live on and beneath the Five Kings Mountains than anywhere else on Golarion, and because Highhelm was the first and greatest of the mighty Sky Citadels to be built upon the completion of the Quest for Sky during the Age of Darkness, the mountain range and its city-states hold a special place in the hearts and minds of many dwarve

Map of Taldor