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 Molthune


 

Molthune

Molthune

A rising power on the shores of Lake Encarthan, Molthune desperately wants to be an empire whose power rivals those of the great nations of the Inner Sea region. At the moment it is a nation whose ambition outstrips its abilities, but with new incentives encouraging immigration and enlistment in the national army, this may not be the case for long.

Structure

Molthune is ruled over by an Imperial Governor (currently Markwin Teldas) who has, ever since the country achieved independence, been selected from the Molthuni Imperial Army. Below the Imperial Governor are nine General Lords who each tend to certain areas of the country. These generals are in charge of deciding on the new Imperial Governor—normally when the previous one dies, as it is a position held for life. The absolute rule of the military may not be popular with some but, despite what their critics say, each General Lord is an efficient statesman, and they are far better suited to running the ongoing hostilities with Nirmathas and managing the territorial ambitions of Molthune than civilian governors would be.

The provinces or territories of Molthune

There are nine provinces, or territories, into which Molthune is currently divided; each province is ruled over by one of the general lords in their role as a territorial governor. The first province, Canorate, contains the capital and its environs and is ruled by the imperial governor. The other eight provinces are: Backar; Duskshroud; Marideth, commonly referred to today as "the Border"; Menador; Mindspin; The Plains; Shrikewood; and Umbral Basin. Originally, before Nirmathas broke away, two more provinces existed in Molthune: Fangwood and Bloodsworn Vale

History

Before Molthune achieved independence in 1632 AR, it was merely a distant province of the Chelaxian empire.

The founding of Nirmathas was not the end to hostilities between these two nations: it just heralded a new direction for the conflict. Ever since Nirmathas's founding, Molthune has been trying desperately to get it back. The most recent Imperial Governor, Markwin Teldas, has instituted many new policies with the suspected aim of an invasion of Nirmathas.

Recent history

In 1706 AR, Imperial Governor Teldas declared the Pathfinder Society an enemy of the state in Molthune after the Society opened a Pathfinder lodge in the Nirmathi capital. However, many Pathfinders still sneak into Molthune to explore the country's ruins and other mysterious locales.

In 1710 AR, several remote villages in Molthune were destroyed by fire and lightning following reports of a massive blue dragon flying north from Garund.

Demography and Population

Molthune is primarily a nation of Chelaxian humans divided by a rigid class system that separates the people into imperial citizens and labourers. Imperial citizens generally live in the cities and larger towns like Canorate and Eranmas and, for the most part, live lives of wealth and privilege. They are allowed to trade with foreigners, move freely around Molthune, and participate in local government. Labourers have access to none of these privileges, acting as indentured servants who labour in the farms and forests of rural Molthune.

Slavery

Beneath both castes are slaves; however, their ownership is strictly regulated and Molthune is one of the better nations in which a slave might live. Slaves can, in fact, free themselves of their servitude to become full citizens with proper legal education. Although the process is lengthy, the fact that it exists at all means that slaves have more of a future in Molthune than in most other slave-holding nations. Although it is not forbidden for slaves to carry weapons openly in Molthune, it is an unusual sight.

Path to citizenship

Governor Teldas has recently proclaimed that any labourer that serves five years in Molthune's armies can become an imperial citizen, helping to swell the army's ranks. This declaration is naturally quite unpopular with the country's ruling class, but is seen as a necessity by Teldas, who feels that Molthune needs more citizens in order to fully take advantage of its great wealth of natural resources. The army also accepts foreign and monstrous soldiers including hobgoblins, orcs, and goblin.

Nonhumans

In addition to humans, Molthune has a sizeable minority of halflings. Like their kin in Cheliax, Molthuni halflings are mostly slaves, but Molthune's independence has made it much easier for them to win their freedom, either through years of hard work or military service. Free Molthuni halflings are often found as rural labourers. Canorate has a large halfling population; their nimbleness makes them valuable artisans in the city's towering spires.

Outside Molthune's cities, savage creatures roam the wildlands. Untamed demons inhabit the Backar Forest (a popular destination for Pathfinders sneaking into the country), while the Shrikewood is home to marauding mites, kobolds, and ogres. Grimspawn tieflings, those whose bloodline has been tainted by the blood of demons somewhere in the ancestry, are known to be drawn to the war-torn border between Molthune and Nirmathas.

Territories

Molthune lies in central Avistan on the shores of Lake Encarthan, nestled between some of the most powerful nations on the continent. In some respects, this is an ideal location for an aspiring superpower—in others, it is not. To its east, Molthune is bordered by Druma, an unassailable merchant nation that is too valuable a trading partner to invade. To the south and west, separated by the Menador Mountains, lies Cheliax and Nidal respectively, an unholy alliance of shadow-touched priests and Hell-spawned devils. Neither country is viable for Molthune's territorial ambitions, as Cheliax, despite the loss of much of its empire, is still one of the most powerful nations of the Inner Sea region and Nidal is one of its closest allies. To the north lies Nirmathas, which is the focus of Molthune's imperialist aggression.

Foreign Relations

As a highly expansionist nation, Molthune seeks to become a major player in the Inner Sea. Molthune cannot consider any neighboring power as an ally due to its aggressive belligerence but only Nirmathas is considered weak enough to be a target of conquest.

Map of Isle of Terror


 

Isle of Terror

The dramatically named Isle of Terror is located in the middle of Lake Encarthan in central Avistan. In ancient times, it was known as Inteper Isle before it was conquered and renamed by the wizard-king Tar-Baphon, whose headquarters are in the underground city of Xin-Grafar (formerly Kestrillon).

History

Inteper Isle was first settled in -40 AR by Kellids from Druma seeking to escape famine and rule under the dwarves of Tar Taargadth. Under the rule of charismatic leaders and the Speakers of the Pale, by -3 AR, the various fishing villages on Inteper Isle united into a kingdom with its capital at the city of Kestrillon. 

Kestrillon later became the refuge of the Golden Solidarity, a fringe sect of the Prophecies of Kalistrade. Their wealth attracted the attention of Tar-Baphon, who, invaded Inteper Isle with an undead army, slaughtered Kestrillon's people, turned them into undead, and renamed Kestrillon to Xin-Grafar, after the Thassilonian style.

In recent years, the isle was racked by continuous storms (natural and otherwise) and was evaded by all but the most foolhardy of travelers. Monsters and undead roamed the island and the seas churned constantly around it, driven by powerful winds and pounding rain. Stories persisted of especially brave or foolhardy pirates who braved the elements and the Isle of Terror's shore in order to hurriedly hide treasure somewhere on the land before quickly escaping. Some sailors reported sightings of a rotten ship with tattered black sails, the Nixie's Pride, near the blighted island during a new moon.

The Isle of Terror's rocky shore provided few berths for ships to land. Perhaps the safest place to make landing was on the west coast in a small half-moon bay known as Aroden's Landing. This is the site of the ruins of Fort Landing, which stand at the mouth of the Whispering River and mark the road to Xin-Grafar, although only a fool would have considered any location truly safe. The Whispering River flows from the Three Furies at the island's heart, under which are the Wizard-King's Pit and the Well of Sorrows.

Current status

Since Tar-Baphon's return, storms of Void energy constantly roil around the Isle of Terror, and many of his most powerful undead lieutenants have followed him, serving in his courts and aiding in his plots to eradicate the living. Flying and swimming undead can be found as far as the settlements on the coast of Lake Encarthan.

Entire sections of the Isle of Terror sometimes become overwhelmed by energies from the Void, due to the thinness of the barrier between planes. During these periods, creatures from the Void can slip into the Isle of Terror and enter Tar-Baphon's service. Affected areas might take decades to recover.

Not all of the Isle of Terror's inhabitants are beholden to Tar-Baphon: the animals warped by Void energy (most commonly terror wolves) are a threat to everyone, as are the living trees in the Shadow's Heart. Karamorros, now a ravener, still hides on the island, having been forced into hiding after a hasty attack on the newly returned Whispering Tyrant2. Other unnatural creatures roam the island, such as evil shadow demons and various unconfirmed reports of other creatures comfortable with Void energy, such as Caligni, persist.

Kyonin Notable Figures

Kyonin is home to several powerful individuals, some of whom are rooted in the nation’s politics and some of whom have made their mark more recently. Others still hide in the shadows, biding their time until they’re ready to reveal their plans to the world. As the nation takes a stronger stance in global politics, movers and shakers emerge to claim their space in Kyonin’s affairs, while those who operate in secret make ready to take advantage of what might ensue. Treerazer’s fall and Tar-Baphon’s looming threat have only contributed to the chaos as Kyonin struggles to stand firm amid the winds of change.

Queen Telandia Edasseril (diplomatic female elf wizard) is a patient and strategic ruler who desires to open the hearts of elves and share their knowledge and creativity with others. Her hand is so light that her people rarely notice its weight as she works tirelessly to keep them free from threats both outside and within their nation. Few have seen the regal queen outside the palace—or so they believe, as one of the Queen’s few hobbies is to soar the skies with her pet falcon, Nyranin, freer as a bird than she’ll ever be as an elf.

Zazirele (contemplative male elf guardian) is an Alijae elf and Queen Telandia’s betrothed, and his very presence in Kyonin is a symbol of the bond between the two nations. Though he hasn’t yet taken a direct hand in Kyonin’s politics, his hatred for demons is well-known, and he can often be seen taking meetings with Wylderheart leaders and messaging the great owls of the House of Sky to discuss cleansing the Tanglebriar of demonic influence. Many keep a close eye on Zazirele to take measure of his influence on the queen.

Culradori Diadaithi (fiery female elf veteran hunter) leads the Wylderhearts with pride and enthusiasm, easily outlasting her brethren in drinking challenges and loudly conducting impromptu concerts. They’re constantly adorned with trinkets and talismans yet make no sound during a hunt, boasting of outlandish stories where she has killed three demons with a single arrow or tied in a dance competition against 15 devils. Though she is a skilled warrior and unparalleled hunter, Culradori is best known for rallying everyone around them to live life to the fullest, lest her inner demons make her vulnerable to external ones.

Hinira Validil (stern female elf politician) is a royal advisor who’s grown tired of Golarion and its myriad troubles. Passionate about her people and their grievances, she believes Queen Telandia’s efforts to ally with other nations only stymies the true path of their ancestry: to return to their home world of Castrovel. Each step Telandia takes to bridge the gap between elves and non-elves only increases Hinira’s bitterness as she bides her time for the day when she’ll make her move to rid Kyonin of its undeserving queen and take her people back where they belong.

Fedrian Iledin (unethical male elf scholar) has an endless passion for researching anything predating Earthfall, whether they be creatures or artifacts. His discoveries of lost knowledge have made him popular among those who wish to learn more of Kyonin’s history, and many patrons support his research with both money and magic. Unknown to his benefactors, Fedrian has been experimenting with his findings to try and recreate extinct species, spawning abominable monsters in the depths of his hidden laboratory. When his experiments are deemed failures, he simply lets the creatures loose with little regard for their impact on the environment or the people they might run into as he continues to perfect his work.

Winglord Kreiagh (imposing male giant owl commander) leads his people from the House of Sky in the Five Kings Mountains, ending even the most vicious squabbles with a single click of his beak. Stern and practical, Kreiagh has little interest in diving into the troubles of those on the ground below, only keeping an ear out for potential issues that affect his people. The taciturn owl is infamous for his policy of refusing to rescue those who become lost in the precarious mountains, though he rather pointedly flies out to go hunting when his tenderhearted cohorts report sightings of stranded travelers.

Minvarel Sadnen (exuberant male elf mage scholar) is a prodigious academic and the founder of the School of Gates. Their tendency for bluntness gets them mistaken for a misanthrope when in actuality they greatly enjoy camaraderie and fellowship, often pestering their neighbors for gossip and inviting random strangers to tea. Enamored with the spirit and spontaneity of travel, Minvarel has studied the aiudara network for centuries and hopes to uncover the lost method of creating new gates so elves can freely explore the Universe and even the places beyond it.

Solare Redriach (passionate male elf anthropologist) is the head of the Aiulor, leading a frenzied campaign to restore and reclaim as many elven artifacts as possible. His enthusiasm for elven history tends to outweigh his common sense and occasionally leads him to hire obviously shady mercenaries or allow aggressive measures without considering the ramifications to international relations or his mission. Solare can often be seen wandering the streets of Iadara, admiring the works of local artists and happily explaining the city’s history to visitors who understandably tend to mistake him for a tour guide.

Lady Jasika Lyranir (gallant female aiuvarin human knight) was trained by a Knight of Lastwall and has taken charge of training up Kyonin’s volunteer army in preparation for the seemingly inevitable war against Tar-Baphon. When she isn’t working with recruits, she can be found cleaning her armor or meditating alone. Calm and dedicated to her work, Lady Jasika works tirelessly to turn ordinary civilians into warriors against tyranny and despair. A devotee of the Late, Lady Jasika hopes to have a personal hand in ending the undead tyrant who so grieved her deity and is quietly prepared to sacrifice anything to see the job done.

Shalelu Andosana (standoffish female elf ) has never sought out positions of authority but has an unfortunate habit of falling into them anyway. Formerly a ranger and a wilderness guardian of Sandpoint, a chance friendship with the local bartender saw Shalelu travel across the continent to reach the nation of Minkai in Tian Xia and later help to overthrow the Jade Regent and place Empress Ameiko on the throne. Wanderlust sent Shalelu across Tian Xia until she stumbled upon the nation of Jinin, settled down, and unintentionally formed a group of elven naturalists and scouts known as the Silverbranch Sentinels. When Queen Telandia called for aid from other elven nations, Shalelu returned to Avistan with her Sentinels to help fight. Now that Treerazer has been vanquished, Shalelu finds herself being dragged into the role of unintentional ambassador between Kyonin and Jinin, a fate she’s trying and failing to avoid.

Channa Greystar (charismatic female aiuvarin human bard) has been making waves in Kyonin by modernizing traditional elven ballads. Her unorthodox fashion, love of foreign cultures, and increasing popularity have many naming her one of Kyonin’s most influential musicians, pushing its people to further open up to outside influences.

Map of Kyonin




 

Kyonin

Kyonin may not always have been known as Kyonin and has not always had the same borders as it has today, but it has ever been the spiritual homeland of the elves. It is unknown exactly how long elves have resided there. Before Earthfall, the elves did not measure time in any meaningful way, only by the great astrological cycles and the ebb and flow of the seasons. Certainly, Kyonin was inhabited for a very long time before Earthfall, as numerous ruins of monuments, buildings, fountains, orreries, and sculptures still dot the forests north of the Five Kings Mountains. The elves lived in harmony with the land during this period, as the structures they built seem to grow from the landscape itself.

History

-3298 AR Forewarned of the Starstone's impact (Earthfall) in -3293 AR, most elves evacuated Golarion to the alien world of Castrovel (the second planet in the Golarion system), specifically to the continent of Sovyrian. However, large groups also retreated underground, fled to the First World, or scattered across the globe.

632 AR The elves returned to their homeland of Kyonin. 

Geography

Kyonin is a haven of incredible natural beauty. The predominant feature of the country is the Fierani Forest, but Kyonin also boasts sweeping plains and the northernmost peaks of the Five Kings Range, which form its southern border. On the western border lies Lake Encarthan, and the northern and eastern borders are formed by the Glass River; the West Sellen River; and the Sellen River, which flows to the Inner Sea.

Tanglebriar

The exception to the immense beauty of Kyonin is the Tanglebriar, the demon-haunted swamps between the southern edge of the Fierani Forest and the northern edge of the Five Kings Mountains. The area was once part of the Fierani Forest, but became something far more sinister when Treerazer settled there over two millennia ago. The demonic essence of the demon lord and his minions has corrupted the forest, turning it into a dark swamp where the light of the sun rarely reaches the ground, and evil fey cavort with Outer Rifts-spawned demons.

Elf gate

An elf gate, or Aiudara as the elves call them.

One of Kyonin's greatest assets is the system of teleportation gates known as the aiudara. Similar in design and function to the great Sovyrian Stone, these lesser gates connect Kyonin with locations across Golarion, and allow them to draw on far-flung resources at a moment's notice.

Government

Queen Telandia Edasseril, bearer of the Viridian Crown, is the ruler of Kyonin. Although she is an absolute monarch, Telandia is a liberal queen who understands that freedom is one of the highest ideals of the elven race. As is the case in human courts around the world, elven courts are no strangers to factionalism and intrigue: members of her court and her advisors can question her decisions, or actively work to advance their own interests. Their advice is wide-ranging and includes urging her to retake more of their ancestral holdings across Avistan and Garund and definitively deal with Treerazer and his minions.4 In addition to members of her Iadaran court and her own advisors, independent elven groups, such as the conservative Winter Council, also hope to change the queen's mind on a number of issues. Queen Telandia knows that for elves to recapture their power in the current age, they must shrug off their cloaks of isolationism and re-engage with the world, and with each passing year, more non-elven ambassadors are allowed into Kyonin to explore the mysterious nation

Foreign relations

Unlike the Forlorn, the elves of Kyonin have no desire to live amongst non-elves, despite the many cultural and technological advances humanity has achieved in the last few thousand years. In the eyes of the Kyonin elves, human cultures and religions are simply too diverse and chaotic to compete with their own culture's serene refinements.

Change in policy

Until recently, Kyonin had followed a strictly isolationist policy, but the renewed menace posed by the re-emergent Tar-Baphon has refocused the elves' gaze beyond their borders. Elven authorities, drawing from their own experiences and historical archives, anticipate that it is only a matter of time before Tar-Baphon becomes an existential threat to the entire region. Consequently, Kyonin's leadership has initiated the dispatch of more diplomatic envoys to other nations, preparing for the possibility of a large-scale war that could devastate the continent. Simultaneously, this necessity for increased cooperation with other nations has prompted Kyonin's leaders to cautiously open their closely monitored borders to ambassadors and visitors from various ancestries and countries.

Nevertheless, the elven passion for freedom often translates these endeavors into the actions of like-minded individuals rather than the decrees of governing bodies. In reality, even the current initiatives of the elves are less the outcomes of formal governmental mandates and more a collective determination among individuals to contribute to the greater good. The fact that Kyonin's assistance seldom arises from a national consensus, but rather represents the independent efforts of numerous individuals, has fostered a widespread perception that elves, as a whole, have little concern for the other nations of Avistan. However, the recent devastation of demons of World Wound has galvanized many younger elves into action, aiming to counteract their nation's image of indifference as well as confront the menace of the Whispering Tyrant.

Some factions that express concerns regarding the wisdom of permitting outsiders into Kyonin have made a particularly compelling case concerning the Fierani Forest. This concern is especially evident in regard to the capital city of Iadara, which features several aiudara that connect the elven realm to distant lands. Consequently, sections of the city are veiled in illusions and mystical mists to discourage non-elven visitors from venturing outside their designated zones. Paradoxically, many of these same groups, while concerned about the safety of the elven capital, acknowledge the value of non-elven warriors from the north. These warriors bring experience gained from the demon-hunting campaigns in Mendev and may have been indispensable in the elven endeavors to confront the threat posed by Treerazer in the southern regions of Kyonin.

Human neighbors

Kyonin's isolationist tendencies have led to some complicated interactions with Kyonin's human neighbors. The Iadaran government is on generally good terms with freedom-loving Andoran and the crusaders who traveled up the Sellen River to reach Mendev. Other neighbors, however, showcase the worst elements of human civilization: bureaucratic Druma, chaotic Galt, and the constantly warring River Kingdoms.

Additionally, Kyonin is effectively in a cold war with Razmiran to the north, because its ruler, Razmir, has declared the elves to be heretics. The war is not a particularly active one, however, as Kyonin's northern border is well-defended, and Razmiran is not eager to lose more troops. Rulers of the River Kingdoms have been known to seek recognition from the elven nation, but the elven queen has no interest in treating with such transitory realms. This has caused considerable friction, even to the point of conflict, but River Kingdom inhabitants have long ago learned to treat the elves with caution and respect after several failed incursions into Kyonin.

Kyonin has long desired to reclaim the human-occupied elven ruin of Sevenarches in the River Kingdoms and has established the colony of Hymbria toward that end. Kyonin's control over this outpost has been growing increasingly tenuous in recent years due to populating Hymbria mainly with malcontents and other undesirables.

The elves have never fully forgiven humanity for the illicit trade of elven goods that were taken from Kyonin during the elves' long absence. Organizations such as the Pathfinder Society and Order of Fate are especially reviled, and the elves have responded violently to the Society's interference in elven matters. This was demonstrated in 1708 AR when the elven queen had a Pathfinder group known as the Leaves of Talhindir assassinated. The Elves also blame the Order of Fate for the theft of 6 Elf Gates that they use to transport around the Inner Sea region. 

Five Kings Mountains

The elves have a cordial, even friendly, relationship with the dwarves of the Five Kings Mountains as both countries support isolationist policies. The two nations recently began vigorous defensive coordination and training to help combat the threat of Treerazer, which has improved relations and supported cultural exchange.

Economy

Kyonin is celebrated for the artistry of its crafters and primarily specializes in exporting finished goods. The Kalistocrats of Druma have been trying to take advantage of this market and hope to expand trade with Kyonin, striving to position themselves as the foremost intermediaries between the elven nation and the global market.

Tuesday, May 19, 2026

Map of Isger


 

Isger

Isger

Isger is a vassal state of Cheliax. In the eyes of Cheliax it is not so much a sovereign nation as a glorified trade route.

Structure

Isger is officially ruled by Steward Hedvend VI, but it is an open secret that he takes his orders from Cheliax's House Thrune. Hedvend is regularly summoned to Egorian, Cheliax's capital, to receive his instructions. The emblem of the office of the steward of Isger is a bejeweled, yet fully expended rod of rulership, symbolizing the apparent grandeur of a position with little (if any) true power.

History

Isger was founded in 433 AR, after Taldor's Seventh Army of Exploration defeated its indigenous inhabitants, the Isgeri. The Isgeri fought the Taldans tenaciously, but were eventually conquered and pacified. In recognition of their great courage and determination, the Taldan crown named their newest province after the tribe.

Thrall of Cheliax

Isger remained a thrall of Taldor for over 500 years, until another Taldan province, Cheliax, broke free from their imperial masters during the Even-Tongued Conquest. In 1080 AR, Cheliax wrested control of Isger from Taldor, and Isger has remained a vassal state of Cheliax ever since. Even when several other vassal states, such as Andoran and Galt, successfully rebelled against Cheliax in the 17th century AR, Isger remained firmly within Cheliax's grasp.

Exploitation of resources

As a vassal state of first Taldor and later Cheliax, Isger's natural resources were heavily exploited over the millennia. Eventually the only thing the state had to offer its imperial masters was its valuable location as a trade route between Cheliax and the rich nations bordering Lake Encarthan to the northeast. This route led up the Conerica River from Cheliax, past the capital of Elidir, and from there overland into the nation of Druma. As a result, the Isgeri government has concentrated most of its resources to the communities on the Conerica, leaving the rest of the nation to become an impoverished, bandit-infested hinterland.

Goblinblood Wars

Isger suffered terribly during the Goblinblood Wars when hundreds of tribes of goblinoids (including powerful hobgoblin warlords and their goblin slaves) emerged from the Chitterwood in southern Isger in 1697 AR, killing all in their path. Isger's army was unable to stem the invasion. The goblins were eventually defeated by an unlikely alliance of military forces from neighbouring nations, including the Eagle Knights of Andoran, the Hellknights of Cheliax, the Mercenary League of Druma and the Fate Knights. Each fought to keep the goblinoid forces from overrunning Isger and spilling out into their respective countries. With the enemy armies defeated, the victors put much of the Chitterwood to the torch in an attempt to deprive the goblinoids of a home. Although thousands of goblins died in the conflagration, many fled into the caverns below the forest and survived.

After the war

The Goblinblood Wars of 1715 AC were marked by heavy losses on both sides, especially among the Isgeri, and thousands of orphans were left to fend for themselves after hostilities ceased. Their numbers even continued to rise in the post-war period, as chaos and banditry swept through Isger's hinterlands. The only organization who stepped in to help these orphans was the church of Asmodeus supported by Cheliax's House Thrune. They built a number of monasteries throughout the country where they fed, clothed, and indoctrinated Isger's youth into the faith of the Prince of Law. The most famous of these is the monastery run by the Sisters of the Golden Erinyes, where children are not only schooled in infernal philosophy and politics, but also in hard-to-master martial arts.

Gillamoor Plague

1718 AC Trade caravans have recently reported strange sightings near the village of Gillamoor on the edge of the Chitterwood. It seems that its inhabitants were transformed into ravenous undead, and that this so-called Gillamoor Plague has spread to other nearby villages as well. The plague is blamed on necromancers and powerful priests of Urgathoa, who are believed to have taken advantage of the chaos in Isger's hinterlands following the Goblinblood Wars. Some believe that the most powerful of those infecting the countryside is a diabolist named Lady Kaltessa Iyis, a cleric of the archdevil Mammon. Lady Iyis is even rumored to secretly control Isger's rulers and be building an undead armies from the dead of the Goblinblood Wars.

Demography and Population

The people of Isger are still suffering from the devastation of the Goblinblood Wars. The wars left behind thousands of orphans who have been left to the tender mercies of the Church of Asmodeus. A number of monasteries have been established to care for the orphans, and indoctrinate them in the ways of the Prince of Devils. Apart from the country's dominant human citizens, Isger also contains Umok, a predominantly gnomish town, and has one of the larger halfling populations in the region. Most of the latter group are held as slaves, and many are bought by the Church of Asmodeus to work in their orphanages. Even though the Goblinblood Wars killed thousands of their kind, Isger is still a major center of goblinoid culture in Avistan.

Territories

Isger lies between two of the most powerful economies of Avistan: the merchant Kalistocracy of Druma to the north and Cheliax to the south. Isger also controls the only gap between the Five Kings Mountains and the Menador Mountains. As a result, Isger has the Conerica Straits, one of the most profitable trade routes in Avistan, running through the center of it.

Military

Isger lacks a proper standing army following the losses suffered during the Goblinblood Wars. As the army is too small to effectively protect all of the country, it now limits its patrols to the important trade routes, such as the Conerica Straits. In an attempt to curb the banditry which is now rife in outlying areas, the steward has issued bounties on the known brigands. It is not yet clear whether this is having the desired effect, but the steward continues to give the impression that he doesn't much care what happens outside of the country's trade routes. Because Cheliax is only interested in keeping the trade route through Isger open, it provides little material support to the army of its client nation.

Although they are not part of the Isgeri armed forces, the Order of Fate has sent some of their knights to kill goblins and monsters through out the Kingdom. 

Religion

Isger's most prominent religion is naturally that of Asmodeus, along with the practice of more generic diabolism. Other important faiths include that of the Church of Light and The Prophecies of Kalistrade.

Foreign Relations

As one of the last remaining Chelish colonies, Isger naturally has poor relations with its mother country's main rival in the region: Andoran. Due to the devastation caused by the Goblinblood Wars, however, Isger has not been able to cause much trouble for the fledgling democracy.

The descent of much of the nation's hinterlands into banditry and lawlessness since the end of the Goblinblood Wars has also impacted its neighbours. The dwarves of the nearby Five Kings Mountains have begun to complain to the Isgeri government that large groups of bandits have begun to trickle over the borders into their territory.

Monday, May 18, 2026

Map of Varisia




 

Varisia

Varisia

While the other realms of the Saga Lands may have longer histories as established nations, the stories of recent years have catapulted the wilder reaches of Varisia into modern awareness. Much of Varisia’s ancient past, when it formed the bulk of the empire of Thassilon, has only recently been rediscovered by modern historians and scholars. And while Cheliax toyed for a few years at expanding its reach into this land, today Varisia is largely in the control of three other groups. The most widespread of these groups is a motley collection of pilgrims and travelers from all corners of the world, resulting in a wide diversity among the cities in Varisia. But while many of these relative newcomers have dwelt in Varisia for several generations, they are still regarded at best as “new blood” by the land’s indigenous Varisian and Shoanti people. For Varisians, the integration of the newcomers was marred by numerous clashes between cultures, with prejudice and misunderstandings making initial attempts to live and work together choppy, but when compared to the Shoanti experience, the Varisians’ interactions seem almost idyllic. The Shoanti had always had a smaller footprint in their ancestral lands than the Varisians, and while Varisians are traditionally nomadic, the Shoanti were more prone to settling down, living in clan-based groups known as quahs. When Cheliax founded a colony named Korvosa along a large bay in the heart of Shoanti lands, which contained a strange and ancient pyramid sacred to the Shoanti, violence erupted between the Chelish colonizers and the displaced Shoanti. After a prolonged and bloody conflict, the colonizers ultimately won; the bay is now known as Conqueror’s Bay, and Korvosa is the largest city in Varisia. The Shoanti of the region were forced to abandon their homeland and relocate to the north, into the harsh wilds known as the Cinderlands. Prejudice against Shoanti is rife in Korvosa to this day, and the displaced Shoanti have not forgiven the Chelish invaders.

Geographically, Varisia is divided into two distinct regions. The northeastern portion is plateau, and the southwestern portion is lowlands, consisting of a mix of forested mountains, lush grasslands, verdant forests, and sprawling swamps. In the eastern lowlands, the city of Korvosa is by far the largest settlement. The city has proudly clung to the traditions of its Chelish founders, but those traditions were challenged recently when Queen Ileosa Arabasti gained control after the sudden death of her husband. At first, the people of Korvosa worried that she was ill-equipped to rule, but soon they learned quite the opposite: Ileosa was filled with ambition equaled only by her cruelty, and she proved to be a deadly tyrant indeed. Her rule was relatively short and ended violently, but her time in control has changed Korvosa forever. Thousands died during her regime—many to the ravages of a disease known as bloodveil, a disease Ileosa helped to spread—and her one-time guards, the Gray Maidens, fractured into competing mercenary bands after her defeat.

In the western lowlands, the greatest city is Magnimar, founded by expatriates from Korvosa at the site of an ancient Thassilonian monument—a crumbled bridge known as the Irespan. Well to the north of Magnimar, the region’s third-largest city is a haven for pirates and other scoundrels: Riddleport. 


Map of Druma


 

Druma

Druma 

The Kalistocracy of Druma is a land glutting itself on the wealth of trade, ruled by the high prophet of a strange, secular religion that values wealth and trade above any deity. This religion permeates every level of Drumish society, as followers of the Prophecies of Kalistrade favor each other in all business deals. While other religions are tolerated in Druma, their followers rarely go far, as the majority of the Resplendent Bureaucracy which runs Druma is made up of followers of the Prophecy.

Structure

Druma is run by the Resplendent Bureaucracy, the organization directly responsible for running the nation. Unfortunately, in a nation that values wealth above all else, few people wish to remain in a job that has steady pay but no opportunity for the advancement of their personal wealth. As such, members of the Bureaucracy only tend to stay there for up to a decade while they look for opportunities elsewhere. Above the bureaucracy is the man it serves, the High Prophet Kelldor. While jobs in the bureaucracy are not usually taken by richer merchants, the role of High Prophet is no mere job. Ruling a country of wealth-obsessed merchants and the political connections that brings, makes the High Prophet one of the most powerful men in the Inner Sea region.

Culture

Prophecies of Kalistrade

The most interesting thing about the people of Druma is their almost universal adherence to the Prophecies of Kalistrade. Nowhere else in Avistan are the followers of the prophecy so common. The prophecy states that its followers must adhere to strict rules about diet and sexual activity, and must also wear only white clothing and wear gloves to prevent contact with those outside of the cult. The prophecies' main tenet is that one must attain personal wealth in order to justify one's worth in the celestial order. This belief means displays of wealth are prominent amongst the citizens of Druma, and often gaudy in the extreme. Merchant lords of Druma frequently wear jewellery worth many thousands of gold pieces. Despite this, few would be stupid enough to rob an adherent of the Prophecies, as they are able to afford magical protection, scrying, and assassins, and are often protected by members of the Mercenary League, Druma's highly-paid and well-trained military.

Religion

Religions are tolerated but not encouraged by the Drumish government, but those who do not follow the Prophecies are looked down upon and rarely achieve high positions in the official bureaucracy. Nonbelievers also find conducting business here more difficult, as adherents always favor each other in any business dealings.

The Prophecies of Kalistrade

Roughly a century after the failed Fourth Rebellion, the prophet Kalistrade was born in 187 AR and undertook his journeys, returning with coffers filled with wealth and adhering to a strict lifestyle. A cult quickly formed around him, spurred on by its adherents' financial success, and grew steadily until Kalistrade's disappearance in 251 AR. His followers collected his numerous writings, letters, and journals, forming them into early versions of the Prophecies of Kalistrade, but subsequently underwent a period of religious schisms that left the newborn religion fractured and with little influence. This lasted until Kalistrade's tomb was discovered in 408 AR, allowing religious leaders to commune with his remains and to syncretize their faith into a cohesive whole. One faction remained distinct from the new religious mainstream, however; this sect, known as the Golden Solidarity, relocated to Kestrillon and adopted a life of giving and generosity. This was perceived as wasteful and inadvisable by other followers of Kalistrade, and the island's fall to Tar-Baphon, which led to the massacre of the Golden Disciples alongside its other inhabitants, was perceived by the newly christened Kalistocrats as a cautionary tale.

Over the following centuries, Kalistrade's faith endured but declined in favor of the Light, aided by the Last Azlanti's victory over Tar-Baphon and the efforts of his evangelists to spread his faith. Aroden's status as a near God of Humanity originally served as another rallying point against dwarven rule, but the reticence of his followers to support armed uprisings ultimately crippled his faith's hold on Druma and allowed Kalistrade's following to return to prominence.

Independence

In 831 AR, the Kalistocrats had amassed significant debts among the dwarven governments, allowing them to force the Five Kings to negotiate Druma's independence in exchange for forgiving their debts in the Kerse Accord, signed in 832 AR, which granted Druma full autonomy recognized by both the dwarves and by Taldor. The Kalistocrats established themselves as Druma's new ruling class afterwards, although the Burning Glove Riots of 935 AR eventually forced them to relax taxation and provide greater opportunities for upward mobility. While the newborn country largely flourished after this, a faction driven by lingering resentment against dwarven rule and spurred on by Jelhegi influence and news of Rahadoum's Oath Wars attempted to forcefully seize control of Druma's government, engaging in racially driven retaliation against Druma's dwarven citizens as it did so. Although this attempt failed and the extremist faction eventually lost popular support and dwindled away, Druma's reputation remained damaged for centuries to come.

Relationships between Druma and the dwarves remain cold; even after the establishment of Tar Khadurrm by Khadon the Mighty, the dwarves rebuffed Drumish overtures due to their refusal to send aid when orcish attacks had caused the Five Kingdoms' collapse. The dwarves established trade routes with Cheliax that circumvented Druma altogether, which Druma responded to by strengthening its trade routes to the Shining Crusade to the north. When the Rending of Droskar's Crag crippled Tar Khadurrm and Ordrik Talhrik seized control of the ailing empire, however, Druma opened its doors to thousands of dwarven refugees, helping to rebuild many of the burnt bridges between the two peoples. In the following centuries, Druma prospered through its investments in Cheliax's Everwar, caravans traveling along the then newly discovered Path of Aganhei, and other ventures.

As Druma had never been very reliant on gods, it endured the rise of Razmir's cult, which caused a brief period of instability in Druma's ports, resulting in strict restrictions on the spread of the Living God's cult in Druma. The Goblinblood Wars also impacted Druma, as the threats to its borders and trading networks, and a feeling of kinship towards the Isgeri people, saw Druma involve its Blackjackets in the conflict.

Territories

Druma's centralized location between the bustling waters of Lake Encarthan and the trade routes of Isger leading all the way to the Inner Sea, makes it an ideal place for a nation of traders. Its rich mineral deposits ensure that Druma will never be short on goods to export. Druma is nestled between Lake Encarthan to its north and the Five Kings Mountains to its east and south. Its border to the west with Molthune is the only border not defined by a natural feature. Druma itself is predominantly hilly and much of its terrain is dominated by the mountains that make up two sides of its border. While the hilly nature of the terrain may not make it ideal for agriculture, it does conceal the mineral wealth that has helped to make Druma so rich.

Foreign Relations

Druma's relationship with its neighboring nations is interesting to say the least. Obsessed with trade, Druma is primarily interested in its neighbors as trading partners and little else. It finds Molthune to the west to be naïve and unaware of its power or potential influence. The Kalistocracy owns large sections of Isger, and hopes to purchase more in the future, in preparation for their "hour of victory". Druma cannot understand the strange egalitarian principles of Andoran, its neighbour to the south, and the wealthy merchants of Macridi find interacting with its citizens who (to Drumish sensibilities) do not know their place, particularly annoying. To the east, Druma eagerly eyes Kyonin and the untapped potential of the kingdom of the elves. Boatloads of goods are sent yearly to the Kyonin city of Greengold (the only city in the elven nation that allows humans) in the hopes of encouraging an expansion in trade.

Galt

Galt

Galt is a land where once high ideals have been laid low and mob rule has led to chaos. Galt was once a vassal nation of Cheliax, but also known for its free thinkers, poets, and artists. After the death of Aroden and the rise of House Thrune in Cheliax, the people of Galt decided to throw off their foreign rulers, along with their own nobles who had colluded with them. A bloody revolution followed in which many, many nobles lost their heads. The problem was the executions did not end the bloodshed and within five years, the severed heads of the ministers of the first government rolled down the steps of the guillotine. In the 50 years since, over a dozen governments have ruled Galt, rising and falling like the waves of a stormy sea.

Structure

Government is a fickle thing in Galt and few who claim power keep their heads for more than a few years. The Revolutionary Council that rules Galt changes leadership with shocking regularity as a new group of bloodthirsty revolutionaries claim power. The current chairman of the Revolutionary Council is Korran Goss, a talented demagogue whose primary tactic for manipulating the angry mobs is redirecting their hatred. He is currently trying to shift the blames for all of Galt's woes to neighboring nations, particular Andoran. Andoran has been cautious of Galt ever since the revolution broke down into bloody mayhem, as Andoran was founded on many of the same principles as the original Galtan revolution. Despite Goss's talent as a demagogue, his government could collapse at any time, should a new faction gain the people's trust and come to power.

Senate

Even though the Revolutionary Council makes most of the decisions in Galt, a legislature of elected senators exists, and is supposed to look after the interest of the common citizens. Originally composed of 300 representatives, their number has dwindled down to around 100 thanks to the Gray Gardeners. New elections are supposed to happen every eight years, but have been continuously postponed due to internal conflicts for decades. Because there is therefore no practical way of replacing these senators, their presence provides a small modicum of stability in the otherwise anarchic nation. Even though their power is largely ceremonial, the senators still meet monthly for week-long sessions of posturing, demagoguery, and debate, and no one achieves political power in Galt without their support.

Grey Gardeners

The only stability in the government of Galt are the Gray Gardeners, the executioners of Galt. They maintain their power and safety through anonymity, as no Gray Gardener has ever unmasked himself. The Gray Gardeners are based in the city of Litran, rather than the capital Isarn where the Revolutionary Council is based.

History

Galt was founded during the early years of the Age of Enthronement as a province of the Empire of Taldor in 115 AR.

Galt has always been a nation of free thinkers and radicals renowned for brilliant poets, artists, and philosophers whose ideas shaped the politics of the whole of Avistan. Even when conquered by Cheliax during the Even-Tongued Conquest, which began in 1081 AR following Cheliax's declaration of independence during the Taldan war with Qadira, Galt still maintained this reputation and attracted free-thinkers to its renowned universities and rogues to its pristine woodlands.

In 1640 AR with the blatant devilry and capricious cruelty of their Cheliax masters, dissent began to bubble up in Galt. One of the most elegant expressions of this was by the half-elf philosopher Hosetter, who wrote the scathing political essays Imperial Betrayal. These essays helped increase the dislike of Imperial Cheliax and they spread dissent across Andoran and even into the heartland of Cheliax itself. Then Darl Jubannich, the poet of Woodsedge, capitalised on this by publishing his own attack on Cheliax and the very concept of the divine right of kings called On Government. This created further hatred of the new government of Cheliax which quickly blossomed into all-out rebellion. Mobs tore down all the symbols of Chelish oppression and executed those they felt were sympathisers, predominantly the nobility. Queen Abrogail I responded heavy-handedly to these rebellions, which only served to further incite the polity. Soon Hosetter and Jubannich, along with other heroes of the revolution, formed the Revolutionary Council to rule the newly-independent nation of Galt. One of the council's first decrees was the creation of the Final Blades, Galt's feared guillotines. Little did they understand the beast they had created, for within five years the first Revolutionary Council had been overthrown by another set of bloodthirsty revolutionaries who wanted change. And so began the cycle of bloodshed and revolution after revolution that has lead to Galt's decline into a nation inhabited by mobs of paranoid, revolutionary fanatics.

Since the death of Hosetter, there have been over a dozen governments in Galt, none able to govern effectively. Galt's cities, formerly centers of art and learning, have fallen into ruin. Without a strong central government, Galt's armed forces have collapsed, allowing brigands and fell beasts to flourish in the wilds. The current Revolutionary Council replaced the Cabinet of Skulls, and previous incarnations included the Cailean Council, the Common Council, the Eye of Law, and the Galtcreed Pact.

Demography and Population

Galtans were once renowned for their free-thinking and lust for life, but during the long years of revolution this has slowly turned to bloodlust. They have become fanatical, revolutionary zealots, and their lust for life has turned into a bloodlust towards those they perceive as responsible for the terrible conditions now prevalent in their land. All too often, the residents of Galt are forced into homelessness, as the infrastructure of Galt has long since collapsed and food has become a scarce commodity. The people of Galt are generally distrustful of strangers, which is not helped by Citizen Goss's fiery rhetoric which blames all of Galt's problems on outsiders. As such, few foreigners visit Galt and those who do, have to be very careful that their neck does not end up meeting one of the feared guillotines of Galt, the Final Blades.

Adventurers

Even though foreigners must constantly be on the lookout for roving bands of bloodthirsty mobs, Galt does attract some adventurers from outside of the country. They sometimes come to loot the hastily abandoned homes of departed nobles or else seek to reclaim a lost birthright.

Territories

Galt is located on the easternmost edge of Avistan, and is bordered by the River Kingdoms to the north, Kyonin to the west, and Taldor to the south; to the east lie the vast Whistling Plains of Casmaron. Galt is a fertile area of predominantly plains but also boasts several large forests within its boarders, such as the Verduran Forest and the Boarwood. It contains several beautiful cities, and before the revolution, the capital of Isarn was renowned as a city that bordered on a work of art.

Religion

Since the revolution, the worship of the demon lord Andirifkhu, has been on the rise across Galt. Her worshippers tend to focus on Andirifkhu's mastery of mechanised forms of execution and torture. While Andirifkhu worshippers are usually lone fanatics, those operating in Galt tend to form small cells of up to half a dozen followers. Luckily for the people of Galt, these cells still remain isolated and have shown little interest in cooperation with each other.

Foreign Relations

Because of Citizen Goss' xenophobic rhetoric, Galt's neighbors are on edge, worried that he will send bloodthirsty mobs over his borders. Andoran, once sympathetic to Galt's anti-aristocratic ideals, has closed its borders in the Verduran Forest to Galtan refugees in recent years, afraid that the chaos might spread.

A few exiled members of Galt's nobility fled to the River Kingdoms, where they have been amassing armies of mercenaries to eventually take back their homeland. The two most prominent of these Revenant Princes are Lord Halidan Tarne and his cousin, Casal Tarne. While Halidan leads regular raids into Galt, Casal prefers to wait and bide his time and gather his forces, waiting for the perfect time to strike and bring down the Revolutionary Council.

Taldor takes a dim view of the revolutionaries to their north. All travelers from Galt are searched and a worrying number of handbills insisting that the Taldan people rise up and overthrow the government have been discovered in caravans and ships. Some of the senatorial class would like to send the military north to end the revolutionary nation once and for all. The prefecture of Northern Tandak is particularly strained due to an influx of penniless nobles exiled from their Galtan homes combined with the 'soft invasions' of bandits and brigands from the north. This has left a substantial strain on the territory's resources and frustrated the regional government.

The elven lands to the west are separated from Galt by the Sellen River and the elves monitor this border carefully. The elves are somewhat sympathetic to the harried refugee camps on the other side of the river but such sentiments do not extend to allowing Galtan exiles access to their lands.

Map of Taldor