Tuesday, June 2, 2026

Osirion

Osirion is not only one of the oldest human nations currently in existence in the Inner Sea region, but has been one of the most powerful and influential since Earthfall.

Independence

For three millennia, Osirion suffered under foreign rule. That changed in 1609 AR when Prince Khemet I, boasting the bloodline of ancient pharaohs, overthrew the Keleshite sultan and reclaimed the Garundi throne. Today, his grandson Khemet III—the Ruby Prince—rules the realm. Eager to uncover his nation's past, the Ruby Prince initially welcomed foreign researchers and treasure hunters. However, the sudden rise of Hakotep I, the Sky Pharaoh, and the dark machinations of the Night Heralds forced him to lock down the ruins. While official permits are a thing of the past, the sands of Osirion still draw a desperate breed of illegal scavengers and thieves.

Government

The Ruby Prince Khemet III rules as the divine monarch from his capital of Sothis. His chief advisor is the powerful fire mage Janhelia. Khemet and his family are protected by an elite unit known as the Risen Guard. While Khemet's rule is absolute, the day-to-day administration of Osirion is handled by the Council of Sun and Sky. In theory the Council is an independent body, but most Osirians realize the true power is held by the Ruby Prince

Geography

The Valley of the Pyramids.

This primarily desert nation occupies the northeastern corner of the continent of Garund. It is bordered on the north by the Inner Sea and the east by the Obari Ocean. Its western border (where it meets the nation of Thuvia) is delineated by the banks of the Junira River, while the Barrier Wall and the Brazen Peaks provide a natural barrier to the south where Osirion's former holding of Katapesh stretches into further expanses of desert. The two mountain ranges are separated by the Kho-Rarne Pass which leads to the Mwangi Expanse.

Deserts

The desert interior dominates the country, which contains some of the largest arid wastelands on Golarion. The western desert has the Alamein Peninsula on the north coast, while to its west lie the Cliffs of Kusha-ta-Pahk; to the east of the peninsular is the Coast of Graves. South of the peninsular is the Glazen Sheets, separated from the Footprints of Rovagug by the Scarab River. The central desert has the Sahure Wastes to the north and the Parched Dunes to the south. Separating them are the mountain range known as the Pillars of the Sun. The desert is then bisected by the mighty Sphinx River. Most of the country's major cities lie on the river or its tributaries, with the capital, Sothis, at the mouth where it reaches the Inner Sea. The eastern desert has the impressive Underdunes to the north and the Salt Hills to the south, separated by the Shining Mountains. Features of the eastern coastline include the Burning Cape and the Scorpion Coast.

Rivers

Osirion's rivers hold many dangers.

Osirion could not exist without the Sphinx River and its tributaries (the Asp and the Crook). They provide a year-long source of fresh water to this otherwise inhospitable land, and it is not surprising that the vast majority of the nation's inhabitants live along their banks. The rivers are not without danger, however, as they flood seasonally and are also home to the black-scaled crocodiles known as hetkoshu.

Ruins

Osirians are perpetually reminded that they reside in the lingering shadow of their once-magnificent history. Throughout Osirion's landscape, remnants of the past abound. Here is found the recently unveiled Slave Trenches of Hakotep, revealed to be an expansive elemental engine. There, the remnants of Tumen, Osirion's former capital, lie buried beneath desert sands, a result of sandstorms following the death of the Four Pharaohs of Ascension. For every renowned legendary site, countless more remain undiscovered.

Recent return

Rumors point to the return of Hakotep I from the dead in 1714 AR. He was dead for more then 3000 years.Some where in the desert he gathers his forces. Many beleive this to the work of the The Night Heralds.

Map of Qadira


 

Qadira

Qadira

The westernmost province of the Padishah Empire of Kelesh, Qadira is a kingdom with the power of the sprawling Casmaron empire at its back. Qadira is Kelesh's doorway to the Inner Sea region, and is perhaps the single most valuable piece of real estate on Golarion. Rivers of spice and gold flow through its capital of Katheer, and Xerbystes II, the satrap of Qadira, boasts that his kingdom holds the wealth of any other three on the Inner Sea.

Structure

As governor of a distant province of a vast, sprawling empire, the satrap of Qadira does not have the power he desires, but is still a political force to be reckoned with. Every year, to maintain his position, Satrap Xerbystes II has to send thirteen golden bulls and three hundred concubines to the heart of the empire, but for a man as rich as Xerbystes II this is nothing. His power is curtailed by his vizier, Hebizid Vraj, directly appointed by the Padishah Emperor himself. While Xerbystes II has complete power within the borders of Qadira, as a satrap he has little control over events outside his border; things like piracy, trade, and war are controlled by the Padishah Emperor himself. Unfortunately for Xerbystes, the Padishah Emperor does not want war and therefore the vizier restrains Xerbystes' lust for yet another war with Taldor to the north. Xerbystes II attempts to sate his desire for conquest by charging his special noble advisors, known as the Peerless, with near-impossible tasks and quests.

Military

All Qadirans are conscripted for two years of military service.

Holidays

Qadira has only two major holidays: Kaliashahrim and Batul al-Alim. The first celebrates the Padishah Emperor and Qadira's allegiance to the empire, while the second commemorates the birthday of a popular romantic poet of the same name.

Demography and Population

Qadira's human population is overwhelmingly Keleshite, although significant numbers of expatriate Taldans live there as well. Qadirans value wealth above all else and often seek to make their fortunes abroad. The wealth of Absalom, and more importantly, the trading opportunities proffered by control of the great city, has long drawn the gaze of the satrap's most powerful merchant princes. Many Qadirans are ready to leave their deserts behind for the promise of lustrous Absalom gold.

Society and culture

Qadirans value not just wealth, but luxury and the finest things life has to offer. Most Qadirans favour horse racing as the sport of kings, treating champion jockeys as other lands treat war heroes.

Qadira's peoples are known to be questioning, persuasive speakers of both common and Kelish languages, and enjoy haggling over transactions. Qadirans hold familial ties and representation of utmost social importance, and rely on patronage to engender trust of strangers and foreigners between groups.

Gifts and hospitality are sacred obligations to Keleshites, and guests are expected to provide gifts to hosts.

Territories

Qadira is a dry land, and the sand of its many deserts hide its ancient ruins. To the east lies the vast continent of Casmaron and the sprawling Padishah Empire of Kelesh, of which Qadira is but the westernmost satrapy. Qadira lies along the trade route known as the Golden Path, which brings goods overland to and from Casmaron. This trade route is responsible for much of Qadira's wealth. Qadira's coastline along the Inner Sea and Obari Ocean forms its southern and western borders. Only the northern border of Qadira is connected directly with another nation of Avistan. It is this border that has caused them the most grief, as it connects with Qadira's ancient rival, Taldor. To the north of Qadira lies the vast, wilderness expanse of the Whistling Plains.

Religion

The church of Sarenrae is the official religion of Kelesh, and by extension Qadira. It is by far the most popular religion in Qadira, even though two factions of her followers clash behind the political scene. An aggressive sect agitates for further military expansion, primarily in Taldor. Younger and junior members have banded together opposing this path, seeing their goddess as primarily interested in tolerance and redemption, not war and conquest. The government and the public-at-large seem unaware of this schism, which could flare up into open fighting at any moment.

White Feather

A new secretive cult has begun arriving in Qadira from the east. Known as the White Feather monks, they preach pacifism. This puts them at odds with the satrap, who has them closely watched. He fears that their ideology might spread to the greater public, which might put his future war plans at risk. The church of Sarenrae sees these monks are possible allies, but is still unsure of their true motives.

Foreign Relations

Since the peace treaty of 1603 AR, Qadira has maintained a tentative truce with Taldor, although the two nations are highly suspicious of one another. Qadira is on generally good terms with the undead nation of Geb and the city of Katapesh across the Obari Ocean.

While foreigners are welcome, all are expected to register with the government as soon as they enter the country. Impersonating a citizen of Kelesh is not tolerated.

Trade & Transport

Qadira's economy relies heavily on foreign trade, both to the interior of Casmaron as well as the Inner Sea region. Its major trade routes include the Golden Path, the overland route to Katheer, the North Tack, a sea trade lane that begins at Sedeq and follows the northern coast of the Inner Sea to Corentyn in Cheliax, and the Obari Crossing, a sea route the connects the Inner Sea to the distant nations of Iblydos, Kelesh, and Vudra via the Obari Ocean.

Map of Andoran


 

Monday, June 1, 2026

Andoran

Andoran

Andoran is a nation of the people, governed by the principles of Common Rule which grant every citizen a voice. Andoran holds the reins of its own destiny in the strong hands of its people; it considers itself the birthplace of freedom.

Structure

Andoren government (and Andoren society as a whole) are built on three principles: the tolerance of all benevolent religions, a transparent government, and an efficient, prosperous system for trade. To ensure that all are treated fairly and that no one abuses the power of their office, public servants in Andoran are regarded with a measure of suspicion and subject to regular scrutiny.

The People's Council

The nation's ruling body is a group of 350 representatives known as the People's Council. Based out of the capital city of Almas, these individuals are elected by the nation's populace every five years; Andoran is divided into numerous municipalities, each of which is allowed to elect a single representative to the Council. Additionally, every major guild in the nation is also granted a representative. It's these individuals that are responsible for overseeing all aspects of the nation's government, from the selection of mayors for each municipality to the running of Andoran's military forces.

The Supreme Elect

The People's Council is led by the Supreme Elect, a position appointed by the Council's members following each election. The Supreme Elect manages the nation's Executive Office, and acts as the mayor of Almas. The People's Council also selects a supreme vicar from the local clergies of Sun and The Light. This individual serves primarily as an adviser to the Supreme Elect. The supreme vicar also acts as the bishop of Almas, and oversees the actions of all Andoran's faiths.

Foreign relations

Being the only country in the Inner Sea region with open, democratically-elected leaders, Andoran's relations with its more autocratic neighbours is generally poor. Foreign powers worry that their peasantry might desire freedoms similar to those earned by the people of Andoran as a result of the People's Revolt. This fear is reinforced by Andoran's efforts to spread its cultural, mercantile, and philosophical beliefs beyond its borders. The nation even exhibits a willingness to bring its military might to bear when no other means of accomplishing this goal remain.

They are close with the island kingdom of Absalom. They share many ideals about being a force for good in the world. 

Andoran and slavery

During the People's Revolt, revolutionaries opened all of Andoran's prisons and freed its slaves, partially on ethical grounds, and partially to bolster the Revolt against foreign and domestic anti-revolutionary forces. These abolitionist ideals continue to this day, with the Andoren government forbidding any trade in sentient creatures, as well as sending out agents to undermine slavery abroad. This brings Andoran into conflict with the primary states supporting slavery in the Inner Sea region, particularly Cheliax, Katapesh, Osirion, and Thuvia. Because of this, Andorens in general are seen as troublemakers abroad. Katapeshi slavers in particular has been in the crosshairs of the Andoren government for the past decade, after Codwin I and the People's Council made it legal to board and sink Katapeshi slave ships in 1704 AR. When the Gray Corsairs sank three of these ships the following year, it began what some call the Andoren War Against Slavery.

Economy

Andoran is a nation with abundant natural resources, and transport ships carrying lumber, minerals, and other goods frequently leave the cities of Almas and Augustana for destinations throughout the Inner Sea region and beyond. Additionally, the nation's three leading exporters, House Goldfield, House Naran, and House Vaylen, operate large and profitable banks within the region. Andoran's banks provide readily accessible and affordable credit to the nation's people, though any who seek to exploit this system are exiled as traitors.

Andoran profits from resources beyond its borders as well. Artifacts and resources originating in exotic locations such as Osirion, the Mwangi Expanse, and even Azlant and Arcadia are gathered and sold. These goods are sometimes rare, often difficult to locate and obtain, and many groups fight one another to possess them; despite the risks involved, these items generate significant wealth for Andoran. Competition in this field has also been growing with the neighbouring states of Cheliax and Taldor.

A new Supreme Elect

In 1716 AR, Andira Marusek was elected to succeed Codwin I. Coming from a background in both the Twilight Talons and as the general of the Steel Falcons, she is one of Andoran's youngest Supreme Elects and has made international abolition a principal tenet of her administration.

Demography and Population

The human population of Andoran is primarily of Chelaxian and Taldan extraction, with halflings the most common non-human race. Andoran also has the largest concentration of kobolds in the Inner Sea region, and one of the biggest number of aasimars.

Above all else, the citizens of Andoran are passionate about their country and their freedom. A history of being ruled by foreign powers, first under Taldor, and then Cheliax, resulted in a heavy burden; over time, as the region's resources and the people's independence were slowly worn away, this burden grew too great to be tolerated any longer. The proud people of Andoran claimed their nation's sovereignty, and are determined to prove to disbelievers that the concepts of freedom and equality that they hold will remain strong in the face of any hardship.

The people that inhabit the nation of Andoran are also highly opinionated, often holding differing perspectives on how best to preserve their nation and spread its influence. That said, almost all Andorens share certain beliefs in common. Arguments and discussions should be based on merit, rather than half-truths or falsehoods. All people have a right to have their voice heard, and one should be judged by their actions above all else. Everyone is entitled to their opinion, so long as it is not actually that of a foreign power. By embracing and preserving these beliefs and others like them, the people of Andoran hope to ensure Common Rule, and the freedom it brings, for many generations to come.

Territories

Andoran is located on the northern coast of the Inner Sea. The nation is separated from its western neighbour, the empire of Cheliax, by the Aspodell Mountains. The Five Kings Range perform a similar function in the north, serving as a barrier between Andoran and the nations of Druma, Isger, Kyonin, and the Five Kings Mountains. To the east lie the nations of Galt and Taldor; much of Andoran's eastern border lies within the Verduran Forest, and follows the flow of the Sellen River. The nation can be divided into five general regions: the capital city of Almas and its surrounding countryside, the coastal Arthfell region, the agriculture-rich Carpenden Plains, Darkmoon Vale, dominated by the Lumber Consortium, and the fey-contested Verduran Forest.

Andoran's interior is dominated by plains and hills, and the remnants of Arthfell Forest. Darkmoon Vale in the northwest is dominated by Droskar's Crag, a massive volcano that serves as the southernmost point of the Five Kings Range.

Maps of Cheliax






 

Cheliax

Cheliax 

Infernal Cheliax remains one of the most powerful nations militarily in the Inner Sea region. Its control of the Arch of Aroden, the passage between the Inner Sea and the Arcadian Ocean, also gives it a vital role in much of the region's trade. Nevertheless, as important as the nation may be today, it pales in comparison to its former Imperial glories. Today, in the eyes of most external observers in other parts of the Inner Sea, Cheliax suffers from extreme diabolism and a tyranny which prevent it from truly achieving its full potential. Internal observers, including the new nobility of Cheliax, firmly believe that Asmodeus and Hell serve Cheliax and assist in maintaining the power necessary for Cheliax to assume its rightful role among the leading nations of the Inner Sea.

Structure

Since the Thrune Ascendancy of 1640 AR, Cheliax has been ruled by House Thrune along with a new configuration of noble houses made up of those willing to follow the philosophy of Diabolism. Much of the power of House Thrune was gained through the initial bargain struck between Abrogail Thrune and the rulers of Hell, although rumors abound that additional pacts have been made since that time in the quest for still greater power. Currently Queen Abrogail II, the great-granddaughter of Abrogail I, rules Cheliax with the aid and support of Gorthoklek, her pit fiend advisor.

Abrogail II

Her Infernal Majestrix, Queen Abrogail of the Twice-Damned House of Thrune rules as absolute monarch in her nation. Her word carries the full weight of law, and is as inescapable as any devil's contract, even if she frequently changes her mind and has her former edicts and laws erased from the books of Chelish history. She maintains control of the nation's complex bureaucracy of titled nobles through fear and the hope of earning the queen's favor.

Noble houses

House Thrune may currently be the most powerful of the noble houses, but it is certainly not the only one. Some of these other noble houses have existed for centuries, while others were commoners raised after the civil war in payment for their loyalty to the House of Thrune. Most of the oldest houses survived the civil war, although those who aligned themselves with the diabolists early in the war have claimed the greatest prestige and wealth. Whatever can be said about the new nobility's morality, they objectively rule more effectively than the old nobility did before the war. Chelish nobility are arranged in a strict hierarchy of three broad categories (dukes, counts, and barons), each with their own subcategories, for a sum of nine ranks modelled after the nine levels of Hell; the Majestrix and her family are above this order.

Most members of the nobility continue making pacts with various devils in exchange for incredible temporal power. Those who do not espouse diabolism keep it to themselves, as any talk against the methods of the current regime can lead to the complete eradication of an entire bloodline.

Government policy

Governmental policy within Cheliax is focused upon maintaining order and quelling dissent. This is in direct response to the 30 years of internecine warfare and chaos that preceded the Thrune Ascendancy, as well as the absolute order inherent in the support of Hell. There is a great deal of physical peace and order which allows the lives of ordinary citizens to proceed normally, but it carries a high moral price. Cheliax is far from the abomination of twisted evil imagined by many outsiders, but it does not allow room for any dissent. Nationalistic feelings run deep and are practically required to avoid suspicion. Ambition causes normal citizens to turn in those that they suspect as traitors to Imperial Cheliax, for the perceived promise of wealth and advancement. Organized secular and religious forces such as the Hellknights and the Inquisitors further strive to quell any organized dissent.

Chelish laws

The laws of Cheliax are based upon the Asmodean Disciplines, which also serve as the primary religious text for the Church of Asmodeus. These laws are expansive and intrusive, and attempt to regulate nearly every element of a citizen's public and private life. Because of this, many of them are not enforced, and may not even be enforceable, but they nevertheless serve the purpose of the government by allowing the prompt removal of undesirable elements of society under some perceived or interpreted infraction, or as incentive for citizens to spy on one another.

Military

In addition to the Hellknights who handle dissension within the Empire, Cheliax also boasts one of the largest military organizations in the Inner Sea region. Along with humanoid troops, they continue to use bound devils as well.

History

History in infernal Cheliax is a slippery thing, especially if it deals with events that occurred before the ascendance of House Thrune. Cheliax's current rulers understand history's power to inspire, and therefore have actively worked to eradicate any mention of the nation's imperial past. They have even done this to former allies, and more than a few noble families have found themselves excised from official records after offending the Queen. Every three months a new state-sanctioned history is printed and disseminated to the nation's universities and libraries. The now outdated, older copies of these books are collected by the Hellknight Order of the Rack and burned on so called clarity pyres, and heavy penalties are imposed on any organization that fails to offer up its previously assigned volumes. The new histories invariably have large gaps and omissions, sometimes to the point of making them unreadable. Despite this, records survive that have escaped the Imperial Ministry of Historical Accuracy's frequent revisions. These publications can fetch a high price on the black market, providing one can find a buyer who is not a paid informant for the Ministry.

Present day

The empire runs on the backs of fiends now, a perfect machine of hellfire and blood, where morality surrenders to the needs of law and order. It's easy to curse Cheliax as a nation of devil-lovers, but few can argue with the results of their fiend-binding craft. House Thrune, the greatest of its diabolic noble families, has brought the empire under control once more. Cheliax rises like a dark star, as strong as ever, despite the losses of Galt and Andoran to rebellious forces.

Asmodeus proves as powerful a divine patron as the Light ever did, shepherding his people toward glory and dominance of the Inner Sea. His plans reach eons into the future, and the minor setbacks of yesterday are all factored into the cost of doing a devil's business. The Chelish always plan for a long campaign, and never trifle over today's skirmishes. In the end, all will burn in hellfire. It is only a matter of time and calculated conquest.

Demography and Population

Three-quarters of Cheliax's human population are ethnic Chelaxians, with Taldans and Kellids the most populous minorities (the latter clustered in Cheliax's northern reaches). The pale-skinned Chelaxians believe themselves superior to all other peoples. Their compact with great devils gives them power beyond measure, and no other nation of the Inner Sea can compete with their summoners and warlocks when it comes to trafficking with dark forces. These devils require payment for their service, often offered up in the form of tender flesh and boiled blood. Slaves are an important resource of the Chelish as are artifacts of ancient power whose secrets are revealed to them by their timeless patrons. Most of Cheliax's inhabitants have become used to their repressive government with its infernal ties, seeing it as the price they had to pay to be rescued from the anarchy of civil war. Those who actively support the government tend to receive the greatest chances at wealth and social advancement, while those unable or unwilling to contribute to the hellish regime reap no such rewards or are even the targets of recrimination and ridicule. 

Gnomes

Most gnomes in Cheliax live in the town of Brastlewark and enjoy a relatively peaceful existence in comparison to other minority races. Many gnomes are architects and engineers and the best of these provide innovative designs and inventions for the Chelish government. The community is left mostly unmolested as a result.

Halflings

Nearly all halflings who live in Cheliax are slaves. Known pejoratively as slips, they are treated quite poorly by the general population.

Strix

The strix are a race of winged humanoids native to the Devil's Perch, a dangerous and inhospitable region of western Cheliax's Menador Mountains. Due to past conflicts with their lowland neighbours, the strix refuse to have anything to do with the untrustworthy humans. The strix have inspired many grisly rumors among the Chelish, who vilify and fear them.

Tieflings

Tieflings enjoy an unusual status in Cheliax, often seen as subordinate to humans. They are rarely seen in public, and appear mainly as unusual slaves or involved in criminal enterprises.

Territories

Imperial Cheliax covers a large part of southwestern Avistan and, although currently less than half its former size, it is still one of the largest countries in the Inner Sea region. Beyond the Mendador Mountains in the north, it is bordered by the former provinces of Nidal and Molthune. To the East it is bordered with Isger, and Andoran across the Aspodell Mountains. The Inner Sea lies to the south, across which is Rahadoum on the continent of Garund. To the west lies the Arcadian Ocean.

Cheliax is divided into six regions or archduchies, each of which is subdivided into duchies, which further split into counties, which then can be separated into baronies. Not every grouping can be divided into a smaller grouping. For instance, several very small counties do not divide into even smaller baronies. The six archduchies are fixed; there can never be more or less, as there can never be more than six archdukes, and are as follows:

Archduchy of Hellcoast: The hills of Devil's Perch and the settlement of Pezzack are the home of the strix, a race of winged humanoids. These fliers protect their homeland diligently although more from a dislike of any foreign rule as much as distaste for the current House of Thrune and its organized devil worship.

Archduchy of Ravounel: The Ravounel Forest, the North Plains and the settlement of Kintargo in the northwest are the least insular areas of Cheliax and therefore subject to the most outside influence and contact.

Archduchy of Menador: The Menador Mountains are the religious homeland of Cheliax. It is also the home to scores of Hellknights prepared for a life of unending servitude by the unforgiving nature of the land they inhabit.

Archduchy of the Heartlands: The Whisperwood, the Barrowood and the Central Plains are the heart of Cheliax.

Archduchy of Sirmium: The Aspodell Mountains and the River Keld form a natural eastern border to Cheliax.

Archduchy of Longmarch: The Inner Sea forms the southern border of Cheliax and port cities built upon bluffs dot the coast.

The current capital, Egorian, rests near the centre of the nation on the banks of Lake Sorrow. North of the lake stands the Barrowood, and the River Adivian flows south from the lake, past Westpool and East Rikkan, into Gemcrown Bay past Westcrown. Cheliax maintains a foothold in Garund as well, holding the southern end of the Arch of Aroden (the province of Kharijite) and thus controlling access to the Inner Sea. It's most distant holding is Anchor's End in far-off Arcadia.



Osirion

Osirion is not only one of the oldest human nations currently in existence in the Inner Sea region, but has been one of the most powerful a...